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Found 675 results

  1. May I have some help to compile this script, if (Plight == 0) then { playSound ["click", true]; cockpit = playerJET; CPlight = "#lightpoint" createVehicle [0,0,0]; CPlight setLightBrightness 0.1; CPLight setLightAmbient [0.0, 1.0, 0.0]; CPlight setLightColor [0.0, 1.0, 0.0]; CPlight attachTo [cockpit, [0,5,-0.5], "vez"]; addMissionEventHandler ["Draw3D", { CPlight setVectorDirAndUp [ (cockpit selectionPosition "pohon") vectorFromTo (cockpit selectionPosition "otochlaven"), [0,0,1]; Plight=1; ]; }]; } else { deletevehicle CPlight; Plight=0; }; It reports "Missing ]" but I don't know where it is. Before the "else", likely. Thanks!
  2. Description: Script that turns your screen black & white gradually as you get fatigued, and returns color as you recover. Long description: Notes: Works with ACE and Vanilla. It does not affect ACE3 values. It's not configured to run on respawn. Credits: Bohemia Interactive ACE Team BI Arma Forum Contributors PS: If there's problems with the ACE code being used please delete this thread. PS2: If you wanna help and get values directly from ACE3 addon (#include "\z\ace\addons\advanced_fatigue\script_component.hpp"), i'd appreciate it. Thanks. Script: //fatiguebwfx=execVM "fatiguebwfx.sqf"; if (hasInterface) then{ //JIP player waitUntil {!isNull findDisplay 46}; private _ppcolor = ppEffectCreate ["ColorCorrections", 8989]; _ppcolor ppEffectEnable true; _ppcolor ppEffectForceInNVG true; if (isClass(configFile >> "CfgPatches" >> "ace_main")) then{ //ACE //#include "\z\ace\addons\advanced_fatigue\script_component.hpp" #define ACE_AE1_MAXRESERVE 4000000 #define ACE_AE2_MAXRESERVE 84000 #define ACE_AN_MAXRESERVE 2300 while{sleep 0.5; alive player} do{ //Source: ACE3/addons/advanced_fatigue/functions/fnc_mainLoop.sqf private _ae1Reserve = missionNameSpace getVariable "ace_advanced_fatigue_ae1reserve"; private _ae2Reserve = missionNameSpace getVariable "ace_advanced_fatigue_ae2reserve"; private _anReserve = missionNameSpace getVariable "ace_advanced_fatigue_anreserve"; private _aeReservePercentage = _ae1Reserve / ACE_AE1_MAXRESERVE + _ae2Reserve / ACE_AE2_MAXRESERVE / 2; private _anReservePercentage = _anReserve / ACE_AN_MAXRESERVE; private _perceivedFatigue = (_anReservePercentage min _aeReservePercentage); //aerobic fatigue _ppcolor ppEffectAdjust [1, 1, 0, [1, 1, 1, 0], [1, 1, 1, (_perceivedFatigue max 0.1)], [0.199, 0.587, 0.114, 0]]; //_ppcolor ppEffectAdjust [1, 1, 0, [1, 1, 1, 0], [1, 1, 1, ((1-(missionNameSpace getVariable "ace_advanced_fatigue_anfatigue")) max 0.1)], [0.199, 0.587, 0.114, 0]]; //anaerobic fatigue _ppcolor ppEffectCommit 0.1; waituntil{ppEffectCommitted "ColorCorrections"}; //hint str [_perceivedFatigue, (missionNameSpace getVariable "ace_advanced_fatigue_anfatigue")]; }; }else{ //Vanilla //mrcurry https://forums.bohemia.net/forums/topic/215365-extend-stamina-duration-with-commands/ player setUnitTrait ["loadCoef", (player getUnitTrait "loadCoef")/2]; //<--- optional while{sleep 0.5; alive player} do{ _ppcolor ppEffectAdjust [1, 1, 0, [1, 1, 1, 0], [1, 1, 1, ((1-(getFatigue player)) max 0.1)], [0.199, 0.587, 0.114, 0]]; _ppcolor ppEffectCommit 0.1; waituntil{ppEffectCommitted "ColorCorrections"}; //hint str (1-(getFatigue player)); }; }; _ppcolor ppEffectAdjust [1, 1, 0, [1, 1, 1, 0], [1, 1, 1, 1], [0.199, 0.587, 0.114, 0]]; _ppcolor ppEffectCommit 5; sleep 5; _ppcolor ppEffectEnable false; ppEffectDestroy _ppcolor; };
  3. Hello, I am trying to figure out how to keep an AI controlled SUV to sit still until a specific AI unit enters that vehicle. So far I haven't gotten it to work, nor could I find anything to help online with something this specific. Hopefully someone has the solution. Thanks
  4. Hello, I have made a mission using a script made by an Armaholic profile called ESO. It simply spawns units when Player/Player's(MP) are in its desired distance. BUT. I wunder if it is somehow possible to make the Players that are in Plane or Helicopter not be able to activate ESO script. Other words that they can fly inside a marker with ESO without any units spawning. Could any1 help me out on this? Would be really helpfull! 🙂 Regards Sorry for bad English.
  5. Hello there, as the title already states my script is missing a semicolon but my 2 friends couldn't figure out where it was missing and neither could I. The following is the code: run = true; task_1 = player createSimpleTask ["Kill Bob"]; task_1 setSimpleTaskDescription ["Kill Bob that stupid prick","Kill Bob"]; task_1 setSimpleTaskDestination (getPos bob); task_1 setSimpleTaskType "attack"; player setCurrentTask task_1; while (run){ if (alive bob) then{ hint "Bob is dead"; task_1 setTaskState "Succeeded"; run = false; }; }; The error says it missing in the same line in which I start my while loop. Quick sidenote this script is just something I created to learn to script for missions. I also have another question because I want to be able to execute this script from my main script how do I do that because I couldn't get execVM to work and how can I check within the main script wether task_1 is finished and then start task_2? Thanks for your help Cheers, Nope.X
  6. - - - - - - - - - - - - - - - - - - - - - - - - - EDIT: Solution here. - - - - - - - - - - - - - - - - - - - - - - - - - Hi all, I've been spending a while trying to figure out the proper method to attach a vest to a dog and correctly move it with the animations. Creation of dog and initial AttachTo are working fine, but I'm having trouble matching the direction of the vest to the dog's position. This is what I have been trying to work with so far, but it does not match correctly: _dog = dogDmy; _vest = "Vest_V_HarnessO_gry" createVehicle [0,0,0]; _vest attachTo [_dog,[0,-0.4,-0.54],"spine2"]; _n=[_dog,_vest] spawn { _dog = _this select 0; _vest = _this select 1; while {_vest in (attachedObjects _dog)} do { _vest setVectorDirAndUp [(_dog selectionPosition "spine2") vectorFromTo (_dog selectionPosition "hips"),[0.01,0.01,-0.99]]; sleep .1; }; }; There are similarities between this and a couple other scripts people have written, but they don't seem to work entirely for a dog. https://forums.bohemia.net/forums/topic/189737-attachto-trying-to-attch-a-lamp-on-torret/ http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/ At the minute I am using While instead of a Draw3D or EachFrame EH to avoid unnecessary use of resources. Dog creation for testing: Thank you in advance!
  7. Hello! I get straigt to the point: I am creating a mission in 3Eden and I have stumbled on an holdback. I have used the ALIVE modules to make civilians spawn on the map. (Standard ALIVE Civilian spawn) And if I use Allow interact in the module "Civilian Population" We can interact with them in-game to detain, tell go away and so on... But I wish to have this on the ACE interaction menu instead. How do I make this? I belive this is done tru scripting. Regards!!!
  8. Hey all, I am quite new to scripting and have been looking into eventHandlers a bit lately. I stumbled across the scriptedEventHandlers. I am not sure I really understand the concept of a scipted eventHandler against a "normal" eventHandler. So, what exactly is the difference between those two? I mean, that in my understanding (which I believe to be incomplete) both "kinds" of eventHandlers are called when a specific event is happened and if this is the case what is the difference then? 😕 So, the question I am posing here is quite broad, I know, but if there's any good text I could have a look at somewhere online, or a video or some educational material I would really like to have a look. Otherwise if anyone here could throw some clarifications (without having to spend too much time as to write down a full guide on eventHandlers) they would be extremely welcome. Thanks, Achilles.
  9. Thats the script I am using but once the mission starts it says their is a generic error, and it just teleports the object up. Basically I want to be able to move an elevator up and down from two different points! Thanks for any help provided!
  10. Hey all, I have been messing around with lineIntersectsSurfaces command in order to check for visibility between two units. I can't really say I had problems making it work, but even after having a look at both LOD's and command's Wikis I can't really say I have understood what LODs are exactly and how they can be utilized in various different scenarios. For example, what will the difference be if I call lineIntersectsSurfaces with "VIEW" and "FIRE" (which are the default) as LOD1 and LOD2 respectively or with "GEOM" and "VIEW" for LODs? I understand that this may (or may not) be quite a long subject to cover in just a forum post, so any additional information is most welcome (whether a link to a text, a short or long explanation, etc.). Best to all and thanks in advance, Achilles.
  11. Hi there. So I've been trying to make a script that drops an object on a players head. I need it to be able to work even if the player is standing in a building. The two commands that are supposed to disable collisions are `enableSimulation false` and `disableCollisionsWith`. `disableCollisionsWith` would be harder to implement considering it would have to detect any possible map and mission placed object. And, unfortunately, even though I set Enable Simulation to false for the dropped object, if I am standing under a roof or another object, the obstructing object is destroyed (sometimes exploding) when the falling object lands. player switchMove "HubSpectator_stand"; _unit = player; [] spawn { _cTime = time; _pos = position player; _typeObj = selectRandom ["Land_FieldToilet_F","Land_ToiletBox_F"]; _fallObj = createVehicle [_typeObj, [_pos select 0,_pos select 1,(_pos select 2) + 10], [], 0, "CAN_COLLIDE"]; _fallObj enableSimulationGlobal false; _fallObj allowDamage false; while {(getPosATL _fallObj) select 2 > 0.01} do { sleep 0.01; _fallObj setPosATL [_pos select 0,_pos select 1,((getPosATL _fallObj) select 2) - 0.2]; if (time - _cTime == 5) exitWith {}; }; sleep 5; deleteVehicle _fallObj; }; sleep 1; player setDamage 1.5; player switchMove ""; sleep 5; hideBody _unit; I have tried the non-global `enableSimulation`, as well as `while {!simulationEnabled _fallObj} do` loops. Anyone have any idea how to go about this?
  12. Hey all, I am (still :D) trying to create a medical training framework for a unit playing a persistent mission. All is going (quite) good so far and now I am stuck with an issue. The unit uses players to practice medical and some of them die in the process. They have a respawn time (I think is somewhere around to 1 minute, but this is irrelevant) to discourage ramboing. So, the goal is to find a way to respawn instantly (override the normal respawn time) those who didn't make it through the medical practice of their fellow aspirant medics and then move them back to the medical training facility where they died. I believe the second part to be quite easy. Probably with just a setPos (although this may not be the case if I don't have access to the unit object). So, at the moment I am stuck as to how I can instantly repsawn units (but not all units, just specific ones). I have looked at the BI's respawn functions, but there are no examples and the wiki/docs seem to be completely deserted. I did try to use BIS_fnc_respawnInstant but seems that it does NOT do what I want it to do. After quite some time searching I was unable to find something (or was unable to recognize it) that would help me accomplish my task. Any insight, ideas or suggestions would be most welcome. Thanks in advance, Achilles.
  13. Hello guys, I'm experimenting with creating a simple driveable helicopter carrier that also works with AI-controlled helicopters. The carriers is a simple ship with a large cargoBayDimension specified in the carrier class, and the AI helicopters don't have any problem loading itself into the carrier, but once it's loaded, it will never turn off its engine as engineOn command doesn't seem to work on attached vehicles nor vehicles loaded on transport vehicle. What I had in mind was to create a script that instantaneously turns off the engine and sets the rotor speed to zero right before the helicopter is loaded into the carrier. I have tried using setWantedRPMRTD AI_chopper setWantedRPMRTD [0, 0, -1] and setEngineRPMRTD AI_chopper setEngineRPMRTD [0, -1] to no avail. It seems that most engine-related RTD commands only work on player vehicles and only when the advanced flight model is enabled, and some are only available to take-on helicopters. Any ideas what command or possible workarounds I could use? I did try putting the exit points of the cargo bay just barely above the carrier deck, and since I do have the WMO mod loaded, the AI choppers can be unloaded onto the deck and somewhat safely spool up before flying off, but this doesn't work for spooling down after landing, and since WMO is a bit wonky, I'd like to not rely on it as well if possible.
  14. DynamicCamo (Updated Version 1.5 ) 17/5/19 What does it do? It takes account of players stance, uniform and environmental factors to adjust the players and/or AI unitTrait CamouflageCoef and audibleCoef A low camouflageCoef and audibleCoef gives greater camouflage to the unit and makes it harder for ai to see and hear you. Units appear to be created with camouflageCoef set t0 1 as default. This script dynamically resets this depending on a number of factors. It does this each time player changes stance and at set intervals. This is not just a "stealth" or Ghillie script and will provide camo benefit in all infantry combat. No distinct handling of urban environment at this time. Maybe later. Why? Player may feel AI are not sufficiently impaired in detecting player by factors such as uniform camo, light level, rain, Overcast level, Fog, and Wind, and Trees, Bushes and rocks near player. Script allows player to determine what impact these factors will have on AI ability to detect player or ai unit by sight and sound. It does not alter AI ability to detect movement. When the script is run on an ai unit it impacts the ability of other ai iunits to see or hear that uit depending on environmental factors etc just as for player. What influences the Dynamic Camo? Units stance, units uniform, Fog, Rain, Overcast, light level,wind and bushes or trees and some other objects ( rocks, telephone poles so far) adjacent to unit. Changes happen automatically on change of stance (a minimum 3 second cooldown is built in.) and at scheduled intervals of around five seconds. Can the effect be adjusted ? User can adjust impact of the Dynamic camo by passing the range for the impact for both caounflageCoef and AudibleCoef . These are passed as arguments when calling the script. See guide to adjusting the effect. Installation Copy script as camoscript.sqf to mission folder. In player init ( and/or the init of any other ai unit you want to have dynamicCamo running on) put camo = [this, "DEBUG", 0,1,0,1,5] spawn compile preprocessFile "camoscript.sqf"; will run script in DEBUG mode with a five second recalc delay and a full effect.. Remove DEBUG to turn off and just play. IMPORTANT - the script monitors keys associated with stand/crouch and prone through the use of User1. It will work if you don't do this but you will only get the automatic calculation every five seconds and not the additional stance change triggered recalculation. Go to the menu - controls>custom controls > User1 and ensure you set both the prone key AND the crouch stand key for User1. ( usually z and x keys) If you want to use a different User number select User2... User20 as desired, set keys as stated and change User1 to your desired User,n in script. USE You don't need to do anything other than occasionally crouch, stand up , go prone and watch the different camouflageCoef that is being set for you. Try at night V day, with and without rain, fog etc and watch result. In general I am trying to adjust the impact of the various factors so that they combine together sensibly. User can adjust impacts via linearconversion. If anyone doesn't understand anything please ask. Script prints calculated values when DEBUG on. A BRIEF GUIDE TO ADJUSTING THE EFFECT - NOTE 1- It takes quite low values of camouflageCoef to make detection quite hard so this version comes with the factors and the result scaled towards that direction. 2 - I am tuning the impact of factors as the script develops. If you want to try your own tuning try the graph calculator link below then adjust linear conversion output ranges or specific values ( eg for stance) as required. The values currently in the script give a fairly good out of the box result though. Further Development Plans 1) make specific calculation for audibleCoef- done.2) weighting for unit being near bush(s) - done 3) same for tree(s) 4) parameterise adjustables so that they are supplied by array? done 5) handling of weighting for uniform ( ie ghillie suits etc) done ( may upgrade further) 6) test and weight for inside building 7) useable for squad and other ai. (partly done) 8 ) consider MP and JIP compatibility. Version/ Update Notes This is an annotated fully working version. I trust the annotations make the script self explanatory. Version 1.1 - included setting of audibleCoef. Make unit harder to hear. Separate scaling of effect for audibleCoef to allow user to define how much they want impact on audibleCoef. Version 1.2 - handling of light level significantly improved around dawn and dusk. Light level impact adjustable via linearconversion. Version 1.3 - audibleCoef calculation now uses specific factors which can be weighted separately from those for camouflageCoef. Other tweaks include adjustment of range values Version 1.4 - 1) script now auto recalcs every 5 seconds as well as on stance change. Soldier can keep lower stance camo max five seconds on bob down and up. 2) calculated values shown by systemchat and hint for camouflagecoef , audiblecoef and number of trees/bushes/hides found in 2m radius. Turn of by setting DEBUG to empty string in call ie camo = [this,"DEBUG"] spawn etc. See installation. 3) calculation now influenced by near proximity of trees bushes and hides to player. 4) sleep after stance change calculation shortened to 2s for better responsiveness. Version 1.5 1) script now has parameters which can be passed to it allowing easy adjustment of Dynamic Camo impact. See USE. 2) Script now gives different DynamicCamo depending on uniform type. 3) Script works with ai to ai. Ai running the script benefit from DynamicCamo. 4) Recalc interval can be specified per instance of the script. The Script - The script was starting to clutter up this first post so I have removed it. The script is available via the download link for the test scenario at the bottom of this post. If you have any problems getting it from there let me know. All comments welcome. I set up this graphical calculator to show how the function works - just mess with the sliders. https://www.desmos.com/calculator/buiia4zs2j Test scenario mission with v1.5 https://www.dropbox.com/s/xf6x34963ixjue0/camouflagescript.Altis.zip?dl=0 Watch camo level change on stance change. Watch values change as you move about (script in this version also shows opfor man knowsabout unit value with debug set.) Try to escape across the patrolled fields. For me the effect is a bit strong at this point but you can change values in script call. See adjusting the effect above. Make sure to set User1 keys to x and z as instructed above before playing or recalc on stance change wont work. Sept 2022 - Now available on steam Workshop as a MOD whcih autoruns on player unit at teh start of any scenario, ,mission etc with standard settings giving a reasonable camo impact. THis autorun dynamic Camo can be stopped and mission makers can still use their own parameters or mess with debug mode using the mod.
  15. Hey all, I am facing a problem where I am trying to create units and inflict some damage on them with ACE. It works quite OK, but the only thing is that there is no bleeding happening. They start with normal vitals (which is not the main problem at the moment) and they stay like that despite their injuries (some are quite severe). I made a bit of a search on how I can use ACE to inflict damage on units and I ended up using "ace_medical_fnc_addDamageToUnit" helper function (see below the script). As I said it works fine but after the damage is done no other effects are inflicted on the unit (pain, bleeding, etc.). Any thoughts would be extremely welcome. /* * _damage is the damage to be inflicted <NUMBER> * _maxDamage is a number I use to adjust the maximum possible damage <NUMBER> * _bodyParts is an array containing the possible body parts to be damaged <STRING> * _woundTypes is an array with the possible wound types to be inflicted <STRING> * _woundedSoldier is the object (unit) that will receive the damage <OBJECT> */ _damage = random _maxDamage; // Maximum possible damage is _maxDamage + 0.05 _damage = _damage + 0.05; // Add a small number to make sure damage is inflicted _bodyPart = selectRandom _bodyParts; // Select random body part _woundType = selectRandom _woundTypes; // Select random wound type [_woundedSoldier, _damage, _bodyPart, _woundType] call ace_medical_fnc_addDamageToUnit; // Inflict the wound Thanks in advance, Achilles.
  16. vSuppress Script by Valmont and George Floros is the first script based Audio-Visual Suppression effects for Arma 3. vSuppress Main Features: - Easily add Suppression effects to your missions. These audio visual effects will trigger on players when Ai Units' bullets land or pass near them simulating the "Fear Effect" of being shot, the anxiety caused by being pinned down or just general combat stress. - Fully Multiplayer Compatible! - Extremely lightweight. The script was conceived with performance in mind and on testings with 60+ Ai units shooting at a single player resulted in a meagerly 2 FPS negative impact. - The Suppression effects are purely cosmetic and will not cause any other effects on players such as decreased stamina, stats etc. - The sounds and the visual effects can be easily tweaked and disabled inside the script. - Players cannot suppress other players, only Ai Units who have the script/EH running will be able to suppress players. - The suppression effects are quite minimalist and fast in nature to keep Arma 3's gameplay unchanged while adding an additional layer of immersion to the game. Requirements: Usage: vSuppress version 1.1 DEMO MISSION DOWNLOAD LINK: https://drive.google.com/open?id=1NLZx5lH_G5p6ubcK73xvwwgYVqCWpdvL Notes:
  17. Sarogahtyps Simple Shortest Paths - SSSP V-1.0 the simplest way to find your path 😉 Actually there is the Dijkstra algorithm and the A* algorithm available. Both are able to get a shortest path through a "2D"-map and A* is always faster than Dijkstra on this. How much faster A* is depends on the size of the given situation. As more nodes and connections the given situation has as more A*'si advantage comes in play. Dijkstra's advantage is that it should find the true shortest path always while A* just finds one short Path. Also Dijkstra is much better able to solve the shortest path problem in a house with multiple floors (3D-problem). A* can solve this as well but it's often slower there and finds much longer shortest paths in that situation. A* will solve this through a multiple floor handler which is currently not implemented for it. sqf implementation of Dijkstra algorithm: Usage: First you should read the script header. The script supports 2 different formats of node/connection lists. the first syntax of parameter 3. and 4. is needed if you don't like to precalculate the distances/weights for all connections. In this case you will deliver the node positions as well and the script calculates the distances itself. The alternative syntax for parameter 3. and 4. has no positions but those distances instead. I recommend to implement the script to armas function library by registering it via description.ext file. But it will work with or without a manually done compiling as well. The following lines executes the script twice and writes the solution to .rpt-file via diag_log command. One time the precompiled script is spawned the second time it gets called (works only if environment is scheduled). Yes, you can use execVM as well. It has the same usage as the spawned function: The output for the situation shown in picture above is: 1:56:25 "Nodes after spawn" 1:56:25 [0,2,3] 1:56:25 " " 1:56:25 "Nodes after call" 1:56:25 [0,2,3] 1:56:25 " " Yeah, correct solution ... it works 😄 sqf implementation of A*-algorithm A* - Dijkstra runtime comparsion videos Planned features: - A* algorithm improvement to solve 3D problems (multiple floors) - Travelling Salesman algorithms Known issues: -Dijkstra is currently not getting always the true shortest path due to a bug in implementation Changelog v 2.0 (Download: Scripts Zip - Mission) - added implementation for A*-algorithm - minor performance optimizations on Dijkstra - added demo mission which is able to compare both algorithms v 1.1 (Download SQF) -performance optimizations - 65-70% less readability / 30-35% better performance v 1.0 (Download: SQF - Mission) - initial release
  18. Hi all, I've made a script to check the visibility of positions on the map. An example mission is here I hope I've done this right. 1 min Video And the code is here for those interested. /* CheckVisibility.sqf Author: Atmo Date: April 2019 Version: 1.0 Params : None Description: Checks the visibility of a 2000m square around the position left clicked on in the map. It checks a position 2m off the ground to the test position. Checks 30m squares - could change the size if you want but it could get intensive... Running script toggles activation of the eventHandlers so running once turns it on, running it again stops it. Use: single left click (Default mode): - shows non-visible areas as red pressing 'alt' and left clicking: - shows visible areas in green. Some examples: 1) From an action in an players init this addAction ["Check Visibility", "fn_CheckVisibility.sqf"]; 2) compile the function from the description.ext and then call it - I'll let you do that. */ if (!hasInterface) exitWith {["fn_CheckVisibility only runs on client"] call BIS_fnc_error}; // Every time script runs toggle eventHandlers private _EHs = missionNamespace getVariable [format["BIS_stackedEventHandlers_%1", "onMapSingleClick"], []]; if (_EHs findIf {(_x select 0) isEqualTo "Atmo_CV_EH"} == -1) then { ["Atmo_CV_EH", "onMapSingleClick", { // _pos, _shift, _alt are parameters of onMapSingleClick EH private _positions = []; // Array of positions tested private _size = 30; // Size of squares (if you change this also change _size in Draw EH) // Set the drawing method for the ctrlEventHandler missionNamespace setVariable ["Atmo_CV_mode", _alt]; // Convert _pos to ASL + 2m private _origin = (ATLToASL _pos) vectorAdd [0,0, 2]; for "_i" from -1000 to 1000 step _size do { for "_j" from -1000 to 1000 step _size do { _testPos = ATLToASL (_pos VectorAdd [_i, _j, 2]); _visibility = 0; // Cast a line to the point _intersectPos = lineIntersectsSurfaces [_origin, _testpos, player, objNull, true, 1, "VIEW", "FIRE"] select 0 select 0; if (isNil "_intersectPos") then { // It didn't intersect anything = it is visible _visibility = 1; } else { // The line hit something - is thing it hit in the area we are testing? if (_intersectPos inArea [_testPos, _size, _size, 0, true, -1]) then {_visibility = 1}; }; if (_alt) then { if (_visibility == 1) then { _positions append [_testPos]; }; } else { if (_visibility == 0) then { _positions append [_testPos]; }; }; }; }; missionNamespace setVariable ["Atmo_CV_Positions", _positions]; }] call BIS_fnc_addStackedEventHandler; // Add draw EventHandler to the map display - Oooo, er, should I use displayAddEventHandler? private _map = findDisplay 12 displayCtrl 51; private _id = _map ctrlAddEventHandler ["Draw", { params ["_control"]; // Get the mode of drawing - false: 'alt' wasn't pressed show not visible in red, true: show visible in green private _mode = missionNamespace getVariable ["Atmo_CV_mode", false]; private _rgba = [[0.5,0,0,0.8], [0,0.5,0,0.8]] select _mode; private _positions = missionNamespace getVariable ["Atmo_CV_Positions", []]; private _size = 15; { _control drawRectangle [_x, _size, _size, 0, _rgba, "#(rgb,1,1,1)color(1,1,1,1)"] ; } forEach _positions; private _pos = missionNamespace getVariable ["Atmo_CV_cursorPos", [0,0]]; _control drawIcon ["#(rgb,1,1,1)color(1,1,1,1)", [0,0,1,1], _pos, 0, 0, 0, "Check Visibility (click +/- alt)"]; }]; // Save the EH id missionNamespace setVariable ["Atmo_CV_DrawEHid", _id]; _id = _map ctrlAddEventHandler ["MouseMoving", { params ["_control", "_xPos", "_yPos", "_mouseOver"]; _pos = _control posScreenToWorld [_xPos + 0.1, _yPos - 0.1]; missionNamespace setVariable ["Atmo_CV_cursorPos", _pos]; }]; // Save the EH id missionNamespace setVariable ["Atmo_CV_MouseMoveEHid", _id]; } else { // The event handler is already there - delete them all //remove onMapSingleClick private _removed = ["Atmo_CV_EH", "onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; // remove Draw eventHandler on the map private _map = findDisplay 12 displayCtrl 51; _map ctrlRemoveEventHandler ["Draw", missionNamespace getVariable "Atmo_CV_DrawEHid"]; _map ctrlRemoveEventHandler ["MouseMoving", missionNamespace getVariable "Atmo_CV_MouseMoveEHid"]; missionNamespace setVariable ["Atmo_CV_Positions", []]; }; (Nice) Comments appreciated - scripters let me know if you see any glaring errors! Atmo
  19. You know the vehicles I'm talking about - the HEMTT ammo / fuel / repair truck, the Huron containers, Taru pods, Zamaks, etc... you drive up to it and it just automatically repairs / refuels or rearms you, as is the case. I've searched high and low through the functions and config files, and I can't find the scripting that is making this effect happen. Does anyone know what it is, or where it can be found? Please don't answer with references to your own or other's Rearm / Refuel / Repair scripts, I have a ton of those but that's not what I'm asking - thank you! Why am I looking for this, specifically? 1. Vehicle rearming, with turrets and especially with dynamic loadouts, is especially problematic. I challenge you to reload 13 out of 19 rockets, exactly, on a rocket pod that's not on the vanilla configuration of a dynamic loadout aircraft. The vehicle rearm script on the Huron pod just works, it an cosmetically appealing way: the numbers just increase while you're next to the rearming source, until you're fully reloaded, and it doesn't seem to care whether it's a vanilla loadout or a dynamic one, whether the turret is local or not, etc. 2. There's no way to adjust the "flow rate" of vehicle rearming, repairs, or refueling. 3. The effect itself is capricious. Sometimes it works as intended (drive up to the box/ car/ whatever) and the vehicle resupplies as intended. Sometimes it doesn't, but it provides you with an action (complete with a lovely icon) to perform it. And sometimes it doesn't work at all. Thank you in advance! Ryko
  20. Hello awesome BI community! This is the first time I'm posting an issue here so any help would be much appreciated, and thank you in advance for the use of your time. 🙂 END GOAL: helicopter spawns (via triggers listening to boolean variable in game) helicopter goes to object (defined in script) helicopter goes to player (defined in script) helicopter returns to base helicopter disappears (via triggers listening to boolean variable in game) and: the addAction has an initial menu that just states "SUPPORTS" then upon selecting deletes that action and adds a subset of supports for the player to use. INTENTION: What I'm trying to do is have ONE .sqf script and pass variables to that script via execVM from a trigger in game. I have created this script using 3 .sqf script files using public and predefined variables in game, and it works. But I want this to work more like a function than a script. So this is my first script which uses private variables. I would like this to remain as ONE .sqf so I can copy this to a new mission and create/define the objects/groups in the game, then pass those using execVM. PROBLEM: Everything works, except addAction transfers the code to a scheduled task and the private variables are undefined there, at least that's how I understand it. CODE THAT WORKS WITH PUBLIC VARIABLES: CODE IM TRYING TO GET WORKING WITH PRIVATE VARIABELS: HOW I'M CALLING THE CODE: *EDIT In the game it errors at: slingloadmain = _player addAction [ "SUPPORTS", { _player removeaction slingloadmain; _activate = false; Is this even possible?
  21. Hello. I am very new to coding. I need a code/script to make enemies know where all the player location are and follow them (they do it automatically anyway?) Basically i need to make the AI know the location of all player and hunt them down, even if they where spawned in via script or already ingame. preferably in a loop maybe? so they get updated, i donno every 30 seconds? or more. Im very new and bad at coding, i tried reading up on it. but i failed. i tried google it, but to be real, i dont really know what to look for. Thanks. This is the last part of my mission to get it fully functional.
  22. Hi, I'm creating a mission parameter that deletes all pre-placed props (under Empty) in case our Zeus wants to change our spawns occasionally. So far this is what I have in the script: What would I need to set as _objects to detect props? And will it detect and remove objects I've checked "Simple Object" on as well (if so that would be great)? I would like to be able to set a variable on objects in the editor to exclude them from this as well. Any help is appreciated, thanks! Edit: working code
  23. vDog Patrol and vDog Feral Scripts by Valmont and Johnnyboy are long time requested scripts that allow mission makers to easily add MULTIPLAYER COMPATIBLE patrol and feral Dogs to their missions in Arma 3. vDog Scripts Main Features: - Easily add patrolling ai Dogs to allied, enemy or even playable Arma 3 units. - Easily add ai Feral Dogs who will roam a trigger area and viciously attack any unit who enters their territory. - Lightweight Scripts. (Your FPSs will thank you!). - Multiplayer Compatible! - Fully featured script also comes with sound effects. (Dog barks, growls, cries etc). - Since version 1.3 the scripts also support the ACE 3 damage model! - Even thou the scripts were made with Multiplayer and Performance in mind they work in SINGLE PLAYER just as well. - Since version 1.5 the Dogs will no longer target enemies though walls or objects! (This is a game changer!) - Since version 1.6 Patrol Dogs can be controlled by the player by assigning the dog to different TEAM COLORS! Dogs on TEAM RED will attack enemies at will. Dogs on TEAM GREEN will stay on their position. Dogs on any other TEAM COLOR will follow their owner without engaging enemies. - Since version 1.7: - The Dogs can now be targeted and shot by REGULAR Ai UNITS (This is a first for Arma 3 in the Multiplayer Department!). It can be enabled or disabled when the scripts are EXEC. (Enabled by default) - You can now command the Dogs to "ATTACK" or "STAY" via the Arma 3 RADIO MENU (0-0). - The Dogs now feature new sounds and wounded textures courtesy of @johnnyboy! - You can now heal your wounded Patrol Dogs! (Only one dog per player, but you can add more than one to Ai units in your squad for example) - Charging dogs can now cause nearby Enemy Ai units to flee in terror! - Extensive rewrite of the whole script package, now with AGENT DOGS, to accommodate the massive new features introduced in version 1.8 while performing even better than before. Requirements: - CBA Community Based addons. (Dependency removed in the latest version but CBA is still suggested just in case). - Basic Mission Editing knowledge. (For adding the commands to the unit's init and/or the triggers). DOWNLOAD: Demo Mission version 1.9 DOWNLOAD Link (Google drive): https://drive.google.com/open?id=1UbL4IuPZx8eMkg3QvzBteqZYaouLgLnj Updates/Changelogs: vDog Patrol Details: vDog Feral Details: Special Thanks and Credits: Known Limitations: Please don't hesitate to post any questions, suggestions, bugs and testing reports. Enjoy.
  24. GF Object Spawner Script - Mod by GEORGE FLOROS [GR] Description: GF Object Spawner Script - Mod , a simple object spawner. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Object Spawner Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: GF Object Spawner Script - Mod , a simple object spawner. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the spawn. The objects will spawn also , at the spawned or placed in editor Buildings. 3 presets included ,vehicles , wrecks and structures. There is also , an autodetection mods script , for the classnames , instead of lists. There is an option for the spawned vehicles , to add the Ravage addactions. There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&amp;q=40415 Armaholic GF Object Spawner Script - Mod
  25. Sarogahtyps Simple Loot Spawner - SSLS V-1.2 Spawns weapons, items and bags in buildings near to alive players maybe inside a trigger area or marker area. Deletes stuff if players are not close enough anymore. The script doesnt care about any trigger preferences except the trigger area. Soft delayed item spawning to prevent performance impact. Script reads your missions config files and should spawn loot of your mods (e.g. CUP weapons, Etc.) as well DOWNLOAD V-1.2 DOWNLOAD V-1.1 Usage: initServer.sqf fnc_spawn_loot = compileFinal preprocessFileLineNumbers "SSLSv1-1.sqf"; _d = [] call fnc_spawn_loot; you are able to stop the loot spawning script at any time by SSLS_script_switch_off = true; If you set up high spawn chances (see top of script) and have a high player count on your server then I recommend to make trigger or marker areas for spawning to get the needed performance. But if you do not encounter performance issues then spawning loot everywhere near players should be okay. Tweakable features (can be found on top of the script): //***** EDIT BELOW TO ADJUST MAIN BEHAVIOR // (L) means lower values are better for performance - (H) means the opposite SSLS_script_switch_off = false; //if you want to stop spawning loot then set this to true at any time in your mission _trigger_array = []; // contains the names of triggers/markers in which area loot should spawn. _spawn_chance = 100; // (L) The chance to spawn loot inside of a specific house. _launcher_chance = 30; // chance to spawn a launcher as weapon instead of rifle, pistol or machine gun _item_chance = 70; // chance to spawn an item instead of a weapon _bag_chance = 50; // chance to spawn a backpack instead of an item _max_magazines = 7; // the maximum number of magazines spawned for a gun _max_magazines_launcher = 3; // maximum number of ammo to spawn for rocket launchers _max_magazines_gl = 5; // maximum number of ammo to spawn for grenade launchers _house_distance = 25; // (L) houses with that distance to players will spawn loot _player_exclude_distance = 15; //if 2 players or more are closer together than this then only 1 player is considered _exclude_loot = []; //classnames of items which should never spawn (blacklist) _exclusive_loot = []; //add classnames here and nothing else will be spawned (whitelist) _use_bohemia_classes = true; // for spawning bohemia created stuff set this to true _use_mod_classes = true; //// for spawning stuff from loaded mods set this to true _debug = false; //information about number of places where items were spawned or deleted // if you have performance issues then consider introducing spawning areas (_trigger_array) before changing following values! _spawn_interval = 1.5; // (H) desired runtime for the main loop. time which is not needed will be used for soft spawning or a break. //***** EDIT ABOVE TO ADJUST MAIN BEHAVIOR details: Changelog 1.1 (download) -fixed a major bug which showed an error message during spawning -added feature to enable/disable Mod/Bohemia classes spawning -huge performance optimizations (shorter arrays, better smooth spawning and other stuff) Changelog 1.0 (download) -added script
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