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Everything posted by Gunter Severloh
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script Simple Helicopter Transport Script
Gunter Severloh replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yup, i think the only good thing out of it was it produced a base script and template to work with, some aspects worked but outside that it couldn't get the heli to take off from the start. The initial version i created did, and it did work but wouldn't land, then i revised it adjusting positions of things like when the heli asks for you to choose your location, and then after when it arrived in the area to throw a signal. After revising it it fixed those things but then the heli once called wouldn't start its engines and take off when you called it after choosing your location. Rydygier made this possible, if it were possible to teach the AI Arma code which i think it might be idk how unless it learns from what you tell it i guess, i think you Rydygier could educate it and ti would create something that would actually work using the correct syntax's, functions, and code for how the ai functions among other things. Would be interesting to see what is done. As for the script itself ya about the only thing of concern is the landing part, if you dont have enough space for the heli to land, it will literally come down and fly into trees and hit buildings, so wherever you intend it to come and pick you up, an open field works fine. If you are returning to a base make sure you have a helipad, helis love heli pads, though pay attention where its at, do not have it in a confined area. In general this is a simple heli transport script hence its name with a couple features being the smoke for signal and choose your destination on the map with map cick, and the addaction for when you get into the heli to either RTB or choose a destination. Beyond those if you want more then that then as suggested in my previous post use Hermes, Hermes does everything and then some and was developed since 2013 on and off it comes in script, and module so whichever you prefer. Hermes has very good landing, and different types based on what you want it to do based on your situation in the mission. Overall it adds immersion to with interaction with the player. -
script Simple Helicopter Transport Script
Gunter Severloh posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Simple Helicopter Transport by Rydygier & Gunter Severloh 35:52 is where the helicopter call starts. Description Simple Helicopter Transport is a simplified version of the Hermes Airlift Services script, which is actually an upgrade of the "Green Smoker" script (never released) that Rydygier created in 2013, that eventually developed into the Hermes Airlift Services script. This script was my idea to have a simple transport version of Hermes, where Hermes has many customizable features like CAS, Ammo, fast rope and many other features. I wanted a basic transport heli script that keeps the smoke/flare for signal aspect while enabling the action menu functions, and player/pilot interaction via the map click and signalling. I had actually wrote the core of the script with Chatgpt, adding my own adjustments, then handing it over to Rydygier who then refined and optimized the script to where it is now. What makes this heli transport script a simplified version of Hermes script? In this script like the Hermes script it retains the throw smoke or shoot flare for signal, and utilizes the action menu for choosing a destination to fly too, or RTB. Defining in the script the name of the helicopter, as well as the interactive communication hints from the player to the heli pilot about location and pickup procedure. Features: List of features of how the script works: Any helicopter (vanilla or mod) can be used just by giving it a name and defining the name in the script. Set how many calls you can make to be transported. Action menu and map click based function for choosing destinations to fly to and land at. Return to base (RTB) where the helicopter is stationed, or choose a destination via map click once the action is initiated. Interactive communications apon calling the heli for transport through on screen hints. Customizable messages and action menu wording. Signal (day or night) the helicopter by throwing any color smoke or shooting a flare to mark your position once the heli arrives in the area. Helicopter will wait for the player and any other passengers including ai commanded by the player. Fast and streamlined landing when being picked up. Force player and ai out of the helicopter apon landing. Download the script https://drive.google.com/file/d/1zVV86nyxrFcsBlX-NQM10e4dZ0qyk6T7/view?usp=sharing Installation and Setup Setup 1. After download and zip extract move the Simple_Helicopter_Transport.sqf to your mission folder, same location as the mission.sqm. 2. Create a notepad/notepad++ document and add the following code to it: execVM "Simple_Helicopter_Transport.sqf"; 3. Save and name the document: init.sqf 4. Add both Simple_Helicopter_Transport.sqf and the init.sqf to your scenario folder where the mission.sqm is located. Notes: For server use initServer.sqf, also note if you call the script through an init.sqf then you will have the heli transport function from the start of your mission, you can also call it through a trigger when tasks are completed and then gain the heli transport function for something like a heli exfil or extraction. User Customization Variables Located at the bottom of the script are parameters for when using the script: // Customization variables: AI_SHT_extractionsUsed = 0; AI_SHT_extractionLimit = 3; // How many times heli can be called. AI_SHT_Heli = Heli_1; // Helicopter name is defined here. AI_SHT_EmbarkMode = true; // Force player and ai out of heli apon landing. Credits Rydygier -
script Simple Helicopter Transport Script
Gunter Severloh replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It should work. No, you'll need smoke for day, and a flare for night for him to spot your signal. You could always just add some to the heli's inventory, and when you get transported grab more, or loot dead bodies. Use Hermes instead ----> https://forums.bohemia.net/forums/topic/220740-hermes-airlift-services-script/ It has a ton of features even a module version, if you want voice, fast rope, cas, ammo drop, transport, and many other things use Hermes. The script here is a simple version of Hermes and wont be updated anymore, i might ask Rydygier to maybe look into the landing part for this script right now as the heli has a tendency to come into low and crash into trees, and stuff because the area isn't big enough, so other then that, if you want to do more or add stuff yourself just use Hermes. Rydygier and me spent since 2013 working on that on and off and finally released it in 2018 and then added more features and optimized it. -
sp/coop Drug Traffickers v1.6
Gunter Severloh replied to Gunter Severloh's topic in ARMA 3 - USER MISSIONS
Update v1.6 - Fixed the Farm task as the trigger wasn't triggering the task complete when it was cleared. - Adjusted, added, and removed some objects. -
by Gunter Severloh Overview and play-through of the mission Download Steam Workshop: v1.6 https://steamcommunity.com/sharedfiles/filedetails/?id=2873563133 Google Drive: v1.6 https://drive.google.com/file/d/1pqjxnIimBZn57PnQpsUmJ7WEgpprAd9U/view?usp=sharing Drug Traffickers Situation: The guerrilla faction Syndikat is a local crime organization with deep roots on Tanoa. Made up of armed thugs and ex-paramilitaries, this faction is involved in many illicit operations throughout the region. Recent reconnaissance found alot of activity around the Bala Airstrip and its peninsula, and we've discovered an undercover drug smuggling operation, their using the planes there to import and export drugs. The forces on the peninsula include roaming infantry patrols, patrol boats, armed vehicles, checkpoints, outposts, lookout camps, along with anti-air. Mission: As a special forces soldier, you were called in to infiltrate, locate and destroy the planes, fuel tank, fuel trucks at the airfield, the ammo & drug caches at the farm, and the launcher cache. There are lookout camps in the area as well. Watch out for the foot and vehicle patrols, you may want to go silent and at night on this one, your choice, good luck! Difficulty level: Ideal for intermediate and advanced players. General Apex DLC required. No Mods required. Mission set on Tanoa. 1,706 custom placed objects for ambiance and function. Play it Solo or with friends. 5 Player Coop with Revive. 6 respawn tickets, use them all and mission will end. Play it solo via MP lan and you will respawn in 3 seconds. Change Weather in MP Parameters. Change Time of day by hour in MP Parameters. Change View Distance in MP Parameters. Change Grass height in MP Parameters. Change AI Difficulty in MP Parameters. Change Stamina and Fatigue in MP Parameters. Change Weapon sway & Recoil in MP Parameters. Gameplay Full Briefing with 14 objectives tasks, with 4 optional tasks. Ex-filtrate when all objectives are complete and return to base to end the mission complete. Player apon death will have option to be revived if playing coop with other players. Player before respawn can choose between 1 of 5 player camps they wish to respawn at. Player can Self revive/self heal if killed, only if you have faks in your inventory. Player's body will delete on respawn. Supporting Assets You have the following assets you can use: Access to arsenal. Loadouts can be saved through the ammobox at all player camps. Recruit AI at player camps through the sign outside. Boats at player camps will respawn in 5 minutes. 6 fire missions for mortar support. - (call via radio). 1 call for A-10 Cas air support, it will stay on target for 5 minutes, (call via radio). 