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bangabob

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Everything posted by bangabob

  1. bangabob

    Loop .sqf

    while {true} do { { { if (side _x == east) then { _x unassignItem "NVGoggles"; _x removeItem "NVGoggles"; }; } foreach allunits; { if (side _y == west) then { _y unassignItem "NVGoggles"; _yremoveItem "NVGoggles"; }; } foreach allunits; }; Sleep 5;}; Try that.
  2. bangabob

    Loop .sqf

    try putting this at the top of the script private [_x];
  3. bangabob

    Loop .sqf

    Every 5 seconds. Thus the sleep command at the end of each loop
  4. bangabob

    Loop .sqf

    Simple loop script while {true} do {Your script here ; Sleep 5;};
  5. Complete version for ArmA 3 Inside the Init.sqf [] spawn {sleep 0.5;null = [player] execVM "JIPspawn.sqf";}; xhandle = player addEventHandler ["killed", "_this execvm 'JIPspawn.sqf'"]; JIPspawn.sqf _unit = _this select 0; //-------------------Night Vision-----------------------------// if (currentVisionMode player == 1) then { camUseNVG true; } else { camUseNVG false; }; //////////////////////////////////////////////////////////////// //------------------------------------------------------------// if (_unit == player) then { waituntil {alive player}; player setPos getPos glbase; _squad = group player; lck_livingmates = []; { if (alive _x and _x!=player) then {lck_livingmates = lck_livingmates + [_x];}; } foreach units _squad; lck_actualmate = 0; _elozoactual=lck_actualmate; keyout = 0; //player globalchat format ["sq db=%1, act=%2", count lck_livingmates, name (lck_livingmates select lck_actualmate)]; openMap false; 0 fadesound 0; disableserialization; keyspressed = compile preprocessFile "lackoRespawn_keydown.sqf"; _displayID = (findDisplay 46) displaySetEventHandler ["KeyDown","_this call keyspressed"]; _cam = "camera" camcreate [0,0,0]; _cam cameraeffect ["internal", "back"] ; showCinemaBorder true; _cam camsettarget (lck_livingmates select lck_actualmate); _cam camsetrelpos [0,-5,2.5]; _cam camcommit 0; _ido=0; while {_ido<=500} do { if (_ido mod 10 == 0) then { TitleText["\n \n \nRight Arrow = next squadmate\nLeft Arrow = previous squadmate\nEnter = respawn","PLAIN DOWN",10]; }; if (keyout > 0) exitwith {}; _currentmate = lck_livingmates select lck_actualmate; _tempcnt=0; lck_livingmates = []; { if (alive _x and _x!=player) then { lck_livingmates = lck_livingmates + [_x]; if (_x==_currentmate) then {lck_actualmate = _tempcnt;}; _tempcnt = _tempcnt + 1; }; } foreach units _squad; if (count lck_livingmates == 0) exitwith {}; _cam camsettarget (lck_livingmates select lck_actualmate); _cam camsetrelpos [0,-5,2.5]; _cam camcommit 0; waituntil{camCommitted _cam}; _ido = _ido + 0.02; sleep 0.02; }; (findDisplay 46) displayRemoveAllEventHandlers "KeyDown"; _ido=0; while {_ido<=90} do { _cam camsettarget (lck_livingmates select lck_actualmate); _cam camsetrelpos [0,-5,2.5]; _cam camcommit 0; TitleText["","PLAIN DOWN"]; waituntil{camCommitted _cam}; _ido = _ido + 1; sleep 0.02; }; _newpos = getPos glbase; if (keyout > 0) then { _newpos = getPos (lck_livingmates select lck_actualmate); //player globalchat format ["cel=%1, x=%2, y=%3", name (lck_livingmates select lck_actualmate),(_newpos select 0),(_newpos select 1)]; if ((_newpos select 0)>50 and (_newpos select 1)>50) then { } else { _newpos = getPos glbase; }; } else { _newpos = getPos glbase; }; //-----------------Vehicle Spawn-----------------------------// IF (vehicle (lck_livingmates select lck_actualmate) != (lck_livingmates select lck_actualmate)) THEN { if ((vehicle (lck_livingmates select lck_actualmate)) emptyPositions "cargo"==0) then { null = [player] execVM "JIPspawn.sqf"; }else{ player moveincargo vehicle (lck_livingmates select lck_actualmate); camdestroy _cam;player cameraEffect ["terminate","back"];0 fadesound 1; }; } else { ////////////////////////////////////////////////////////////////// //------------------Set Unit Stance-----------------------------// _return = stance (lck_livingmates select lck_actualmate); if (_return == "stand") then {_return = "amovpknlmstpsraswrfldnon";}; sleep 0.02; if (_return == "crouch") then {_return = "amovpknlmstpsraswrfldnon";}; sleep 0.02; if (_return == "prone") then {_return = "AmovPpneMstpSrasWrflDnon";}; player switchMove _return; ////////////////////////////////////////////////////////////////// camdestroy _cam; player cameraEffect ["terminate","back"]; 0 fadesound 1; //------------------Show spawning screen-----------------------------// titleText [format ["Spawning on %1", lck_livingmates select lck_actualmate], "BLACK FADED"];sleep 2; titleText [format ["Spawning on %1", lck_livingmates select lck_actualmate], "BLACK in",2]; /////////////////////////////////////////////////////////////////////// player setPos _newpos; };//if vehicle }; lackoRespawn_keydown.sqf _key = _this select 1; //player globalchat format ["key=%1", _key]; //right arrow if (_key == 205) then { lck_actualmate = lck_actualmate + 1; if (lck_actualmate >= count lck_livingmates) then { lck_actualmate = 0; }; }; //left arrow if (_key == 203) then { lck_actualmate = lck_actualmate - 1; if (lck_actualmate < 0) then { lck_actualmate = (count lck_livingmates)-1; }; }; if (_key == 76) then { TitleText["Right Arrow = next squadmate\nLeft Arrow = previous squadmate\nEnter = respawn","PLAIN DOWN"]; }; //Enter key if (_key == 28) then { keyout = _key };
  6. bangabob

