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Everything posted by hellstorm77
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wondering if the is a login admin lock/unlock vehicle script for arma 3
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Random tasks\objectives
hellstorm77 replied to greywolf907's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i have sorted it now.. how would I add a win condition to this? so I can pick X amount and then it will end? -
Random tasks\objectives
hellstorm77 replied to greywolf907's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i wonder if someone could help me i am trying this and I am getting an error ["Ta> 10:50:43 Error position: < waitUntil { (!alive jet) }; ["Ta> 10:50:43 Error Invalid number in expression 10:50:43 File C:\Users\gaffe\Documents\Arma 3 - Other Profiles\Gaffey\missions\SAS OP VIROLAHTI\TEST.Stratis\sidemissions\side1.sqf..., line 85 10:50:43 Error in expression <_area"), 1000] call bis_fnc_taskPatrol; waitUntil { (!alive jet) }; -
custom loadout Help
hellstorm77 replied to hellstorm77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
delete please -
I have made a custom loadout the problem i have is in the editor the backpack is on my back but when I start up a server the backpack isn't there. wonder if I could get some help waitUntil {!isNull player}; _unit = _this select 0; removeAllWeapons this; removeallassigneditems this; removeallcontainers this; removeuniform this; removevest this; removebackpack this; //==== GEAR ====// _unit addVest "VSM_LBT6094_MG_Multicam"; _unit addUniform "VSM_Multicam_BDU_Camo"; _unit addBackPack "VSM_Multicam_carryall"; _unit addGoggles "rhs_ess_black"; _unit addHeadgear "VSM_Mich2000_2_Multicam"; //==== ITEMS ====// _unit linkItem 'ItemWatch'; _unit linkItem 'ItemMap'; _unit linkItem 'ItemCompass'; _unit linkItem 'TFAR_anprc152'; _unit linkItem 'Itemandroid'; _unit addWeapon 'Binocular'; _unit addWeapon 'NVGoggles'; //==== MAIN WEAPON ====// _unit addWeapon "rhs_weap_m4a1_blockII_d"; _unit addPrimaryWeaponItem "CUP_muzzle_snds_M16_desert"; _unit addPrimaryWeaponItem "CUP_acc_ANPEQ_15_Top_Flashlight_Tan_L"; _unit addPrimaryWeaponItem "ACE_optic_Arco_PIP"; _unit addPrimaryWeaponItem "CUP_bipod_VLTOR_Modpod"; //==== ADD TO UNIFORM ====// _unit addItemToUniform "ACE_EarPlugs"; _unit addItemToUniform "ACE_splint"; _unit addItemToUniform "ACE_tourniquet"; _unit addItemToUniform "ACE_EntrenchingTool"; for "_i" from 1 to 20 do {_unit addItemToUniform "ACE_elasticBandage";}; for "_i" from 1 to 10 do {_unit addItemToUniform "ACE_morphine";}; for "_i" from 1 to 5 do {_unit addItemToUniform "ACE_epinephrine";}; //==== ADD TO VEST ====// _unit addItemToVest "B_IR_Grenade"; for "_i" from 1 to 4 do {_unit addItemToVest "SmokeShell";}; for "_i" from 1 to 4 do {_unit addItemToVest "HandGrenade";}; for "_i" from 1 to 20 do {_unit addItemToVest "rhs_mag_30Rnd_556x45_M855A1_Stanag";}; //==== ADD TO BACK PACK ====// for "_i" from 1 to 20 do {_unit addItemToBackpack "rhs_mag_30Rnd_556x45_M855A1_Stanag";}; if(true) exitWith{};
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Respawn Module spawns players on top of building, not inside
hellstorm77 replied to Zjajo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
nvm i found a different way i did the respawn the old school way by using an empty marker and adding respawn_west as the name and it fixed the spawning into the roof -
Respawn Module spawns players on top of building, not inside
hellstorm77 replied to Zjajo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
silly question where would you put this line of code -
i was wondering if someone could help me i want to place a unit on a sun chair how would i do this? Do i put this in the units init this switchmove "AidlPpneMstpSnonWnonDnon_SleepB_layDown"; do get him to lay down? and how would i attach him to the chair?
