Persian MO
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Everything posted by Persian MO
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Is there a hostage script out there that works in dedicated server?
Persian MO replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I used in dedicated server and worked -
Is there a hostage script out there that works in dedicated server?
Persian MO replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Easy Hostage script by dj otacon ver 1.1 Makes any unit in the game a hostage usage: add _null=[this]execVM "hostage.sqf"; to the unit INIT /* Easy Hostage script by dj otacon ver 1.1 Makes any unit in the game a hostage usage: add _null=[this]execVM "hostage.sqf"; to the unit INIT */ // Set Variables _hostage = _this select 0; _callergroup = _this select 1; _id = 0; // Actions if (isnil "secured_hostage") then { _hostage setCaptive true; sleep 0.001; // Making hostage captive removeAllWeapons _hostage; removeAllAssignedItems _hostage; removeBackpack _hostage; removeVest _hostage; _hostage setUnitPos "middle"; _hostage disableAI "autoTarget"; _hostage setBehaviour "Careless"; _hostage allowFleeing 0; _hostage disableAI "Move"; secured_hostage = false; Follow_Squad=false; ungroup = false; sure = false; _sec = _hostage addaction ["<t color=""#0000FF"">" + ("Secure prisioner") + "</t>","hostage.sqf"]; porte = false; agrupa = false; liberado = false; }; if (secured_hostage && sure ) then { _id = _this select 2; _hostage removeAction _id; _hostage stop true; _hostage setUnitPos "down"; hintsilent "Securing hostage..."; sleep 3; hint "Hostage secured!"; _hostage setUnitPos "down"; _hostage addaction ["<t color=""#0000FF"">" + ("Follow squad") + "</t>","hostage.sqf"]; sure = false; agrupa = true; }; if (Follow_squad && porte) then { hintsilent "Follow the squad"; _hostage stop false; _hostage setUnitPos "UP"; //_hostage switchmove ""; _hostage setCaptive false; _hostage setBehaviour "CARELESS"; _hostage enableAI "Move"; _id = _this select 2; _hostage removeAction _id; _hostage addaction ["<t color=""#0000FF"">" + ("Free hostage") + "</t>","hostage.sqf"]; [_hostage] joinsilent _callergroup; agrupa = false; }; if (ungroup && porte && !agrupa && !liberado) then { _id = _this select 2; //_hostage removeAction _id; _hostage stop false; _hostage setUnitPos "UP"; _hostage setBehaviour "CARELESS"; _hostage enableAI "Move"; _hostage allowFleeing 1; removeallactions _hostage; [_hostage] join grpNull; hint "Released"; ungroup = false; agrupa = false; porte = true; liberado=true; Follow_Squad=false; }; // Flow control if (!secured_hostage && !sure) then { secured_hostage=true; sure=true; }; if (!Follow_squad && !porte && agrupa) then { Follow_squad = true; porte = true; }; if (!ungroup && porte && !agrupa) then { ungroup = true; }; To find a random location inside the houses for hostage, put a marker and name it "centerpos_mrk", name your hostage: Hostage , and init.sqf: _nearesthouses = getMarkerPos "centerpos_mrk" nearObjects ["House",200]; _houseList = []; { for "_i" from 0 to 20 do { if ( [(_x buildingPos _i), [0,0,0]] call BIS_fnc_arrayCompare ) exitWith { if (_i > 0) then { _houseList set [count _houseList, [_x, _i]]; }; }; }; }forEach _nearesthouses; _randomHouse = _houseList select (floor (random (count _houseList))); _housePos = (_randomHouse select 0) buildingPos (floor (random (_randomHouse select 1))); _marker = createMarker ["hostage_mrk", _housePos]; _marker setMarkerType "mil_join"; _marker setMarkerColor "ColorRed"; _marker setMarkerText " Hostage"; _marker setMarkerSize [1,1]; hostage setpos (getmarkerpos "hostage_mrk"); -
How to make a (no damage) protection zone inside the trigger zone?
