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About beno_83au

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  1. beno_83au

    [Release] MIL_CAS

    @kibaBG Use a variable in the condition parameter. Just declare a variable as true before you start the firing, then declare it as false to stop firing. Where you've got the "6" is how many rounds per minute, not how many rounds total. So it'll keep firing 6 round per minute until the script is stopped. But if your code works then you may as well use that.
  2. beno_83au

    realistic sounds

    That video is literally Arma
  3. beno_83au

    [DM 2-10] MIL_DominationDM

    Hi @kdjac. Thanks, yeah I had a lot of fun playing this one too. I haven't really done anything in Arma for about 2 years, but what's broken? Might be something I can fix up if I don't have to go bug hunting myself as I don't really have the chance to get back into it these days.
  4. beno_83au

    Chat GPT tried to script

    I've tried the freely available version of chatgpt 3 times, just purely out of curiosity. All 3 times i had to tell it that it was wrong, and it wasn't difficult stuff that it got wrong. I agree, chatgpt is not a good alternative.
  5. Will you please alow me to play, it was an acident.......please, i wannna kill pepoole

  6. beno_83au

    [Release] MIL_CAS

    Just jumped on and grabbed an older artillery script of mine. I just rewrote it a bit but it should still work. MIL_Bombardment.sqf /* Simple bombardment script to enhance immersion. nul = [_round,_position,_area,_rpm,_condition] execVM MIL_Bombardment.sqf; _round - STRING - projectile you want to use _position - ARRAY - 2D position to bomb _area - ARRAY - x,y dimensions of a circular area to bomb around _position _rpm - NUMBER - roughly how many rounds per minute (some randomness in it) OPTIONAL: _condition - defaults to TRUE, change as needed e.g. nul = ["Sh_82mm_AMOS",[10767,8686],[150,50],6] execVM MIL_Bombardment.sqf; */ params ["_round","_position","_area","_rpm",["_condition",true]]; while {_condition} do { private ["_impactPos","_bomb"]; _time = 60 / _rpm; sleep ((_time - (_rpm / 2)) + (random _rpm)); //sleeps for random +/- 50% of _rpm _impactPos = [ (_position select 0) - (_area select 0) + (random ((_area select 0) * 2)), (_position select 1) - (_area select 1) + (random ((_area select 1) * 2)), 50 ]; _bomb = _round createVehicle _impactPos; _bomb setVelocity [0,0,-50]; };
  7. beno_83au

    [Release] MIL_CAS

    Thanks @Casio91Fin There's a bunch of scripts out there that'll do artillery strikes. Probably not so many for helicopters but there'd be a few for sure. But I didn't write anything for any of the other editor modules, sorry.
  8. beno_83au

    [Release] MIL_CAS

    I've never tried it together, but you probably can. All it does is run the module anyway so it should be the same as using the editor module multiple times.
  9. beno_83au

    [Release] MIL_CAS

    @Hamster2k I don't think it'd be the function, unless something has changed over time. You'll need to show your code though.
  10. beno_83au

    [Release] MIL_CAS

    @kibaBG Sorry, the original example I gave you would've deleted the trigger the first time it ran 🙃 I edited it.
  11. beno_83au

    [Release] MIL_CAS

    Yes. Simple way is to just declare a variable somewhere, then run a check each time you try to run the CAS and increment the variable each time it runs. Assuming this is single player (multiplayer is a bit different), and to keep it simple, in your player's Init field type: CAS_Runs = 0; You can put that variable in your init.sqf instead though if you have one. Then in the trigger you can check the variable and increment it each time the CAS runs: if (CAS_Runs < 5) then { nul = [screenToWorld [0.5,0.5],90,"RHS_A10",2] execVM "MIL_CAS.sqf"; CAS_Runs = CAS_Runs + 1; } else { deleteVehicle YourTriggerName; }; Then make sure your trigger is set to be repeatable and replace YourTriggerName with whatever you've called your trigger so that it gets deleted after it's final use.
  12. beno_83au

    HAFM NAVY (Ships) - v2.0

    That's probably how a lot of projects will be looked at now I guess, which is fair enough. Good job though 👍
  13. Yeah agreed. And I am not a fan of Discord as an information repository. Stuff gets lost in the fluff so quickly.
  14. beno_83au

    Play sound for one person.

    Probably running on all clients I assume? Where is it being executed? Considering that, try this: if (player == Y) then { []spawn { while {true} do { if (Y inArea t1) then { playSound "geiger"; uiSleep 1.6; }; }; }; };
  15. So, I don't know of a way of reliably targeting a position. I've been through a lot of this kind of thing when making a support-by-fire function, but I can get AI to reliably fire any of their weapons at a target - https://www.youtube.com/watch?v=W4j0MkmNMQE&amp;list=PLec6T_DTU707E72sxxPGIxuobvmuQcP8I&amp;index=9 To break down what I have to the bare bones of what you should need: //Create logic target and reveal. _target = "Logic" createVehicleLocal _targetPosition; _unit reveal [_target,4]; _unit doWatch objNull; _unit doWatch _target; _unit doTarget _target; //Sleep to allow everything to catch up (e.g. aiming). sleep 1; //Unit fires the weapon. _unit selectWeapon ((getArray(configFile>>"cfgWeapons" >> primaryWeapon _unit >> "muzzles")) select 1); _unit forceWeaponFire [primaryWeapon _unit,"Single"]; With _unit being the grenadier obviously, see if that works out for you. This is also assuming that the unit already has a smoke round loaded, but you can do that whenever you want or just put it in at the beginning of the code block with a short sleep after.