-
Content Count
107 -
Joined
-
Last visited
-
Medals
Everything posted by baton1990
-
Persistent save/load and respawn (PAID)
baton1990 replied to Thomas Banks's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hellow, I read your wishes about respawn, spectator and mission progress save. Well, In my opinion there is no way to turn on/off/change spectator and respawn mode DURING mission (on the fly, that you need right ?). This params are fixed and you can set them only in editor/description.ext and you cant change them after mission start. Its all just my opinion which base on my personal experience as arma 3 editor user, mabye I dont know something. The only thing I can recomend with respawn it is to set up "menu position" respawn mode and add "respawn point/location" only after first objective complete, so you cant respawn before 1st objective complete because there is no respawn point (its just example and my vision). About mission progress save, recommend to try this script: https://github.com/gruppe-adler/grad-persistence . -
How to automate grad-persistance save script?
baton1990 replied to Ravenger2709's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Aswell recommend you to make some action/radio command to reset saves/mission Data for mission restart ability. Here it description https://github.com/gruppe-adler/grad-persistence/wiki/clearMissionData -
How to automate grad-persistance save script?
baton1990 replied to Ravenger2709's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hellow, check this script's page https://github.com/gruppe-adler/grad-persistence/wiki/Configuration . I think you need make file description.ext and add lines: saveUnits = 2; saveVehicles = 1; //0 - disable save, 1- save vehs placed in 3d editor, 2- all objects, 3 - only objects that were created during the mission (either user placed or by script/module/Zeus) saveContainers = 1; saveStatics = 1; saveGradFortificationsStatics = 3; saveMarkers = 0; saveTasks = 0; saveTriggers = 0; Saving some objects/vehicles dont work because you dont turn on such script function. -
Enemy occupation system (eos)
baton1990 replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Strider42, thanks a lot! -
Used randomSectors script, with _classModuleFilters = "nil"; all work fine but when I try to set one faction to spawn (_classModuleFilters = ["OPF_F"];) its stop working and give error. Any solution ? Or I do something wrong? Thanks.
- 585 replies
-
- ai spawn script pack
- aissp
-
(and 1 more)
Tagged with:
-
[Release] Enemy Spawning System (ESS)
baton1990 replied to Enigx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, great work !!! Are there any way to add red markers wich will become green after clearing out all enemies in it (like in insurgency scenario) and despawn function (when player leave activated area its delete all spawned units)? -
cache_1 allowdamage false;//cache_1 - name of ammo box, allowdamage to prevent damage during spawn cache_1_pos_list = [[2792.17,5150.47,1.14975],[1935.53,4538.65,0.300816],[3371.74,4609.48,0.568662],[4854.12,4604.52,1.22188],[4956.52,4210.37,0.931324],[3472.92,4944.08,0.704975],[2864.42,4248.38,0.57999]]; //position - right click - copy position cache_1_pos = selectRandom cache_1_pos_list;//select random position from list cache_1 setPos cache_1_pos;// place on position sleep 1; cache_1 allowdamage true;// allow damage //better to make all it as script and activate via init for example or anything else
-
[Release] Generic Ambient Combat (first script)
baton1990 replied to Nixx57's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good job !!! -
Grimes Simple Revive Script
baton1990 replied to KC Grimes's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hellow, you need to do this: open bon_recruit_units folder =} open file init_newunit.sqf =} add line: _unit spawn G_fnc_initNewAI; under Client stuff line =} profit. -
[Release] Addon-Free ArmA Radio
baton1990 replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, thanks for answers. -
[Release] Addon-Free ArmA Radio
baton1990 replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does anybody know how to prove Arma 3 VON quality on local host server? This script is outstanding but bad quality of vanilla VON force dont use A3 radio system. Thanks. -
Hellow, how can I change area/zone size-radius around cities and villages ? Thanks.
