Persian MO
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Current .OGV converter?
Persian MO replied to eegore's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
https://www.google.com/#q=free+OGV+convertor -
Weapon Crate Restrictions
Persian MO replied to khaosmatical's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Different Ammobox v 1.0 by Demonized /* Different Ammobox v 1.0 by Demonized. 1: place a marker named DMZ_DA anywhere you want the players to see their ammobox, all will see their box in same position. 2: place this in init line of any unit. _null = this execVM "DMZ_DA.sqf"; 3: save this script as DMZ_DA.sqf and place it in your mission folder. For more classnames on ammoboxes or weapons and magazines go here: http://forums.bistudio.com/showthread.php?t=73241&page=2 */ if (!isDedicated) then { waitUntil {(player == player)&&(alive player)}; }; _marker = "DMZ_DA"; // marker used to spawn. _boxType = "USSpecialWeaponsBox"; // the type of ammobox used. _timer = 1500; // time in seconds until box is refilled. if (_this != player) exitWith {}; // exit all other clients. _weapons = []; _magazines = []; // load available to unitname1 only. if (player isKindOf "USMC_SoldierS_Engineer") then { _weapons = [ ["M4A1_AIM",1], ["G36C",1], ["m16a4",1], ["M1014",1], ["M9",1] // notice that there is no , at the end of the last weapon. ]; _magazines = [ ["30Rnd_556x45_Stanag",40], ["30Rnd_556x45_G36",20], ["8Rnd_B_Beneli_74Slug",20], ["15Rnd_9x19_M9",20], ["HandGrenade_West",20], ["SmokeShell",20], ["SmokeShellRed",20], ["SmokeShellGreen",20], ["SmokeShellYellow",20], ["Mine",20] // notice that there is no , at the end of the last magazine. ]; }; // load available to unitname2 only. if (player isKindOf "FR_Marksman") then { _weapons = [ ["M24",1], ["M40A3",1], ["DMR",1], ["M107",1], ["M4SPR",1], ["M9SD",1], ["M8_sharpshooter",1] ]; _magazines = [ ["20Rnd_762x51_DMR",20], ["10Rnd_127x99_m107",20], ["5Rnd_762x51_M24",40], ["20Rnd_556x45_Stanag",20], ["30Rnd_556x45_G36",20], ["15Rnd_9x19_M9SD",20], ["HandGrenade_West",20], ["SmokeShell",20], ["SmokeShellRed",20], ["SmokeShellGreen",20], ["SmokeShellYellow",20] // notice that there is no , at the end of the last magazine. ]; }; // load available to unitname3 only. if (player isKindOf "FR_R") then { _weapons = [ ["M4A1_AIM_SD_camo",1], ["Laserdesignator",1], ["MP5SD",1], ["G36_C_SD_eotech",1] ]; _magazines = [ ["30Rnd_556x45_StanagSD",20], ["PipeBomb",10], ["30Rnd_556x45_G36SD",20], ["15Rnd_9x19_M9SD",20], ["30Rnd_9x19_MP5SD",20], ["HandGrenade_West",20], ["SmokeShell",20], ["SmokeShellRed",20], ["SmokeShellGreen",20], ["Laserbatteries",1], ["SmokeShellYellow",20] // notice that there is no , at the end of the last magazine. ]; }; // load available to unitname4 only. if (player isKindOf "USMC_Soldier_AT") then { _weapons = [ ["m16a4",1], ["M4A1",1], ["G36C",1], ["Colt1911",1], ["M136",1], ["SMAW",1], ["Stinger",1], ["M1014",1] ]; _magazines = [ ["8Rnd_B_Beneli_74Slug",20], ["30Rnd_556x45_Stanag",40], ["30Rnd_556x45_G36",20], ["7Rnd_45ACP_1911",20], ["M136",10], ["SMAW_HEAA",10], ["SMAW_HEDP",10], ["Stinger",10], ["HandGrenade_West",20], ["SmokeShell",20], ["SmokeShellRed",20], ["SmokeShellGreen",20], ["SmokeShellYellow",20] // notice that there is no , at the end of the last magazine. ]; }; // load available to unitname5 only. if (player isKindOf "USMC_Soldier_Pilot") then { _weapons = [ ["MP5A5",1], ["G36C",1], ["Colt1911",1] ]; _magazines = [ ["30Rnd_9x19_MP5",20], ["30Rnd_556x45_G36",20], ["7Rnd_45ACP_1911",20], ["HandGrenade_West",20], ["SmokeShell",20], ["SmokeShellRed",20], ["SmokeShellGreen",20], ["SmokeShellYellow",20] // notice that there is no , at the end of the last magazine. ]; }; // load available to unitname6 only. if (player isKindOf "FR_Assault_GL") then { _weapons = [ ["M16A2GL",1], ["M16A4_GL",1], ["M16A4_ACG_GL",1], ["M4A1_HWS_GL",1], ["M4A1_HWS_GL_camo",1], ["M4A1_RCO_GL",1], ["M8_carbineGL",1], ["Colt1911",1] ]; _magazines = [ ["30Rnd_556x45_Stanag",80], ["30Rnd_556x45_G36",20], ["7Rnd_45ACP_1911",20], ["1Rnd_HE_M203",50], ["FlareWhite_M203",20], ["FlareGreen_M203",20], ["FlareRed_M203",20], ["FlareYellow_M203",20], ["1Rnd_Smoke_M203",20], ["1Rnd_SmokeRed_M203",20], ["1Rnd_SmokeGreen_M203",20], ["1Rnd_SmokeYellow_M203",20], ["HandGrenade_West",20], ["SmokeShell",20], ["SmokeShellRed",20], ["SmokeShellGreen",20], ["SmokeShellYellow",20] // notice that there is no , at the end of the last magazine. ]; }; // load available to unitname6 only. if (player isKindOf "FR_AR") then { _weapons = [ ["MG36",1], ["Mk_48",1], ["M240",1], ["M249",1], ["M8_SAW",1], ["M9SD",1] ]; _magazines = [ ["100Rnd_556x45_BetaCMag",40], ["100Rnd_762x51_M240",40], ["15Rnd_9x19_M9SD",20], ["200Rnd_556x45_M249",20], ["HandGrenade_West",20], ["SmokeShell",20], ["SmokeShellRed",20], ["SmokeShellGreen",20], ["SmokeShellYellow",20] // notice that there is no , at the end of the last magazine. ]; }; // load available to unitname7 only. if (player isKindOf "FR_Corpsman") then { _weapons = [ ["M4A1_Aim_camo",1], ["M4A1_Aim",1], ["M4A1",1], ["M8_compact",1], ["M9SD",1] ]; _magazines = [ ["30Rnd_556x45_Stanag",60], ["30Rnd_556x45_G36",40], ["15Rnd_9x19_M9SD",20], ["HandGrenade_West",20], ["SmokeShell",20], ["SmokeShellRed",20], ["SmokeShellGreen",20], ["SmokeShellYellow",20] // notice that there is no , at the end of the last magazine. ]; }; if (player isKindOf "FR_Commander") then { _weapons = [ ["M4A1_Aim_camo",1], ["M4A1_Aim",1], ["M4A1",1], ["MP5A5",1], ["M9",1] ]; _magazines = [ ["30Rnd_556x45_Stanag",20], ["PipeBomb",10], ["30Rnd_9x19_MP5",20], ["15Rnd_9x19_M9",20], ["HandGrenade_West",20], ["SmokeShell",20], ["SmokeShellRed",20], ["SmokeShellGreen",20], ["SmokeShellYellow",20] // notice that there is no , at the end of the last magazine. ]; }; // create and fill the box. _box = _boxType createVehicleLocal (getMarkerPos _marker); _box allowDamage false;_box setVariable ["R3F_LOG_disabled", true]; while {true} do { // empty it. clearWeaponCargo _box; clearMagazineCargo _box; // add in all weapons. {_box addWeaponCargo [(_x select 0),(_x select 1)]} foreach _weapons; // add in all magazines. {_box addMagazineCargo [(_x select 0),(_x select 1)]} foreach _magazines; // wait x amount of seconds then refill box. sleep _timer; }; http://forums.bistudio.com/showthread.php?123831-Weapon-and-Magazine-Limit-Script&highlight=Ammobox+1.0+Demonized -
Arma 2 Paratroopers Support
Persian MO replied to alifie90's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Easy way: Simple Support Module https://community.bistudio.com/wiki/Simple_Support_Module -
MP mission start parameters used in triggers
Persian MO replied to kiero's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Take a look, this way maybe help u. description.ext class Params { class EnemyVeh { title = "Vehicles"; values[] = {0,1,2}; texts[] = {"One Vehicle","Two Vehicles","Three Vehicles"}; default = 1; code = "EnemyVeh = %1"; }; }; init.sqf pv_veh1 = false; publicvariable "pv_veh1"; pv_veh2 = false; publicvariable "pv_veh2"; pv_veh3 = false; publicvariable "pv_veh3"; // for MP server parameters. processParamsArray = [] execVM "ParamsArray.sqf"; [] execVM "setMissionConditions.sqf"; ParamsArray.sqf for [ { _i = 0 }, { _i < count(paramsArray) }, { _i = _i + 1 } ] do { _paramName =(configName ((missionConfigFile >> "Params") select _i)); _paramValue = (paramsArray select _i); _paramCode = ( getText (missionConfigFile >> "Params" >> _paramName >> "code")); _code = format[_paramCode, _paramValue]; call compile _code; }; setMissionConditions.sqf // DECLARE VARIABLES AND FUNCTIONS private ["_EnemyVeh"]; // WAIT FOR PARAMSARRAY TO BE PROCESSED waitUntil {scriptDone processParamsArray}; // Conditions are set in the parameters screen (during mission set-up). _EnemyVeh= EnemyVeh; switch (_EnemyVeh) do { case 0: {pv_veh1 = true; publicvariable "pv_veh1"}; // one vehicle case 1: {pv_veh2 = true; publicvariable "pv_veh2"}; // two vehicle case 2: {pv_veh3 = true; publicvariable "pv_veh3"}; // three vehicle }; Now about triggers: Create 3 triggers and use publicvariables as condition, example trigger for one vehicle. trigger size 0 X 0 Activation: Game logic Condition: (pv_veh1) On Act: ur codes... Note about condition if you want spawn vehicles, use Isserver in condition to prevent spawn so many vehicles per each players. Condition: (pv_veh1) and Isserver same for other triggers use search in forum and find more info about public variable and params -