1 call for helicopter extraction - (call via radio) when you get the ex-filtrate task. What your up against - (The Enemy) Independent Syndikat guerrilla's - a combination of Bandits and Paramilitary forces. Patrolling infantry. Patrolling armed vehicles. Patrolling armed boats. Various sentries. Garrisoned enemies at camps, lookouts and other locations. Checkpoints. Static mounted weapons. Tripwire flares, watch your step at night! If played at night, patrols will have flashlights & spotlights. HOW TO PLAY To play Solo on MP Lan: 1. Go to Multiplayer 2. Server browser 3. Host Server 4. Type in server name, # of players, password 5. Choose map on left (Tanoa) and the mission on right in orange. 6. Adjust the Parameters (top right) in the player lobby before you start the mission. 7. Suggest you choose Team Leader - (Mortar) role to be able to call for mortar support. ================================= CREDITS I want to thank the following members of the Arma community for their work/help with my mission: ============= Rydygier - for help with code. Kronzky - for his Urban Patrol Script. Hortzy - for his Parameters code, and help. Alias - for his fog, and spotlight scripts. Tophe of Östgöta Ops - for his Simple Guard Post Script. Sushi - for his TOG - Garrison script. Bon - for his Infantry Recruitment Redux ==============
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sp/coop Drug Traffickers v1.6
Gunter Severloh replied to Gunter Severloh's topic in ARMA 3 - USER MISSIONS
Update v1.5 Changelog - Added 4 new optional tasks, clear the checkpoints. - Added 1 new task: clear the farm - Misc adjustment of objects. - Removed some objects. - Removed flashlights from some soldier's weapons as they were preventing lights in general from being lit at night. - Removed the spotlights from the checkpoint jeeps as they were preventing lights from lighting at night. - Changed appearance of some soldier's uniforms. - Change appearance of some vehicles. - Adjusted player camps point trigger message. - Adjusted some things at player camps. - Added pier for boats at the beach player camp. - Adjusted and replaced some sandbag walls at the hill player camp. - Adjusted marker positions on map. - Replaced Helicopter transport module with a script, now when you complete all tasks and you have to exfil, you will get the function to call for heli transport. - Added two enemy squads that will hunt you when you complete all tasks and are going to exfil. =========== -
RYD_Projectile_Spectator Script
Gunter Severloh posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
RYD_Projectile_Spectator Script by Rydygier & Gunter Severloh Description This is a script that will attach a camera to any ballistic projectile be it a bullet, bomb, missile, rocket, grenade, or tank shell. The camera's function will enable you to slow the time acceleration up or down, zoom in or out, and change the angle and view of the camera of the projectile while its flying. Essentially a souped up bullet, bomb, or missile cam! Download the script https://drive.google.com/file/d/14jfvMQ7iRJoxg_sF7RRvvq8Gzxmm-0By/view?usp=sharing Features Give the function of the projectile camera to any player/vehicle defined in the script that has a weapon. Activate/deactivate the camera through the action menu at anytime. Slow the speed of the camera as it follows the projectile to its target, and speed it back up to normal real time. Zoom in or out from the projectile to get a closer or further view while its in flight. Upon impact of the projectile, the camera will automatically zoom out a little for 5 seconds showing the devastation of the impact. Cancel the camera at anytime while the camera is following the projectile in flight and return to normal view. An added smoke tracer effect to the "BulletCore" projectiles will show where the projectile is mid flight once you slow the camera acceleration down. Player can use mouse wheel to change smoothly the distance between the camera and the projectile. Player will get an on screen small info about current distance or time acceleration - the time of fading in and displaying of this info is affected by the time acceleration. Any AI that you teamswitched to that has the camera enabled you will see the camera for whatever they shot. Camera Controls The camera can be controlled through key press during the projectile's flight. Move your mouse while holding left control will allow you to change the angle of the camera. Mouse wheel while shift is held will change the time acceleration by step of 0.05 from the minimum of 0.01 to the maximum of 1. Scroll Mouse wheel with or without shift pressed to change time acceleration or the camera distance. Terminate the camera while the projectile is mid flight at any time with the space bar. Script Usage The last line of the script is this line: [player,v1,v2,v3] call RYD_PRC_Run; Here you define after player, the names of each vehicle that will have the projectile camera function, separate each name with a , (comma). v1,v2,v3 are just example names, you can use your own names. Credits Rydygier wrote the script. Both Gunter's and Rydygier's ideas. -
