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Found 661 results

  1. I am running Altis Life v5.0.0 I am trying to lock multiple doors - e.g. in the Police station building - this building has 15 doors. I would like only the Police to be able to open and close them. I have got this working in the init of the building, but it only works on one door - BG_3 animate ["Door_2_rot", 0]; if (playerSide == civilian) then {this setVariable ["bis_disabled_Door_2", 1, false];} I am unsure what the format is to add the rest of the doors, I have tried the following with no success - BG_3 animate ["Door_2_rot", && "Door_4_rot", 0]; if (playerSide == civilian) then {this setVariable ["bis_disabled_Door_2", && "bis_disabled_Door_4", 1, false];} BG_3 animate ["Door_2_rot" || "Door_4_rot", 0]; if (playerSide == civilian) then {this setVariable ["bis_disabled_Door_2" || "bis_disabled_Door_4", 1, false];} Thank you
  2. FuRixX Lamborghini

    Code question

    Any one can help my with this code that is a name filtering. script example: _letrasFuRixX = ["a","b","c","d","e","f","g","h","i","j","k","l","m","n","ñ","o","p","q","r","s","t","u","v","w","x","y","z","A","B","C","D","E","F","G","H","I","J","K","L","M","N","Ñ","O","P","Q","R","S","T","U","V","W","X","Y","Z"]; jugadorFu = name player; { checkeoFuRixX = [_x, jugadorFu, false] call BIS_fnc_inString; if (!checkeoFuRixX) exitWith { sleep 2; hint "You name is not valid in this server"; endMission "END1"; }; } count _letrasFuRixX; The problem is that I need to sparete the name player letter to letter like a string or anything: ["P","e","t","e","r"];
  3. this script relieves all playable units, saves them to a variable and sorts by faction (cfgfactionclass >>displayName). my question is about navigating configfiles, most notably navigating and filtering configs. example say you want to filter out all of the unwanted "man" units like "range master", and "survivor" est. is there a more logical approach to this instead of saying is _unit in [array]? also saving units to variables to be used later. my approach looks weird anybody with the knowhow to guide me in the right direction _cfg = "getnumber( _x >> 'scope' ) isEqualTo 2" configClasses (configFile >> "Cfgvehicles"); for "_i" from 0 to ((count _cfg)-1) do { if (isClass ((_cfg select _i) )) then { _cfgNam = configName (_cfg select _i); _getside = getnumber (configfile >> "Cfgvehicles" >> _cfgNam>> "side"); _getfaction = gettext (configfile >> "Cfgvehicles" >> _cfgNam >> "faction"); _getfac = gettext (configfile >> "cfgfactionclasses" >> _getfaction>> "displayName"); _getSolClas = gettext (configfile >> "Cfgvehicles" >> _cfgNam>> "displayName"); _getvehcat = gettext (configfile >> "Cfgvehicles" >> _cfgNam>> "editorSubcategory"); hint str _getvehcat; if !(_getSolClas in ["Crewman","Officer","Competitor","Pilot","Helicopter Crew","UAV Operator","Survivor","Rifleman (Unarmed)","Assault Diver","Diver Team Leader","Diver Explosive Specialist"]) then { switch _getvehcat do { case ("EdSubcat_Personnel"): {call compile format["missionNamespace setvariable ['man_%1', (missionNamespace getVariable ['man_%1',[]]) + [_cfgNam]];", toupper _getfac];}; case ("EdSubcat_Cars"): {call compile format["missionNamespace setvariable ['car_%1', (missionNamespace getVariable ['car_%1',[]]) + [_cfgNam]];", toupper _getfac];}; case ("EdSubcat_APCs"): {call compile format["missionNamespace setvariable ['apc_%1', (missionNamespace getVariable ['apc_%1',[]]) + [_cfgNam]];", toupper _getfac];}; case ("EdSubcat_Tanks"): {call compile format["missionNamespace setvariable ['tank_%1', (missionNamespace getVariable ['tank_%1',[]]) + [_cfgNam]];", toupper _getfac];};}; }; };}; missionNamespace getVariable "man_NATO";
  4. Have you ever felt like AI is too accurate? With this script, you can confirm your feelings. This script was developed to test if suppression was working on AI. This script uses ACE3 to display some status messages and copy it to the clipboard. You can remove the status messages and use the Arma 3 copyToClipboard function to achieve a vanilla variant. In the following configuration rhs units are used. This can be changed to vanilla units. The first 6 lines defines some settings you can change. distances: distances are all distances that should be tested suppressions: suppression are all suppression levels that should be checked shooterclass,targetclass: The classes used as shooter and target magazine: magazines are refilled to keep AI shooting at full speed shotsuntil: shoots for each round. The result are copied in an Excel format into you clipboard. (Testet with Google Sheets) This should be used in a VR-Map. The units are spawned near 0,0. distances = [50]; suppressions = [0]; shooterclass = "rhs_msv_emr_rifleman"; targetclass = "B_Survivor_F"; magazine = "rhs_30Rnd_545x39_7N10_AK"; shotsuntil = 300; fnc_startRound = { params["_distance"]; shot = 0; hit = 0; _grp = createGroup east; shooter = _grp createUnit [shooterclass, [0,0,0], [], 0, "FORM"]; _grp = createGroup west; target = _grp createUnit [targetclass, [_distance,0,0], [], 0, "FORM"]; shooter addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; shot = shot + 1; }]; target removeAllEventHandlers "HandleDamage"; target addEventHandler ["HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; 0; }]; shooter removeAllEventHandlers "HandleDamage"; shooter addEventHandler ["HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; 0; }]; target addEventHandler ["Hit", { params ["_unit", "_source", "_damage", "_instigator"]; hit = hit +1; }]; shooter disableAI "PATH"; target disableAI "PATH"; shooter reveal target; target reveal shooter; }; fnc_saveToClipboard = { "ace_clipboard" callExtension _this; "ace_clipboard" callExtension "--COMPLETE--"; }; fnc_saveResults = { tab = toString [9]; output = ""; { { output = [output, (_x # 0) , tab , (_x # 1) , tab , (_x # 2) , tab , (_x # 3) , endl] joinString ""; } forEach _x; } forEach results; output call fnc_saveToClipboard; }; fnc_init = { call fnc_reset; ["Accuracy", {if (shot==0) exitwith{0}; (hit/shot);}, [false]] call ace_common_fnc_watchVariable; ["Suppression auf shooter", {getSuppression shooter}, [false]] call ace_common_fnc_watchVariable; ["shot", {}, [false]] call ace_common_fnc_watchVariable; ["hit", {}, [false]] call ace_common_fnc_watchVariable; ["distancebetween", {}, [false]] call ace_common_fnc_watchVariable; ["suppression", {}, [false]] call ace_common_fnc_watchVariable; }; fnc_reset = { shot = 0; hit = 0; results=[]; }; fnc_start = { { distancebetween = _x; resultForDistance = []; { suppression = _x; [distancebetween] call fnc_startRound; waitUntil {shooter setSuppression suppression; shooter addMagazine magazine; uiSleep 0.3; (shot>=shotsuntil);}; resultForDistance pushBack [distancebetween, suppression, hit, shot]; deleteVehicle target; deleteVehicle shooter; uiSleep 1; } forEach suppressions; results pushBack resultForDistance; } forEach distances; call fnc_saveResults; systemChat "Finished"; }; call fnc_init; run = [] spawn fnc_start;
  5. Test Lab Workshop for ARMA III, ver. BETA 0001 (2019) This download is compatible with APEX game version 1.7 and higher Drive Link Download: Test Lab New Live readMe file This download includes mission editor files. When my mission folder began to overflow with script test scenarios and VR compositions, I decided to create a master workshop file to use in the future. I considered what features should be built in. Hopefully this tool will be helpful for you, too. INSTALLATION Install the folder 0_testLAB.VR to your ArmA 3 mission folder (usually in Documents). Examples included: Images: Video: THANKS to everybody at: Bohemia Forums Check out our Patreon page Ascina Illustration & Design Arma Public License No Derivatives (APL-ND)
  6. I dug up some old script for a new mission and I'm having trouble finding where it's gone wrong. I have 2 laptops placed that are interact-able. One of them is a Vehicle Spawner and the other is a Heli Spawner. You scroll for whatever vehicle you want and hold middle mouse and it spawns the vehicle in the designated spawn zone. The problem is that on the Vehicle Spawner I can't spawn anything pass a MK19 CROWS Humvee. This also occurs on the Heli Spawner but for the UH60M. I've tried removing them from the option to spawn however that doesn't fix the problem. The game will still spawn them despite not being in the code. I have double checked the class names of all the vehicles already. I've posted the script below for both vehicle and heli spawner and their respective laptops with script. If anyone can help me figure out where I went wrong so I can prevent this it would be appreciated. Note: The Humvees come from Vurtuals Humvee mod, the MRAPs and APCs come from RHS. All Helis come from RHS. I made a single block of code for one vehicle and then copy/paste it and filled in the blanks for each different vehicle. VSscript.sqf ////////////////////////////////////////// //// BRIEF //// Created by T. Hammer //// 09/09/2018 ////////////////////////////////////////// waitUntil {!isNull player}; _vehicle = _this select 0; ////// INFO // This switch script spawns the selected vehicles on a designated location // The vehicles will be listed below in the correct order: ////// // HMMWV UNARMED // HMMWV MEDEVAC // HMMWV M2 // HMMWV M2 CROWS // HMMWV MK19 // HMMWV MK19 CROWS // HMMWV TOW // M1230 M2 // M1230 MK19 // M1230A1 MEDEVAC // M1238A1 ASV // M1238A1 ASV M2 CROWS // M1238A1 ASV MK19 CROWS // M1239 AUV // M1239 AUV M2 CROWS // M1239 AUV MK19 CROWS // M1239 AUV Deploy M2 CROWS // M1239 AUV Deploy MK19 CROWS // M1126 M2 STRYKER ////// ////////////// ////// switch (_vehicle) do { case 1: //HMMWV UNARMED { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 2: //HMMWV MEDEVAC { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m997" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 3: //HMMWV M2 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_m2" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 4: //HMMWV M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_crows_m2" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 5: //HMMWV MK19 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_mk19" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 6: //HMMWV MK19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_crows_mk19" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 7: //HMMWV TOW { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1167_tow" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 8: //M1230 M2 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1230_M2_usarmy_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 9: //M1230 MK19 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1230_MK19_usarmy_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 10: //M1230A1 MEDEVAC { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1230a1_usarmy_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 