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R3vo

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Everything posted by R3vo

  1. I've created a short sample mission https://www.dropbox.com/s/79cqg2725rxmt56/heliExtractionSampleMission.Stratis.zip?dl=0 Try, if that works for you. The extraction gets called by pressing 0-0-1. I created that extraction for a mission I made a few weeks ago. It was quite tricky to make it work in the beginning, it seems that the position of the waypoints is vital for the extraction to work. I would love to see Bohemia adding an extraction waypoint, which takes care of all that at once.
  2. https://community.bistudio.com/wiki/Arma_3_Difficulty_Menu#Auto_guide_AT You could force the difficutly to Veteran or Expert, but I'm sure there's also an option to only disable auto locking.
  3. I see, I've finished the last showcase now, but they won't get checked in the showcase menu. That's kinda confusing and unsatisfying to have 3 missions unchecked even if you've done them.
  4. R3vo

    Arma 3 - Marksmen Community Challenge

    You can take all the time you need, to take down those bonus targests, if that's what you asked for. I feel you :D
  5. That's what I said, but no one listened to me :(
  6. R3vo

    Spawn outside MHQ?

    If those methods fail, he probably did something wrong. :D
  7. Ãs it just me, or is it still impossible to finish the Nato,AAF and CSAT showcase missions?
  8. R3vo

    Arma 3 - Marksmen Community Challenge

    Yay, can't wait for more artworks :D
  9. R3vo

    Arma 3 - Marksmen Community Challenge

    Small red lollipops !
  10. R3vo

    Development Blog & Reveals

    Where in earth do you see that NATO is going to use it? Because of that soldier? That's a placeholder for sure
  11. R3vo

    Arma 3 - Marksmen Community Challenge

    Currently working on it, which one is the best challenge to get the bonus target achivement? Nevermind, done it. But is it just me, or are those bonus targets not worth the effort. They give no real bonus and are extremely hard to hit.
  12. [color="#FF8040"][color="#1874CD"]_countdown[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#FF0000"]20[/color][color="#8B3E2F"][b];[/b][/color] [color="#006400"][i]//time until next wave[/i][/color] [color="#191970"][b]while[/b][/color] [color="#8B3E2F"][b]{[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]do[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_timeLeft[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_countdown[/color] [color="#8B3E2F"][b]-[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_countdown[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_countdown[/color] [color="#8B3E2F"][b]-[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#1874CD"]_timeLeft[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]hintSilent[/b][/color] [color="#191970"][b]format[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"Next wave in %1."[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_secondsToString[color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"BIS_fnc_spawn"[/color][color="#8B3E2F"][b],[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]spawn[/b][/color] BIS_fnc_MP[color="#8B3E2F"][b];[/b][/color] [color="#006400"][i]// adds a globally seen countdown[/i][/color] [color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#1874CD"]_countdown[/color] [color="#8B3E2F"][b]<[/b][/color][color="#8B3E2F"][b]=[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color][color="#191970"][b]isPlayer[/b][/color] [color="#000000"]_x[/color] [color="#8B3E2F"][b]&[/b][/color][color="#8B3E2F"][b]&[/b][/color] [color="#8B3E2F"][b]![/b][/color][color="#8B3E2F"][b]([/b][/color][color="#191970"][b]alive[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#006400"][i]//only players will respawn, add && (side _x) == WEST/EAST if you only want one side to respawn[/i][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]forceRespawn[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b];[/b][/color] [color="#006400"][i]// forces respawn, respawn point must be declared[/i][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_countDown[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#FF0000"]20[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]forEach[/b][/color] [color="#191970"][b]allUnits[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]sleep[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [/color] Made with KK's SQF to BBCode Converter It seems that, if the player is dead he won't respawn even though I used forceRespawn. Maybe someone else has experience with this.
  13. Doesn't the volume set in the description.ext define how far a sound can be heard?
  14. I guess you have to use https://community.bistudio.com/wiki/moveInTurret since the last update with FFV. Since the slots you can fire from are not considered as cargo anymore. Tested it, doesn't work. I was able to get soldiers in all cargo positions except the middle one. No matter which command I used.
  15. You can use publicVariable on every client. The value of the variable gets spread through all entities, server, clients etc. I can only suggest you to read some of KK's blog entries about multiplayer scripting BLOG
  16. R3vo

    Spawn outside MHQ?

    [color="#FF8040"]Revo_fnc_Teleport [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_dest[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]alive[/b][/color] [color="#1874CD"]_dest[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]closeDialog[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b];[/b][/color] [color="#FF0000"]3[/color] [color="#191970"][b]fadeSound[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]cutText[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"A few minutes later..."[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"BLACK OUT"[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]3[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]sleep[/b][/color] [color="#FF0000"]3[/color][color="#8B3E2F"][b];[/b][/color] [color="#000000"]player[/color] [color="#191970"][b]setPos[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]([/b][/color][color="#191970"][b]getPos[/b][/color] [color="#1874CD"]_dest[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]+[/b][/color] [color="#FF0000"]3[/color] [color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]getPos[/b][/color] [color="#1874CD"]_dest[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]+[/b][/color] [color="#FF0000"]3[/color][color="#8B3E2F"][b],[/b][/color] [color="#191970"][b]getPos[/b][/color] [color="#1874CD"]_dest[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]2[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]cutText[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"A few minutes later..."[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"BLACK IN"[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]5[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#FF0000"]2[/color] [color="#191970"][b]fadeSound[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]else[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]hint[/b][/color] [color="#7A7A7A"]"MHQ is currently not available."[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [/color] Made with KK's SQF to BBCode Converter [MHQ_NAME] call Revo_fnc_Teleport Here's another one it personally use in one of my dialogues.
  17. R3vo

    Development Blog & Reveals

    Couldn't find anything about that. The only link to it on reddit was removed.
  18. R3vo

    Development Blog & Reveals

    Is this a new information, or has this already been known?
  19. [color="#FF8040"][color="#1874CD"]_grp[/color][color="#8B3E2F"][b]=[/b][/color][color="#8B3E2F"][b]([/b][/color][color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_skillArray[/color][color="#8B3E2F"][b]=[/b][/color][color="#8B3E2F"][b]([/b][/color][color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_unitPool[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"classname1"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"classname2"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"classname3"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"classname4"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"classname5"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_skillset[/color] [color="#8B3E2F"][b]=[/b][/color] server [color="#191970"][b]getVariable[/b][/color] [color="#1874CD"]_skillArray[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_unit[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_skillvalue[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#1874CD"]_skillset[/color] [color="#191970"][b]select[/b][/color] [color="#000000"]_forEachIndex[/color][color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]+[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]random[/b][/color] [color="#FF0000"]0.2[/color][color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]-[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]random[/b][/color] [color="#FF0000"]0.2[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_unit[/color] [color="#191970"][b]setSkill[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]_x[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_skillvalue[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]forEach[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]'aimingAccuracy'[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]'aimingShake'[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]'aimingSpeed'[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]'spotDistance'[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]'spotTime'[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]'courage'[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]'reloadSpeed'[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]'commanding'[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]'general'[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color]EOS_DAMAGE_MULTIPLIER [color="#8B3E2F"][b]![/b][/color][color="#8B3E2F"][b]=[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color][color="#1874CD"]_unit[/color] [color="#191970"][b]removeAllEventHandlers[/b][/color] [color="#7A7A7A"]"HandleDamage"[/color][color="#8B3E2F"][b];[/b][/color][color="#1874CD"]_unit[/color] [color="#191970"][b]addEventHandler[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"HandleDamage"[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b]{[/b][/color][color="#1874CD"]_damage[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]2[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b]*[/b][/color]EOS_DAMAGE_MULTIPLIER[color="#8B3E2F"][b];[/b][/color][color="#1874CD"]_damage[/color][color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color][color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color]EOS_KILLCOUNTER[color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color][color="#1874CD"]_unit[/color] [color="#191970"][b]addEventHandler[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"killed"[/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]"null=[] execVM "[/color][color="#7A7A7A"]"eos\functions\EOS_KillCounter.sqf"[/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#006400"][i]// ADD CUSTOM CODE [/i][/color] [color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]side[/b][/color] [color="#000000"]_x[/color] [color="#8B3E2F"][b]=[/b][/color][color="#8B3E2F"][b]=[/b][/color] [color="#000000"]east[/color] [color="#8B3E2F"][b]&[/b][/color][color="#8B3E2F"][b]&[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]typeOf[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]in[/b][/color] [color="#1874CD"]_unitPool[/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#000000"]_x[/color] [color="#191970"][b]addPrimaryWeaponItem[/b][/color] [color="#7A7A7A"]"acc_flashlight"[/color][color="#8B3E2F"][b];[/b][/color] [color="#000000"]_x[/color] [color="#191970"][b]assignItem[/b][/color] [color="#7A7A7A"]"acc_flashlight"[/color][color="#8B3E2F"][b];[/b][/color] [color="#000000"]_x[/color] [color="#191970"][b]enableGunLights[/b][/color] [color="#7A7A7A"]"AUTO"[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#006400"][i]// ADD CUSTOM CODE [/i][/color] [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]forEach[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]units[/b][/color] [color="#1874CD"]_grp[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b];[/b][/color] [/color] Made with KK's SQF to BBCode Converter This should work and you can still declare what type of units should get the special gear in the _unitPool . (I hope I didn't do any mistake here,the structure of the code was kinda messy for my taste) The shk_fnc_fillhouse is already been used, if you set the parameters of your zones correctly.
  20. That's good to know. Thanks!
  21. This script doesn't work properly in version 1.41. See the picture below. https://www.dropbox.com/s/8j9h1ytuya5r3s2/2015-02-24_00004.jpg?dl=0
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