ArmA2: Operation Arrowhead Impressions - ALL OA Impressions/Videos/Screenies Here
Persian MO replied to Placebo's topic in ARMA 2 & OA - GENERAL
Suppressive fire and movement -
Checking for an ACE backpack
Persian MO replied to Blueblood's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_armyMule = [bOB] call ACE_fnc_HasRuck; https://dev.withsix.com/docs/ace/files/sys_ruck/fnc_HasRuck-sqf.html IDK if u saw this or not. ACE Function Index https://dev.withsix.com/docs/ace/index/Functions.html -
Need a trigger able to destroy empty vehicle.
Persian MO replied to cychou's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try this one. - Create a game logic in opfor base Gamelogic init null=this spawn {while {true} do { {if (!isplayer _x) then {deletevehicle _x}} foreach (nearestobjects [position _this,["HMMWV_DES_EP1","MtvrSupply_DES_EP1"],200]); sleep 30;}} Each 30 sec delete this 2 vehicles -
Need a trigger able to destroy empty vehicle.
Persian MO replied to cychou's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i didn't test this yet. - create a empty H in opfor base, name it: opfor base - create trigger "size cover base" "activation: blufor, present, repeat" in trigger on act: {if (!(isplayer _x)) then {deleteVehicle _x;};} foreach nearestobjects [opfor_base,[ "HMMWV_DES_EP1","MtvrSupply_DES_EP1" ],500]; * "HMMWV_DES_EP1","MtvrSupply_DES_EP1" change with blufor vehicles u want to delete in opfor base. do this same for blufor base -
Generate Objective in Random Position
Persian MO replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
About find a position on map and put a marker, - Put a game logic in map center.Name it: Centertown Select a random positions on hills ! //gamelogic in center map _gamelogic = centertown; // collect all hills in map _towns = nearestLocations [getPosATL _gamelogic, ["Hill"], 25000]; // select a random hill _RandomTownPosition = position (_towns select (floor (random (count _towns)))); // create a marker at hill _marker = createMarker ["marker_1", _RandomTownPosition]; _marker setMarkerType "hd_destroy"; _marker setMarkerColor "ColorRed"; _marker setMarkerText " my random pos"; _marker setMarkerSize [1,1]; Select a random positions at towns ! _gamelogic = centertown; _towns = nearestLocations [getPosATL _gamelogic, ["NameVillage","NameCity","NameCityCapital"], 25000]; _RandomTownPosition = position (_towns select (floor (random (count _towns)))); https://community.bistudio.com/wiki/ArmA_2:_CfgLocationTypes -
Generate Objective in Random Position
Persian MO replied to J. Schmidt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nul=[group this, position this, number] call BIS_fnc_taskPatrol; https://community.bistudio.com/wiki/BIS_fnc_taskPatrol If use SHK_pos for random spawn;"examples" // SELECT RANDOM STATIC _static = [ "M2StaticMG","DSHKM_CDF","ZU23_CDF" ] call BIS_fnc_selectRandom; _ran_post = [ (getmarkerPos "area1"), random 300, random 359, true, [0, 0]] call SHK_pos; _position = "HeliHEmpty" createVehicle (_ran_post); _static_spawn = [(getpos _position), (getdir _position), (_static), west] call BIS_fnc_spawnVehicle; // SELECT RANDOM VEHICLE _vehicle = [ "AAV","LAV25","M1A1","HMMWV_M2","HMMWV_MK19","HMMWV_TOW","BMP2_CDF","BRDM2_CDF","BRDM2_ATGM_CDF", "M1A2_TUSK_MG" ] call BIS_fnc_selectRandom; _ran_post = [ (getmarkerPos "area1"), 300, random 359, true, [1, 300]] call SHK_pos; _position = "HeliHEmpty" createVehicle (_ran_post); _veh_patrol_1 = [(getpos _position), (getdir _position), (_vehicle), west] call BIS_fnc_spawnVehicle; ran_veh_ups_1 = _veh_patrol_1 select 0; ran_veh_ups_1 setVehicleInit "nul = [this, 