11: //M1238A1 ASV { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1238A1_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 12: //M1238A1 ASV M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1238A1_M2_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 13: //M1238A1 ASV MK19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1238A1_MK19_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 14: //M1238A1 AUV { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 15: //M1238A1 AUV M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_M2_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 16: //M1238A1 AUV MK19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_MK19_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 17: //M1238A1 AUV Deploy M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_M2_Deploy_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 18: //M1238A1 AUV Deploy Mk19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_MK19_Deploy_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 19: //M1126 M2 STRYKER { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_stryker_m1126_m2_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; default {hint "VS System: Issue with Loadout"}; }; Laptop 1 script [Vehicle_Laptop1,"VS Vehicle: HMMWV UNARMED","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [1, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV MEDEVAC","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [2, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV M2","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [3, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [4, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV MK19","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [5, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV TOW","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1230 M2","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1230 MK19","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1230A1 MEDEVAC","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1238A1 ASV","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1238A1 ASV M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1238A1 ASV MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV Deploy M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV Deploy MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1126 M2 STRYKER","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; HSscript.sqf ////////////////////////////////////////// //// BRIEF //// Created by T. Hammer //// 09/09/2018 ////////////////////////////////////////// waitUntil {!isNull player}; _vehicle = _this select 0; ////// INFO // This switch script spawns the selected airframes on a designated location // The vehicles will be listed below in the correct order: ////// // UH-60M // UH-60 MEDEVAC // MH-47E // AH-64D Apache // AH-6M Little Bird // MH-6M Little Bird // OH-6M Little Bird ////// ////////////// switch (_vehicle) do { case 1: //UH-60M { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_UH60M_d" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 0; }; case 2: //UH-60 MEDEVAC { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_UH60M_MEV2" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 0; _vehiclespawn setVariable ["ace_medical_medicClass", 1]; //MEDICAL _vehicle addItemCargoGlobal ["ACE_elasticBandage", 50]; _vehicle addItemCargoGlobal ["ACE_fieldDressing", 50]; _vehicle addItemCargoGlobal ["ACE_quikclot", 50]; _vehicle addItemCargoGlobal ["ACE_packingBandage", 50]; _vehicle addItemCargoGlobal ["ACE_morphine", 30]; _vehicle addItemCargoGlobal ["ACE_epinephrine", 30]; _vehicle addItemCargoGlobal ["ACE_bodyBag", 10]; _vehicle addItemCargoGlobal ["ACE_bloodIV_250", 10]; _vehicle addItemCargoGlobal ["ACE_salineIV_250", 10]; _vehicle addItemCargoGlobal ["ACE_tourniquet", 30]; _vehicle addItemCargoGlobal ["ACE_surgicalKit", 2]; }; case 3: //MH-47E { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "kyo_MH47E_HC" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 4: //AH-64D Apache { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_AH64D" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 5: //AH-6M Little Bird { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_MELB_AH6M" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 6: //MH-6M Little Bird { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_MELB_MH6M" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 7: //OH-6M Little Bird { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_MELB_H6M" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; default {hint "RS System: Issue with Loadout"}; }; Laptop 2 script [Vehicle_Laptop2,"HS Vehicle: UH-60M","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: UH-60M MEDEVAC","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: MH-47E","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: AH-64D Apache","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: AH-6M Little Bird","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: MH-6M Little Bird","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: OH-6M Little Bird","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; Sorry if this is poorly formatted this is my first forum post. Any help and recommendations greatly appreciated. You are free to use these scripts as well if you like as they have worked well in the past. Thank you :)!
