Porky243
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Porky243 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey there, Would it be possible to implement some functions to create spawn zones where AI units can get generated randomly? Like in Insurgency Missions, I would love being able to set up zones in wich enemies will automatically spawn and respawn so our team can just roam around the island and fight off the bad guys. Some kind of an Auto-Spawner, where you can modify how many AIs will spawn, in what time period they will be respawned and such. It would make it easy to just set up some locations where the guys just need to get an object or something, while the whole island will be hostile. Setting up all enemy groups by myself still takes some time and they won't respawn automatically. Since I prepare the missions with your saving function I try to keep the waiting time for the guys as short as possible. But it would be awesome if I could just put them into the action like that. And your AC 130 and Stuff would have a good use for a whole island to guide our guys through. Thanks in advance for the answer, by the way we tested the UAV Console by now and its just amazing. the AC had reminded some of our guys of Call of Duty, where you had to use it just like that. Looks awesome, is real fun to use, and the units on ground feel a lot safer knowing about the "Spooky" Air support :) -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Porky243 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Again, thank you very much ! I didn't try it out yet as I just read about your new release just now. But I can say that I am totally overexcited. The feature with the controllable UAV Drone you implemented was just like the idea I told you about from a friend of mine, and I'm sure he will be amazed. We will try out the new version asap. Thanks again for the stuff you create and for picking our ideas :) And don't worry about VTS Team, I already tried another version of the VTS and compared to the MCC it looks shit (atleast my opinion!) I will for sure stick to the mcc, knowing it will evolve quickly once Arma 3 Full has released -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Porky243 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, i noticed that when a group is walking around they likely get stuck close to fences or saftey barriers, most likely if the first guy tries to crawl under, as soon as he gets back up onto his knees, he starts whipping his gun up and down as if he wants to "T-bag" someone. When he gets shot, the next one in the line just copies that behavior. And I noticed a little problem with the zones, I read that units spawned inside a zone, aggressive behavior for example should switch to the new zone location if its moved, but atleast for me it doesn't seem to work. Maybe that sticks with the problem that the guys hang themselves up on some fences or barriers. I tried to overwatch them in immunity mode while changing the zone location. But those guys didn't seem to care. maybe I got the mechanics wrong? Even though the mcc is quite powerful, I've done a lot of little missions I can just chain together as needed to create an ongoing bigger mission. And if something is missing, I can just add it ingame. Couldn't imagine playing coop missions without it anymore :) Even tried a similar mod, but I like this one just better due to the easy and comfortable Interface as well as the wide variety of supported functions. Cheers, Porky243 -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Porky243 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice Idea Delta99, -What about an option for different mine counts on using the minefield feature? I noticed its most likely a bare hell since there are about a trillion mines spawned inside the zone. It was fun to see one guy running into a jumper mine triggering the whole field. But I'd like to see less mines autospawned in a field, think about all those pioneers standing in front of the field realizing they will have to do many extra-hours. Poor guys :( - another idea just showed up. Would it be possible to get a reinforcement feature? Like I could let some enemy helos show up while they put down some troops to make my squad sweat? could those troops behave after UPSMON or some kind of "professional" behavior? - I didn't try out the radio function on triggers yet, but just in case, if it gives the radio menu to any player, would there be a way to restrict it to the mission maker? just to prevent the guys triggering some actions outside the planned way? - would it be possible to spawn some effect like things in the 3d editor? like smoke or something? maybe by placing a triggered smokegrenade? - or spawn weapons with it? - Or I've seen something in your manual that lets a zone get destroyed to look like an aftermath. - Can't wait to see your MCC working with a completed version of arma :D As always, keep up the great work, I'm waiting for your updates way more than I do for GTA V ;) -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Porky243 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yay I need to reply again :D First of all, this live feed looks awesome, told a friend about it and he immediatly came to the idea to make it possible for a unit to control it somehow so he can act like a I dunno, a satellite operator or something like that? By the way I read something about an MCC Console Item in the guide for arma 2, that made me understand the add CAS or artillery to mcc console finally. Maybe you can add it again? or is it