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csk222

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Everything posted by csk222

  1. This might be useful in what you're trying to do. Good luck. ARMA 3 Editor Tutorial Activate A Trigger After Completing A Task​ https://youtu.be/l6xKKrIFgOQ The scenario: - So, the player runs across a field and there is an END MISSION TRIGGER - Now, I don't want it to be ENABLED until I complete an objective, however I have to get across the trigger in order to complete the objective. - I could move it but, no, just no. - My problem is, when the player runs across the field the END MISSION TRIGGER FIRES and the mission ENDS - What I want is: the trigger to be "invisible" (the trigger won't be fired when I cross said field) to the player. - THEN, once you COMPLETE the objective that is ACROSS the field, the trigger is "visible" (when I cross it I want the trigger to fire and then end the mission). THE ANSWER: First you have to give your task a name in the "Task ID" Box in the create task module. For this example I used "task_1" (without quotes/see video) 0:36 In this example we set up 2 trigger areas 10x10: On the left, the end trigger the player must cross to get to the task trigger on the right. In the Condition Box of the end trigger you put "this and task_1" (without quotes/see video) 0:20 This doesn't allow the trigger to fire until those conditions are met. In the On Activation Box of the task trigger you put "task_1 = true" (without quotes/see video) 0:29 This tells ARMA that task_1 has been completed and will now allow the condition on the end trigger (this and task_1) to be met once you go into the 10x10 end trigger area.
  2. Try a function and if you want you can add multiple options for the time: /* Author: Cobra [BOMSF] 1949-2014 cobra@bomsf.com - www.bomsf.com You may re-use any of this work as long as you provide credit back to me. Contact bomsfARMA3@gmail.com Edit By CSK222 Mission Time Change */ teg_fnc_1am = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "1 AM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,01]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_1pm = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "1 PM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,13]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_2am = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "2 AM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,02]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_2pm = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "2 PM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,14]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_3am = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "3 AM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,03]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_3pm = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "3 PM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,15]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_4am = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "4 AM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,04]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_4pm = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "4 PM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,16]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_5am = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "5 AM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,05]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_5pm = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "5 PM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,17]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_6am = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "6 AM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,06]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_6pm = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "6 PM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,18]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_7am = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "7 AM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,07]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_7pm = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "7 PM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,19]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_8am = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "8 AM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,08]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_8pm = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "8 PM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,20]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_9am = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "9 AM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,09]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_9pm = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "9 PM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,21]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_10am = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "10 AM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,10]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_10pm = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "10 PM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,22]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_11am = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "11 AM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,11]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_11pm = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "11 PM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,23]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_12am = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "12 AM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,00]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; teg_fnc_12pm = { private ["_text","_1","_msg"]; _text = "<t size='1'>" + "12 PM" + "<br />" + "<t size='1.5'>" + "Mission Time Change" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "</t>"; _1 =[_text,0.01,0.01,10,-1,0,90]spawn bis_fnc_dynamicText; _date = date; _date set [3,12]; //--- new hour (18) _date set [4,00]; //--- new minute (35) cuttext ["","black out"]; 1 fadesound 0; sleep 1; [[[_date], { setDate (_this select 0) }], "BIS_fnc_spawn"] call BIS_fnc_MP;; 2 fadesound 1; sleep 2; cuttext ["","black in"]; }; We call each function from a custom in game tablet: (1 AM Example) in the "action =" you see the function being called class btnD6: mop_RscButton { idc = 6; action = "closeDialog 0;[[],'teg_fnc_1am',true,true] call BIS_fnc_MP;"; text = "0100 (1 AM)"; //--- ToDo: Localize; tooltip = ""; //--- ToDo: Localize; x = 0.3; y = 0.01; w = 0.19; h = 0.05; }; Here's an example: https://youtu.be/4et3TI8K4sk?t=59s This is just an example of what we do. I don't know if you can call a function from an addaction. Someone more advanced can chime in on that.
  3. Place a game logic near what you want to hide and put this in the init: hideObject ([0,0,0] nearestObject 524235); But be aware that in the RPT you will get the following: 1:19:30 Performance warning: Very large search for 524235 (>300 m) 1:19:30 Performance warning: Search for 524235: b_ficusc2d_f.p3d was very large (16290 m) UPDATE: Place a game logic near what you want to hide and put this in the init: for this example I named it "logic_hide1" {((getpos logic_hide1) nearestObject _x) hideObject true;} forEach [524211,524212,524213,524214,524235,525830]; This eliminates the RPT Performance warning.
  4. What about if I want to leave/exclude certain objects/containers for example a suitcase (intel) and an CSAT Ammo Crate from being cleaned up. Will this allow something like that?
  5. I'm not sure if it was already updated where one would get teleported back to the chopper after fast roping and the new looking ropes but, everything worked great. The only thing that I see that's different/missing is that the chopper used to cut ropes automatically when it would fly away. This comes in handy when you use AI pilots. Is there a way to get that back in there or how do I achieve this? Also in the past I posted the following: EDIT/UPDATE: I figured out how to toss rope uh80_alpha land "GET OUT"; uh80_alpha action ['autoHover', uh80_alpha]; sleep 35; uh80_alpha animateDoor ["door_L",1]; uh80_alpha animateDoor ["door_R",1]; sleep 3; call SHK_Fastrope_fnc_createRopes; [["AirborneCommand",["Airborne Command", "Alpha - Greenlight - Good To Go"]], "BIS_fnc_showNotification", true, false] spawn BIS_fnc_MP; sleep 1; Now I cant figure out how to cut the rope: uh80_alpha move (getMarkerPos "alphapad"); [["AirborneCommand",["Airborne Command", "UH80 Alpha returning to base"]], "BIS_fnc_showNotification", true, false] spawn BIS_fnc_MP; sleep 1; uh80_alpha animateDoor ["door_L",0]; uh80_alpha animateDoor ["door_R",0]; //call SHK_Fastrope_fnc_cutRopes; uh80_alpha flyInHeight 100; uh80_alpha setBehaviour "CARELESS"; uh80_alpha setSpeedMode "NORMAL"; RPT: 20:07:46 Error in expression <trope_Queue", [], true]; { if (typeOf _heli in (_x select 0)) exitWith { { _he> 20:07:46 Error position: <_heli in (_x select 0)) exitWith { { _he> 20:07:46 Error Undefined variable in expression: _heli
  6. https://forums.bistudio.com/topic/186469-3den-breaking-older-missions/
  7. Hello. For some reason I cant get the server to load Unit Mods, It will simply not start. Am I missing something? This is the command line I want to use: (Doesn't Start The Server) -profiles=C:\games\xxx\xxx\arma3\config -config=server.cfg -port=xxx -IP=xxx -mod=@CUP_Terrains_Pack_Core;@CUP_Terrains_Pack;@Kunduz_Afghanistan;@Massi_NATO_Russian_Vehicles;@FIR_AirWeaponSystem_US;@FIR_F14D_Tomcat;@FIR_F15_Eagle;@FIR_F16C_Falcon;@Massi_USSOCOM_Vehicles_mas;@Massi_RussianGRU_Vehicles_mas;@Massi_MiddleEastWarfare_Vehicles_mas; -world=empty -gtqueryport=xxx This is the command line that works: (Does Start The Server) When I remove the last 3 mod entries "USSOCOM, Russian GRU, and MiddleEast Warfare" unit mods. -profiles=C:\games\xxx\xxx\arma3\config -config=server.cfg -port=xxx -IP=xxx -mod=@CUP_Terrains_Pack_Core;@CUP_Terrains_Pack;@Kunduz_Afghanistan;@Massi_NATO_Russian_Vehicles;@FIR_AirWeaponSystem_US;@FIR_F14D_Tomcat;@FIR_F15_Eagle;@FIR_F16C_Falcon; -world=empty -gtqueryport=xxx Thanks in advance for any information/help you may provide.
  8. All of the mods that I listed don't require @CBA3, Should I still add it? I do allow other client side mods that require @CBA3.
  9. Thank you for the reply. It was missing the Massi_NATO_Russian_Weapons Pack to arm the Units. I overlooked it.
  10. Hello. I am getting an error when the blufor1_1, blufor1_2, and blufor1_3 slots are not filled by a player. I have looked into if, then, else, and exitwith but have not been able to come up with the proper code. I would want it to not do anything (I've also looked into isnil). // Set up Markers On Leaders and Vehicles [] spawn { while {TRUE} do { sleep 5; // 10 original setting if (alive blufor1_1) then { "ofrsp" setMarkerPos position blufor1_1; }; if (alive blufor1_2) then { "tlrsp" setMarkerPos position blufor1_2; }; if (alive blufor1_3) then { "slrsp" setMarkerPos position blufor1_3; }; }; };
  11. I had tried that before and it didn't work. I just tried it again and it semi works. What's happening now is that: If I am blufor1_1 it works fine, but if I am blufor1_2 it assigns the blufor1_1 marker to blufor1_2. Why's that happening? Note: Thanks for the soldier tracker suggestion. It is not what I need.
  12. RPT: 23:55:47 Error in expression <kerPos position blufor1_1; }; if (alive blufor1_2) then { "tlrsp" setMarkerPos p> 23:55:47 Error position: <blufor1_2) then { "tlrsp" setMarkerPos p> 23:55:47 Error Undefined variable in expression: blufor1_2 23:55:47 File mpmissions\__cur_mp.Altis\init.sqf, line 155
  13. cthulhu616 thanks for bringing that up. I tested the previous code with the MK20 and it left the other tracer magazines in the inventory. larrow thank you for the latest update - it works.
  14. Thanks for the response but larrow had the answer I was looking for. It works so far in the editor but I haven't uploaded/tested the mission on the dedicated server yet. I'm sure it will work though.
  15. removeallweapons this; removes all weapons including sidearm, explosives, and launchers. I'm looking for a way to just remove primary weapon ammo/magazines. This is the original code: Where I remove and reassign everything. I want to just replace the primary weapon and remove any "old" primary weapon ammo /* Author: Cobra [BOMSF] 1949-2014 cobra@bomsf.com - www.bomsf.com You may re-use any of this work as long as you provide credit back to me. Contact bomsfARMA3@gmail.com Edit By CSK222 Soldier Loadouts Class: Sniper Weapons: Mar10 .338 */ private ["_soldier"]; _soldier = _this select 0; if(local _soldier) then { // Remove original equipment removeAllWeapons _soldier; removeAllAssignedItems _soldier; removeAllContainers _soldier; // Add clothing _soldier adduniform "U_B_CombatUniform_mcam"; _soldier addvest "V_PlateCarrier1_blk"; _soldier addheadgear "H_HelmetB_light_black"; _soldier addGoggles "G_Tactical_Black"; _soldier addbackpack "B_Kitbag_rgr"; // Add to Backpack (unitBackpack _soldier) additemCargo ["FirstAidKit",2]; (unitBackpack _soldier) additemCargo ["SmokeShell",2]; (unitBackpack _soldier) addmagazineCargo ["handgrenade",2]; (unitBackpack _soldier) addmagazineCargo ["SatchelCharge_Remote_Mag",1]; // Add to Vest _soldier addItemToVest "optic_Hamr"; _soldier addItemToVest "optic_AMS"; _soldier addItemToVest "optic_KHS_blk"; _soldier addItemToVest "optic_SOS"; _soldier addItemToVest "optic_LRPS"; _soldier addItemToVest "optic_Arco"; _soldier addItemToVest "optic_MRCO"; _soldier addItemToVest "optic_DMS"; // Primary Weapon _soldier addMagazines ["10Rnd_338_Mag",4]; _soldier addweapon "srifle_DMR_02_F"; _soldier addPrimaryWeaponItem "optic_Nightstalker"; _soldier addPrimaryWeaponItem "muzzle_snds_338_black"; _soldier addPrimaryWeaponItem "bipod_01_F_blk"; _soldier addPrimaryWeaponItem "acc_pointer_IR"; // Pistol _soldier addMagazines ["11Rnd_45ACP_Mag", 3]; _soldier addweapon "hgun_Pistol_heavy_01_F"; _soldier addHandgunItem "muzzle_snds_acp"; _soldier addHandgunItem "optic_MRD"; // Grenades _soldier addMagazines ["HandGrenade",8]; // Laser Designator _soldier addMagazines ["Laserbatteries",1]; _soldier addweapon "Laserdesignator"; // Add & Assign Items _soldier additem "NVGoggles"; _soldier additem "ItemCompass"; _soldier additem "itemmap"; _soldier additem "itemradio"; _soldier additem "itemwatch"; _soldier assignitem "NVGoggles"; _soldier assignitem "itemcompass"; _soldier assignitem "itemmap"; _soldier assignitem "itemradio"; _soldier assignitem "itemwatch"; // UAV Terminal _soldier linkItem "B_UavTerminal"; // Insignia [_soldier,"BOMSF"] call bis_fnc_setUnitInsignia; };
  16. Hello. Is it possible for non leaders (players) to mark targets for the whole squad? Can there be multiple marked targets/Red Boxes at the same time marked by members (players) of the squad? Here's a script I came across. Currently it works for each player on their own machine - where they each designate a target and can track it. How can I make changes to allow all squad members (players) to mark targets that are visible to all members (players) - Multiple Targets Simultaneously If Possible. targeter = _this select 0; my_target = cursorTarget; my_targetdis = targeter distance my_target; my_targetdis = round (my_targetdis); my_targetdir = getdir targeter; my_targetdir = round (my_targetdir); mrktarget = { { _x doTarget cursorTarget; } forEach units group targeter; }; my_msg = { //targeter groupChat format["Fire at this target! %1 m %2 deg from me", my_targetdis, my_targetdir]; targeter groupChat format["Target - %1 m - Bearing %2 - From my position", my_targetdis, my_targetdir]; }; [[targeter],"mrktarget",true,false] spawn BIS_fnc_MP; [[targeter, my_targetdis, my_targetdir],"my_msg",true,false] spawn BIS_fnc_MP;
  17. Hello. How can I get the following code to work only for the person pressing the button? Right now if the button is pressed by anybody, it calls it for everybody. teg_fnc_sway0 = {player setCustomAimCoef 0;}; called like this: action = "[[],'teg_fnc_sway0',true,true] call BIS_fnc_MP;";
  18. data_f_exp_b.pbo last modified 12/3/2015 (December 3rd, 2015)
  19. No matter what I save using the Editor, the 3DEN entry will appear. What I have been doing is - editing my mission in the editor as usual and saving it. Then I go into the mission.sqm and delete the 2 3DEN entries and save. Then using PBO Manager, I go into my missions folder and right click and "pack into Example.Altis.pbo" Hope that helps for now.
  20. I have the same problem. But even if I delete the 2 3DEN entries from the mission.sqm, when I go to save the mission the 2 3DEN entries appear again. Any suggestions?
  21. Problem Solved with the Hot Fix. Thank You!
  22. Ok so just to clarify. Is enableStamina False the new enableFatigue False? Will I need both? Fixed: No longer forcing walk when Stamina is switched off by script http://feedback.arma3.com/view.php?id=26727 "this is a huge problem unless you are in a clan or what ever them kids are calling it these days, to specialize load outs. and i defeats the point of large load barring gear, as it stand with this new system one can only fill the hghest capacity gear about 2/3s full with out walking around like you are holding in a poo" How come it says fixed but I'm still forced to walk when I have a full backpack? Is there an additional code to prevent being forced to walk with full load capacity (ie. Rifleman AT with Carryall full of rockets)? I've tried "allowsprint true" and "forcewalk false".
  23. I'm sure it will work in the dedicated server. I have just been messing around in the editor. I got curious and wondered what else I could affect and found this: https://community.bistudio.com/wiki/setUnitRecoilCoefficient I combined the 2 and practically made a laser with the LMGs when you set it to 0. // Custom Weapon Sway & Recoil player setCustomAimCoef 0.1; player setUnitRecoilCoefficient 0.1; player addEventHandler ["Respawn", {player setCustomAimCoef 0.1;}]; player addEventHandler ["Respawn", {player setUnitRecoilCoefficient 0.1}];
  24. I messed around with setCustomAimCoef 0.1 and it is amazing. I definitely like knowing that I have the ability to adjust it. I see that the fatigue isn't the problem, it is the load / forced walk. According to the new system the majority of my load outs don't allow me to sprint. Hopefully that gets resolved soon.
  25. Hello. How can I personalize a welcome message with a players name using the following code. _text = "<t size='1.5'>" + "BOMSF THOR SYSTEM" + "</t>" + "<br />" + "<t size='1.5'>" + "Enemy Assault" + "</t>" + "<br />" + "<img size='4' image='images\bomsf_thor.paa'/>" + "<br />" + "<br />" + "<t size='1'>" + "Welcome To" + "</t>" + "<br />" + "<t size='1'>" + "Kunduz, Afghanistan" + "</t>"; _1 =[_text,0.01,0.01,5,-1,0,90]spawn bis_fnc_dynamicText; waituntil {scriptdone _1}; I want to insert the name after the image and before the "Welcome To".
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