    Find stance of unit

    Okay thanks. So stance returns "stand", "crouch" or "prone". But unitpos returns "auto". Which doesn't make any sense. I would prefer to get unitpos working so i can use the _return to setunitpos eg. _unit1 = (_this select 0); _return = unitpos _unit1; hint format ["%1 stance is %2",_unit1,_return]; s1 setunitpos _return; But maybe there is similar command for stance eg. _unit1 = (_this select 0); _return = stance _unit1; hint format ["%1 stance is %2",_unit1,_return]; s1 MISSING COMMAND _return; ---------- Post added at 17:46 ---------- Previous post was at 17:33 ---------- I have found a workaround _unit1 = (_this select 0); _return = stance _unit1; hint format ["%1 stance is %2",_unit1,_return]; if (_return == "stand") then {_return = "up";}; sleep 0.02; if (_return == "crouch") then {_return = "middle";}; sleep 0.02; if (_return == "prone") then {_return = "down";}; sleep 1; hint format ["%1",_return]; s1 setUnitPos _return;
  7. Hi. Im adapting a respawn script that spawns the player on a units position. I have been trying this code to poll the stance of a unit... ("Middle", "up", "down") _return = _unit1 call getStance; hint format ["unit1 stance is %1",_return]; However, this script just returns the hint "any". Maybe Arma 3 doesnt understand getstance yet because of the new stances implemented. Just wondering whether anyone has any ideas.
  8. bangabob

    change mission start time

    When you open the mission folder. Open the init.sqf Inside you can set the time and date of the mission using setDate [2035, 12, 28, 6, 60]; First number is the year, Second is the month, third is the day, fourth is the hour, fifth is the minutes. hope this helps
  9. bangabob

    Custom Underwater Cave

    Nice. Can see some awesome mission potential here
  10. Thanks. Yeah i know about DAC and i've tried it on Arma 3 myself. But in my testing of DAC it had some problems with A3. Hopefully the maker of DAC will update officially for Arma 3 soon
  11. Yeah thats the default setting
  12. Yes the squads that don't spawn with shkbuildingpos should run "call bis_fnc_taskPatrol" which gives them waypoints. ---------- Post added at 12:50 ---------- Previous post was at 12:46 ---------- So you want AI to spawn even after you have cleared the marker. Yes thats possible Find this code //If OPFOR are dead then if (triggeractivated _r) then And try changing it too //If OPFOR are dead then if (triggeractivated _r) then { deleteVehicle _r;deleteVehicle _t;deleteVehicle _d; null = [_mkrname,_hvyai,_vehai,_detcdst,_dyai] execvm "occupationtile.sqf"; } else {... ---------- Post added at 12:52 ---------- Previous post was at 12:50 ---------- _grp= _this select 1; _grp = [_spwnpos, East, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam"),[],[],[0.25,0.4]] call BIS_fnc_spawnGroup; sleep 0.1; You can swap these blocks out with your own custom groups. Just make sure to set the group name as _grp or _grp1 or _grp2 (Depending on which group you change) and have them spawn on _spwnpos
  13. @Kremator I tried Armaholic but it is hard to navigate the site to an upload page. Besides i think the service on speedy share is excellent...
  14. @bardosy I have updated the script so it works without needing to be killed JIPspawn.sqf _unit = _this select 0; if (currentVisionMode player == 1) then { camUseNVG true; } else { camUseNVG false; }; if (_unit == player) then { player setPos getPos glbase; _squad = group player; lck_livingmates = []; { if (alive _x and _x!=player) then {lck_livingmates = lck_livingmates + [_x];}; } foreach units _squad; lck_actualmate = 0; _elozoactual=lck_actualmate; keyout = 0; //player globalchat format ["sq db=%1, act=%2", count lck_livingmates, name (lck_livingmates select lck_actualmate)]; openMap false; 0 fadesound 0; disableserialization; keyspressed = compile preprocessFile "lackoRespawn_keydown.sqf"; _displayID = (findDisplay 46) displaySetEventHandler ["KeyDown","_this call keyspressed"]; _cam = "camera" camcreate [0,0,0]; _cam cameraeffect ["internal", "back"] ; showCinemaBorder true; _cam camsettarget (lck_livingmates select lck_actualmate); _cam camsetrelpos [0,-5,2.5]; _cam camcommit 0; _ido=0; while {_ido<=500} do { if (_ido mod 10 == 0) then { TitleText["\nOCCUPATION RESPAWN\nRight Arrow = next squadmate\nLeft Arrow = previous squadmate\nEnter = respawn","PLAIN DOWN"]; }; if (keyout > 0) exitwith {}; _currentmate = lck_livingmates select lck_actualmate; _tempcnt=0; lck_livingmates = []; { if (alive _x and _x!=player) then { lck_livingmates = lck_livingmates + [_x]; if (_x==_currentmate) then {lck_actualmate = _tempcnt;}; _tempcnt = _tempcnt + 1; }; } foreach units _squad; if (count lck_livingmates == 0) exitwith {}; _cam camsettarget (lck_livingmates select lck_actualmate); _cam camsetrelpos [0,-5,2.5]; _cam camcommit 0; waituntil{camCommitted _cam}; _ido = _ido + 0.02; sleep 0.02; }; (findDisplay 46) displayRemoveAllEventHandlers "KeyDown"; _ido=0; while {_ido<=190} do { _cam camsettarget (lck_livingmates select lck_actualmate); _cam camsetrelpos [0,-5,2.5]; _cam camcommit 0; TitleText["","PLAIN DOWN"]; waituntil{camCommitted _cam}; _ido = _ido + 1; sleep 0.02; }; _newpos = getPos glbase; if (keyout > 0) then { _newpos = getPos (lck_livingmates select lck_actualmate); //player globalchat format ["cel=%1, x=%2, y=%3", name (lck_livingmates select lck_actualmate),(_newpos select 0),(_newpos select 1)]; if ((_newpos select 0)>50 and (_newpos select 1)>50) then { } else { _newpos = getPos glbase; }; } else { _newpos = getPos glbase; }; player cameraEffect ["terminate","back"]; camdestroy _cam; 0 fadesound 1; player setPos _newpos; }; I currently have it set to run with this in the init. [] spawn {sleep 0.5;null = [player] execVM "EOS\JIPspawn.sqf";}; @Bardosy I know you said looping titletext doesnt seem to work. Is there any way to make the instructions stay on screen until you press enter. Maybe each time you press left or right it refreshes the titletext information?
  15. Bardosy. Is it possible to have this script run when a player joins the game. So they have a choice to spawn right on the squad without needing to respawn. Maybe there is a simply workaround like spawning as dead?
  16. Updated with video demonstration + instructions. Any feedback would be appreciated :)
  17. bangabob