already there and I am just blinded :D I am still thinking of what kind of Presets I had in mind when I mentioned the 3d editor. Geez when I first saw those presets I knew you could do so much more with that little add button. But right now I don't know what scripts could be useful to add there for steady usage. Ah I think I came onto this thought when I realized its hard to get those suicide bombers or armed civs into buildings and it would be easy to just 3d spawn some guys and add that cool behavior via add preset ^^ But after you already said you will add them to the 3d editor itself, this preset would be needless from now on. As soon as I get some ideas about that I'll let you know and hope for the best :) I'll see if my friends have some ideas I could add here aswell. I couldn't really belive my eyes when I saw you didn't only read my post but also thought about the ideas and gave them green light from your side. I'm happy to hear you take the time to add the stuff. As always I am looking forward to the next update, a little more excited by now :) Props to you, Porky243 And this line is for Dwarden: You, who is a warden of those halls, shall see the note of a soul led to the light by a selfless warrior of proficiency. Use your wisdom to empower those uniting people all over the world. No seriously - Get this guy into business, he deserves it. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Porky243 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
First of all I want to thank you for this pretty useful masterpiece of yours that you crafted there, and of course I am also thankful for all the other modders whose scripts and addons made it into your MCC. Well, sadly I never knew about the mcc for arma 2 so I got a lack of knowledge on what the final mcc will have to offer, so maybe the following will be unneccessary and can gladly be ignored. - I hope you will add the delete area function to cleanup the stuff created during a session in order to keep the memory usage low, (actually this is the only feature I noticed in the A2 version so far) - It would be pretty useful if you could just pick created markers from a dropdown menu to delete them instead of memorizing their exact name. - Is there a possibility that spawned "Armed Civilians" will get a behavior like walking around a proximity area until some player approaches for the Secure Hostile action? Its pretty easy for my friends to recognize them beside all the civilians that just keep running around due to the upsmon script. - After using an alarm on a trigger its noise made the ongoing firefight pretty intense, unfortunately I wasn't able to find out how to stop it again, one of our medics went crazy and committed suicide....poor guy.... - Would it be possible to spawn those cool IDEs or armed civilians within the 3d editor? this thing is pretty neat to get buildings occupied in a tactical manner. - I'd love to see more presets in the 3d editor - Maybe you can solve a problem within the heli insertion menu wich I couldn't even solve with my (pretty bad) scripting skills, get a KA60-Kasatka for Blufor Troops? I'd love to use that one instead of the little bird until there are some black-hawks again - Could you add code integrity for mcc created triggers? - A possibility to switch the fake uav on and off before adding a taskwaypoint (the uav cam may reveal some prepared ambushes) Thats everything that comes to my mind at the moment, but to not sound greedy i'll give you all the good reasons I have to use your mcc right now aswell. + First of all its way more comfortable to create a mission using good working modular systems instead of tweaking a so called mission over days or even weeks before realizing its a piece of junk + You can react dynamically if your team members are getting bored or trying to outrun the framework + You can place IEDs, Suicide Bombers and unpredictable civilians without any scripting knowledge, i.e. it was one hellish trip through agia marina doing a "Check civilians for threats (armed civilians) when suddenly some suicide bombers created a mess :) It gives you a chill to the bone everytime you hear that "Allah Akbar" and a suicide bomber sneaks up on you while zone spawned civilians keep running in all directions !wich one is the bad guy?! + You have a really easy to use Insertion tool, and QRFs are just a few clicks away from battlefield ( a multiplayer compatible dynamic heli insertion script alone took me 2 days to create from scratch, and its not even close to that one) + The newly added Live-feed helmet cam from Tajin is pretty awesome to use in multiplayer + Basically I just create small mission like tasks, save them to .txt files on my computer and can recall them as needed to keep the guys busy (Awesome!) + Using your box creator and saving the spawn preset as txt file is pretty easy compared to writing scripts for all the mod stuff I want to add into my missions + Even a simple "Drive down that road and scan for explosive traps" kept the guys going for about 2 hours thanks to additional ambushing troops coming from the hills and such + The Fake UAV works fine, the showing Task description is pretty cool and beats any 08/15 mission briefing I could do (maybe be able to add some sort of markers with text onto that overview? nearly impossible to do I think, right?) + Its even plain fun to mess around with it and trying out some stuff to make future missions even more epic ++ Short : A Must have Keep up the great work, BIS should recruit you :D Greetings, Porky243 -
Start point for mission editing: where to ?
