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About thesnypr

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    hum hum spending more time to script then to play since ofp cold war crisis...

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  1. hey thanks just pick up the infos ;)
  2. hi, and if i wanted to use only gau 30mm on a spawned rhs a10 can i remove all amunition and then re add only 30mm amos?
  3. thesnypr

    CAS on mapclick

    if(isNil "chopGunner_script")then{chopGunner_script = false;}; // debug message if(chopGunner_script)exitwith{cutText [format["chopGunner_script allready running!"], "PLAIN DOWN"];}; //check if runn1ng chopGunner_script = true; // selection of air types _typechopper = ["RHS_A10","RHS_A10"] call BIS_fnc_selectRandom; // position to spawn //_spawnPoschop = markerPos "helo1_spawn_marker"; // old vesrion with markers _spawnPoschop= [getpos player, 1000, 1400, 0, 0, 0, 0] call BIS_fnc_findSafePos; //debug marker spawn pos spawnPoschop = createmarker ["spawnPoschop",_spawnPoschop]; //debug if (debugModeMASTER) then { spawnPoschop setMarkerType "o_art"; spawnPoschop setMarkerColor "ColorRed"; spawnPoschop setMarkerText "spawnPoschop"; spawnPoschop setMarkerSizeLocal [0.6, 0.6]; }; // create chopper in air _creation = [_spawnPoschop, -90,_typechopper, independent] call bis_fnc_spawnvehicle; heloGroup = _creation select 2; helo = _creation select 0; {_x setskill ["spotDistance",0.88]}forEach crew helo; {_x setskill ["aimingAccuracy",0.11]}forEach crew helo; // combat mod crew heloGroup setBehaviour "AWARE";// AWARE,combat, safe, etc.. heloGroup setCombatMode "RED";//blue, yellow, green // *combat height //helo flyInHeight 120; // *unlimited ammos for the chopper helo addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]; // *sending to player zone //[heloGroup,getpos player,1300] call CBA_fnc_taskPatrol; //[group _unitu1, getmarkerPos "batlefield", 250] call bis_fnc_taskPatrol; [heloGroup, getmarkerPos "batlefield", 750] call bis_fnc_taskPatrol; // patrol timming sleep 300; _DEspawnPoschop= [getmarkerPos "batlefield", 4000, 5000, 0, 0, 0, 0] call BIS_fnc_findSafePos; //debug marker despawn pos DEspawnPoschop = createmarker ["DEspawnPoschop",_DEspawnPoschop]; //debug if (debugModeMASTER) then { DEspawnPoschop setMarkerType "o_art"; DEspawnPoschop setMarkerColor "ColorRed"; DEspawnPoschop setMarkerText "dspwnchpr"; DEspawnPoschop setMarkerSizeLocal [0.6, 0.6]; }; // creation destination final _waypoint1 = heloGroup addWaypoint [ (markerPos "DEspawnPoschop"), 500]; _waypoint1 setWayPointBehaviour "CARELESS"; _waypoint1 setWayPointSpeed "full"; _waypoint1 setWayPointType "MOVE"; _waypoint1 setWayPointCombatMode "WHITE"; _waypoint1 setWaypointStatements ["true", ""]; //_wp setWaypointStatements ["true", "(your script here)"]; sleep 50; // first condition if(getmarkerPos "batlefield" distance getpos helo > 2500 or (getDammage helo > 0.7))exitwith {deleteMarker "spawnPoschop";deleteMarker "DEspawnPoschop"; chopGunner_script = false;}; // second condition waitUntil { (getmarkerPos "batlefield" distance getpos helo > 2500)or (getDammage helo > 0.7) }; sleep 5; {deleteVehicle _x;}forEach crew helo; //deleteVehicle _unit1airchopper; //deleteVehicle _unit2airchopper; deleteVehicle helo; sleep 10; deleteMarker "spawnPoschop"; deleteMarker "DEspawnPoschop"; sleep 20; chopGunner_script = false;
  4. thesnypr

    How to use ModuleCAS_F

    hi all any idea to help me i ve been searching but nothing, i ve made a script pack and wanted to add just like a bomb run with RHS A10 my scrip calculate numbers of ia on each side and launch other stuff like mortars and so... the thing i just want to do like i did on my own vehicle spawn script (tank, car...) is at the end of previus time i need to despawn the aircraft.... with cars or other i just gave a random point faraway, give command to move to & destroy it with a distance condition, how can i aply it to plane spawned by the module, i mean just found name of it and send it away of the action zone?
  5. thesnypr

    CAS on mapclick

    hi, i had the same problem with a script i ve made some times ago and plane or chopper did the same, turning around like they cannoy reach teyr waypoint, did you succeed to fix it (despawn the vehicle?)
  6. ha yes, iv just past it in a comment in steam thks, just need RHS (full) & Abriama map im using VcomAi (so nice) but the script version only at the base it was only SP i had a ambiance sound script that created a hempty helipad & play some songs but i don t found solution to make it work in MP??? hum so fun it was already written on the description ;) needed : * RHS (full) * Abriama map * RUGDSAI_A3 (optional but cool ) * JSRS soundmod (optional but cool ) * JSRS soundmod RHS AFR compatibility (optional but cool )
  7. hi all long time since scripting ;) back with this http://steamcommunity.com/sharedfiles/filedetails/?id=1255777321 a SP & MP batlefield style mission: description: * 2 team red vs blue * a warzone * a lot of imerssion tweaks for realism: * ai use flashlight thanks Jboy * ai talk thanks RUGDSAI & thanks Jboy * VcomAi do the rest * random amocahes * mortar script random amo & flare shooting * air flyby * fog script * color correction * side markers on map thanks Quiksilver * injuries script by Persian MO for the gameplay: i ve buit a script who calculate in a loop each unit on the batleground by side, where you can set the max amount of players ,the time to loop spawnscript .... it spawn group (random amount) in 3 random location for each side, with specific gears , each kill give point the first team with 50 kills win the match... a script is also calculate numbers of kills for the hend mission contition.. can someone give me feedback about it?
  8. hi , nice job would like to know how to add the fnc to unit spawned by script? { _null = [_x] execVM "VzR_SRIPTS\SPAWNS\SP_gearingEAST.sqf"; _x setskill ["aimingAccuracy",0.24] ; _x setskill ["courage",0.75] ; _x addEventHandler ["killed", killedEHandler]; _x addEventHandler ["killed",{_this execVM "VzR_SRIPTS\SP_killCountEast.sqf"}]; } forEach units spawnedEastInf ; or the script is already effectiv on each units by loop?
  9. thesnypr

    African Factions for CUP

    it s a great work thanks, hum sorry, i was looking to classname list for my units spawner script but i didn t found it, can you help me?
  10. thesnypr

    Animations with Keybinds

    lokking for something similar, i need to show a help screen and close it by pressing any key goout = false; (findDisplay 46) displaySetEventHandler ["KeyDown", "goout=true"]; waituntil {goout ==true}; i don't hundertand how to pass goout = false by goout = true before the waituntil??
  11. just a smal question, i ve been searching a lot and did not found what i want, i have a small script displaying help screen on a SP mission, i would like to use something like : waituntil... (esc key pressed) then countinue the script. have any idea?
  12. thesnypr


    new bombs script added to Vzr-Script pack. Vzr-Script pack. change logs: * caculate all things around player (tested to 1500 meter) * counting armored & ground units by faction * calulate the maximum amount of spawned stuff by side * spawning trigers on all location (village , town ...) and added random scenario script to all of them * counting houses around player (for loot script & untis placing) and spawns scripts * spawn random armored with crew sending to 1500m patroling player zone * spawn random infantery with new gears and abilitys to 1500m patroling player zone * artilery firing script - detect night/day time - shooting flares or random mortar types with sounds effect & radio fx * loot script - adapted some categorie of gameplay (easy, normal, hard) - added separate hungers/thirst & wepons/amos - removed all spawned weapons on ground due to "some flying in the air bugs" * new script adapting gears to maps (easyest way to not have to modiffy Script pack to each mission) * added some para-military small camps that can despawn if player is too far and much more one more function in the pack for the BLOOD STAR mission so easy, it s counting all vehicles around player by type & distance * if there is some, it runs a cas mimic and create bomb near those target, and shooting flare in sky... :) * if no vehicle it create simple bombing around... for this exemple im using a marker "batlefield" attaching to the player with a loop ,in my mission it's used randomly in a scenario script with some more conditions... //null= [] execVM "VZ_SRCIPT_PackSP\SPAWNS\SP_Spawn_bomb.sqf"; titleText ["cas running...", "PLAIN DOWN"]; // debug help sleep 3; titleFadeOut 3; _counttank = 0;// declare counting to 0 first { // counting by types and minimum & maximum distance to player if ( alive _x && (_x isKindOf "Tank"|| _x isKindOf "LandVehicle" )&& (getpos player distance _x < 700)&& (getpos player distance _x > 100)) then //if (side _x == east && alive _x && (_x isKindOf "Tank"|| _x isKindOf "LandVehicle" )&& (getpos player distance _x < 600)) then { _counttank = _counttank + 1; //each vehicle +1 }; } forEach vehicles; sleep 3; hint format ["tank target %1", _counttank];// debug help numbers of vehicles if (alive player) then { if (_counttank > 0) then // if numbers of vehicle > 0 { titleText ["cas armored target selected...", "PLAIN DOWN"]; // debug help sleep 3; titleFadeOut 3; _null = [] execVM "VZ_SRCIPT_PackSP\SPAWNS\SP_tankCOUNTER_v4.sqf"; // execute bombing tank script "SP_tankCOUNTER_v4" } else { titleText ["cas bombing area...", "PLAIN DOWN"]; // if no armored around execute bombing ground script sleep 3; titleFadeOut 3; _speakerjet= "HeliHEmpty" createVehicleLocal [0,0,0]; // playing sounds _speakerjet attachTo [player,[0,0,39]]; _jetsoundlist = ["jet1","jet2"] call BIS_fnc_selectRandom; _speakerjet say3D _jetsoundlist; sleep 10 ; _spawnPosbomb= [getMarkerPos "battlefield", 0, 1000, 0, 0, 0, 0] call BIS_fnc_findSafePos;// create bomb around battlefield marker _bombs = "Bo_GBU12_LGB" createVehicle _spawnPosbomb; _bombs setDamage 1; sleep(3 + random 5); _spawnPosbomb2= [_spawnPosbomb, 50, 250, 0, 0, 0, 0] call BIS_fnc_findSafePos; _bombs2 = "Bo_GBU12_LGB" createVehicle _spawnPosbomb2; _bombs2 setDamage 1; sleep(3 + random 5); _spawnPosbomb3= [_spawnPosbomb, 50, 350, 0, 0, 0, 0] call BIS_fnc_findSafePos; _bombs3 = "Bo_GBU12_LGB" createVehicle _spawnPosbomb3; _bombs3 setDamage 1; sleep(8 + random 5);// playing sounds after bombing _speakerjet2= "HeliHEmpty" createVehicleLocal [0,0,0]; _speakerjet2 attachTo [player,[0,0,19]]; _jetsoundlist2 = ["jet3","jet4","jet5"] call BIS_fnc_selectRandom; _speakerjet2 say3D _jetsoundlist2; sleep 30; deleteVehicle _speakerjet; // deleting speakers deleteVehicle _speakerjet2;// deleting speakers }; } else { titleText ["cas else...", "PLAIN DOWN"]; // debug sleep 3; titleFadeOut 3; }; // // // COUNTING SCENARIO SCRIPT BY VINZ73 thanks to credit ;) // // // //=======================================================================// // _null = [] execVM "VZ_SRCIPT_PackSP\SPAWNS\SP_tankCOUNTER_v4.sqf"; // radio messages _AMBiantradio= "HeliHEmpty" createVehicleLocal [0,0,0]; _AMBiantradio attachTo [player,[0,0,14]]; _AMBiantradiolist = ["radio01","radio02","radio03","radio04","radio05","radio06","radio07","radio08"] call BIS_fnc_selectRandom; _AMBiantradio say3D _AMBiantradiolist; // jets sounds 1 _speakerjetv= "HeliHEmpty" createVehicleLocal [0,0,0]; _speakerjetv attachTo [player,[0,0,19]]; _jetsoundlistv = ["jet1","jet2"] call BIS_fnc_selectRandom; _speakerjetv say3D _jetsoundlistv; sleep(3 + random 5); _counttank = 0; { if ( alive _x && (_x isKindOf "Tank"|| _x isKindOf "LandVehicle" )&& (getpos player distance _x < 700)&& (getpos player distance _x > 100)) then //if (side _x == east || side _x == independent && alive _x && (_x isKindOf "Tank"|| _x isKindOf "LandVehicle" )&& (getpos player distance _x < 800)) then { sleep(1 + random 3); //_bombrpos = [getpos _x, 0, 5, 0, 0, 0, 0] call BIS_fnc_findSafePos; _bombrpos = getpos _x; flrObjt = "F_40mm_white" createvehicle ((_x) ModelToWorld [10,100,200]); flrObjt setVelocity [0,0,-10]; //_bombs = "Bo_Mk82" createVehicle _bombrpos; _bombs = createVehicle ["Bo_Mk82", _bombrpos, [], 20, "FLY"]; _bombs setDamage 1; _counttank = _counttank + 1; }; } forEach vehicles; sleep 13; // jets sounds 2 _speakerjetv2= "HeliHEmpty" createVehicleLocal [0,0,0]; _speakerjetv2 attachTo [player,[0,0,22]]; _jetsoundlistv2 = ["jet3","jet4","jet5"] call BIS_fnc_selectRandom; _speakerjetv2 say3D _jetsoundlistv2; sleep 30; deleteVehicle _speakerjetv; deleteVehicle _speakerjetv2; deleteVehicle _AMBiantradio; //hint format ["tank %1", _counttank];// debug help
  13. thesnypr


    * soundpack done (on cas jets, radio, hitsound & killing sound) stereo work with sony vegas & soundforge. * respawn (much better) (new camera scenes) * zombies (absolutely not!) * new bombrun script (cas bombing mk82 on armored around, if no armored then carpet bombing) * reworked mortar script & flare script * work on intro (shorter) * work on minefield zone