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I was wondering if someone could help me with a little script? What im trying to is active a trigger and on doing so a box appears with a count down timer
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(1) Enable multiple A3 launches per install. Create a txt file called steam_appid.txt and put 107410 in it and save Steam_appid.txt 107410 (2) put this somewhere in your server.cfg file localClient[]={127.0.0.1}; (3) create a shortcut to A3 and add this to the end of target -localhost=127.0.0.1 -connect=localhost -port=PORTNUMBER -client -nosound (change the portnumber same port as the server) Server.cfg // GLOBAL SETTINGS hostname = ""; // The name of the server that shall be displayed in the public server list[/font] //password = ""; // Password for joining, eg connecting to the server passwordAdmin = ""; // Password to become server admin. // WELCOME MESSAGE ("Join Us On Teamspeak Voice.dedicatedrejects.com") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "Welcome ", "", "Teamspeak ", "", "Website", }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES maxPlayers = 40; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 8; // Quality from 1 to 10 persistent = 0; // If 1, missions still run on even after the last player disconnected. //HC localClient[]={127.0.0.1}; class Missions { class COOP { template="mission name"; difficulty="regular"; }; }; Thanks to zorrobyte important thread, with 2 solutions to issues with HC client , profiles and BattlEye http://forums.bistudio.com/showthread.php?160029-Headless-client-battleye
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where in the editor is the gui?
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im trying to spawn ai on a marker pos but a random place around it ie 500m just say. My marker is named mark1 my script is this. nothing is spawning. _pos = getMarkerPos (_this select 0); _enemiesArray = [grpNull]; for "_i" from 0 to PARAMS_UpsSquadsPatrol do { _randomPos = [[[getMarkerPos "mark1", 500],_dt],["water","out"]] call BIS_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_fnc_spawnGroup; [_spawnGroup, _pos, 400] call BIS_fnc_taskDefend; _enemiesArray = _enemiesArray + [_spawnGroup]; };
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just have a simple question what does the 500 do which is next to mark1 and also the 400 next to call Bis_fnc_taskPatrol _randomPos = [[[getMarkerPos "mark1", 500]],["water","out"]] call BIS_fnc_randomPos; [_spawnGroup, _pos, 400] call Bis_fnc_taskPatrol;
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@barbolani & jshock thank you both for the help this is what i have now, just one last question do i need if (!isServer) exitWith {} if (!isServer) exitWith {}; _pos = getMarkerPos "mark1"; for "_i" from 0 to PARAMS_UpsSquadsPatrol do { _randomPos = [[[getMarkerPos "mark1", 500]],["water","out"]] call BIS_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_fnc_spawnGroup; [_spawnGroup, _pos, 400] call Bis_fnc_taskPatrol; sleep 0.5; if(DEBUG) then { _name = format ["%1%2",name (leader _spawnGroup),_i]; createMarker [_name,getPos (leader _spawnGroup)]; _name setMarkerShape "Icon"; _name setMarkerType "mil_dot"; _name setMarkerText format ["Squad %1",_i]; _name setMarkerColor "ColorRed"; [_spawnGroup,_name] spawn { private["_group","_marker"]; _group = _this select 0; _marker = _this select 1; while{count (units _group) > 0} do { _marker setMarkerPos (getPos (leader _group)); sleep 0.1; }; deleteMarker _marker; }; }; };
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this is the error im getting now after adding "mark1" 16:27:56 Error in expression <ust be a Group!"; false};if ((typeName _pos) != (typeName [])) exitWith {debugL>16:27:56 Error position: <_pos) != (typeName [])) exitWith {debugL>16:27:56 Error Undefined variable in expression: _pos16:27:56 File A3\functions_f\spawning\fn_taskDefend.sqf, line 2616:27:56 Error in expression <all BIS_fnc_spawnGroup; [_spawnGroup, _pos, 400] call BIS_fnc_taskDefend;_en>16:27:56 Error position: <_pos, 400] call BIS_fnc_taskDefend;_en>16:27:56 Error Undefined variable in expression: _pos
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just was updating the op
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i forgot to add that part 15:01:51 "Reading main init.sqf" 15:01:51 Error in expression <oup","_i","_dt"]; _pos = getMarkerPos (_this select 0); _enemiesArray = [grpNu> 15:01:51 Error position: <_this select 0); _enemiesArray = [grpNu> 15:01:51 Error Undefined variable in expression: _this
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[BSF] British Special Forces |Milsim Group| Recruiting
hellstorm77 replied to hellstorm77's topic in ARMA 3 - SQUADS AND FANPAGES