Porky243 replied to galevsky's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh guys really thank you! I really forgot to mention Mr Murrays holy bible when posting, but I must admit that those didn't help me a lot when it comes to figure out how a total different script works. But I think thats just the same with any script :) I just downloaded the tutorials you mentioned ARMAidiot (isn't this name somehow ironic?) and will look through them later on, I'd bet they will help me a lot aswell :) And of course I will try a little sneak peek on your youtube channel sometime tomorrow :) The more tutorials on sqf scripting I read, the better I will understand those few things I can't get into my head right now. Cheers! -
Start point for mission editing: where to ?
Porky243 replied to galevsky's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello there, Mission Editing has two basics. Working with the Editor - and Scripting. To get a good point on how the editor itself works, i'd suggest watching some vids about it on youtube. There are many good tutorial videos on youtube on how to use the different tools in the editor, like placing units, groups and triggers or using the link tool aswell as using "modules". Just keep looking for Arma 3 Editor tutorial - you can watch arma 1 or 2 editor tutorials aswell since the editor is pretty much the same. Units placed in the editor have a socalled init line wich can run code on mission start, like for example put a rifleman on the map and write "removeallweapons this" (without the quotes) into his initline, he will then spawn without any weapon. To get a look at all those commands you can use just take a look at the BisWiki https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 Scripting is basically an advanced version of the init line. A script in arma is just a textfile saved in .sqf format that has all the code lines in it that you can put into an initline aswell. The advantage is that you can run a script at any time like if you put a trigger on the map that detects a player you can put a script execution command on the "on activation" line, so the game will run the script in the background as soon as a player enters the trigger zone. If you would for example create an empty textfile, write "removeallweapons player" and save it as for example test.sqf you have already wrote a script. you just need to call it from the game then. There are some ways to do it, one of them is the trigger I mentioned above. just write _nul = [] execVM "test.sqf" into the trigger on activation field and it will run the script as soon as the player enters the zone. I need to mention that when you first save a mission in the editor it is stored under /mydocuments/arma 3 alpha/ other profiles / missions. in the file named after your mission there will be a mission.sqm wich is basically a script that tells the game about everything you placed on the map, where it belongs and what conditions and stuff you assigned to it. So every script you want to use for a mission must be stored in that missionfile right next to the mission.sqm in order for the game to find it. For a single command, a script won't be needed. But when you want to do a lot of stuff on a single action, like armageddon as soon as your buddy draws his gun, a script is quite handy. Edit just told me I forgot a good point on scripting: Another advantage of scripting are loops and stuff, you could for example tell the script to wait until your player dies and then prompt a message on screen saying "bad luck" or whatever you want. Advanced scripting uses a lot of different loops and checks, so like example Check if a group is alive, if anyone dies tell all the other members about one's death, if all are dead, create a new group. So I for example am hanging around my first "little more complex, atleast for me" script that enables you to call a heli transportation by throwing a smoke grenade. Doesn't sound too awesome, but took about half a day for me to get behind the mechanics and understand every line I wrote :) hope this helps for now, I can tell you more if you want, and I bet some old coding gods among this forum are likely to help you aswell :) -