'area1','nofollow','delete:',500] execVM 'Initialization\ups.sqf'"; processInitCommands; * ran_veh_ups_1 is ur vehicle name. // NORMAL PATROL _patrolgrp = [(getmarkerPos "area2"),west,[ "USMC_Soldier_SL","USMC_Soldier_TL","USMC_Soldier_HAT","USMC_Soldier_AT","USMC_Soldier_AR","USMC_Soldier_Medic","USMC_Soldier_GL","USMC_Soldier_MG", "USMC_Soldier","USMC_Soldier2","USMC_Soldier_LAT","USMC_SoldierS_Sniper","USMC_SoldierS","USMC_SoldierS_SniperH","FR_Assault_GL", "FR_Assault_R","FR_Cooper","FR_Corpsman","FR_Sapper","FR_AC","FR_AR","FR_Marksman"],[],[],[],[],[2,0.2]] call bis_fnc_spawngroup; [leader _patrolgrp,"area2","nofollow","delete:",500] execVM "Initialization\ups.sqf"; * [2,0.2] in normal patrol means 100% spawn 2 first units in array which are squad leader and team leader and 20% chance to spawn rest units in same group.This give u a random units in groups. *Change classnames for others factions. -
Multiplayer Scripting
Persian MO replied to dealman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is strange !. u should miss something.I created a simple demo mission with ur code, it work, take a look. http://www.mediafire.com/download/e08b4vk3meeb3y7/hello_test.rar -
How to make a player into a Suicide bomber - TvT mission
Persian MO replied to perfk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
https://dev.withsix.com/docs/cba/files/common/fnc_addPlayerAction-sqf.html#CBA_fnc_addPlayerAction http://forums.bistudio.com/showthread.php?107788-PROBLEM-Add-action-dissapears-after-respawn!&highlight=add+action+respawn -
addAction - Player Menu (In Vehicle and outside of a Vehicle)
Persian MO replied to zignixx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
use search http://forums.bistudio.com/showthread.php?89659-How-to-make-a-players-addAction-stay-visible-in-vehicles -
Multiplayer Scripting
Persian MO replied to dealman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Test\HelloWorld.sqf : do you have HelloWorld.sqf file under test folder in mission folder ? Do you receive any sqf file missing warning when start mission? your codes are ok. -
Help making script work for AI AND PLAYER
Persian MO replied to UK_SPAWN's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What about PlayableUnits ? https://community.bistudio.com/wiki/playableUnits Did you tried Then intense exitwith ? -
Distance parameter and Arrays
Persian MO replied to eegore's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There should be a better way but temporary it handle this. add 2 H_empty in map and name it, barn, barn1 while {true} do { {if(alive _x) then { if (player distance _x < 3) then { _x doMove getPosATL barn; } } } forEach [goat1, goat2]; {if(alive _x) then { if (player distance _x < 3) then { _x doMove getPosATL barn1; } } } forEach [goat3, goat4]; sleep 0.5; }; -
Kill script won't activate
Persian MO replied to dixon13's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
condition: ("LandVehicle" countType thislist > 0) && ((getpos (thislist select 0)) select 2 < 1) - select 2 < 1 , 1 is altitude .means count anything is under 1 meter altitude . - Just set trigger Repeatedly, no need to run any other code in condition to repeat it -
Scoring System
Persian MO replied to hridaysabz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
easy way: Create trigger size 0X0 ,None Condition: score player > 9 On act: hint "Level 1" Create another trigger size 0X0 ,None Condition: score player > 19 On act: hint "Level 2" ... Work in MP, no SP. https://community.bistudio.com/wiki/score -
Arma 2 OA R3F Logistics Failing to Start
Persian MO replied to TrueMinecrafter's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The modules is not ur problem, you missed something. R3F scripts included a demo mission. Check this out and see how it work. http://www.armaholic.com/page.php?id=9285 -
Distance parameter and Arrays
Persian MO replied to eegore's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
while {true} do { {if(alive _x) then { if (player distance _x < 3) then { _x doMove getPosATL barn; } } } forEach [goat1, goat2, goat3]; sleep 0.5; }; -