RYD_Projectile_Spectator Script
Gunter Severloh replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry dont know of any, you would have to code that. -
Forum has died
Gunter Severloh replied to major-stiffy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
More like a couple of months. I contacted BI a couple weeks ago through email i told them most of the forum categories are being spammed, and other then Roadkill whom is busy and away there isn't really any moderators on the forum at least none that i can see making posts or replying to any. I offered them my time to come on as a moderator and work on the forums and moderate as i have experience doing that. Imo you need someone here consistently and i have done so since i joined. But they replied the following day and all they said they "we are aware of the situation", no details, no thanks for asking we have it under control, or we have someone already doing it. I also pointed out that you have BI devs, former moderators on the staff page, and members without titles there as well that haven't been here in years, why are they still on that page? Seriously you guys need to clean this forum up, its disorganized, you have people in places that dont even come here anymore, even some BI devs! This forum has ALOT of history, and i would hate to see it lost, there is alot of valuable information here for new and old Arma players alike. Why do we see connecting to facebook when loading into the forum, imo the forum should be on its own system not sharing. The spam that we first saw should have been nabbed in the *ss when it first showed and BI and whomever else watches/controls the forums would have solved the issue when it first started, now you let this sh*t run its course for close to two months! Seriously and i've talked with a few members since this crap started and they are all dealing with the same thing, forum takes forever to load sometimes it dont. Currently for me it takes like a whole minute for a thread to load, my notifications are stuck on loading, i clicked on them to see who replied, or who's asking what and it sits there loading, i even let it sit stepped a way for like 20min came back and it was doing the same thing. I offered my time to help moderate since clearly no one is working on the forum but you guys said your ok? Really does this list look like your doing ok? I compiled the staff page of all that are active and those who are not and when they all were last here: This is the current staff seen here: https://forums.bohemia.net/staff/ Active Bi Developers Dedmen BI Developer Last visited February 6 DnA BI Developer Last visited 8 hours ago Dwarden BI Developer Last visited Monday at 09:00 AM LeClair BI PR Last visited Monday at 05:25 AM razazel BI Developer Last visited January 22 Yoshi_E Argo Community Ambassador Last visited 6 hours ago Non Active BI Developers Aleš Ulm BI Developer Last visited August 20, 2020 ghostone BI Developer December 15, 2016 armored_sheep BI Developer Last visited March 22, 2018 BIS_Adam BI Developer Last visited January 18, 2019 dram BI Developer Last visited June 17, 2022 izmi BI Developer Last visited December 13, 2016 Johny BI Developer Last visited May 11, 2016 moricky BI Developer Last visited August 9, 2019 zozo BI Developer Last visited February 14, 2020 Tom_48_97 BI Developer Last visited May 24, 2022 MainQA Former BI Developer Last visited January 2, 2018 shinRaiden Former BI Developer Last visited June 30, 2015 ======================================= bismon Administrators Last visited June 2, 2022 DuFF Administrators Last visited November 16, 2022 Lisacek Administrators Last visited November 16, 2022 Other members related to BI Laura_BISIM BISimulations Last visited August 21, 2017 Pierre_BISIM BISIM Last visited April 6, 2018 bi_hr Human Resources Last visited July 19, 2017 Dan__Ger BI PR Last visited June 17, 2022 Ota BI PR Last visited November 21, 2014 Pyrit. BI PR Last visited June 18, 2024 RaptorM60 BI PR Last visited October 29, 2018 Stastnyb0 BI PR Last visited May 27, 2020 Strike1313 BI PR Last visited September 9, 2020 TayLee BI PR Last visited November 21, 2022 MrBaar BI PR Last visited June 3, 2022 Nillers BI PR Last visited August 10, 2020 Active Moderators ? Non Active Moderators Alex150201 Moderator Last visited September 9, 2018 Deadfast Moderator Last visited March 10, 2017 ineptaphid Moderator Last visited April 16, 2023 maddogx Moderator Last visited September 19, 2017 Maio Moderator Last visited June 2, 2022 PhantomFlower Moderator Last visited January 4, 2018 purepassion Moderator Last visited October 23, 2018 R0adki11 (Last moderator seen, last one i spoke too, i think he quit) Moderator Last visited September 3, 2024 rellikki (former moderator if not mistaken) Last visited July 31, 2017 temp_mod Moderator Last visited July 29, 2015 Rhodite (former moderator if not mistaken) Last visited June 8, 2021 [frl]myke (former