First of all thanks for your reply. I didn't go the way through triggers and init sections since I realized the usability is kind of limited. I can handle all the stuff with just the script you see above. This makes sure I can easily attach this function into any mission I want without resetting Triggers everytime in the editor. And the init lines of units and trigger ingame are only shot once, while I can recall a script whenever I need to. With the basic script above every player is able to call a dynamic heli to get out of wherever he is and mark any location he want to get to. The script also handles invisible helipad creation so the heli will do his job no matter what terrain you call him in. I even thought of deleting the helipads at the script end so the game won't be filled with used helipads during a long mission with lots of teams. My helipads aren't put to the player position though. If you call a heli by throwing a smoke grenade, the script locates the grenade and puts a helipad on its center. And the helipad on your destination will be put in with a mouseclick on the map as soon as it opens the map for the player after entering the heli. Right after you clicked your destination and the helipad is created, the heli gets the coordinates you just clicked and creates a waypoint to fly you over there. I was struggling while I wrote this thread since I was in a rush. But my basic asking was if someone could check that script with multiplayer sessions in mind to see if there is anything to improve its reliability in mp games. I already know what I have to change to improve the script itself in some cases like Failure handling and stuff like that. But the core works perfectly, you hit a smoke, the heli comes in, you mount it and pick your destination, it will take off and bring you there, after that it will take off and everything gets deleted so it won't fill the game with ancient waste. Its even possible to take a whole team for transportation since the heli always keeps waiting for the requester to do the next step, so if he is the last one entering and leaving the heli, he can take his team with him. So the mechanics work perfectly for me, and I am even quite happy about what I did there. i just want to understand what makes the difference between sp and mp in this case. The mp guideline at the biki didn't help much to be honest. I will still improve the script since the smoke check was just one part i wanted to have in the script and suddenly I ended up trying to get it done properly. My future plans are - to copy the transportation module radio chatting - to start the whole thing via radio command - to make the smoke check work for something like heli is in range circling above, mark the landing zone for him to get down - add functions for flares since a green smoke grenade won't work during pitch black nights I think :) Edit says: wouldn't be an alive check done easily by putting the whole CAS script into a while alive loop with an else: exit with return the eventhandler to the requester?
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Hello soldiers, now I can finally open up a new Thread on my own. I am kind of in need of some help with a script I wrote for a mission I created. I wanted the players in a mp game to be able to request a dynamic heli transport, like the one possible with the new Support Module. The steps should be to mark the exfiltration area with a green smoke grenade in order for a heli to show up, pick up the requester and take him to wherever he wants to. I found many perfectly working scripts out there, but none of them was working as I wanted i.e. acting dynamically without pre-placing markers or anything like that on the mission. So I tried to do it myself. After hours of headache producing trial and error I made a script that works perfectly on singleplayer tests. Yesterday I implemented it into my mp mission and tried it out with some friends, while the first test was a success, it somehow got screwed up later on in the mission ( No dedicated server, another player was hosting), like the pilot arrived, but didn't take off again and so on. I never finished any script in arma or arma 2, but now I had this Idea, and I really wanted to get it done. I looked at some similar scripts to learn the parts that confused me till then. I literally ate the BisWiki and countless sites. I know this script (s) still need some basic tweaking in order to function properly (for example I still need to implement an Alive check