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About sekurlsa

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  1. Hey, you are awesome! Thanks for the great support you have provided me. I've included you (if you don't mind) inside the credits of my mission which uses the function you helped me create.
  2. I have just released Version 2 of the HazardZone gamemode . There are multiple changes which I hope players will like (see the "Changes in V2 of HazardZone:" section for more information). I have tested it for bugs, but unfortunately there might be such - I don't have any friends that play arma and I am one man army in testing this. So if you find it something worth your time - wanna play or help test out bugs please PM me or post a message here so we can play it together. Also, please provide any suggestions or requests regarding future versions of this gamemode. Question: Do you think I should raise the player count and if so how much?
  3. This is the most clear & precise explanation I've ever seen, now everything makes sense to me. Thank you!!!
  4. Hello community, I'm trying to optimize the code and further expand the functionality of a MP mission I've made: HazardZone The idea is to create an Apex's hold action by passing couple of params, issue is I really can't figure out how to pass them - especially line 4, 8 and 9 For example, I just put params ["_sample", "_unit"]; in lines 10-13 and it works like a charm, but is there anyway to do it for the rest or for the whole function without specifying params on each line? Hold Action Function: createSample = { params ["_sample", "_unit"]; [_sample, // Name of the object "Collect a sample", //title of the action "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_unit distance _sample < 5", // The condition for the Action to be shown "_unit distance _sample < 5", // The condition for the Action to progress {}, // The code executed when the action starts {}, // The code executed on every progress tick {}, // The Code which is executed on action completion {}, // The code which is executed when the player is interrrupted or stops interaction [], // No idea! Some arguments... 5, // The duration how long will it take for the action to be completed in seconds 0, // Priority false, // Remove the action once it has been completed false // show Unconsious state ] remoteExec ["BIS_fnc_holdActionAdd", [0,-2] select isDedicated, true]; }; // This is how the function will be called [objVar, playerVar] call createSample; I really would really appreciate the help. Thank you!
  5. Intro: HazardZone is a 16vs16 game mode where opposing forces have to face each other during a biological threat from space. There are several crashed objects on Livonia from which samples need to be secured, and the side with most secured samples wins the day. The samples are located in the so-called Hazard Zones, and anyone without CBRN gear will not survive there. Each side has a team of 4 CBRN specialists (only 1 team per side) which will need to secure the samples, to support the limited number of CBRN units, 3 other teams of standard combat units are deployed. These support units need to fend off enemy forces and provide secure passage to the crash site for the CBRN units, but CBRN units need to deal with any enemy forces inside the Hazard Zones on their own. To further aid the mission, artillery & transport troops are deployed, but a radio tower needs to be secured to amplify the signal for communication of ground troops with HQ, since the strong EMF of the crashed objects is interfering with the communication and makes it impossible. Features: CBRN Gas Mask overlay & sounds Custom Game Mode Custom scoring logic Virtual Arsenal crate Player & Vehicle Respawns Hazard Zones in which only players with proper gear are safe. 5 km. of playable area Changes in V2 of HazardZone: Objectives are no longer completed by simply interacting with the objective: Players will receive a container (attached to the torso of the player) when a sample is collected. As a final step to complete the objective, players have to extract the sample/s by securing them inside a special storage box located inside base's decontamination tent. Upon completion of these steps the side of the player will be awarded with points Players will be able to pick up the sample containers from their buddies or dead soldiers A player may carry multiple sample containers To make the gamemode more interesting, tasks will now be updated with the location of the player which is holding the sample until it is extracted. This will allow opposite force to recapture the objective from the enemy. Task descriptions are updated according to the player and side who have captured a sample. i.e. "Attack" or "Defend" depending on which side you are and which side captured the sample. Task icons are updated when sample is collected according to the player and side who captured a sample, i.e. "Attack" or "Defend" depending on which side you are and which side captured the sample. Message are now displayed to screen updating players who captured the sample. Tons of small changes to accommodate the new gamemode logic Notes: Raw mission included so you can edit/modify according to your needs (If you give me credit it will be appreciated) No additional content is required (mods or otherwise) except ARMA 3 - Contact Platform Credits: Credits to bohemia forums and ARMA community for all the awesome script examples and tutorials. Credits to Chuc for the script used for the radiation/hazard areas: Credits to RCA3, the gamemode at its current form wouldn't be possible without their help! Download: steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2781568799 gdrive: https://drive.google.com/file/d/10YpgBVIl64OJL2mIy7T1kAsPnn_d_yi2/view?usp=sharing ^ Password for the archive is "original"