Persian MO replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I found this somewhere in forum.If you want to have a safe zone, it's easy. - put 2 marker on map, close to your vehicles, name them: mrk1, mrk2 - in your init.sqf _safe1 = getMarkerPos "mrk1"; "ProtectionZone_Invisible_F" createVehicle _safe1; _safe2 = getMarkerPos "mrk2"; "ProtectionZone_Invisible_F" createVehicle _safe2; thats it. Each marker covering about 25 meter area and you can add more markers. -
LEA - Loadout Editor for ArmA 3
Persian MO replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
@CUP mod: @CUP v1.0 I missed some classsnames to add, for example rockets for smaw launcher, any way to edit and add missed stuffs? also if someone have a better one, please share here :) -
Dread's Simple Patrol Script
Persian MO replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cool script.Can you add a new parameter to script for controlling spawned ai behavior,speed while patroling? -
Authentic Gameplay Modification
Persian MO replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks, it work. _flare = "F_20mm_White" createVehicle[(getpos h1 select 0), (getpos h1 select 1), 1]; _flare setVelocity [0, 0, -10]; _flare attachTo [getpos h1, [0, 0, 0]]; Any way to disable AGM medical module or at least disable unconscious For TDM/DM game style? -
Authentic Gameplay Modification
Persian MO replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How to spawn a handflare on the ground and burning via script or trigger?any idea? Is it possible to disable AGM medical modules ? -
Thank you so much. So i should call DE_simpleIconsJIP.sqf script just for JIP players?
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Looks like This script working with class_names too, something like this: Add icon on a NATO ammo box "Box_NATO_Ammo_F" init.sqf null = ["eachFrame5", "Ammo", ["Box_NATO_Ammo_F"], 1000] execVM "DE_simpleIcons.sqf"; Then add line to case part DE_simpleIcons.sqf case Box_NATO_Ammo_F: {drawIcon3D[MISSION_ROOT + "\icons\targetCiv.jpg", [1,1,1,0.5], _unitPos, _iSize, _iSize, 0, _this select 1];}; Good work, DreadedEntity. Did you test script in MP and dedicated server? working for JIP players too?
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Yes, good idea. ops... :) *** Added @Raid_M1A1_Abrams to mods list.
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AAS FrontLine missionpack NATO and CSAT forces fighting for sectors.Both sides start with full Army Land/Air/Sea and have to capture and secure sectors before opposite side. Tips: - Players can recruit 3 Ai soldiers at flags - Players have teleport option between their own bases via flags - Bases : Infantry, Armor, Mechanized, Motorized, Airbase, Navy, Support, Artillery, HQ Addons/Mods: - Cba_A3 - NATO_Russian_SF_Weapons - Asdg_jr - Asdg_attachments - Task_force_radio - hlc_ar15 - hlcmods_ak - hlcmods_core - hlcmods_fal - hlcmods_g3 - hlcmods_m14 - hlcmods_m60E4 - rds - rds_tank - hafm_hmmwv - hafm_uaz - hafm_uk - ryd_fee - dar_maxxpro - cha_mi8 - EBU_C130 - FA18_A3 - ivory_f15c - JS_JC_SU35 - BurnesLCAC - kyo_mh47e_a3 - Raid_M1A1_Abrams Download: Include 5 AAS missions AAS@20 FrontLine missionpack ver 0.5 Armaholic mirror: - AAS FrontLine missionpack (@) ----------------------------------------------------------------------------------------------------------------------------------------------------- Coop FrontLine missionpack Large scale battle coop, Objective is capturing and secure the specific area.Your side must defeat enemy forces inside the AO area. Tips: - Players have teleport option between their own bases via flags - Bases : Infantry, Armor, Mechanized, Motorized, Airbase, Navy, Support, Artillery, HQ Addons/Mods: - Cba_A3 - NATO_Russian_SF_Weapons - Asdg_jr - Asdg_attachments - Task_force_radio - hlc_ar15 - hlcmods_ak - hlcmods_core - hlcmods_fal - hlcmods_g3 - hlcmods_m14 - hlcmods_m60E4 - rds - rds_tank - hafm_hmmwv - hafm_uaz - hafm_uk - ryd_fee - dar_maxxpro - cha_mi8 - EBU_C130 - FA18_A3 - ivory_f15c - JS_JC_SU35 - BurnesLCAC - kyo_mh47e_a3 - Raid_M1A1_Abrams Download: Include 10 missions for both sides "CSAT & NATO" Co@20 FrontLine missionpack ver 0.5 Armaholic mirror: - Coop FrontLine missionpack (@)
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Burnes Armories Tanks and Deployment Vehicles
Persian MO replied to a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Error with Burnes Armories - AAV-7A1 v1 alpha when trying in editor Cannot create entity with abstract type Civilian (scope = private?) Warning Message: Invalid crew Civilian in Burnes_aav_des RPT: Your works are awesome.Thanks. -
ACRE2 Public Beta Release
Persian MO replied to noubernou's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for ACRE. Sound Volume in radio is very low.I try ed to follow change windows sound volume as i read in pre posts, but after end mission, sound volume of ts is to loud. There is a option for changing sound volume for radio, in max we can hear barely , what about to increase default sound volume and if someone like to decrease, use sound volume option for it. Is this just my problem with ACRE or others have too? -
LEA - Loadout Editor for ArmA 3
Persian MO replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
HLC mods: HLC_0.6_1.lea.rar AGM mod: AGM_1.0_1.lea.rar AGM Hands-flare class-names AGM_HandFlare_White AGM_HandFlare_Red AGM_HandFlare_Green AGM_HandFlare_Yellow -
revive A3 Wounding System (AIS by Psycho)
Persian MO replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
After game updated, Revive guaranty not working sometime.Unconscious man die after finish reviving at 100%.Can someone help me out? **I'm using CBA, TMR mods. // by psycho // AIS INJURY Setup-File Version 02042014 //__________________________________________________________________________________________________________________________________________________________________ // v v v v v v v v v v v v --- Major Settings --- v v v v v v v v v v v v tcb_ais_revive_guaranty = true; // set to true for a 100% revive chance. False, and the unit got a 50/50 chance to fall in agony or die immediately. Attention: Take note of the settings for "tcb_ais_realistic_mode"! tcb_ais_realistic_mode = false; // set to true and units will die if they take a headshot or a heavy explosion nearby. Attention: if set to true, the revive chance guaranty are disabled! tcb_ais_medical_education = 1; // Who can revive a concious unit? 0 == everybody 1 == everybody with a firstaid or medikit 2 == only medics (affect both, AI and players!) //__________________________________________________________________________________________________________________________________________________________________ // v v v v v v v v v v v v --- Optional Settings --- v v v v v v v v v v v v tcb_ais_rambofactor = 4; // a higher value means more damage tolerance for the unit before the unit are unconcious ( 1== low, 2 == normal, 3 == higher, 5 == extreme) tcb_ais_random_lifetime_factor = 100; // a higher value means you got more time to heal the unit before bleeding out and die (50 == means round about 1 minute, 100 == means round about 3 minutes, 200 == approximately 8 minutes) // the time depends on the damage the unit takes before they are unconcious. The time is randomized and not exact. tcb_ais_delTime = 0; // Time in seconds until dead bodys are deleted. If zero seconds are select this feature is disabled. (only units witch was handled from AIS Injury System will be deleted!) //__________________________________________________________________________________________________________________________________________________________________ // v v v v v v v v v v v v --- Visual Settings --- v v v v v v v v v v v v tcb_ais_show_injury_marker = 1; // Set value to 1 and a marker show injured units on the map. 0 means this feature is disabled. tcb_ais_show_3d_icons = 1; // Set value to 1 and a 3D-icon show you ingame the position of injured units within a range of 30 metres. 0 means this feature is disabled. tcb_ais_dead_dialog = 0; // Set value to 1 to enable the deadcam and the dead dialog. 0 means this feature is disabled. tcb_ais_bloodParticle = true; // Set to true and extra blood particles are genereated randomly on downed bodys. Set false to disable this feature. tcb_ais_impactEffects = true; // Set to true to enable that hits have a impact to your senses. Set to false to disable this feature.- 914 replies
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nice work. a question: is there any variable or codes to disable R3F_AiComTarget for some squads?
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XMedSys - Improved Medical System for A3
Persian MO replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How to remove/disable arma 3 vanilla medkit? There is any way to add XMedSys stuffs to ai's as enemy side, so players can get some medic stuffs from their dead body? -
revive A3 Wounding System (AIS by Psycho)
Persian MO replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, tanx, work fine now. - The script won't work for JIP players.They don't have revive menu and can't see injured man icon. - its possible to add something to prevent dead players about reassign roles from lobby again?- 914 replies
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revive A3 Wounding System (AIS by Psycho)
Persian MO replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want to make some coop missions, with No respawn.Everything work fine with A3 Wounding System."well done". But there is a problem and it's if anyone join in middle of game, he will join as a bird. description.ext onLoadIntroTime=false; onLoadMissionTime=false; disabledAI=1; debriefing=1; respawnTemplates[] = {"Spectator"}; RESPAWN = 1; showGPS=1; joinUnassigned = 0; class Header { gameType = COOP; minPlayers = 1; maxPlayers = 10; }; class RscTitles { #include "ais_injury\dialogs\rscTitlesAIS.hpp" }; class CfgFunctions { #include "ais_injury\cfgFunctionsAIS.hpp" }; init.sqf leaFunction = compile preprocessFileLineNumbers "lea\loadout-init.sqf"; call leaFunction;//line generated by LEA. enableSaving [false, false]; JBOY_soundLoop = compile (preprocessFileLineNumbers "JBOY_soundLoop.sqf"); call compile preprocessfile "shk_taskmaster.sqf"; // task handle function // TcB AIS Wounding System -------------------------------------------------------------------------- if (!isDedicated) then { TCB_AIS_PATH = "ais_injury\"; {[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach (if (isMultiplayer) then {playableUnits} else {switchableUnits}); // execute for every playable unit //{[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach (units group player); // only own group - you cant help strange group members //{[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach [p1,p2,p3,p4,p5]; // only some defined units }; _this = [str ("4 March 2014") , str ("Marina Bay")] spawn BIS_fnc_infoText; if (isserver) then { _nul = [] execVM "missioncontrol.sqf";}; //jip markers markerArray = [ "marker_1","marker_2","marker_3" ]; // replace the mkr for your marker names. onPlayerConnected "{_x setMarkerPos (getMarkerPos _x)} forEach markerArray"; ais_setup.sqf // by psycho // AIS INJURY Setup-File Version 02042014 //__________________________________________________________________________________________________________________________________________________________________ // v v v v v v v v v v v v --- Major Settings --- v v v v v v v v v v v v tcb_ais_revive_guaranty = true; // set to true for a 100% revive chance. False, and the unit got a 50/50 chance to fall in agony or die immediately. Attention: Take note of the settings for "tcb_ais_realistic_mode"! tcb_ais_realistic_mode = false; // set to true and units will die if they take a headshot or a heavy explosion nearby. Attention: if set to true, the revive chance guaranty are disabled! tcb_ais_medical_education = 0; // Who can revive a concious unit? 0 == everybody 1 == everybody with a firstaid or medikit 2 == only medics (affect both, AI and players!) //__________________________________________________________________________________________________________________________________________________________________ // v v v v v v v v v v v v --- Optional Settings --- v v v v v v v v v v v v tcb_ais_rambofactor = 4; // a higher value means more damage tolerance for the unit before the unit are unconcious ( 1== low, 2 == normal, 3 == higher, 5 == extreme) tcb_ais_random_lifetime_factor = 100; // a higher value means you got more time to heal the unit before bleeding out and die (50 == means round about 1 minute, 100 == means round about 3 minutes, 200 == approximately 8 minutes) // the time depends on the damage the unit takes before they are unconcious. The time is randomized and not exact. tcb_ais_delTime = 0; // Time in seconds until dead bodys are deleted. If zero seconds are select this feature is disabled. (only units witch was handled from AIS Injury System will be deleted!) //__________________________________________________________________________________________________________________________________________________________________ // v v v v v v v v v v v v --- Visual Settings --- v v v v v v v v v v v v tcb_ais_show_injury_marker = 1; // Set value to 1 and a marker show injured units on the map. 0 means this feature is disabled. tcb_ais_show_3d_icons = 1; // Set value to 1 and a 3D-icon show you ingame the position of injured units within a range of 30 metres. 0 means this feature is disabled. tcb_ais_dead_dialog = 0; // Set value to 1 to enable the deadcam and the dead dialog. 0 means this feature is disabled. tcb_ais_bloodParticle = true; // Set to true and extra blood particles are genereated randomly on downed bodys. Set false to disable this feature. tcb_ais_impactEffects = true; // Set to true to enable that hits have a impact to your senses. Set to false to disable this feature. I hope somebody help me out here. Some suggestions if you have plan to improve A3 Wounding System mod: - Add medical stuffs like bandage, medkit, morphine ... - Add stretcher "'tcb_ais_revive_guaranty' is good thing, players can use it to transfer wounded troops to somewhere like mobile hospital to get complete heal, we can use this for large scale battles" - Add a Medavic chopper and mobile hospital (control by Ai and Human) "Possible in script version too ?" - When somebody got shot, drop weapon few meter away from him sometimes. - Add stringtable.xml to support multi languages - Add some voices like yelling when somebody got shot or asking for help - Hit effect for vehicles crew like loss conscious- 914 replies
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Use other langauges texts in game?
Persian MO posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi. is any way to use Persian language "Farsi" words in game? show texts in task or hint? I did try to use stringtable.xml but no luck. Best regards -
Buildings via trigger problem
Persian MO replied to JohnKalo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
trigger condition: Isserver Trigger on act: _house = createVehicle ["house class name", _pos, [], 0, "CAN_COLLIDE"] ; -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
Persian MO replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Here is 2 team speak exe file for Downgrade team speak - TeamSpeak3-Client-win32-3.0.13.1.exe "32 bit" - download_teamspeak_client_"64 bit" -
Set mission time for all players
Persian MO replied to FlyingM's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is just a idea i find it in community before.Take a look. Init.sqf enablesaving [false, false]; waituntil {!isnil "bis_fnc_init"}; call compile preprocessfile "skip.sqf"; // skip time function Skip.sqf targetTime = -1; gotoTime ={ targetTime = _this select 0; publicVariable "targetTime"; }; monitorTime ={ while {true} do { waitUntil {targetTime != -1}; skiptime (targetTime - daytime); targetTime = -1; }; }; [] spawn { [] call monitorTime;}; - Put a function module in map use this code to skip time in script or trigger. [5] call gotoTime ; "5 hours skip time" and this is about how to show massage to all clients [nil,nil,rTITLETEXT,"5 HOURS LATER", "BLACK FADED"] call RE; -
how can you limit the number of players using a teleport trigger!
Persian MO replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Did u try change player to admin? on act onMapSingleClick "ADMIN setPos _pos; onMapSingleClick """";"; just admin can teleport. Also its better if use addaction intense radio trigger. -
Current .OGV converter?
Persian MO replied to eegore's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://download.cnet.com/OGV-Converter/3000-2194_4-76097957.html http://openspim.org/How_To_Convert_Movies_To_.ogv_Format http://myvideoconverter.en.softonic.com/ http://download.cnet.com/1772-20_4-0-2.html?query=ogv+converter&platform=Windows%2CMac%2CiOS%2CAndroid%2CWebware%2CMobile&searchtype=downloads