so the heli won't grow old upon sudden player death) but for now I just want to learn how it works to get this into multiplayer properly so the functions won't interfere with each other if multiple players kick off that script at the same time and things like that. And of course I do appreciate any advices and hints to improve the script's mechanics aswell. By the way I'm german and to make it easier for my friends, the hints and chat messages in this script are german aswell, but I rewrote the comments so you guys will know whats going on. I even added comments on almost any line just in case someone who is still learning stumbles upon my script. I noticed some complex scripts don't have many explanations in them what makes them hard to understand for a newbie like me. I put in information on any line so its easy to understand what I did there. So here is the script that uses the fired eventhandler: Smoke2.sqf /////////////////////////////////////////////////////////// ////// Script Green_Smoke_Detect by Porky243 /////// ////// Checks if green smoke nade has been /////// ////// thrown and starts heli exfiltration /////// /////////////////////////////////////////////////////////// //Assign variables //player addEventHandler ["fired",{_this execvm "smoke2.sqf"}] ///// Eventhandler - passed array is [unit, weapon, muzzle, mode, ammo, magazine, projectile] _shooter = _this Select 0; ///// Player who triggers the Eventhandler _ammotype = _this Select 4; ///// Used Ammo Type - A Green Smoke Grenade in this case _thrownnade = _this select 6; ///// Fired object, Green Smoke Grenade in this case ///// if (_ammotype == "SmokeShellGreen") then ///// Check if fired ammo was a Green Smoke Grenade { _shooter removeEventhandler ["fired",0]; sleep 2; ///// Remove Eventhandler to prevent mutliple triggin by spamming smokes Hint "Position ist markiert, CAS ist in Bewegung"; ///// Show a hint _LZ = getPos _thrownnade; ///// Position of thrown smoke grenade _Helipad = "Land_Helipadempty_F" createVehicle _LZ; ///// spawns invisible helipad on smoke grenade for better heli landing _handle = [_shooter,_Helipad,_LZ] execVM "CAS.sqf"; ///// start the heli spawn and exfil script }; else exitWith {}; And the main script CAS.sqf /////////////////////////////////////////////////////////// ////// Script CAS - Come and Rescue by Porky243 /////// ////// spawns heli to pick up player /////// /////////////////////////////////////////////////////////// //Assign variables _shooter = _this select 0; ///// player running script from smoke2.sqf _helipad = _this select 1; ///// In Smoke2.sqf created helipad _lz = _this select 2; ///// position of helipad _spawnpos = (getpos _helipad); ///// helipad position (unneccessary due to _lz, but I was too lazy to change yet) _angle = random 360; ///// Angle from wich heli will approach (random direction) _distance = 1000; ///// distance between heli spawnpoint and created helipad - 1000m _pos1 =[(_spawnpos select 0) + _distance*(cos _angle),(_spawnpos select 1) + _distance*(sin _angle), 500]; ///// line to pick a random direction and angle for spawn //create group for heli _heligrp = createGroup WEST; ///// A group is needed for the Bis function called below //spawn heli sleep 3; ///// A 3 second delay ( not really neccessary I think) _veh = [_pos1,random 360,"lb_black", _heligrp] call BIS_fnc_spawnVehicle; ///// Function to spawn a Black Little Bird (MH9) with the random direction _helicrew = _veh select 1; ///// pick the helicrew from the Array the Bis Function returns [Vehicle,Crew,Group] _heli = _veh select 0; ///// pick the heli itself from the Array {_x allowdamage false} foreach _helicrew; ///// get those pilots immortal ( may be removed later on) //land in lz _wp1 = _heligrp addWaypoint [_lz, 0]; ///// add a waypoint for the helicrew to the helipad created by the smokegrenade _wp1 setWaypointType "MOVE"; ///// set the waypoint type to move _wp1 setWaypointBehaviour "CARELESS"; ///// set the Behaviour of the crew to careless, so they won't act stupid upon enemy fire _wp1 setWaypointStatements ["true", "(vehicle this) land 'GET IN'"]; ///// give them a statement upon reach to land for the requester to get in //wait until requester is in heli waitUntil {_shooter in _heli}; //Heli vehicle chat - Pick destination on map _heli vehicleChat "Wählen Sie Ihren Zielpunkt durch einen Klick