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Everything posted by 1para{god-father}
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Help on script after removal of processInitCommands
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
That easy, well i am trying to over complicate things for sure :) Thanks ill give that a go ! -
Help on script after removal of processInitCommands
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry yes Spawning Unit :) i.e _grp = createGroup WEST; _pilot = _grp createUnit ["B_Helipilot_F", _pos, [], 0, "FORM"]; how would i now add the add-action to this unit -
Help on script after removal of processInitCommands
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok guys really having issues with this, been through this whole thread and TBH still unsure What is the best way to add something to a spawned units INIT ? can we create a function that we can call and use all the time and just pass the init we need ? can anyone provide an easy example ? say to add an add-action onto a spawned unit _unitinit= "this addaction ['Capture', 'scripts\xxxxxxx.sqf', [],1,false,true,'','((side _this) == west)'];"; -
Virtual Ammobox System (VAS)
1para{god-father} replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
OK resolved this in the end if anyone is interested no need to create 2 separate VAS folders switch (playerSide) do { case west: { vas_disableLoadSave = false; }; case east: { vas_disableLoadSave = true; }; }; -
Is there anyway to limit the amount of gear a player can carry , as i have noticed you can put the everything including the kitchen sink in to a backpack , and still not be to out of breath, Anyone been able to resolve this yet , apart from removing backpacks ? or do we have to wait for ACE ?
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Simple Mortar script
1para{god-father} replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What would be a good idea if using for MP is to only allow Team Leaders or a single unit the ability to use it otherwise everyone and there dog will be using it,. but would be to Re-sync after death. -
I am going to put some fog into my mission but wanted the Fog to start coming in over the first hour then disperse over the next hour Would this work ? and would it be JIP compatible as i is running on the server ? init.sqf if (isServer) then { [] execVM "Weather.sqf"; }; Weather.sqf if(not isServer) exitWith{}; 3600 setFog [0.5, 0.01, 80] /// come in over the hour sleep 3610 /// wait for Fog to be for 1 hour 3600 setFog [0, 0, 0] // take fog off over the hour
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UPSMON for arma3
1para{god-father} replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nope they work as expected they shoot the crap out of us :) I had to change there skill setting to make them less accurate, as they aim bots over 1 k away. have you changed the skill by accident in your mission or on the server ? -
Support Menu Script
1para{god-father} replied to zuff's topic in ARMA 3 - MISSION EDITING & SCRIPTING
LOL glad this works and will be adding it to our server and will let you know how we get on , Great Idea BTW ! Has this been tested on Dedi ? -
Support Menu Script
1para{god-father} replied to zuff's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just a quick question if the Vehicle is destroyed and respawns will it still work ? -
Virtual Ammobox System (VAS)
1para{god-father} replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
HI, I know i can set vas_disableLoadSave = true to stop Loading load-outs , but is there any way to just do that on 1 crate as I have a COOP with 3 playable OPFOR and i need to just stop it of the OPFOR crate , but allow it for Blufor Thanks -
Civilian turn onto Bluefor Issue
1para{god-father} posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Having an issue turning a civilian into enemy should this not work ? // start the spawning _SuicideBomberG = CreateGroup CIVILIAN; _SuicideBomberD = _SuicideBomberG createUnit [_SuicideBomberTypeD, [(_positionS select 0)+5, (_positionS select 1), 0], [], 180, "CAN_COLLIDE"]; {_SuicideBomberD addMagazine _weaponmag;} forEach [1,2]; _SuicideBomberD addWeapon _weapon; _SuicideBomberD setFriend [west, 0]; // ?????this should turn him into Enemy ?????? -
Civilian turn onto Bluefor Issue
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was looking and come across this hence i thought i might be in luck ! but look like it will not work :( I suppose i can just Group to OPFOR when i need to ? http://community.bistudio.com/wiki/Side_relations -
Does anyone know how i can add an Event handler to all Civilians that spawn using the Module ? i.e this was what i used in A2 _ALICE setVariable [ "ALICE_civilianinit", [{_this addEventHandler ["Killed", {_this execVM "civilians\civdeath.sqf";} ]; }] ]; Cannot seem to find anything on it Cheers
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Help on script after removal of processInitCommands
1para{god-father} replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Simple Vehicle Respawn Script v1.81 for Arma 3 by Tophe It is fixed see :- http://forums.bistudio.com/showthread.php?147890-Simple-Vehicle-Respawn-Script-Arma3/page5 -
UPSMON for arma3
1para{god-father} replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just use the following in your INIT.sqf call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf"; OK just to save confusions link is for the UPSMON working in A3 and DEV build https://dl.dropboxusercontent.com/u/16187488/UPSMON%20%20-A3.rar -
UPSMON for arma3
1para{god-father} replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The ported one not kronzkys UPS as that is different then just make the replacements -
AI Skill Problems
1para{god-father} replied to Sc0rc3d's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was having the same issue if I spawn anything via script, for some reason it ignores any setting on server and set All skill to 1 This works for me Just take out Debug bit once testing is complete , always good to see on Dedi what is happening :) _Grp1 = [_spos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> _randomsquad)] call BIS_fnc_spawnGroup; [_Grp1] call God_fnc_Skill; God_fnc_Skill ={ _groupnamed = _this select 0; _leaderguy = leader _groupnamed; _leaderguy setskill 0.55; { _x setskill ["aimingAccuracy",0.45]; _x setskill ["spotDistance",0.55]; _x setskill ["spotTime",0.55]; _x setskill ["courage",0.50]; _x setskill ["commanding",0.50]; _x setskill ["aimingShake",0.55]; _x setskill ["aimingSpeed",0.60]; //////DEBUG//////Comment out when working///////////////// _aA = _x skill "aimingAccuracy"; _aS = _x skill "aimingShake"; _aSp = _x skill "aimingSpeed"; _e = _x skill "Endurance"; _sD = _x skill "spotDistance"; _sT = _x skill "spotTime"; _c = _x skill "courage"; _rS =_x skill "reloadSpeed"; diag_log format [ "unit: %1\naimingAccuracy: %2\naimingShake: %3 \naimingSpeed: %4\nEndurance: %5\nspotDistance: %6 \nspotTime: %7\ncourage: %8\nreloadSpeed: %9" ,_x,_aA,_aS,_aSp,_e,_sD,_sT,_c,_rS]; } foreach units _groupnamed ; }; -
UPSMON for arma3
1para{god-father} replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes it does just Download the UPSMON on the first page that has all the files then just replace the UPSMON.sqf with the one i changed -
UPSMON for arma3
1para{god-father} replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
its the ported UPSMON for arma 3 on page 1 , but it has everything ! -
Arma 3 Scripting Tutorial For Noobs
1para{god-father} replied to mikie boy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice work ! -
UPSMON for arma3
1para{god-father} replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Got it all working again just replace the UPSMON.sqf with this one https://dl.dropboxusercontent.com/u/16187488/UPSMON.sqf Then just comment out the processInitCommands in Init_UPSMON.sqf near bottom there is only 1 tested on Dedi all works fine -
CBA - Community Base Addons - ARMA 3 Alpha
1para{god-father} replied to sickboy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any ETA on the fix as all our missions require CBA and are now Broke :( -
Bullet-Wind Interaction System
1para{god-father} replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Instead of showing the wind direction all the time , is it possible to Keybind it so it will only show when needed? -
Simple Vehicle Respawn Script [Arma3]
1para{god-father} replied to tophe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OK come across this on Armoholic and it works NOT my code it is was made BY "Naong " ///////////////////////////////////// // Simple Vehicle Respawn Script v1.81 for Arma 3 // by Tophe of Östgöta Ops [OOPS] if (!isServer) exitWith {}; // Define variables _unit = _this select 0; _delay = if (count _this > 1) then {_this select 1} else {30}; _deserted = if (count _this > 2) then {_this select 2} else {120}; _respawns = if (count _this > 3) then {_this select 3} else {0}; _explode = if (count _this > 4) then {_this select 4} else {false}; _dynamic = if (count _this > 5) then {_this select 5} else {false}; _unitinit = if (count _this > 6) then {_this select 6} else {}; _haveinit = if (count _this > 6) then {true} else {false}; _hasname = false; _unitname = vehicleVarName _unit; if (isNil _unitname) then {_hasname = false;} else {_hasname = true;}; _noend = true; _run = true; _rounds = 0; if (_delay < 0) then {_delay = 0}; if (_deserted < 0) then {_deserted = 0}; if (_respawns <= 0) then {_respawns= 0; _noend = true;}; if (_respawns > 0) then {_noend = false}; _dir = getDir _unit; _position = getPosASL _unit; _type = typeOf _unit; _dead = false; _nodelay = false; ///////////////////////////////////// // Added by naong if (isNil "FNC_setVehicleInit") then { FNC_setVehicleInit = { private ["_netID","_unit","_unitinit"]; _netID = _this select 0; _unit = objectFromNetID _netID; _unitinit = _this select 1; _unit call compile format ["%1",_unitinit]; }; }; if (isNil "FNC_setVehicleVarName") then { FNC_setVehicleVarName = { private ["_netID","_unit","_unitname"]; _netID = _this select 0; _unit = objectFromNetID _netID; _unitname = _this select 1; _unit setVehicleVarName _unitname; _unit call compile format ["%1=_This; PublicVariable ""%1""",_unitname]; }; }; ///////////////////////////////////// // Start monitoring the vehicle while {_run} do { sleep (2 + random 10); if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true}; // Check if the vehicle is deserted. if (_deserted > 0) then { if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then { _timeout = time + _deserted; sleep 0.1; waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0}; if ({alive _x} count crew _unit > 0) then {_dead = false}; if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; if !(alive _unit) then {_dead = true; _nodelay = false}; }; }; // Respawn vehicle if (_dead) then { if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;}; if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;}; if (_explode) then {_effect = "M_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;}; sleep 0.1; deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; _unit setPosASL _position; _unit setDir _dir; // Modified by naong if (_haveinit) then { //_unit setVehicleInit format ["%1;", _unitinit]; //processInitCommands; [[netID _unit, _unitinit], "FNC_setVehicleInit", true, true] spawn BIS_fnc_MP; }; if (_hasname) then { //_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; //processInitCommands; [[netID _unit, _unitname], "FNC_setVehicleVarName", true, true] spawn BIS_fnc_MP; }; _dead = false; //////////////////// // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; }; };