WANNA SPAWN AI TANKS FOR counterattack
Persian MO replied to mac7's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Put tanks somewhere you want they start to attack, add a short waypoint to tank group as MOVE. Create a trigger and cover area to where when you moved in, tanks start to counterattack. trigger should be: size should cover that area. Activation: Opfor (any side ur role), Present hit Ok. Now select synchronize or hit F5 and drag mouse from trigger to waypoint."synch that" select tank group again and add next waypoint MOVE to tanks to where tanks have counterattack"should be that area you are in" -
This this setPosATL doesnt work with murkspawn
Persian MO replied to Mirek's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The solution i found is , don't put codes in unit init line when using murkspawn script. intense add a short waypoint to unit and in waypoint init add ur codes. My way to fix problem: Create trigger radio alpha to get pos and in on act: if (isnil "p") then {p = []}; p set [count p,getposasl player]; copyToClipboard str p it copy my current position like inside building."[[2494.95,1924.8,55.4837]]" Put unit and add normal murkspwan script code line."i think you should know how it work" nul = [this,"trigger1","once"] execVM "murk_spawn.sqf"; Add a waypoint to unit like move and on act waypoint line i will put code if isserver then { private ["_pos","_arr"]; _arr = [[2494.95,1924.8,55.4837]]; _pos = _arr select floor random count _arr; this setposasl _pos; this setFormDir 350; }; "this setFormDir 350;" is which side unit looking. use compass in game to get side degree. Or for statics, same problems, so i put a empty static and name it: static1 Then put a unit and add a waypoint to unit and in ON ACT waypoint: this moveinGunner static1 -
Admin Panel/Anti Teamkill and Grief
Persian MO replied to Train's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Team Killing/Base protection(No killing at base): Try this, 3th answer: http://forums.bistudio.com/showthread.php?144254-How-it-work-for-both-sides-%28bases-protect%29 Also try to search in forum for: ProtectionZone_Ep1 Disabling Friendly Fire "didn't test myself" this addeventHandler ["HandleDamage",{if ( !(side (_this select 0) == side (_this select 3)) ) then {_this select 2};}]; Add this to each units init -
Playing sounds and displaying radio msg in Multiplayer.
Persian MO replied to UK_SPAWN's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
[nil,nil,rHINT,"Squad Health Restored"] call RE; [nil,nil,rPLAYSOUND,"SOUND"] call RE; Multiplayer framework http://community.bistudio.com/wiki/Multiplayer_framework -
[CO-15][ACE] Riot in the City of Fallujah Location: Fallujah Max players: 15 Game style: Coop/close combat/Sector capturing/side missions Playable side: West Enemy side: East, Takistan militia && takistan Army Short Story: West task force camped north side the Fallujah City.The city is on the fire via takistan militia and insurgence and most Army checkpoints and police stations has been lost.Task force should break the riot in the town. Features: - Random enemy units spawn with random count - Random Locations for main objectives and side missions - Limited ammo, medical and weapons "side missions to get supply's" - Enemy random patrol - UPSMON script - Ambient life "MP parameter" - Sand Storm "MP parameter" - Include 8 different type side missions - Secure Fallujah of the city sector to sector - ACE Revive - Random IED roadside of combat zone's - Limited respawn "changeable via MP parameter 1,5,10,20,50" Mods/Addons need: - CBA_CO - ACE - ACEX - ACEX_USNAVY - ACEX_RU - ACEX_SM - FALLUJAH MAP - ACRE - JAYARMA2LIP Episodes: - Main story: Riot in the City of Fallujah - Extra: North F.O.B - Extra: Hotel Cleaner - Extra: Armor hunt Note: To play Extra episode's, select them via MP Parameter. Current version 1.8.1 Download: - Co_ACE Riot in the city of Fallujah Armaholic mirror: - Riot in the City of Fallujah Co-15 (@)