    Distance check for array

    Wow. great help. Cheers ;)
  18. Ideally i want to make this work Called from init.sqf null = ["mkr5"] execvm "detect.sqf"; _spwnpos = markerPos (_this select 0); Waituntil {((WEST side player) distance (_spwnpos)<50}; But having looks everywhere i am beginning to think that it is not possible. So heres my second plan _spwnpos = markerPos (_this select 0); _BFarray = ["unit1","unit2","unit3","unit4"]; Waituntil {((_BFarray foreach unit) distance (_spwnpos) < 10}; Please help!!!
  19. Awesome sauce. Cheers for the help :P
  20. I have a script that basically spawns enemy AI when BLUFOR players are PRESENT in a trigger. And when BLUFOR are NOT PRESENT in another trigger the script deletes the enemy AI. The problem is that the script doesn't spawn a new set of AI when BLUFOR are PRESENT again. I have attempted to use a variable in this fasion to attempt to turn parts of the scripts on/off. while {loop) do {scripts... Loop = FALSE, scripts... Loop = TRUE, sleep 0.5}; // //OCCUPATIONTILE.SQF FOR ARMA III // //Place a 50x50 Red Rectangle marker and name it //null = ["parameter1",parameter2,parameter3,parameter4,parameter5] execvm "occupationtile.sqf" //Null = ["mkr1",True,False,500] execVM "occupationtile.sqf" //Parameter1 - "Markername" //Parameter2 - True will spawn additional patrol squad (Default False) //Parameter3 - True will spawn AI vehicle (Default False) //Parameter4 - Spawn AI distance (Default 275) //Parameter5 - Starts loop on spawning AI // //Script Written by BangaBob // //Sets my variables to private so they are onyl used within this script private ["_hvyai","_spwnpos","_mkrname","_t", "_r","_vehai","_grp","_d","_Deldist","_loop"]; //My parameters from script call. _spwnpos = markerPos (_this select 0); //Gets position of marker _mkrname = (_this select 0); //Gets Name of marker _hvyai = if (count _this > 1) then {_this select 1} else {FALSE};//Sets variable for spawning units _vehai = if (count _this > 2) then {_this select 2} else {FALSE};//Sets variable for spawning vehicle _detcdst = if (count _this > 3) then {_this select 3} else {275};//Sets trigger area _loop = if (count _this > 4) then {_this select 4} else {FALSE}; //Sets respawning AI area _Deldist = (_detcdst + 10); //Create triggers //Detects when BLUFOR are in range of marker _t = createTrigger ["EmptyDetector",_spwnpos]; _t setTriggerArea [_detcdst,_detcdst,0,true]; _t setTriggerActivation ["WEST","PRESENT",true]; _t setTriggerStatements ["this && {((getPosATL _x) select 2) < 5} count thislist > 0","",""]; _t setTriggerType "NONE"; _t; //Detects when Opfor are not present _r = createTrigger ["EmptyDetector",_spwnpos]; _r setTriggerArea [50,50,0,true]; _r setTriggerActivation ["EAST","NOT PRESENT",true]; _r setTriggerStatements ["this","",""]; _r setTriggerType "NONE"; _r; sleep 1; //TIME TO CREATE SOME UNITS Waituntil {triggeractivated _t}; //Deletion trigger _d = createTrigger ["EmptyDetector",_spwnpos]; _d setTriggerArea [_Deldist,_Deldist,0,true]; _d setTriggerActivation ["WEST","NOT PRESENT",true]; _d setTriggerStatements ["this","",""]; _d setTriggerType "NONE"; _d; while {_loop} do { Waituntil {triggeractivated _t}; //If parameter2 is TRUE then spawns extra enemies if (_hvyai) then { if (isServer) then { _grp= _this select 1; _grp = [_spwnpos, East, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam"),[],[],[0.25,0.4]] call BIS_fnc_spawnGroup; sleep 0.1; 0=[_spwnpos,units _grp,50,0,[0,4],true] execvm "shk_buildingpos.sqf"; _grp= _this select 1; _grp = [_spwnpos, East, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam"),[],[],[0.25,0.4]] call BIS_fnc_spawnGroup; 0=[_grp,_spwnpos,40] call bis_fnc_taskPatrol; }; //Uses another variable from paramter3. If TRUE spawns vehicle group. If FALSE ignores it if (_vehai) then { if (isServer) then { _grp= _this select 1; _grp = [_spwnpos, East, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Motorized_MTP" >> "OIA_MotInfTeam"),[],[],[0.25,0.4]] call BIS_fnc_spawnGroup; 0=[_grp,_spwnpos] call bis_fnc_taskDefend; }; }; //If parameter2 is FALSE then defaults to spawn one set of AI } ELSE { if (isServer) then { _grp= _this select 1; _grp = [_spwnpos, East, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam"),[],[],[0.25,0.4]] call BIS_fnc_spawnGroup; sleep 0.1; 0=[_spwnpos,units _grp,50,0,[0,4],true] execvm "shk_buildingpos.sqf"; }; _loop = false; }; sleep 1; Waituntil {triggeractivated _t}; //TIME TO SEE WHATS GOING ON //Begins loop while {true} do { //If OPFOR are NOT PRESENT in trigger then set marker colour Green //DELETE UNITS WHEN TRIGGERED if (triggeractivated _d) then { {deleteVehicle _x} forEach units _grp; deleteGroup _grp; hint "deleting units"; _loop = true; } else { if(triggeractivated _r) then { sleep 0.5; _mkrname setMarkerColor "ColorGreen"; } else { _mkrname setMarkerColor "ColorRed"; }; }; //Repeat this loop every 0.5 seconds sleep 0.5; }; sleep 0.5; };//loop Maybe im an idiot and missing something completely obvious but please can someone experienced take a look and let me know how to fix this problem
  21. Okay. Im new to scripting but this is my script without the deletion section. So what this script does is it simulates an insurgency style red square. All you need to do is place a marker and call the script // //OCCUPATIONTILE.SQF FOR ARMA III // //Place a 50x50 Red Rectangle marker and name it //null = ["parameter1",parameter2,parameter3,parameter4] execvm "occupationtile.sqf" //Null = ["mkr1",True,False,500] execVM "occupationtile.sqf" //Parameter1 - "Markername" //Parameter2 - True will spawn additional patrol squad (Default False) //Parameter3 - True will spawn AI vehicle (Default False) //Parameter4 - Spawn AI distance (Default 275) // //Script Written by BangaBob // //Sets my variables to private so they are onyl used within this script private ["_hvyai","_spwnpos","_mkrname","_t", "_r","_vehai"]; //My parameters from script call. _spwnpos = markerPos (_this select 0); //Gets position of marker _mkrname = (_this select 0); //Gets Name of marker _hvyai = if (count _this > 1) then {_this select 1} else {FALSE};//Sets variable for spawning units _vehai = if (count _this > 2) then {_this select 2} else {FALSE};//Sets variable for spawning vehicle _detcdst = if (count _this > 3) then {_this select 3} else {275};//Sets trigger area //Create triggers //Detects when BLUFOR are in range of marker _t = createTrigger ["EmptyDetector",_spwnpos]; _t setTriggerArea [_detcdst,_detcdst,0,true]; _t setTriggerActivation ["WEST","PRESENT",true]; _t setTriggerStatements ["this && {((getPosATL _x) select 2) < 5} count thislist > 0","",""]; _t setTriggerType "NONE"; _t; //Detects when Opfor are not present _r = createTrigger ["EmptyDetector",_spwnpos]; _r setTriggerArea [50,50,0,true]; _r setTriggerActivation ["EAST","NOT PRESENT",true]; _r setTriggerStatements ["this","",""]; _r setTriggerType "NONE"; _r; sleep 1; //Waits until BLUFOR trigger is activated Waituntil {triggeractivated _t}; //If parameter2 is TRUE then spawns extra enemies if (_hvyai) then { if (isServer) then { _grp= _this select 1; _grp = [_spwnpos, East, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam"),[],[],[0.25,0.4]] call BIS_fnc_spawnGroup; sleep 0.1; 0=[_spwnpos,units _grp,50,0,[0,4],true] execvm "shk_buildingpos.sqf"; _grp= _this select 1; _grp = [_spwnpos, East, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam"),[],[],[0.25,0.4]] call BIS_fnc_spawnGroup; 0=[_grp,_spwnpos,40] call bis_fnc_taskPatrol; }; //Uses another variable from paramter3. If TRUE spawns vehicle group. If FALSE ignores it if (_vehai) then { if (isServer) then { _grp= _this select 1; _grp = [_spwnpos, East, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Motorized_MTP" >> "OIA_MotInfTeam"),[],[],[0.25,0.4]] call BIS_fnc_spawnGroup; 0=[_grp,_spwnpos] call bis_fnc_taskDefend; }; }; //If parameter2 is FALSE then defaults to spawn one set of AI } ELSE { if (isServer) then { _grp= _this select 1; _grp = [_spwnpos, East, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam"),[],[],[0.25,0.4]] call BIS_fnc_spawnGroup; sleep 0.1; 0=[_spwnpos,units _grp,50,0,[0,4],true] execvm "shk_buildingpos.sqf"; }; }; //Waits until BLUFOR activated the trigger Waituntil {triggeractivated _t}; //Begins loop while {true} do { //If OPFOR are NOT PRESENT in trigger then set marker colour Green if(triggeractivated _r) then { sleep 0.5; _mkrname setMarkerColor "ColorGreen" } else { _mkrname setMarkerColor "ColorRed" }; //Repeat this loop every 0.5 seconds sleep 0.5; }; How would i go about falling out the loop? //Begins loop while {true} do {
  22. bangabob

