Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

JURAGAN

Member
  • Content Count

    23
  • Joined

  • Last visited

  • Medals

Everything posted by JURAGAN

  1. Hi, anyone can help for a code? to achieve : Auto load any incapacitated player into vehicle with distance <5 by add-action to the vehicle.Multi player
  2. https://community.bistudio.com/wiki/playSound
  3. Hi, anyone can help for a code? to achieve : load any incapacitated player into vehicle with distance of 10 by add-action to the vehicle.Multi player
  4. Is this mod have script version and can it be integrated with PiP monitor as CCTV ?
  5. hi QS , before that just to say GREAT WORK ! on your I&A mission. i launched your I&A mission on my TADST server but  i having a problem with Vehicle Respawning , wreck and corpse . vehicle not respawning and stay as wreck where dead body not cleanup. Ai Out numbered and messing the whole AO making the FPS dropped very low. is there any suggestion or direction on how to fix it? thank you.

    1. fn_Quiksilver

      fn_Quiksilver

      you will have to send me a copy of your server RPT log file

  6. try this: create 3 marker and name it "marker BTR" to spawn BTR, "mkr1" waypoint BTR, "mkr1_1" waypoint Inf. create trigger. Conditon - true On Act - put below code: null = [] spawn {waitUntil{sleep 1;(({isPlayer _x && _x distance (getMarkerPos "markerBTR") < 100} count playableUnits > 0));}; _btrQRFspawn = getMarkerPos "markerBTR"; _btr= createVehicle ["O_APC_Tracked_02_cannon_F", _btrQRFspawn, [], 0, "NONE"]; createVehicleCrew _btr; _inf = [getMarkerPos "markerBTR", east, 5] call BIS_fnc_spawnGroup; ((units _inf) select 0) moveInCargo _btr; ((units _inf) select 1) moveInCargo _btr; ((units _inf) select 2) moveInCargo _btr; ((units _inf) select 3) moveInCargo _btr; ((units _inf) select 4) moveInCargo _btr; wp1 = group driver _btr addWaypoint [getMarkerPos "mkr1",0]; wp1 setWaypointStatements ["true", "'HOLD'"]; sleep 20; unassignVehicle ((units _inf) select 0); unassignVehicle ((units _inf) select 1); unassignVehicle ((units _inf) select 2); unassignVehicle ((units _inf) select 3); unassignVehicle ((units _inf) select 4); [_inf, getMarkerPos "mkr1_1"] call BIS_fnc_taskAttack;}; or : place group and name it "grp1" put in all unit init : this moveInCargo btr; add waypoint grp1 "MOVE" to designated point. place a vehicle BTR and name it "btr". add waypoint btr "MOVE" just a bit in front it and set timer 10/10/10.(you can adjust timer as you wish) add another waypoint "MOVE" to where you want and inside waypoint init put this code; unassignVehicle ((units grp1) select 0); unassignVehicle ((units grp1) select 1); unassignVehicle ((units grp1) select 2); unassignVehicle ((units grp1) select 3); unassignVehicle ((units grp1) select 4); (add another line here equal to number of unit) good luck.
  7. hi, im having a third person view issue on linux server. i already put a line of "thirdpersonview=1;" in the server config file follow the instruction from https://community.bistudio.com/wiki/server.armaprofile and keybind is set accordingly. but im still could not get it to work. i try put a script [player switchCamera "EXTERNAL";] to manually overide in game but its work for 2 sec. anyone here can help is much appreciate. thank you in advance.
  8. keybind works fine with TADST server but not LINUX . i dunno whats wrong with the LINUX config. class DifficultyPresets { class CustomDifficulty { class Options { /* Simulation */ reducedDamage = 0; // Reduced damage /* Situational awareness */ groupIndicators = 0; // Group indicators (0 = never, 1 = limited distance, 2 = always) friendlyTags = 2; // Friendly name tags (0 = never, 1 = limited distance, 2 = always) enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always) detectedMines = 0; // Detected mines (0 = never, 1 = limited distance, 2 = always) commands = 1; // Commands (0 = never, 1 = fade out, 2 = always) waypoints = 1; // Waypoints (0 = never, 1 = fade out, 2 = always) tacticalPing = 1; // Tactical ping (0 = disable, 1 = enable) /* Personal awareness */ weaponInfo = 2; // Weapon info (0 = never, 1 = fade out, 2 = always) stanceIndicator = 2; // Stance indicator (0 = never, 1 = fade out, 2 = always) staminaBar = 0; // Stamina bar weaponCrosshair = 0; // Weapon crosshair visionAid = 0; // Vision aid /* View */ thirdPersonView=1; // 3rd person view (0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since Arma 3 v1.99)) cameraShake = 0; // Camera shake /* Multiplayer */ scoreTable = 0; // Score table deathMessages = 1; // Killed by vonID = 0; // VoN ID /* Misc */ mapContent = 1; // Extended map content autoReport = 0; // (former autoSpot) Automatic reporting of spotted enemied by players only. This doesn't have any effect on AIs. multipleSaves = 0; // Multiple saves }; // aiLevelPreset defines AI skill level and is counted from 0 and can have following values: 0 (Low), 1 (Normal), 2 (High), 3 (Custom). // when 3 (Custom) is chosen, values of skill and precision are taken from the class CustomAILevel. aiLevelPreset = 3; }; this is what in LINUX server.cfg file . any wrong script somewhere?
  9. thanks for your reply mate. im not sure about this but i do try loading empty mission without any mod (vanilla) with only 1 playable unit, same issue. any idea?
  10. mortar not firing in MP dedi server. my code in Trigger as follow : None, Blufor , Present, Cond : this , On Act : nul = [] spawn { for "_i" from 1 to 4 do { mortar1_2 commandArtilleryFire [[getPos player select 0, getPos player select 1, (getPos player select 2)], "8Rnd_82mm_Mo_shells", 4]; sleep 180; }; }; any help please. Thank you
  11. just tested . its works like a charm! thank you very much!
  12. sorry for that. thank you.
  13. thank you for your reply and advise.
  14. thank you for your fast reply. i just tested using the code you give me, but so sad its not working..... any clues?
  15. mortar not firing in MP dedi server. my code in Trigger as follow : None, Blufor , Present, Cond : this , On Act : nul = [] spawn { for "_i" from 1 to 4 do { mortar1_2 commandArtilleryFire [[getPos player select 0, getPos player select 1, (getPos player select 2)], "8Rnd_82mm_Mo_shells", 4]; sleep 180; }; }; any help please. Thank you
  16. JURAGAN