auf die Karte."; ///// Vehicle chat showing message "Pick your target by clicking the map // pick destination - create helipad on destination mapclick = false; ///// Global variable mapclick to use for checking if clicked sleep 0,5; ///// Wait 0,5 seconds between showing message and auto opening map openmap true; ///// Open the map onMapSingleClick "_tz = 'Land_Helipadempty_F' createVehicle _pos; mapclick = true;TGPOS = _pos;TZ = _tz; onMapSingleClick '', true;"; /////Create a Helipad on clicked position, turn the variable mapclick to true waitUntil {mapclick}; ///// and make _tz and _pos global // Wait for the mapclick sleep 0,5; ///// wait another 0,5 seconds before auto closing the map openmap false; ///// close the map again _heli vehicleChat "Zielkoordinaten eingetragen, sind auf dem weg."; ///// Heli says "Target coordinates received, we are oscar mike" sleep 1; ///// wait another second // set heli waypoint on destination _wp2 = _heligrp addWaypoint [TGPOS, 0]; ///// adding waypoint to the created helipad - destination _wp2 setWaypointType "MOVE"; ///// setting waypoint type to move _wp2 setWaypointBehaviour "CARELESS"; ///// giving orders to ignore any enemy contact by acting careless _wp2 setWaypointStatements ["true", "(vehicle this) land 'GET OUT'"]; ///// giving a statement to get the heli in landing position for disembark sleep 10; ///// Wait 10 seconds for next script line so it won't trigger right before the heli takes off //wait for player to leave heli waitUntil {(getposATL _heli select 2) < 1}; ///// check if heli height on terrain is below 1m ( sleep command before makes sure this check won't _heli vehicleChat "Viel Glück, Soldat!"; ///// be completed on takeoff before // Heli says "Good luck, soldier!" while {_shooter in _heli} do { sleep 1 ///// while loop to wait for the requester to get out of the heli }; //wait for player to get out, then fly out of map and get deleted hint "Airtaxi One Zero Alpha meldet Rückkehr zur Basis."; ///// Hint - transport helicopter is returning to base (getting deleted in middle of nowhere :) ) _wp3 = _heligrp addWaypoint [[0,0,500], 50]; ///// adding waypoint on coords 0,0 height 500 - completion radius 50m _wp3 setWaypointType "MOVE"; ///// setting waypoint type to move _wp3 setWaypointBehaviour "CARELESS"; ///// giving orders to ignore any enemy contact by acting careless _wp3 setWaypointSpeed "FULL"; ///// Setting Heli speed to max possible _wp3 setWaypointStatements ["true", "deletevehicle (vehicle this)"]; ///// Giving a Statement to delete the heli upon target reach //Delete created helipads and return Eventhandler for Green Smoke Triggering after 3 minutes deletevehicle TZ; ///// delete the helipads deletevehicle _helipad; ///// delete the helipads hint "Ihr nächster CASEVAC steht in 3 Minuten zur Verfügung."; ///// Hint - next transport avaiable in 3 minutes sleep 180; ///// Wait 180 seconds - 3 minutes hint "CASEVAC Verfügbar."; ///// Hint - Transport avaiable _shooter addEventHandler ["fired",{_this execvm "smoke2.sqf"}]; ///// Return Eventhandler to player The Eventhandler is given by the init.sqf - and the waitUntil line was neccessary in order for the script to work for other players in multiplayer waitUntil {!isNull player}; player addEventHandler ["fired",{_this execVM "Smoke2.sqf"}]; So please take a look at this stuff and help me to improve it :) Thank you very much in advance, guys greetings - porky243
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Need help with a script!
Porky243 replied to Freddan962's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh thank god this might be the help I need. Since Freddan seems to have his problem solved maybe i can abuse this thread to get help with a script instead. I'd open my own thread for this, but i don't have the permission yet. So basically I wrote a script for arma 3 that checks if a player throws a green smoke grenade. If done it will spawn a helicopter in random position around player ( values are modifiable ) to pick him up and fly him to a destination picked by mapclick. Now I fought with my lack of scripting skills until I made it work. Tried it out and its a dream according to the fact I wrote it by my own two left hands. ( Though I looked at different similar scripts to get where I want to) Tried it out in multiplayer with some friends on a player server since we don't have a dedicated one yet. After adding waitUntil {!isNull player}; player addEventHandler ["fired",{_this execVM "Smoke2.sqf"}]; to the mission init.sqf it does work if any player throws a smokegrenade and works for that player. Unfortunately it somehow gets messed up at times. But this mp scripting rules got me quite confused and I ended up googling for hours. I know this script still needs some basic tweaking and changes. But for now it does its job (aside the fact that in mp games the heli sometimes just won't take off and stuff) so I hope to find some help from those scripting gods. So here is the code - I am german but I rewrote the commend parts so you guys know whats going on, I even added comments on almost every line for those who are even less into scripting than I am, so maybe it helps in understanding rough basics. I noticed most of the useful scripts have rarely comments explaining how they work, so I thought my script may help some guys. Smoke2.sqf: /////////////////////////////////////////////////////////// ////// Script Green_Smoke_Detect by Porky243 /////// ////// Checks if green smoke nade has been /////// ////// thrown and starts heli exfiltration /////// /////////////////////////////////////////////////////////// //Assign variables //player addEventHandler ["fired",{_this execvm "smoke2.sqf"}] ///// Eventhandler - passed array is [unit, weapon, muzzle, mode, ammo, magazine, projectile] _shooter = _this Select 0; ///// Player who triggers the Eventhandler _ammotype = _this Select 4; ///// Used Ammo Type - A Green Smoke Grenade in this case _thrownnade = _this select 6; ///// Fired object, Green Smoke Grenade in this case ///// if (_ammotype == "SmokeShellGreen") then ///// Check if fired ammo was a Green Smoke Grenade { _shooter removeEventhandler ["fired",0]; sleep 2; ///// Remove Eventhandler to prevent mutliple triggin by spamming smokes Hint "Position ist markiert, CAS ist in Bewegung"; ///// Show a hint _LZ = getPos _thrownnade; ///// Position of thrown smoke grenade _Helipad = "Land_Helipadempty_F" createVehicle _LZ; ///// spawns invisible helipad on smoke grenade for better heli landing _handle = [_shooter,_Helipad,_LZ] execVM "CAS.sqf"; ///// start the heli spawn and exfil script }; else exitWith {}; And the CAS.sqf /////////////////////////////////////////////////////////// ////// Script CAS - Come and Rescue by Porky243 /////// ////// spawns heli to pick up player /////// /////////////////////////////////////////////////////////// //Assign variables _shooter = _this select 0; ///// player running script from smoke2.sqf _helipad = _this select 1; ///// In Smoke2.sqf created helipad _lz = _this select 2; ///// position of helipad _spawnpos = (getpos _helipad); ///// helipad position (unneccessary due to _lz, but I was too lazy to change yet) _angle = random 360; ///// Angle from wich heli will approach (random direction) _distance = 1000; ///// distance between heli spawnpoint and created helipad - 1000m _pos1 =[(_spawnpos select 0) + _distance*(cos _angle),(_spawnpos select 1) + _distance*(sin _angle), 500]; ///// line to pick a random direction and angle for spawn //create group for heli _heligrp = createGroup WEST; ///// A group is needed for the Bis function called below //spawn heli sleep 3; ///// A 3 second delay ( not really neccessary I think) _veh = [_pos1,random 360,"lb_black", _heligrp] call BIS_fnc_spawnVehicle; ///// Function to spawn a Black Little Bird (MH9) with the random direction _helicrew = _veh select 1; ///// pick the helicrew from the Array the Bis Function returns [Vehicle,Crew,Group] _heli = _veh select 0; ///// pick the heli itself from the Array {_x allowdamage false} foreach _helicrew; ///// get those pilots immortal ( may be removed later on) //land in lz _wp1 = _heligrp addWaypoint [_lz, 0]; ///// add a waypoint for the helicrew to the helipad created by the smokegrenade _wp1 setWaypointType "MOVE"; ///// set the waypoint type to move _wp1 setWaypointBehaviour "CARELESS"; ///// set the Behaviour of the crew to careless, so they won't act stupid upon enemy fire _wp1 setWaypointStatements ["true", "(vehicle this) land 'GET IN'"]; ///// give them a statement upon reach to land for the requester to get in //wait until requester is in heli waitUntil {_shooter in _heli}; //Heli vehicle chat - Pick destination on map _heli vehicleChat "Wählen Sie Ihren Zielpunkt durch einen Klick auf die Karte."; ///// Vehicle chat showing message "Pick your target by clicking the map // pick destination - create helipad on destination mapclick = false; ///// Global variable mapclick to use for checking if clicked sleep 0,5; ///// Wait 0,5 seconds between showing message and auto opening map openmap true; ///// Open the map onMapSingleClick "_tz = 'Land_Helipadempty_F' createVehicle _pos; mapclick = true;TGPOS = _pos;TZ = _tz; onMapSingleClick '', true;"; /////Create a Helipad on clicked position, turn the variable mapclick to true waitUntil {mapclick}; ///// and make _tz and _pos global // Wait for the mapclick sleep 0,5; ///// wait another 0,5 seconds before auto closing the map openmap false; ///// close the map again _heli vehicleChat "Zielkoordinaten eingetragen, sind auf dem weg."; ///// Heli says "Target coordinates received, we are oscar mike" sleep 1; ///// wait another second // set heli waypoint on destination _wp2 = _heligrp addWaypoint [TGPOS, 0]; ///// adding waypoint to the created helipad - destination _wp2 setWaypointType "MOVE"; ///// setting waypoint type to move _wp2 setWaypointBehaviour "CARELESS"; ///// giving orders to ignore any enemy contact by acting careless _wp2 setWaypointStatements ["true", "(vehicle this) land 'GET OUT'"]; ///// giving a statement to get the heli in landing position for disembark sleep 10; ///// Wait 10 seconds for next script line so it won't trigger right before the heli takes off //wait for player to leave heli waitUntil {(getposATL _heli select 2) < 1}; ///// check if heli height on terrain is below 1m ( sleep command before makes sure this check won't _heli vehicleChat "Viel Glück, Soldat!"; ///// be completed on takeoff before // Heli says "Good luck, soldier!" while {_shooter in _heli} do { sleep 1 ///// while loop to wait for the requester to get out of the heli }; //wait for player to get out, then fly out of map and get deleted hint "Airtaxi One Zero Alpha meldet Rückkehr zur Basis."; ///// Hint - transport helicopter is returning to base (getting deleted in middle of nowhere :) ) _wp3 = _heligrp addWaypoint [[0,0,500], 50]; ///// adding waypoint on coords 0,0 height 500 - completion radius 50m _wp3 setWaypointType "MOVE"; ///// setting waypoint type to move _wp3 setWaypointBehaviour "CARELESS"; ///// giving orders to ignore any enemy contact by acting careless _wp3 setWaypointSpeed "FULL"; ///// Setting Heli speed to max possible _wp3 setWaypointStatements ["true", "deletevehicle (vehicle this)"]; ///// Giving a Statement to delete the heli upon target reach //Delete created helipads and return Eventhandler for Green Smoke Triggering after 3 minutes deletevehicle TZ; ///// delete the helipads deletevehicle _helipad; ///// delete the helipads hint "Ihr nächster CASEVAC steht in 3 Minuten zur Verfügung."; ///// Hint - next transport avaiable in 3 minutes sleep 180; ///// Wait 180 seconds - 3 minutes hint "CASEVAC Verfügbar."; ///// Hint - Transport avaiable _shooter addEventHandler ["fired",{_this execvm "smoke2.sqf"}]; ///// Return Eventhandler to player I appreciate any help - may it be tips on making it better or any kind of mp related advise. At first i thought I'll have to use local variables since global variables would interfere with each other when mutliple players trigger the script simultaneously, until I found out even globals are different on any machine. So Thank you Guys very much in advance :) Greetings - Porky 243 -
Difficulty modding optics
Porky243 replied to TraxusIV's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hey, I hope my post won't be looked at like a flame thing or anything like that since I just registered right now cause I need some help myself with a scripting thing. But if you are looking for Thermal Optics, Uncertain already uploaded some wich I think are really neat, I put them into my own mission and they really do their job. Since you want your optics to be a little more individual (magnification and such) I think this won't help much. But I think if you take a look at them it may help you with your own modification. And here goes the link Edit: I'm not allowed to post a link since I just registered, maybe someone else can put it up, Thermal/ NV Optics by Uncertain I hope this might come in handy for your further progress. Greetings, Porky243