    Distance check for array

    Thanks. This will be run server side. Will it still work? Also how can i get it to detect AI east units waitUntil {side unit == EAST && (unit distance _spwnpos) < 10};
  23. So i have a problem that i can't solve. I am trying to make a marker change color Using a trigger i have created inside the script. I have a script run at the start of the mission. Null = ["Markername"] execVM "Tile.sqf" Tile.sqf _spwnpos = markerPos (_this select 0); _mkrname = (_this select 0); sleep 0.5; _trg1 = createTrigger["EmptyDetector", _spawnPos]; _trg1 setTriggerArea[50,50,0,false]; _trg1 setTriggerActivation["EAST","NOT PRESENT",TRUE]; _trg1 setTriggerStatements["this", """_mkrname"" setMarkerColor ""ColorGreen""", """_mkrname"" setMarkerColor ""ColorRed"""]; So the problem resides in _trg1 setTriggerStatements["this", """_mkrname"" setMarkerColor ""ColorGreen""", """_mkrname"" setMarkerColor ""ColorRed"""]; I have tried all combinations of speechmarks _mkrname that i can think of. Any help please :)
  24. bangabob

    SetMarkerColor with Array

    Thanks. I realized i cant use local variables in triggers a few hours before i read this. Another question There has to be an easier/cleaner way to do this null = ["oc",false] execvm "occupationtile.sqf"; null = ["oc_1",false] execvm "occupationtile.sqf"; null = ["oc_2",false] execvm "occupationtile.sqf"; null = ["oc_3",false] execvm "occupationtile.sqf"; null = ["oc_4",false] execvm "occupationtile.sqf"; null = ["oc_5",false] execvm "occupationtile.sqf"; null = ["oc_6",false] execvm "occupationtile.sqf"; null = ["oc_7",false] execvm "occupationtile.sqf"; null = ["oc_8",false] execvm "occupationtile.sqf"; null = ["oc_9",false] execvm "occupationtile.sqf"; null = ["oc_10",false] execvm "occupationtile.sqf"; null = ["oc_11",false] execvm "occupationtile.sqf"; null = ["oc_12",false] execvm "occupationtile.sqf"; null = ["oc_13",false] execvm "occupationtile.sqf"; null = ["oc_14",false] execvm "occupationtile.sqf"; null = ["oc_15",false] execvm "occupationtile.sqf"; null = ["oc_16",false] execvm "occupationtile.sqf"; null = ["oc_17",false] execvm "occupationtile.sqf"; null = ["oc_18",false] execvm "occupationtile.sqf"; null = ["oc_19",false] execvm "occupationtile.sqf";
  25. I've been using this for Arma 3. But everything you need for Arma 2 has being created by Bardosy and is available on page 2. Sorry i cant be more help. Btw if you want to add night-vision mode to the camera simply put this if (currentVisionMode player == 1) then { camUseNVG true; } else { camUseNVG false; }; At the top of the lackoRespawn.sqf
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