Happy New Year everyone Just an update. We had a break over xmas and new year now we are back. We offer operation 2 times a week plus we have a public mission with no mods so anyone can play. Thanks to the group we also have a dedicated server now instead of a game server, we can offer more in the line of missions types. We are recruiting new members so feel free to get in contact with me. my steam name is Gaffey.M- 2 replies
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- Milsim Group
- British Milsim Group
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[BSF] British Special Forces |Milsim Group| Recruiting
hellstorm77 posted a topic in ARMA 3 - SQUADS AND FANPAGES
Welcome to the British Special Forces Recruitment thread on Bohemia. We are a British Special Forces Milsim Group for ArmA 3. we are a gaming group that has based itself off the British Army's 1st Battalion, Parachute Regiment (1 PARA). We enjoy playing the game in the most realistic way possible whilst using the real world tactics that the game allows us to use. We aim for full immersion and military simulation. The operations we have are kept controlled and organised to minimise frustration and hassle. The operation briefing starts at 19:00 GMT Wednesday & Saturday. During the briefing we discuss the mission and organize ourselves into squads in-game. We welcome people from all over the world, feel free to jump on Teamspeak and talk with us. Teamspeak - british-special-forces.com APPLY HERE - http://www.british-special-forces.com/Forum You can add me on steam Gaffey.M 1 PARA The 1st Battalion, Parachute Regiment (1 PARA), forms the United Kingdom’s Special Forces Support Group (SFSG). An airborne light infantry unit, the battalion has since 2006 been the main contributor of manpower to the Special Forces Support Group (SFSG) and is capable of a wide range of operations. Personnel regularly deploy outside of the United Kingdom on operations and training. All personnel complete the Pre Parachute Selection (P Company) course at the Infantry Training Centre Catterick Garrison, North Yorkshire (previously at Aldershot, Hampshire). The 1st is permanently attached to the SFSG. Once selected, they receive further training on additional weapons, communications equipment and specialist assault skills. All men within the Parachute Regiment can expect to serve with the SFSG on rotation. This ensures that the advanced military skills taught to the SFSG are maintained in the other two regular battalions. Under Army 2020, it is expected that 1 PARA will remain as part of the SFSG.- 2 replies
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- Milsim Group
- British Milsim Group
- (and 4 more)
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I was wondering if some could help me with an error im getting with a dialog dialog.hpp, line 13: /gaf_dialog/controls.gaf_Frame: Undefined base class 'RscFrame' this is the test mission http://www.mediafire.com/download/y32rz5s50c5agf1/test_di.Altis.pbo
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I already have RscFrame in my dialog
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Hello i was wondering if someone could help me. I trying to spawn Vehicles on markers. I would like to be able to set how may markers to use. So if i wanted 3 markers there would be 3 hunters on the map _veh = createVehicle ["B_MRAP_01_F", getMarkerPos "car1", ["car2","car3"], 0, "CAN_COLLIDE"];
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Release - Infantry Occupy House Script
hellstorm77 replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice script you have made wondering if i could get a little help I just cant get it to work _x = 0; for "_x" from 0 to PARAMS_GarrBuildings do { _randomPos = [[[getMarkerPos currentAO, PARAMS_AOSize],_dt],["water","out"]] call BIS_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_fnc_spawnGroup; if(random 1 > 0) then {"O_Soldier_AA_F" createUnit [_randomPos, _spawnGroup];}; [_spawnGroup, _pos] call BIS_fnc_taskDefend; nul = [currentAO, _spawnGroup,(random(300)+25), true, true, true] execVM "scripts\Zen_OccupyHouse.sqf"; _enemiesArray = _enemiesArray + [_spawnGroup]; }; -
I'm looking for a script for a class base arsenal. Where only certain classes can see certain weapons ie machine gunners can only see MG's in the arsenal and not any other weapons
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[BSF] British Special Forces |Milsim Group| Recruiting
hellstorm77 replied to hellstorm77's topic in ARMA 3 - SQUADS AND FANPAGES
We are in pre deployment, with training starting on the Wednesday 14th October @ 1900 hours GMT. Deployment will start on Saturday 17th October @1900 hours GMT We will be deploying into Iraq. Our operation will be against ISIS.- 2 replies
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- Milsim Group
- British Milsim Group
- (and 4 more)