moderator) Last visited February 27, 2024 berghoff (former moderator if not mistaken) Last visited July 4, 2017 Alex72 Moderator Last visited June 13, 2015 These people do what now, former moderators? Ady mou member Last visited June 30, 2023 Blueapple77cz member Last visited June 1, 2022 GeorgeDoe member Last visited January 2, 2019 JanL member Last visited March 20, 2017 GTQA member Last visited April 18, 2018 ===================== So theres the breakdown of the staff page, and when each were here last. Seems to me that some could be removed from moderator position and retitled as members, i can see the bI devs and other dev type members not being here, the rest shouldn't be there. And we have no active moderators yet all these people with titles, alot of people signed up to participate and doing nothing. Update your page BI, and hire me i asked and offered my time and services and i do have former experience as moderator on official Iron front Forums when it was up, Kju can vouch for me on that. I'm here almost everyday and play Arma 3 weekly, tell me who's more qualified then what you got as moderators? Get this forum back up please the information is needed here, the community aint dead! Cheers! -
sp/coop Drug Traffickers v1.6
Gunter Severloh replied to Gunter Severloh's topic in ARMA 3 - USER MISSIONS
Update v1.3 Changelog - Added a script that will spawn an enemy helicopter that will fly in Syndikat paratroopers that will hunt you in response to destroying the drug caches. - Added a script that will allow you to call in air support and have an A10 engage the area for 5 minutes. - Added a skill script that works with the difficulty parameter so you can adjust the difficulty of the AI. - Fixed all the flare triggers as most were to low and wouldn't trigger the flares. - Fixed some markers that possibly caused the anti-air truck and launchers cache to spawn floating. - Misc addition of objects. - Adjusted many object positions. - Added code to all patrols to enable flashlights when at night. - Added flashlights to weapons to some of the weapons for each patrol. - Updated the checkpoints positions as well as objects. - Updated gear and appearance of most units. - Updated appearance and color for most vehicles based on their function. ========== OP updated with new google drive link. Notes: - "Added A-10 Air support" You can access this by using 0-0 radio. 0-8 Artillery support 0-0 Air support The A-10 will fly in and wreak havoc on the area you designate for 5 minutes, you only have one call for this so use it wisely! Also note i recommend you locate the anti-air truck and destroy it before you call for air support, otherwise the plane might get shot down! "- Fixed all the flare triggers as most were to low and wouldn't trigger the flares." Since all these triggers are fixed, when playing at night and you walk through one of these, the flares will illuminate the area quite a bit, so if you trip one then GTFO of there! -
script [Release] AI Medic Auto Heal
Gunter Severloh posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
AI Medic Auto Heal by Rydygier & Gunter Severloh Description AI Medic auto heal is a code where an ai medic in your squad you command, will automatically heal each member of the squad or group including the player if they are injured without commanding them to do so. The code was written by Rydygier, which was a major upgrade of the code i had presented to him with. How it works: 1. Every 10 seconds the code checks, if units in the group are damaged >0.1; 2. If so, the code looks for a valid medic unit in wounded unit's group (wounded unit itself excluded). Valid medic must be alive, not on the move (unitReady), AI, with a trait "Medic" (so only certain classes, not any), closer, than 500m from the wounded unit, and not busy with healing already. 3. Closest of valid medics is chosen. 4. If both medic and wounded are in the same vehicle, auto heal should occur after 5 seconds (no FAK or medikit required), unless medic or wounded is killed or deleted during that 5 seconds. If not: 5. If wounded unit's vehicle is moving fast or not touching ground - the code breaks and no healing action will occur. Otherwise: 6. Medic gets doMove towards wounded unit. Medic will not try to use his current vehicle in order to reach wounded unit's position. Instead, it will disembark and move on foot. If wounded unit is in a vehicle, medic's actual destination is only in rough vicinity though. If in the meantime medic gets stuck, the distance from the wounded increase by additional 200m above initial distance for any reason or any mentioned above conditions become not OK, code breaks, medic is stopped, no healing will occur. Otherwise: 7. The movement is concluded, if at the end medic is close enough to the wounded - healing action will occur. If wounded is in the vehicle, likely medic will be teleported in the direct vicinity of the wounded (so may end within vehicle's model box until healing is over). "HealSoldier" action requires/consumes a FAK or medikit, but my code adds "setDamage 0" auto heal at the end of this action, so even, if medic is out of FAKs, wounded should be healed. Without it healing wounded sitting in a vehicle could fail (would need more testing to confirm for sure). If described procedure is interrupted without healing action and the player is still alive and wounded, in the next cycle (10 seconds) it will be attempted again. 8. Medics now can also heal themselves with this script. 9. Wounded are prioritized by distance from closest available medic and severity of the wound (both factors are weighted together). 10. Modified wound detection. Now it is based on hitPoints damage, not overall damage (so limping due to fall from above should trigger a medic). Note - if both, player and medic are subordinates of an AI TL, TL may override medic's movements with other commands, like "return to formation". Hence it is recommended for player TL groups. Otherwise player may be forced to approach the medic close enough (not tested). Installation and Setup Setup - Script 1. Create a notepad/notepad++ document and copy and paste the following code into it: 2. Save and name the document: init.sqf and put it into your scenario folder. [] spawn { RYD_SM_EnemyCloseDistance = 100;//if medics must move to the wounded, but he is engaged in combat with some enemy being closer than this value, medic is considered not available and will interrupt pending movement waitUntil { sleep 1; (alive player) }; RYD_SM_HealCheck = { params ["_unit","_medics"]; if ((time - (_unit getVariable ["RYD_SM_LastCheck",0])) < 10) exitWith {};//check only once per 10 seconds _unit setVariable ["RYD_SM_LastCheck",time]; if not (alive _unit) exitWith {};//just in case, "Hit" would trigger for a dead player _vehicleUnit = vehicle _unit; if (alive (_unit getVariable ["RYD_SM_HealedBy",objNull])) exitWith {};//exit if already treated //potential medic is one of _unit's team mates, _unit excluded, that are alive, unitReady, AI, of proper medic class, closer, than 500m and not busy with healing already if (_unit in _medics) exitWith { _unit setVariable ["RYD_SM_Busy",true]; _unit setVariable ["RYD_SM_HealedBy",_unit]; [_unit,_vehicleUnit] spawn { params ["_unit","_vehicleUnit"]; _unit action ["HealSoldierSelf",_unit]; if not (_unit isEqualTo _vehicleUnit) exitWith { sleep 5; _unit setVariable ["RYD_SM_HealedBy",nil]; _unit setVariable ["RYD_SM_Busy",nil]; if not (alive _unit) exitWith {}; _unit setDamage 0; }; _time = time; waitUntil { sleep 1; if not (alive _unit) exitWith {true}; ((((toLower (animationState _unit)) find "medic") >= 0) or {(time - _time) > 5}) }; if not (alive _unit) exitWith {}; _time = time; waitUntil { sleep 1; if not (alive _unit) exitWith {true}; ((((toLower (animationState _unit)) find "medic") < 0) or {(time - _time) > 5}) }; _unit setVariable ["RYD_SM_HealedBy",nil]; _unit setVariable ["RYD_SM_Busy",nil]; }; }; _medics = _medics select {(_x distance _unit) < 500}; if ((count _medics) < 1) exitWith {};//exit if no valid medics _medics = _medics apply {[_x distance _unit,_x]}; _medics sort true; _medic = (_medics select 0) select 1;//closest of medics is chosen _vehicleMedic = vehicle _medic; _sameVehicle = _vehicleUnit isEqualTo _vehicleMedic; if (not (_sameVehicle) and {((abs (speed _vehicleUnit)) > 10)}) exitWith {};//exit if _unit is moving fast if (not (_sameVehicle) and {not (isTouchingGround _vehicleUnit)}) exitWith {};//exit if _unit is flying _unit setVariable ["RYD_SM_HealedBy",_medic]; _medic setVariable ["RYD_SM_Busy",true]; if (_sameVehicle) exitWith//if _medic and _unit are in the same vehicle, just automatically conclude healing with 5 sec delay { [_unit,_medic] spawn { params ["_unit","_medic"]; _medic action ["HealSoldier",_unit]; sleep 5; _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; if not (alive _unit) exitWith {}; if not (alive _medic) exitWith {};//if during the delay _medic or _unit are killed or delted - no healing. Otherwise healing occurs even if one or both leave vehicle in the meantime. _unit setDamage 0; }; }; _unitPosition = getPosATL _vehicleUnit; _medicPosition = getPosATL _vehicleMedic; _distance = _unitPosition distance _medicPosition; _threshold = if (_unit isEqualTo _vehicleUnit) then { 2.5 } else { ((sizeOf (typeOf _vehicleUnit))/2) }; if (_distance > _threshold) then { if not (_medic isEqualTo _vehicleMedic) then { _medic action ["GetOut",_vehicleMedic]; }; _medic doMove _unitPosition; [_unit,_medic,_vehicleUnit,_distance,_threshold] spawn { params ["_unit","_medic","_vehicleUnit","_distance","_threshold"]; sleep 1; _stuck = 0; _inFight = false; waitUntil { _pos1 = getPosATL _medic; sleep 2; _pos2 = getPosATL _medic; if not (alive _unit) exitWith {true}; if not (alive _medic) exitWith {true}; _enemy = getAttackTarget _medic; if ((alive _enemy) and {((_medic distance _enemy) < RYD_SM_EnemyCloseDistance) and {((_medic knowsAbout _enemy) > 1.5)}}) exitWith {_inFight = true;true}; if ((abs (speed _vehicleUnit)) > 10) exitWith {true}; if not (isTouchingGround _vehicleUnit) exitWith {true}; if ((_pos1 distance _pos2) < 0.1) then { _stuck = _stuck + 1; }; _threshold = if (_unit isEqualTo _vehicleUnit) then { 2.5 } else { ((sizeOf (typeOf _vehicleUnit))/2) }; if ((unitReady _medic) and {((_medic distance _vehicleUnit) >= _threshold)}) then { _medic doMove (getPosATL _vehicleUnit); }; ((unitReady _medic) or {(_stuck > 5) or {((_medic distance _vehicleUnit) > (_distance + 200))}}) }; if (_inFight) exitWith { _medic doMove (getPosATL _medic); _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; }; if not (alive _unit) exitWith { _medic doMove (getPosATL _medic); _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; }; if not (alive _medic) exitWith { _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; }; if (_stuck > 10) exitWith { _medic doMove (getPosATL _medic); _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; }; if ((abs (speed _vehicleUnit)) > 10) exitWith { _medic doMove (getPosATL _medic); _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; };//exit if _unit is moving fast if not (isTouchingGround _vehicleUnit) exitWith { _medic doMove (getPosATL _medic); _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; };//exit if _unit is flying if ((_medic distance _vehicleUnit) > (_distance + 200)) exitWith { _medic doMove (getPosATL _medic); _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; };//if for any reason distance increased too much (troublesome pathfinding for example) _medic doMove (getPosATL _medic); if ((_medic distance _vehicleUnit) < _threshold) then { _medic action ["HealSoldier",_unit]; _time = time; waitUntil { sleep 1; if not (alive _unit) exitWith {true}; if not (alive _medic) exitWith {true}; ((((toLower (animationState _medic)) find "medic") >= 0) or {(time - _time) > 5}) }; if not (alive _unit) exitWith {}; if not (alive _medic) exitWith {}; _time = time; waitUntil { sleep 1; if not (alive _unit) exitWith {true}; if not (alive _medic) exitWith {true}; ((((toLower (animationState _medic)) find "medic") < 0) or {(time - _time) > 5}) }; _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; if not (alive _unit) exitWith {}; if not (alive _medic) exitWith {}; _unit setDamage 0; }; }; } else { [_unit,_medic] spawn { params ["_unit","_medic"]; _medic doMove (getPosATL _medic); _medic action ["HealSoldier",_unit]; _time = time; waitUntil { sleep 1; if not (alive _unit) exitWith {true}; if not (alive _medic) exitWith {true}; ((((toLower (animationState _medic)) find "medic") >= 0) or {(time - _time) > 5}) }; if not (alive _unit) exitWith {}; if not (alive _medic) exitWith {}; _time = time; waitUntil { sleep 1; if not (alive _unit) exitWith {true}; if not (alive _medic) exitWith {true}; ((((toLower (animationState _medic)) find "medic") < 0) or {(time - _time) > 5}) }; _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; if not (alive _unit) exitWith {}; if not (alive _medic) exitWith {}; _unit setDamage 0; }; }; }; while {alive player} do { _units = (units (group player)) select {(alive _x)}; _wounded = _units select { _damageArray = getAllHitPointsDamage _x; if ((count _damageArray) < 3) then { false } else { (((_damageArray select 2) findIf {_x > 0.1}) >= 0) }; }; if ((count _wounded) > 0) then { _medics = _units select {(unitReady _x) and {not (isPlayer _x) and {(_x getUnitTrait "Medic") and {not (_x getVariable ["RYD_SM_Busy",false]) and {not (((alive (getAttackTarget _x)) and {((_x distance (getAttackTarget _x)) < RYD_SM_EnemyCloseDistance) and {((_x knowsAbout (getAttackTarget _x)) > 1.5)}}))}}}}}; if ((count _medics) > 0) then { _wounded = _wounded apply { _unit = _x; _medics2 = _medics apply {[_x distance _unit,_x]}; _medics2 sort true; _medicD = (_medics2 select 0) select 0; _val = (damage _x)/(_medicD max 1); [_val,_x] }; _wounded sort false; { [(_x select 1),_medics] call RYD_SM_HealCheck; _medics = _medics select {not (_x getVariable ["RYD_SM_Busy",false])}; if ((count _medics) == 0) exitWith {}; } foreach _wounded; }; }; sleep 10; }; }; Setup - External Script - (optional) Instead of using a init.sqf for the code, you can setup an external script that can be used instead: 1. Create a notepad/notepad++ document and copy and paste the code from above into it: 2. Save and name the document: RYD_AI_AutoMedic.sqf and put it into your scenario folder. 3. Create a notepad/notepad++ document and add the following code to it: execVM "RYD_AI_AutoMedic.sqf"; 4. Save and name the document: init.sqf 5. Add both RYD_AI_AutoMedic.sqf and the init.sqf to your scenario folder where the mission.sqm is located. Credits Rydygier wrote the code. Both Gunter's and Rydygier's ideas.- 16 replies
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Call AI that will Spawn, Seek your Position, and then Join Your Group with this Script! https://youtu.be/M_xktkbGb20
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Use this Script to Respawn Destroyed and Deserted Vehicles in Your Scenarios!
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Simple Vehicle Respawn Script [Arma3]
Gunter Severloh replied to tophe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Use this Script to Respawn Destroyed and Deserted Vehicles in Your Scenarios! Download the script: https://drive.google.com/file/d/1tERTNBkUbwsDR5zL-HzHavdG_2qul6cW/view?usp=sharing -
script [Release] AI Medic Auto Heal
Gunter Severloh replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Update v1.02 From Rydygier Code updated in the OP. Changes: - Fixed error with change in code, see Rydygier's post above. -
Iron Front: Liberation 1944 - Mission Repository
Gunter Severloh replied to Gunter Severloh's topic in IRON FRONT: LIBERATION 1944 - GENERAL
Spam on another forum, this is not the place for it, you been reported!- 83 replies
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- iron front
- iron front: liberation 1944
- (and 6 more)
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Iron Front: Liberation 1944 - Mission Repository
Gunter Severloh posted a topic in IRON FRONT: LIBERATION 1944 - GENERAL
Website: https://iron-front-fan-forum.proboards.com/ The website is a compilation site of all the Missions & Files for: Iron Front: Liberation 1944 in one place. Site hosts missions and Files for: Iron Front: Liberation 1944 standalone game Iron front in Arma2OA also known as IFA2 Iron front in Arma3 also known as IFA3- 83 replies
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- iron front
- iron front: liberation 1944
- (and 6 more)
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script [Release] AI Medic Auto Heal
Gunter Severloh replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Rydygier Any idea whats going on here with this error? "Error zero divisor line 345" So the issue started when you added those teams, does any of the teams have a medical unit within them? -
Spawn any Vehicle Individually or through an Addaction List with these Two Scripts!
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Spawn a Massive Horde that will Rush & Attack Your Base or Static Position with this Script!
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terrains compilation All Arma 3 Terrains Compilation List
Gunter Severloh replied to Gunter Severloh's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice to see your still around JD 😉 Its an idea but i would also need to go through the maps and see which ones are made by the tool which i had no idea was a tool, not something i ever paid attention too. I will start doing that for when i update the list again. -
terrains compilation All Arma 3 Terrains Compilation List
Gunter Severloh posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
All Arma 3 Terrains Compilation List Last Update: September 1st, 2024 Total number of Terrains: 532 This is a massive compilation list that compiles all the terrains aka maps from the Steam Workshop Terrains section. Purpose of this compilation is to sort, and organize all the maps based on location and type and put them into one place. Steam Workshop Collection - The other component to this compilation list is, all the terrains compiled in this list are also in a Steam Workshop Collection seen here: https://steamcommunity.com/sharedfiles/filedetails/?id=2623772517 Video Overview Goal of the list As with all my compilations the objective here is to compile all the terrains into one place/page without having to search from page to page on the workshop or else ware, although the workshop looks better with its pics/videos, ratings, ect,. of the terrains this list will put them all into separated categories based on their locations, set in alphabetical order, and bulleted. I hope my list here benefits you in a way that will save you alot of time in your search for terrains to play on. List notes PMC Arma 3 Terrains Website - (Terrains not on Steam Workshop) - Credits: Snake Man https://www.pmctactical.org/arma3/terrain.php Vietnam: The Experience Terrains Website - (Terrains not on Steam Workshop) - Credits: Snake Man https://www.vtemod.com/arma3/terrains.php Arma 3 Steam Workshop Terrains Africa Asia Archipelago & Fiji / Australia Brazil Canada Denmark Desert & Middle Eastern Eastern Europe England, Ireland, & Scotland France Finland Forts & Training Germany Greece Italy Japan Jungle Norway OFP - Operation Flashpoint Philippines/Indonesia Portugal Post Apocalyptic Romania Russia South America Space & Other world Terrains Spain Sweden Terrain Packs - (multiple terrains) Turkey Ukraine USA Vietnam Winter WW2 - World War Two Miscellaneous Notes When you view terrains to subscribe to a tip for you is to review the comment section for any feedback from users past and latest posts including any author comments to get an idea of what the status of terrain you are looking to sub too is at in terms of it being functional and playable ingame. Some terrains may have issues even though the author is still working on the terrain (wip), or have possibly abandoned it. Lastly read the description of the terrain if their is one, dont just look at the pictures or video if there is one and sub to it because you like it it prevents comments, and questions on things that could easily cleared or understood just by taking that extra step to inform oneself. The old adage goes here is search before you post Cheers! Credits To all those terrain makers in the Armaverse, these terrains i have compiled for Arma 3 would not have been possible without your interest and creativity in expanding Arma 3's playground!- 57 replies
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scenario framework New YouTube Scenario Framework Tutorials
Gunter Severloh replied to Blackheart_Six's topic in Arma Reforger - Scenario Editing
https://www.youtube.com/@blackheart_six -
Keep Shooting! Using these Two Codes You can infinitely Replenish Ammo for Static Weapons!
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scenario framework New YouTube Scenario Framework Tutorials
Gunter Severloh replied to Blackheart_Six's topic in Arma Reforger - Scenario Editing
Because it doesn't, he deleted it from his channel use this instead, these are the wiki's ARMA Reforger Scenario Framework Arma Reforger Scenario Framework Setup Tutorial Happy New Year btw!