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Everything posted by bloodxgusher
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How to set the mission type on the editor, like CTI, CTF, TDM...
bloodxgusher replied to oliver_ssa's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ya. Those are really advanced scripts and upon reading them, your brain could literately melt from try to comprehend it all. But in all seriousness, they are advanced and you would usually need the help of the author to guide you through it. Try editing something simple like Deathmatch. -
God does not like respawning so therefore it does not happen. ---------- Post added at 01:16 AM ---------- Previous post was at 01:15 AM ---------- Lol Billz use the search tool. There are tonz of respawning threads.
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Sub_Radio - A lightweight and simple Radioscript
bloodxgusher replied to subroc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is Code Gold! I will be testing soon as well. -
Simple Vehicle Respawn Script [Arma3]
bloodxgusher replied to tophe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No I haven't. i removed what ever other lines of code I had in my vehicles init field and use the line you suggested. dude = [this] execVM "vehicleloadout.sqf" with no luck on that. -
Simple Vehicle Respawn Script [Arma3]
bloodxgusher replied to tophe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah ok. Ya I tried "dude" earlier but also was not firing. would I have to actually change the name of the vehicle to dude? I am retesting all of this now so I will update in a sec. -
How to spawn a "prop", or model that does nothing?
bloodxgusher replied to Cookieeater's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I may be wrong here but I believe you need the class name of the items you need. Some can be found here http://forums.bistudio.com/showthread.php?147502-SIX-Config-Browser-Editing-resource-ARMA-3-Alpha-available then you can create the item via scripts with the creatvehicle command and then use the attachto command to fix in something. here is some code from a script I used in Arma 2. May work for Arma 3 _lamp1 = createVehicle ["Misc_Wall_lamp", [1,1,1], [], 0, "NONE"]; _lamp2 = createVehicle ["Misc_Wall_lamp", [1,1,1], [], 0, "NONE"]; _lamp3 = createVehicle ["Misc_Wall_lamp", [1,1,1], [], 0, "NONE"]; _lamp4 = createVehicle ["Misc_Wall_lamp", [1,1,1], [], 0, "NONE"]; //Red ////////////////[ name ,[L/R, F/B, U/D ]] ///// L/R == Left/Right || F/B == Front/Back || U/D == Up/Down _lamp1 attachTo [car,[-.5, 2.4, -1.0]]; //Front Left _lamp1 setDir 180; _lamp2 attachto [car,[-.95, -3.4, -.83]]; //Back Left _lamp2 setDir 5; //Blue _lamp3 attachto [car,[.5, 2.4,-1.0]]; //Front Right _lamp3 setDir 180; _lamp4 attachto [car,[.88, -3.4,-.83]]; //Back Right _lamp4 setDir 5; So in the above code I have, "Misc_Wall_lamp". This is the classname of a lamp in arma 2. I then attached that lamp to a vehicle in the game name car and set its direction. You can also do this with ID's and probably other simpler ways than I explain here. Give it a try. -
Simple Vehicle Respawn Script [Arma3]
bloodxgusher replied to tophe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I got my hands on the classname for teh hunter and my code now looks like this. _numbag = 2; _numammo = 16; _numweapon = 2; _vcl = vehicle; if(_vcl iskindof "B_Hunter_F") then { _this addWeaponCargo ["arifle_MX_F", _numWeapon]; _this addMagazineCargo ["30Rnd_65x39_caseless_green", _numAmmo]; _this addBackpackCargo ["B_AssaultPack_Base", _numBag]; }; This is not firing at all. Could it be the pre-loaded items that come with all vehicles in game? Could it be the something in the init field not spelled correctly? Here is the code i have there veh = [this, 180, 900, FALSE, FALSE, "veh = [this] execVM ""vehicleloadout.sqf"""] execVM "vehicle.sqf" If someone could review this for me that would be great. -
Hello everyone. I'm looking for some help with a multiplayer mission I have been working on. This mission is similar to CTI or Warfare games modes but not as extensive. Basically what I want to do is have a set of points/towns set up around the map(maybe 5 or 6) where each faction has to gain control of each then take out the enemy main Fob or base. Again this will operate similarly to CTI or Warfare so when you or your group captures one of these towns, it would update for all factions showings who controls it and if you need to defend or attack. So as of right now. I have no code for this and was hoping if someone knew of a tutorial/script out there that somewhat touches on this concept that I can work off. Or help me start this off. I looked through some old Arma 2 CTI and some for the Alpha...... 0_0 ya so any insight would be great. Thanks.
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Virtual Ammobox System (VAS)
bloodxgusher replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just so we are on the same level. The new version now lets you limit ammo and weapons? As in Limit the type of weapon each side can use and the amount? Also where is this handled? Open.sqf? and where else? Thanks. -
ah ok sweet. Thanks. appreciate it.
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Hey everyone. Whats the command to disable 3rd person?
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Ah ok. Question: Does the mobile respawn work for you? When I start my missions, I get the notification of the Mobile Respawn being available and when its destroyed but I can not respawn on it when I am killed. I believe I followed your instructions fully. I placed down a marker named blufor and opfor and created a object(checkered flag) named BTC_base_flag_west and BTC_base_flag_east. I also have markers named respawn_west and respawn_east. The mobile respawn vehicles are named mobile_west_0 and mobile_east_0 in the editor. Naming the the mobile respawn vehicles anything else other than mobile_west_0 OR mobile_east_0, does not activate the vehicle. Is there something I am doing wrong? Also. Is it possible to respawn with out weapons after death?
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Team Tags to stop team killing
bloodxgusher replied to goatboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How it tags or names enabled for teams? Is it enabled by scripts? -
I hope there can be a option available for this. I have noticed that as well. One suggestion to the creator could be to use the "disableUserInput" command or maybe limit moving of only the head like in some other mods.
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Simple Vehicle Respawn Script [Arma3]
bloodxgusher replied to tophe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ya that seems to not be firing for me. I think I need the classname of the Hunter. I will attain that and report back. -
Simple Vehicle Respawn Script [Arma3]
bloodxgusher replied to tophe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok so I came up with this code //vehicleloadout.sqf// _numbag = 2; _numammo = 16; _numweapon = 2; _vcl = vehicle; if(_vcl iskindof "car" && iskindof "HnunterGMG") then { _this addWeaponCargo ["arifle_MX_F", _numWeapon]; _this addMagazineCargo ["30Rnd_65x39_caseless_green", _numAmmo]; _this addBackpackCargo ["B_AssaultPack_Base", _numBag]; }; Now I know the "HunterGMG" is wrong. I probably should put the class name but I do not have that yet. Im using that to give mission makers the ability to give specific items in specific vehicles. So this is what would go in the vehicle init. veh = [this, 15, 10, 5, TRUE, FALSE, "veh = [this] execVM ""vehicleloadout.sqf"""] execVM "vehicle.sqf" Can someone over look this. I have not actually tested this but Im sure there are some syntax errors. Thanks. -
Simple Vehicle Respawn Script [Arma3]
bloodxgusher replied to tophe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
On top of respawning vehicles, is it possible to respawn vehicles with items,clothing and weapons in them? -
Interesting. I am using the VAS with this as well and when I die, I lost nothing. I respawn with what I had at time of death. I actually would like the option to lose all gear when respawned. Here is a copy of my Init.Sqf. Maybe this will help you. removeAllWeapons player; removeallassigneditems player; Removeuniform player; Removevest player; execVM "grenadeStop.sqf"; execVM "fillammobox.sqf"; call compile preprocessFile "=BTC=_TK_punishment\=BTC=_tk_init.sqf"; call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf"; ---------- Post added at 05:06 PM ---------- Previous post was at 05:02 PM ---------- Has anyone got Mobile Respawn to work fully? I just now got it semi working. Im still unable to actually respawn on the mobile respawn. So the vehicle that I am using for the mobile respawn is a unarmed Hunter and Ifrit. As of right now, when the mission starts, I get the notification Mobile Respawn is available. It also respawns as normal when destroyed and displaying correct messages. The only problem that remains is I am unable to respawn on the vehicle once killed out in the field. I can only spawn back at main base. Any got any solutions.
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Locking units from accessing gear
bloodxgusher replied to AussieStig's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would really love to see this as well. I am sure it is possible. Just speculating here BUT i think there is only one way to go about this. As far as I know disabling item pickup would be a global event and you dont want that so the next best step would be prohibiting certain weapons on players. So something like if (player) == civilian && (player = armed) then do {deleteweapon}; Ya that was horrid but something of that nature should work. I hope that gives someone ideas. -
Safe Zone- Telport
bloodxgusher replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Post exactly what you have in your script so others know where to help you. -
=BTC= TK punishment script
bloodxgusher replied to giallustio's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't know if you talked about this already but I know some servers like Wasteland have a "forgive" option when killed by other players. That would help with accidental tks instead no matter what, 3 tks and your out. -
So how would that look? Something like this maybe? ////////////////// EDITABLE \\\\\\\\\\\\\\\\\\\\\\\\\\ BTC_revive_time_min = 5; BTC_revive_time_max = 600; BTC_who_can_revive = ["Man","Medic2-0","Medic2-1","Medic2-3","Medic2-3"]; BTC_black_screen = 0;//Black screen + button while unconscious or action wheel and clear view BTC_active_mobile = 1;//Active mobile respawn (You have to put in map the vehicle and give it a name. Then you have to add one object per side to move to the mobile (BTC_base_flag_west,BTC_base_flag_east) - (1 = yes, 0 = no)) BTC_mobile_respawn = 1;//Active the mobile respawn fnc (1 = yes, 0 = no) BTC_mobile_respawn_time = 30;//Secs delay for mobile vehicle to respawn BTC_need_first_aid = 1;//You need a first aid kit to revive (1 = yes, 0 = no) BTC_pvp = 1; //(disable the revive option for the enemy) BTC_injured_marker = 1; BTC_vehs_mobile_west = [car11];//Editable - define mobile west BTC_vehs_mobile_east = [mobile_east_0];//Editable - define mobile east So I am assuming this would determine depending on what player slot chosen upon entering the server would allow for reviving other fallen teammates. Or could be class name of the medic class. correct?
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In area delete all objects on the ground.
bloodxgusher replied to tambovskya's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just so others can see how this will work. while {true} do { // code goes here _start = diag_tickTime; { deleteVehicle _x; } forEach allDead; { deleteVehicle _x; } forEach nearestObjects [getpos player,["WeaponHolder","GroundWeaponHolder"],14000] hint format ["Server cleanup took %1 seconds",diag_tickTime - _start]; // delay goes here sleep 30; }; Holmes stated he uses this with add action function. I was assuming more of a automatic execution of the code while the mission/server runs. Could said code be placed in the Init.sqf and executed that way? It would free up the player having to run over to a object to clean up the server. -
In area delete all objects on the ground.
bloodxgusher replied to tambovskya's topic in ARMA 3 - MISSION EDITING & SCRIPTING
haha ya like me! I would assume this would be some kind of loop though. -
Safe Zone- Telport
bloodxgusher replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
It seems all you have to do is just change "west" to "east" Change this condition : ({alive _x && side _x == west} count thisList) < 2; Act : (thisList select 0) setPos (getMarkerPos "teleportPoint"); to this condition : ({alive _x && side _x == east} count thisList) < 2; Act : (thisList select 0) setPos (getMarkerPos "teleportPoint");