  6. Further on this topic: This generally and Larrow's reply answer my questions. Thanks to everybody for the assist!
  7. I already have one, migrated the script to there. I changed the share link respectively . Thanks!
  8. Greetings Community, I needed a gas mask overlay script for a MP mission I'm making. Unfortunately, I couldn't find anything that works across respawns... so I modified the overlay part of the script made by ALIAS - "Radiation - DEMO", after heavy modification the overlay is now MP compatible. There are currently some issues, which I hope I can resolve in near future: * Gas mask overlay will remain after respawn until the player equips and then unequips the "Gas mask" * For some reason the script doesn't work with the "Contact DLC" gas masks. It actually works. It appears the unit (cbrn_specialist) spawns with "G_AirPurifyingRespirator_01_nofilter_F" and later respawns with "G_AirPurifyingRespirator_01_F", keep that in mind. Feel free to contribute, I'm stuck as it is. I'll provide further updates in the github repository Enjoy! Modified multiplayer compatible overlay script. https://github.com/SubXi/arma3-2d-mask-overlay Original script: https://steamcommunity.com/sharedfiles/filedetails/?id=909790601
  9. Nothing happens. I'm really lost, setDamage works, but this doesn't. What I get from this _unit is correctly pointing to the player in scope. hint str(goggles _unit); returns G_Balaclava_blk so this is correct as well but the if statement is not firing. Edit: Further to my last, hint str([_unit, "G_Balaclava_blk"] call BIS_fnc_hasItem); equals false. so there is that - at least everything is failing.
  10. Okay, I get it, like below it will get the job done, i've tested it. But what If I want to perform a check about an equipped item for instance, it still fails although I'm now referring to the proper player object. Any suggestions how to get this to work? params ["_unit"]; if ("G_Balaclava_blk" in goggles _unit) then { hint "Balaclava is equipped"; }; // Working example with setDamage 1; Character init: [this] execVM "unit_init.sqf" unit_init.sqf: private ["_unit"]; _unit = _this select 0; fnc_overlay = compile preprocessFileLineNumbers "damage.sqf"; fnc_overlayInit = { private ["_unit"]; _unit = _this select 0; _unit spawn fnc_overlay; }; _unit addEventHandler ["Respawn", { [_this select 0] call fnc_overlayInit; }]; damage.sqf params ["_unit"]; _unit setDamage 1;
  11. I have a trigger, the trigger is set to Activation: blufor, it is also repeatable. On activation I have: varvar setDamage 1; varvar is a playable character. When the "playable" character enters the trigger area, as expected, character dies, but after respawn the trigger no longer works. How should I refer to the character activating the trigger?
  12. Greetings, I'm doing a CBRN mission for multiplayer using the Contact DLC. The idea is to have all players wearing a gas mask to have an overlay. The script is working fine until a player makes a respawn. I've tried to use onPlayerRespawn.sqf but with limited success - it again works only on spawn and not respawn. Whenever I equip the gas mask from the body of my pervious character the code works nicely... I'm guessing, I'm not referring to the player properly, but I'm not sure how to proceed. Can I get some help with this? The while loop also doesn't seem to be the best implementation, but I am also not sure how to approach this, guessing an EventHandler could work, but I couldn't find anything about equipped items. onPlayerRespawn.sqf code: while {true} do { if ("G_AirPurifyingRespirator_01_nofilter_F" in goggles player) then { call{"_unit" cutRsc ["RscCBRN_APR_02", "PLAIN", -1, false];}; }; if !("G_AirPurifyingRespirator_01_nofilter_F" in goggles player) then { nul = "player" cutText ["", "PLAIN"]; } }; Thank you! Edit: Also tried to get this work by making a repeatable trigger, this also works until a respawn is performed. Condition: "G_AirPurifyingRespirator_01_nofilter_" in goggles varPlayerName; On Activation: call{"varPlayerName" cutRsc ["RscCBRN_APR_02", "PLAIN", -1, false];}; On Deactivation: nul = "varPlayerName" cutText ["", "PLAIN"]; This has been resolved here: