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exevankeko

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Everything posted by exevankeko

  1. Thank you so much guys! for your help =)
  2. Thanx for you help! Now works perfectly! many thanks to all =)
  3. thanks for your help I just tested the script I put a "Game Logic" and the init field put this code: nul = [this,2,15,[true,false,false],[false,false,false],false,[5,0],[0,0],"default",nil,nil,3,"nul = [this] execVM 'flashlight.sqf';",["SAFE","SAD"],false] execVM "LV\militarize.sqf"; but I did not work, but the units appear with night vision without lights that's what I did wrong? ---------- Post added at 19:47 ---------- Previous post was at 19:34 ---------- Also probe your code and I did not work = ( an object (flag): put execVM "flashlight.sqf"; and throws me an error: "Type script, expected nothing" ------------ Here is the mission for you to see http://www24.zippyshare.com/v/68510668/file.html
  4. Hey guys thanks for your help the issue is that I use a script, they appear random and patrol units. And usually all have night vision. So I need some script or something to delete your nightvision and force using flashlights. I will try this code and comment if I have worked ---------- Post added at 00:35 ---------- Previous post was at 00:18 ---------- I did not work. Here's the mission: http://www59.zippyshare.com/v/6890462/file.html So understand what I do. So tell me what I did wrong.
  5. Hey guys how are you? anyone know how to put the map chernarusplus (standalone dayz) in arma 3? watch this video: I want to know how.
  6. Hello everyone! I wanted to ask them if it is possible to operate the day Z Epoch in ARMA 3? Anyone have any idea if possible? Taking the CBA + All in arma + mod day z EPOCH anyone know how one might get to create server day Z epoch in Arma 3 to test? insurance will have a couple of mistakes but never mind. arma3.bat rem rem www.youtube.com/user/NHL2010er DayZ Arma 3 MP Server batch file rem set ARMA3_PATH=C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 set ARMA2_PATH=C:\Program Files (x86)\Steam\SteamApps\common\arma 2 set ARMA2OA_PATH=C:\Program Files (x86)\Steam\SteamApps\common\ArmA 2 Operation Arrowhead rem This is where custom mods are declared, @DayZ mod folder goes here set CUSTOM_MODS=@DayZ_Epoch;@CBA_A3 rem My game profile, other parameters, other mods used set DEFAULT_PARAMETERS= rem rem I DONT HAVE TOH INSTALLED rem cd /D "%ARMA3_PATH%" arma3.exe %DEFAULT_PARAMETERS% "-mod=%CUSTOM_MODS%;@AllInArma\ProductDummies;%ARMA2_PATH%;%ARMA2OA_PATH%;%ARMA2OA_PATH%\Expansion;%ARMA3_PATH%;@AllInArma\Core;@AllInArma\PostA3" exit
  7. exevankeko

    Day Z Epoch in ARMA 3

    YES, google translator :P ok thanks !
  8. Hello everyone! I wanted to ask them if it is possible to operate the day Z Epoch in ARMA 3? Anyone have any idea if possible? Taking the CBA + All in arma + mod day z EPOCH anyone know how one might get to create server day Z epoch in Arma 3 to test? insurance will have a couple of mistakes but never mind.
  9. exevankeko

    Spawning Blufor/Opfor UAV's

    I need help please, this code works? I could explain better? where I put that code? I use this script to spawn vehicles: /* ================================================================================================================== Simple Vehicle Respawn Script v1.81 for Arma 3 by Tophe of �stg�ta Ops [OOPS] Put this in the vehicles init line: veh = [this] execVM "vehicle.sqf" Options: There are some optional settings. The format for these are: veh = [object, Delay, Deserted timer, Respawns, Effect, Dynamic] execVM "vehicle.sqf" Default respawn delay is 30 seconds, to set a custom respawn delay time, put that in the init as well. Like this: veh = [this, 15] execVM "vehicle.sqf" Default respawn time when vehicle is deserted, but not destroyed is 120 seconds. To set a custom timer for this first set respawn delay, then the deserted vehicle timer. (0 = disabled) Like this: veh = [this, 15, 10] execVM "vehicle.sqf" By default the number of respawns is infinite. To set a limit first set preceding values then the number of respawns you want (0 = infinite). Like this: veh = [this, 15, 10, 5] execVM "vehicle.sqf" Set this value to TRUE to add a special explosion effect to the wreck when respawning. Default value is FALSE, which will simply have the wreck disappear. Like this: veh = [this, 15, 10, 5, TRUE] execVM "vehicle.sqf" By default the vehicle will respawn to the point where it first was when the mission started (static). This can be changed to dynamic. Then the vehicle will respawn to the position where it was destroyed. First set all preceding values then set TRUE for dynamic or FALSE for static. Like this: veh = [this, 15, 10, 5, TRUE, TRUE] execVM "vehicle.sqf" If you you want to set the INIT field of the respawned vehicle, first set all other values, then set init commands. Those must be inside quotations. Like this: veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf" Default values of all settings are: veh = [this, 30, 120, 0, FALSE, FALSE] execVM "vehicle.sqf" Contact & Bugreport: cwadensten@gmail.com ================================================================================================================== */ private ["_hasname","_delay","_deserted","_respawns","_noend","_dead","_nodelay","_timeout","_position","_dir","_effect","_rounds","_run","_unit","_explode","_dynamic","_unitinit","_haveinit","_unitname","_type"]; if (!isServer) exitWith {}; // Define variables _unit = _this select 0; _delay = if (count _this > 1) then {_this select 1} else {30}; _deserted = if (count _this > 2) then {_this select 2} else {120}; _respawns = if (count _this > 3) then {_this select 3} else {0}; _explode = if (count _this > 4) then {_this select 4} else {false}; _dynamic = if (count _this > 5) then {_this select 5} else {false}; _unitinit = if (count _this > 6) then {_this select 6} else {}; _haveinit = if (count _this > 6) then {true} else {false}; _hasname = false; _unitname = vehicleVarName _unit; if (isNil _unitname) then {_hasname = false;} else {_hasname = true;}; _noend = true; _run = true; _rounds = 0; if (_delay < 0) then {_delay = 0}; if (_deserted < 0) then {_deserted = 0}; if (_respawns <= 0) then {_respawns= 0; _noend = true;}; if (_respawns > 0) then {_noend = false}; _dir = getDir _unit; _position = getPosASL _unit; _type = typeOf _unit; _dead = false; _nodelay = false; // Start monitoring the vehicle while {_run} do { sleep (5 + (random 20)); if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true}; // Check if the vehicle is deserted. if (_deserted > 0) then { _nearPlayers = false; { if ((_x distance _unit) < 0) exitWith { _nearPlayers = true; }; } forEach playableUnits; if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8) and !_nearPlayers) then { _timeout = time + _deserted; sleep 0.1; waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0}; if ({alive _x} count crew _unit > 0) then {_dead = false}; if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; if !(alive _unit) then {_dead = true; _nodelay = false}; }; }; // Respawn vehicle if (_dead) then { if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;}; if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;}; if (_explode) then {_effect = "M_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;}; sleep 0.1; deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; _unit setPosASL _position; _unit setDir _dir; _dead = false; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; }; };
  10. exevankeko

    =BTC= Revive

    You can revive the IA? can be configured and how?
  11. exevankeko

    AI Spawn Script Pack

    Report : Simple Cache dont Work !
  12. exevankeko

    =BTC= Revive

    Option does not work "BTC_respawn_gear" and does not work when you add another "[mobile_east_1]"
  13. As I can do, for a helicopter that is flying, keep crew of divers and I can choose to be playable. as I can change or add the crew that I want to have the helicopter? I'm doing a mission and I want the helicopter let me near water. But I need to be a diver. I hope you understand what I do ---------- Post added at 17:40 ---------- Previous post was at 16:27 ---------- I found the solution put this in INIT: This moveincargo Heli1; thanks anyway xD
  14. exevankeko

    ArmA3 Classnames - no discussions

    someone can give me the news classnames of new weapons zubr. 45 Four five 45 rahim 7.62 and also new items j2 yorris DMS
  15. Anyone know of any script that generates different weapons, when spawning. ? is for a TDM, i was looking everywhere and found nothing, only one and it does not work. or it can also be some script that you can choose the weapon you want to use every time you spawn.
  16. I found this script, but it does not work what's wrong? Original script arma 2: private ["_muzzles","_weapon","_pw","_item","_unit","_weaponChance","_itemChance","_clearAll","_weaponRoll","_itemRoll","_weaponList","_itemList","_defaultItems"]; // Called via: nul = [this] execVM "randomWeapons.sqf"; // Default 60% chance for weapons and items and clears previous items replacing them with Map, Watch, Compass and Radio. Adjust _defaultItems to change that. // Optional fields: nul = [this, 100, 30, false] execVM "randomWeapons.sqf" would always give a weapon, 30% give items and let you keep items you had before. // // Code based on ideas from SuMatra and Xeno. // Declare unit and options from input arguments. _unit = _this select 0; _weaponChance = if (count _this > 1) then {_this select 1} else {60}; _itemChance = if (count _this > 2) then {_this select 2} else {60}; _clearAll = if (count _this > 3) then {_this select 3} else {true}; // Make the rolls to see if an item is given. _weaponRoll = ceil (random 100); _itemRoll = ceil (random 100); //player sideChat format["Weapon: %1/%3 Item: %2/%4", _weaponRoll, _itemRoll, _weaponChance, _itemChance]; // List of weapons matched up with their ammo. _weaponList = [ ["UZI_EP1", "ACE_30Rnd_9x19_S_UZI"], ["ACE_USP", "ACE_12Rnd_45ACP_USP"], ["ACE_AK103", "ACE_30Rnd_762x39_AP_AK47"], ["ACE_G36K_iron", "30Rnd_556x45_G36"], ["ACE_G3A3", "ACE_20Rnd_762x51_B_G3"], ["ACE_gr1", "30Rnd_762x39_AK47"] ]; // List of possible reward items. _itemList = ["ACE_Earplugs","Binocular_Vector","ACE_GlassesTactical"]; // List of default items to always have. _defaultItems = ["ItemMap", "ItemWatch", "ItemCompass", "ItemRadio"]; // Clear weapons from the unit. removeAllWeapons _unit; // By default we'll remove all items as well to clear previous reward items and give back _defaultItems. if (_clearAll) then { removeAllItems _unit; {_unit addWeapon _x} forEach _defaultItems; }; // If we're less than or equal to the weapon chance if (_weaponRoll <= _weaponChance) then { // Pick a random weapon/mag pair from _weaponList. _weapon = _weaponList select floor(random(count _weaponList)); //player groupChat format["Adding %1 and 2x %2", (_weapon select 0), (_weapon select 1)]; // Add two of the selected mags for "_i" from 0 to 1 do { _unit addMagazine (_weapon select 1); }; // Add the selected weapon _unit addWeapon (_weapon select 0); // Ready weapon if it's got a GL muzzle. _pw = primaryWeapon _unit; if (_pw != "") then { _unit selectWeapon _pw; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _pw >> "muzzles"); _unit selectWeapon (_muzzles select 0); } else { // If all they have is a pistol ready that. _unit selectWeapon (_weapon select 0); }; }; // If we're less than or equal to the item chance if (_itemRoll <= _itemChance) then { // Pick a random item from the _itemList. _item = _itemList select floor(random(count _itemList)); // player groupChat format["Adding %1", _item]; // Give the item _unit addWeapon _item; }; I edit to work on ARMA 3, changing weapons but I can not work what is wrong? private ["_muzzles","_weapon","_pw","_item","_unit","_weaponChance","_itemChance","_clearAll","_weaponRoll","_itemRoll","_weaponList","_itemList","_defaultItems"]; // Called via: nul = [this] execVM "randomWeapons.sqf"; // Default 60% chance for weapons and items and clears previous items replacing them with Map, Watch, Compass and Radio. Adjust _defaultItems to change that. // Optional fields: nul = [this, 100, 30, false] execVM "randomWeapons.sqf" would always give a weapon, 30% give items and let you keep items you had before. // // Code based on ideas from SuMatra and Xeno. // Declare unit and options from input arguments. _unit = _this select 0; _weaponChance = if (count _this > 1) then {_this select 1} else {60}; _itemChance = if (count _this > 2) then {_this select 2} else {60}; _clearAll = if (count _this > 3) then {_this select 3} else {true}; // Make the rolls to see if an item is given. _weaponRoll = ceil (random 100); _itemRoll = ceil (random 100); //player sideChat format["Weapon: %1/%3 Item: %2/%4", _weaponRoll, _itemRoll, _weaponChance, _itemChance]; // List of weapons matched up with their ammo. _weaponList = [ ["arifle_MX_SW_F", "100Rnd_65x39_caseless_mag"], ["arifle_Khaybar_C_ACO_point_F", "30Rnd_65x39_caseless_green"], ["arifle_TRG21_ARCO_point_F", "30Rnd_65x39_case_mag"], ["LMG_Mk200_F", "200Rnd_65x39_cased_Box"], ["arifle_MXC_ACOg_point_grip_F", "100Rnd_65x39_caseless_mag"], ["arifle_TRG20_F", "30Rnd_65x39_case_mag"] ]; // List of possible reward items. _itemList = ["ACE_Earplugs","Binocular","ACE_GlassesTactical"]; // List of default items to always have. _defaultItems = ["ItemMap", "ItemWatch", "ItemCompass", "ItemRadio"]; // Clear weapons from the unit. removeAllWeapons _unit; // By default we'll remove all items as well to clear previous reward items and give back _defaultItems. if (_clearAll) then { removeAllItems _unit; {_unit addWeapon _x} forEach _defaultItems; }; // If we're less than or equal to the weapon chance if (_weaponRoll <= _weaponChance) then { // Pick a random weapon/mag pair from _weaponList. _weapon = _weaponList select floor(random(count _weaponList)); //player groupChat format["Adding %1 and 2x %2", (_weapon select 0), (_weapon select 1)]; // Add two of the selected mags for "_i" from 0 to 1 do { _unit addMagazine (_weapon select 1); }; // Add the selected weapon _unit addWeapon (_weapon select 0); // Ready weapon if it's got a GL muzzle. _pw = primaryWeapon _unit; if (_pw != "") then { _unit selectWeapon _pw; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _pw >> "muzzles"); _unit selectWeapon (_muzzles select 0); } else { // If all they have is a pistol ready that. _unit selectWeapon (_weapon select 0); }; }; // If we're less than or equal to the item chance if (_itemRoll <= _itemChance) then { // Pick a random item from the _itemList. _item = _itemList select floor(random(count _itemList)); // player groupChat format["Adding %1", _item]; // Give the item _unit addWeapon _item; }; This page takes the names of weapons: http://forums.bistudio.com/showthread.php?147502-SIX-Config-Browser-Editing-resource-ARMA-3-Alpha-available I can not get it to work you have to change something else in the code? or if they know of any "script" better will thank
  17. Hello everyone how are you? I'm having a problem with the function: LV_fnc_simpleCache I have two game logic: first game logic name: "mil1" nul = [this,2,40,[true,false],[true,false,false],false,[8,0],[1,0],0.7,nil,nil,1] execVM "LV\militarize.sqf"; second game logic: name mil2 in init player: { _x setMarkerPos getPos mil1 } forEach [m2,m1]; hint "Markers will show you the activation areas."; It does not work, are the units at the beginning and after a few seconds disappears forever. Am I doing something wrong? The script has a mission of example, but does not work either. know if this works? or know of some other form of enemy units appear when the player is near?
  18. Well, trying several times, I could make it work, but it works when it wants. Another question, as I can do a logic game presence is activated by a trigger? nul = [[1,2],[player],20,true,true] execVM "LV\LV_functions\LV_fnc_simpleCache.sqf";
  19. exevankeko

    [ASK] End by score - TDM

    [/color] if (isServer) then { GameFinished = false; while {!(GameFinished)} do { if ( (scoreSide west >= (paramsArray select 0)) || (scoreSide east >= (paramsArray select 0)) ) then { if ( scoreSide west > scoreSide east ) then { //west won, show end1 with closing shot, called on all west players via BIS_fnc_MP [["end1",true,true],"BIS_fnc_endMission", west, false] call BIS_fnc_MP; //east failed, show end2 with closing shot, called on all east players via BIS_fnc_MP [["end2",true,true],"BIS_fnc_endMission", east, false] call BIS_fnc_MP; }else{ //east won, show end1 with closing shot, called on all east players via BIS_fnc_MP [["end1",true,true],"BIS_fnc_endMission", east, false] call BIS_fnc_MP; //west failed, show end2 with closing shot, called on all west players via BIS_fnc_MP [["end2",true,true],"BIS_fnc_endMission", west, false] call BIS_fnc_MP; }; GameFinished = true; }; sleep 1; }; }; I could fix the problem =) Iceman77 and larrow Thank you very much for your help! =)
  20. exevankeko

    [ASK] End by score - TDM

    when he lost want it to end like this: but to say "you've lose"
  21. exevankeko

    [ASK] End by score - TDM

    when I win appears like this (is perfect!): when I lose appears like this: as seen when I lose not use the function BIS_fnc_endMission that I have wrong? here is my mission: http://uptobox.com/ovpgb1illyew
  22. exevankeko

    [ASK] End by score - TDM

    larrow thanks, this code works pretty well. *** when you win the game BIS_fnc_endMission function calls; but when I lose BIS_fnc_endMission function does not work; ---------- Post added at 19:46 ---------- Previous post was at 19:38 ---------- here it is: http://uptobox.com/ovpgb1illyew the code is fine, what I want is to use the function BIS_fnc_endMission when the game ends.
  23. exevankeko

    [ASK] End by score - TDM

    did not work. says the code works perfect when you win or lose. not call "End1", "BIS_fnc_endMission we will have to put in the trigger in any way? or init.sqf?
  24. exevankeko

    [ASK] End by score - TDM

    //store win and lose messages within global variables Tag_FNC_Winner = {hint "Your team has won";}; Tag_FNC_loser = {hint "Your team has lost";}; //server will wait until the score limit is reached or surpassed by either side & broadcasts the messages to all clients if (isServer) then { waituntil {(scoreSide West >= (paramsArray select 0)) || (scoreSide East >= (paramsArray select 0))}; if (scoreSide West >= (paramsArray select 0)) Then { W_Wins=true; PublicVariable "W_Wins"; [[], "TAG_FNC_Winner", west, false] spawn BIS_fnc_MP; [[], "TAG_FNC_loser", east, false] spawn BIS_fnc_MP; } else { E_Wins=True; publicVariable "E_Wins"; [[], "TAG_FNC_Winner", east, false] spawn BIS_fnc_MP; [[], "TAG_FNC_loser", west, false] spawn BIS_fnc_MP; }; }; /* ------------------------------------------- only 1 Trigger needed if using simple method. 1 Trigger method: timeout: 5 end#1 condition: W_Wins || E_Wins Activation: ForceEnd If defining end#1 & end#2 in the description then two triggers are needed. 2 Trigger method: timeout: 5 end#1 condition: W_Wins Activation: ForceEnd timeout: 5 end#2 condition: E_Wins Activation: ForceEnd[code] now it works thank you very much, I just like to change one thing .. as I can do? when you finish the game, as I can add this command: "END1" call BIS_fnc_endMission; ending with full-screen effects.
  25. exevankeko

    [ASK] End by score - TDM

    yes, I need to also say when you lose the code works when you play the side that wins. says that you win, but when you play the losing side does not tell me anything.
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