    Unit Spawning Loop

    Thank you so much! Its work! 🙂
  17. JURAGAN

    Unit Spawning Loop

    loop by using while {} do {}. my script : nul = [] spawn {while {true} do {jet1 = createVehicle ["O_Plane_CAS_02_dynamicLoadout_F", getMarkerPos "JetSpawn", [], 0, "FLY"]; createVehicleCrew jet1; jet1 FlyInHeight 500; wp1 = group driver jet1 addWaypoint [getMarkerPos "JetPatrol",0]; null = [group driver jet1, (getMarkerPos "JetPatrol"),8000] call BIS_fnc_taskPatrol; sleep 15;};}; how to make the spawn stop looping after 5 times? thank you.
  18. JURAGAN

    Unit Spawning Loop

    hi, i would like to know how to stop the loop too. any help is much appreciate. thank you.
  19. hi ! i am one of your user for TADST application. its a great application and i am running it with ARMA 3 mission for my clan for about 1 year till now. i am having a problem here, i dont know how to SAVE running  game progress to TADST . sometime server RESTART is needed for some reason.unfortunately, we were back to where we start in the Mission Game  after server restart.  Can you help me on this? any tutorial guide is much appreciate. Thank you so much.

  20. thank you sir for your prompt reply. appreciate that.
  21. hi! help needed here. i'm making a custom ammo supply and tested in Eden Editor without a problem. but the script wont work when i run it on server. Can anybody help me? Thanks in advance. here is my script. //init_Handle = this execVM "Custom\JRSupply.sqf"; put this in init box // Setting _amountWeapon = 10; _amountAmmo = 20; _refreshTime = 300;// refill every 5 minutes _this allowDamage false; // Loop Forever while {true} do { //clear box clearWeaponCargo _this; clearMagazineCargo _this; clearItemCargo _this; //Fill box //Weapon and Ammo // Weapon _this addWeaponCargo ["sgun_HunterShotgun_01_F",10]; _this addWeaponCargo ["hlc_rifle_bcmjack",10]; _this addWeaponCargo ["LMG_Mk200_black_ACO_pointer_F",10]; _this addWeaponCargo ["hgun_P07_snds_F",10]; _this addWeaponCargo ["hgun_PDW2000_Holo_F",10]; _this addWeaponCargo ["launch_B_Titan_F",10]; _this addWeaponCargo ["launch_B_Titan_short_F",10]; _this addWeaponCargo ["launch_MRAWS_olive_F",10]; // Magazine _this addMagazineCargo ["ACE_30Rnd_556x45_Stanag_M995_AP_mag",20]; _this addMagazineCargo ["30Rnd_9x21_Mag_SMG_02",20]; _this addMagazineCargo ["30Rnd_65x39_caseless_black_mag",20]; _this addMagazineCargo ["5Rnd_127x108_Mag",20]; _this addMagazineCargo ["150Rnd_93x64_Mag",20]; _this addMagazineCargo ["200Rnd_65x39_cased_Box",20]; _this addMagazineCargo ["2Rnd_12Gauge_Pellets",20]; _this addMagazineCargo ["hlc_30rnd_556x45_EPR",20]; _this addMagazineCargo ["16Rnd_9x21_Mag",20] _this addMagazineCargo ["11Rnd_45ACP_Mag",20]; _this addMagazineCargo ["30Rnd_9x21_Mag",20]; _this addMagazineCargo ["Titan_AT",20]; _this addMagazineCargo ["Titan_AA",20]; _this addMagazineCargo ["MRAWS_HEAT55_F",20]; _this addMagazineCargo ["MRAWS_HE_F",20]; //_this addItemCargo ["youritem",20]; _this addItemCargo ["ACE_CableTie",20]; _this addItemCargo ["ItemGPS",20]; _this addItemCargo ["ACE_DefusalKit",20]; _this addItemCargo ["ACE_EarPlugs",20]; _this addItemCargo ["ACE_IR_Strobe_Item",20]; _this addItemCargo ["SmokeShellBlue",20]; _this addItemCargo ["SmokeShellGreen",20]; _this addItemCargo ["SmokeShellPurple",20]; _this addItemCargo ["SmokeShellRed",20]; _this addItemCargo ["SmokeShell",20]; // Misc Item _this addItemCargo ["FirstAidKit",20]; _this addItemCargo ["NVGogglesB_blk_F",20]; _this addItemCargo ["ACE_Flashlight_XL50",20]; _this addItemCargo ["ACE_MapTools",20]; _this addItemCargo ["optic_Hamr",20]; _this addItemCargo ["optic_Nightstalker",20]; _this addItemCargo ["optic_LRPS",20]; _this addItemCargo ["muzzle_snds_H",20]; _this addItemCargo ["Laserbatteries",20]; _this addItemCargo ["ToolKit",20]; _this addItemCargo ["Laserdesignator",20]; _this addItemCargo ["Medikit",20]; _this addItemCargo ["muzzle_snds_M",20]; _this addItemCargo ["ACE_Altimeter",20]; // Helmet _this addItemCargo ["jr_camo_helmet2",20]; _this addItemCargo ["jr_des_helmet2",20]; // Explosive _this addItemCargo ["DemoCharge_Remote_Mag",20]; _this addItemCargo ["SatchelCharge_Remote_Mag",20]; _this addItemCargo ["HandGrenade",20]; // Vest _this addItemCargo ["jr_PlateCarrierSpec_des",10]; _this addItemCargo ["jr_PlateCarrierSpec_wd",10]; // Backpack _this addbackpackCargo ["Jr_Kitbag_des",5]; _this addbackpackCargo ["Jr_Kitbag_Camo",5]; _this addbackpackCargo ["Jr_Kitbag_med_des",5]; // Wait the duration of _refreshTime sleep _refreshTime; };
  22. JURAGAN

    Salute Scripts

    hi! need help here. is there any way to make an AI stand and salute.? somthing like this.... [this,"SALUTE"] call BIS_fnc_ambientAnim;
  23. thanks @nomisum for the fast reply! Do you have the scipt for that ? sorry , im a noobs here.. 🙂
  24. this is awesome! how to make the firework keep firing continuously until the player stop it
  25. this is awesome! how to make the firework keep firing continuously until the player stop it .
×