-
[Release] Addon-Free ArmA Radio
baton1990 replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Has same problem as barccy: Variable 'r_dis' does not support serialization and should not be stored in the mission namespace. -
Save loadout when players walk away from arsenal
baton1990 replied to M. Rust's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you use BIS virtual arsenal here the trick: in mission folder create two files initPlayerLocal.sqf and onPlayerRespawn.sqf. In initPlayerLocal.sqf file write and save: if ((!isServer) && (player != player)) then {waitUntil {player == player};}; //save loadout [missionNamespace, "arsenalClosed", { player setVariable ["Saved_Loadout",getUnitLoadout player]; }] call BIS_fnc_addScriptedEventHandler; In onPlayerRespawn.sqf file write and save: player setUnitLoadout (player getVariable ["Saved_Loadout",[]]); Profit -
You can get a lot ideas and info from military channels on Youtube.
-
Compilation List of my GF Scripts - Mods
baton1990 replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hellow George, can you reupload this script +GF_Zone_Spawner.Stratis.zip? Thanks.- 449 replies
-
- 1
-
-
- compilation
- list
-
(and 4 more)
Tagged with:
-
[SOLVED] Export Eden-placed groups to script(s)
baton1990 replied to jarni's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Pierremgi -
[SOLVED] Export Eden-placed groups to script(s)
baton1990 replied to jarni's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, its extreme suitable for populating area by enemies, camps, fortyfied positions by script command but not solution for easy way hole scenario spawning. -
[SOLVED] Export Eden-placed groups to script(s)
baton1990 replied to jarni's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Some kind of waypoints (I had problems with leave vechicle waypoint, as well had problem with synchronization of waypoints with triggers), some kind of modules (show/hide module, delete objects on map module) dont work or get error, but mabye it was fixed. Objects, units, object/unit's init line work ok. -
[SOLVED] Export Eden-placed groups to script(s)
baton1990 replied to jarni's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, I ve tried to figure out how to use blacklist in this function. Ask in forum few times but nobody know. Could you write it here as example if you figure it out. This fucntion automaticaly convert to sqf all what you places on map in editor (with some limitations), so it really help to know how to make balcklist objects/layers. -
[SOLVED] Export Eden-placed groups to script(s)
baton1990 replied to jarni's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hellow, try out BIS_fnc_3DENExportSQF function, mabye it help you. (https://community.bistudio.com/wiki/BIS_fnc_3DENExportSQF). -
Making a vehicular patrol mission: looking for tips
baton1990 replied to thirith's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No you dont use it on the fly. You set up it's modules in editor and then play saved mission. Both server and client need to have this mod. -
Making a vehicular patrol mission: looking for tips
baton1990 replied to thirith's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can try Drongo's Area of Operations mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1712007238). With it help you can easily set up such mission. It has random tasks and random enemy patrols, as well civillian spawn for better immersion. -
Eden Composition Spawning
baton1990 replied to Larrow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hellow Larrow, I found an intersting function BIS_fnc_3DENExportSQF in Eden editor. It works like your script with some difference (link: https://community.bistudio.com/wiki/BIS_fnc_3DENExportSQF). I cant figure out how to use black list units or layers. Mabye you know how to do it ? For example I have mission with layers witn names BASE and MISSION. How I can convert to sqf only MISSION layer and not convert BASE layer. Code: [ true, true, [0,0,0], true ] call BIS_fnc_3DENExportSQF;. Thanks. -
"BIS_fnc_3DENExportSQF" - need help please
baton1990 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hellow, I found an intersting function BIS_fnc_3DENExportSQF in Eden editor. (link: https://community.bistudio.com/wiki/BIS_fnc_3DENExportSQF). I cant figure out how to use black list units or layers. Can someone help with it ? For example I have mission with layers witn names BASE and MISSION. How I can convert to sqf only MISSION layer and not convert BASE layer. Code: [ true, true, [0,0,0], true ] call BIS_fnc_3DENExportSQF;. Thanks.-
- eden editor
- editing
-
(and 1 more)
Tagged with: