Jump to content

snakeplissken

Member
  • Content Count

    165
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by snakeplissken

  1. I would like some help in getting the "BIS_fnc_holdActionAdd" command to be shown in one of the three objects at random. I looked through BiWiki several times for the "selectRandom" and "BIS_fnc_selectRandom" functions, but in the attempts I made, none worked :( I do not understand English, so I use the browser "Chrome" to translate the pages, like here in the forum, so for me to understand easily is quite complicated. If anyone can help me with this, I will be most grateful. The code I tried, but I think there must be several things wrong :( file init.sqf _note1 = [noteP1]; _note2 = [noteP2]; _note3 = [noteP3]; _notepad = [_note1, _note2, _note3]; selectRandom _notepad; sleep 2; [ _notepad ,"Pegar o código","imagem\note.paa","imagem\cod.paa","_x distance _target < 2","_x distance _target < 2",{hint "Pegando o código"},{},{execVM "arquivo.sqf"},{ },[],15,nil,true,false] call BIS_fnc_holdActionAdd; * Learning code without knowing anything about it, and still in a language you misunderstand, should be like an English, trying to learn Arabic in a Russian translation dictionary.
  2. No, nothings mods Just the game. What I did was use the script placed here inside the topic in file init.sqf of mission.
  3. I tried the above tip but it showed this error below I looked at the link you posted, and how to use the "random" function is different from the way I want to use it. I tried to get a line here and another to see if it would work out what I want, but I did not succeed :( Just to better explain what I want, and .. In the scenario there are three objects, this I would like one of these objects to appear in the "HoldAction" function. The three objects must remain on the scene to hinder the search for the correct object with the function.
  4. snakeplissken

    Player sidechat in MP mission

    This saved my day.
  5. *Old post but this might set it useful for someone. Creater file "grpCustonAI.sqf" // null = this execVM "grpCustonAI.sqf" // Within trigger activation. // "AZUL" is name group // "mgru" is name markers spawn group // wp1, wp2, wp3 = name of markers to waypoints azul = [getMarkerPos "mgru", EAST, 8] call BIS_fnc_spawnGroup; { // the VR export replacing "this" with "_x" removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x removeItem "NVGoggles"; _x unassignItem "NVGoggles"; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 4 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addItemToUniform "16Rnd_9x21_Mag"; _x addVest "V_PlateCarrierIA2_dgtl"; for "_i" from 1 to 3 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 3 do {_x addItemToVest "HandGrenade";}; for "_i" from 1 to 3 do {_x addItemToVest "16Rnd_9x21_Mag";}; _x addBackpack "B_TacticalPack_oli"; for "_i" from 1 to 1 do {_x addItemToBackpack "SatchelCharge_Remote_Mag";}; for "_i" from 1 to 1 do {_x addItemToBackpack "DemoCharge_Remote_Mag";}; _x addHeadgear "H_Cap_headphones"; _x addGoggles "G_Bandanna_oli"; _x addWeapon "arifle_Mk20C_F"; _x addPrimaryWeaponItem "muzzle_snds_M"; _x addPrimaryWeaponItem "acc_flashlight"; _x enableGunLights "forceOn"; _x addPrimaryWeaponItem "optic_MRCO"; _x addWeapon "hgun_P07_F"; _x enableGunLights "forceOn"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; _x linkItem "ItemGPS"; } foreach units azul; _waypoint0 = azul addwaypoint[getmarkerpos"wp1",0]; _waypoint0 setwaypointtype"Move"; _waypoint0 setWaypointFormation "LINE"; _waypoint1 = azul addwaypoint[getmarkerpos"wp2",0]; _waypoint1 setwaypointtype"Move"; _waypoint1 setWaypointFormation "LINE"; _waypoint2 = azul addwaypoint[getmarkerpos"wp3",0]; _waypoint2 setwaypointtype"move"; _waypoint2 setWaypointFormation "LINE"; _waypoint2 setwaypointtype "move"; _waypoint3 = azul addwaypoint[getmarkerpos"wp1",0]; _waypoint3 setwaypointtype"cycle"; _waypoint3 setWaypointFormation "LINE"; [azul, 1] setWaypointCombatMode "RED"; [azul, 1] setWaypointBehaviour "safe";
  6. Give the vehicle a name of "Group" (+ crew member) ... Inside the vehicle's INIT box (This if the helicopter has been placed in the editor already with crew member inside it) blu = group this Then have the passenger join the group [off] joinSilent blu; off assignAsCargo helo; [off] orderGetIn true"; helo setBeaviour "careless";
  7. snakeplissken

    X-Cam-Taunus Version 1.1

    I love you man
  8. snakeplissken

    Trigger deactivation

    deleting trigger not works?
  9. Friend, see if it helps you > https://1drv.ms/u/s!AvZrCEHeJxl_it1Zo7r0qaIAVXv-Jw I put it to the bomb to explode when the time reaches zero. If you want to explode using a trigger, place this within the ON ACT space of the trigger. Nul = execVM "nuclear \ Nuke1.sqf"; And delete the folders and the .sqf file that is inside the tutorial mission folder that I sent you. time.sqf nuke Nuclaer
  10. snakeplissken

    Defuse the Bomb

    If you want to remove the object's action menu (pump), I did so. Name of the object (where to enter a password) Casebomb Within the INIT space of the object. Bomb = Casebomb addAction [("<t color='#06FF94'>" + ("Defuse the Bomb") + "</t>"),"DEFUSE\defuseAction.sqf","",1,true,true,"","(_target distance _this) < 3"]; On the trigger(on Act) that removes the menu Casebomb removeAction Bomb
  11. snakeplissken

    UAV Terminal

    Take a look here and see if it works. https://forums.bistudio.com/topic/166263-uav-loiter-diameterdistance/#entry2600478
  12. Place inside the vehicle's(or pilot) INIT box this SetBehaviour "Careless" If the pilot felt enemy presence, it will fly in a circle.
  13. snakeplissken

    UAV Discussion - Feedback

    It will be very interesting if we have a screen like that.
  14. So, I used the script for save of hostage, he enters your group, so you have the power to command him (pick up a gun, get in or out of a vehicle, sending it to go anywhere on the map) for this use the control keys on the keyboard (F1, F2, ..) to select the character, and key (1, 2, 3, 4 ..) keyboard to give the order.
  15. snakeplissken

    TAC-OPS DLC discussion (speculation and hopes)

    I would love to have "advanced movement," as it exists in the mod "Enhanced Moviments" of Bad Benson. Which you can jump walls, climb walls, hang on the side walls and the like.
  16. Bug with new thermal glasses. The view (FOV) of the character in 1st person, is behind the glasses. EDIT: I noticed that the bug only appears if you wear the uniform "Special Purpose Suit".
  17. If you place the file within the mission folder, then you use... null = [this] execVM "hostageScript.sqf" Now if you create a folder named "script" and put that file in it, then you use.. null = [this] execVM "script \ hostageScript.sqf" The script creator, could make the action appear when it is less than 3m hostage?
  18. Here is my file .. I put three classes (Sniper, Assault and LMG) Each class has up to two different inventories (assault has three) *You have up to 12 ticket to the respawn. File Init.sqf //ticket definition [west,12] call BIS_fnc_respawnTickets; //inventory definition [missionNamespace,["WEST1",1,1]] call BIS_fnc_addRespawnInventory; // First number is limit for given loadout (use 0 for no limit), second number is limit for role assigned to given loadout (use 0 for no limit). [missionNamespace,["WEST2",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST3",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST4",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST5",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST6",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST7",1,1]] call BIS_fnc_addRespawnInventory; create a .cpp file (equal to create a .sqf file, only you put cpp at the end of the name) ///// Classe of soldier class CfgRoles { class LMG { displayName = "LMG"; // specialty name icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Icon displayed next to the name }; class Assalto { displayName = "Assalto"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; }; class Sniper { displayName = "Sniper"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\lieutenant_gs.paa"; }; } class CfgRespawnInventory { class WEST1 { displayName = "Sniper I"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name role = "Sniper"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_DMR_05_tan_f", // primary ArmA "hgun_Pistol_heavy_01_MRD_F", // secondary weapon "Rangefinder" }; magazines[] = { "10Rnd_93x64_DMR_05_Mag", "10Rnd_93x64_DMR_05_Mag", "10Rnd_93x64_DMR_05_Mag", "10Rnd_93x64_DMR_05_Mag", "10Rnd_93x64_DMR_05_Mag", "10Rnd_93x64_DMR_05_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "HandGrenade", "HandGrenade", "HandGrenade" }; items[] = { "FirstAidKit", "MineDetector" }; linkedItems[] = { "V_PlateCarrier1_blk", // Vest "H_Watchcap_blk", // Helmet "NVGoggles", "optic_KHS_blk", "bipod_01_F_blk", "acc_flashlight", "optic_MRD", "muzzle_snds_acp", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { displayName = "Sniper II"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\lieutenant_gs.paa"; role = "Sniper"; weapons[] = { "srifle_EBR_F", "Rangefinder" }; magazines[] = { "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "HandGrenade", "HandGrenade", "HandGrenade", }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Sos", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; class WEST3 { displayName = "Granadeiro"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; // Icon displayed next to the name role = "Assalto"; weapons[] = { "arifle_MX_GL_Black_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Hamr", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; class WEST4 { displayName = "Assalto FN F2000"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; // Icon displayed next to the name role = "Assalto"; weapons[] = { "arifle_Mk20_GL_plain_F", "Binocular" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_MRCO", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; class WEST5 { displayName = "Anti Tank"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; // Icon displayed next to the name role = "Assalto"; weapons[] = { "arifle_SPAR_01_GL_snd_F", "launch_RPG32_F", "Binocular" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "RPG32_HE_F", "RPG32_F", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_MRCO", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; class WEST6 { displayName = "LMG Leve"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Icon displayed next to the name role = "LMG"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MX_SW_Black_F", "Binocular" }; magazines[] = { "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Arco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST7 { displayName = "LMG Médio"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Icon displayed next to the name role = "LMG"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "LMG_Zafir_F", "Binocular" }; magazines[] = { "150Rnd_762x54_Box", "150Rnd_762x54_Box", "150Rnd_762x54_Box", "150Rnd_762x54_Box", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Aco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; }; include that name (#include "loadout.cpp") in the description.ext (in the last line) Respawn = 3; RespawnDelay = 7; respawnTemplates[] = {"MenuInventory", "MenuPosition", "Tickets","Spectator"}; #include "loadout.cpp"
  19. You need a description.ext file with respawnTemplates[] = {"MenuInventory"}; then define the loadouts in a different file (e.g. loadout.cpp) - you can also add them in the description.ext, but a seperate file keeps the .ext clean class CfgRespawnInventory { class WEST1 { displayName = "Assalto"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name role = "Test"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MX_GL_Black_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Aco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { displayName = "Sniper"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name role = "Test"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_EBR_F", "Rangefinder" }; magazines[] = { "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "HandGrenade" "HandGrenade" "HandGrenade" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Arco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; }; include that file in the description.ext with (at the bottom)#include "loadout.cpp" and in the init.sqf on the top: if(isServer || isDedicated)then { [west,"WEST1"] call BIS_fnc_addRespawnInventory; [west,"WEST2"] call BIS_fnc_addRespawnInventory; }; source: https://steamcommunity.com/app/107410/discussions/0/368542844481300912/
  20. snakeplissken

    Trigger if player has weapon.

    Remove the word "Weapon_" in name base of the weapon. Here is the list of the correct names of each weapon. https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Weapons correct command. s1 hasWeapon "hgun_Rook40_For "hgun_Rook40_F" in weapons s2
  21. snakeplissken

    Trigger spawning respawn module

    Yes, within the activation frame. I did a test here, and with this command it creates a respawn point. [west,"respawnPosition2"] call BIS_fnc_addRespawnPosition; But this command is here ... [west,"respawnPosition1"] call BIS_fnc_removeRespawnPosition;...showing this error.
  22. I think the title says it all, I would like to know how to do it, I found it here "RopeAttach" but I have no idea on how to use it with "Event Handlers"! :blink: I'm noob in scripts and can only read something in English, because of the automatic translator of the Chrome browser. :unsure: This is for a mission where the helicopter Taru will carry a warhead that will blow (Land_Device_slingloadable_F), the pilot (player) will take the bomb for away, where he will sacrifice himself for not destrir the city. If there is a command that is placed inside the space "Condition" in the Trigger, which the trigger is activated after the pump to hold the helicopter, I would be very grateful. :) Thoughts help would be greatly appreciated!!
  23. I did a test with a heli (name = heli1) and a car (name = car1) I put the trigger in space COND ! IsNull getSlingLoad <heli1> isNull getSlingLoad <car1> It showed an error, i removed the current symbol <> and appeared another error ! IsNull getSlingLoad heli1 #isNull getSlingLoad car1 I did as it is below, and it worked wonderfully. ! IsNull getSlingLoad heli1 && isNull getSlingLoad car1 Thank you for your help Polpox.
  24. snakeplissken

    Picture loadscreen and briefign - EDEN

    loadScreen = "pictures\intro.paa"; Recalling that "images" is folder created in the root folder of the mission, and "intro.paa" is the file with the image you want to load, but the image file can be JPEG file as well.
×