  7. Hi guys: With this script I have managed to form a convoy of 6 vehicles. if (!isServer) exitWith {}; // CONVOY // _markerstr = createMarker ["convoy_1",[4480.02,14026.1]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_1"; _convoy_1 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_APC_Wheeled_02_rcws_v2_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_1; _leader = leader _convoy_1; [_leader,"convoy_1"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_1", _leader, true]; _wp1 = _convoy_1 addWaypoint [getmarkerpos "wp_1A", 1]; _wp1 setWaypointTimeout [12, 12, 12]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_1 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_1 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; sleep 2; _markerstr = createMarker ["convoy_2",[4465.62,14018.3]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_2"; _convoy_2 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_Truck_02_Ammo_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_2; _leader = leader _convoy_2; [_leader,"convoy_2"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_2", _leader, true]; _wp1 = _convoy_2 addWaypoint [getmarkerpos "wp_1B", 1]; _wp1 setWaypointTimeout [14, 14, 14]; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_2 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_2 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; sleep 2; _markerstr = createMarker ["convoy_3",[4453.86,14011.6]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_3"; _convoy_3 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_Truck_02_Ammo_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_3; _leader = leader _convoy_3; [_leader,"convoy_3"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_3", _leader, true]; _wp1 = _convoy_3 addWaypoint [getmarkerpos "wp_1C", 1]; _wp1 setWaypointTimeout [16, 16, 16]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_3 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_3 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; sleep 2; _markerstr = createMarker ["convoy_4",[4441.19,14004.9]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_4"; _convoy_4 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_Truck_02_Ammo_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_4; _leader = leader _convoy_4; [_leader,"convoy_4"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_4", _leader, true]; _wp1 = _convoy_4 addWaypoint [getmarkerpos "wp_1D", 1]; _wp1 setWaypointTimeout [21, 21, 21]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_4 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_4 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; sleep 2; _markerstr = createMarker ["convoy_5",[4428.7,13998.4]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_5"; _convoy_5 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_Truck_02_Ammo_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_5; _leader = leader _convoy_5; [_leader,"convoy_5"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_5", _leader, true]; _wp1 = _convoy_5 addWaypoint [getmarkerpos "wp_1E", 1]; _wp1 setWaypointTimeout [24 , 24, 24]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_5 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_5 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; sleep 2; _markerstr = createMarker ["convoy_6",[4418.13,13992.8]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_6"; _convoy_6 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_APC_Wheeled_02_rcws_v2_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_6; _leader = leader _convoy_6; [_leader,"convoy_6"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_6", _leader, true]; _wp1 = _convoy_6 addWaypoint [getmarkerpos "wp_1F", 1]; _wp1 setWaypointTimeout [32, 32, 32]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_6 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_6 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; private _myArray = ["_convoy_1", "_convoy_2", "_convoy_3", "_convoy_4", "_convoy_5", "_convoy_6"]; private _myNewArray = _myArray; _myArray set [1, "_convoy_6"]; _myNewArray select 1; Units 1 and 6: armored vehicles. units 2, 3, 4 and 5: ammunition trucks. The convoy is approximately 150 meters long. The script works perfectly. Although it could be debugged using a WP block for all vehicles and reduce the length of the convoy, shortening the distance between vehicles. I have used "forceSpeed" because limitSpeed "does not respond. I pass a link with the image of the convoy underway and another with the demo mission. LINK: PHOTO CONVOY IN TRAINING https://drive.google.com/open?id=1P4Sb3s6H_tMFQismtDGaIzW0IW7BQ7CY LINK: DEMO MISSION (RAR FILE) https://drive.google.com/open?id=1tD3ckxt-7Ekj8PuopLD-qSN9uabmzjwW Clarification: I have made several convoys in the editor, placing the vehicles on the map. But generating the units by script no. I am sure it can be improved. Thanks.
  8. If a custom GUI is opened when player is driver of an air vehicle with engine on, the vehicle behaves as though the landing auto-pilot (or some other phantom) has taken control. After researching the issue for some time now I have found exactly zero information about it. It's not too bad while flying but it's game breaking on the ground. I tried using, playerJET action ["cancelLand", playerJET]; each time the menu opens but that's doesn't seem to do much or anything. There was a forum topic I can't find again where GOM suggested the above as a EachFrame EH but that seems heavy for a function that should just completely go away. Where does this controller exist and how can it be modified? Help me exorcise this phantom pilot! Testing... Test module: drive link
  9. Hey guys, I am looking for a Script to be able to kill the crew of a tank by trowing a grenade inside of the tank trought the commanders hatch. Hope anyone can help me. Signed, Mathues
  10. I want to get into making SP Campaigns but I'm pretty incompetent when it comes to scripting. I'm looking for a project with people who are willing to teach me the basics so I can get some experience.
  11. GF Auto Loot Vehicles Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. 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 Auto Loot Vehicles Script 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/ Notes: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. This is the new reedited version of the previous GF_Vehicles_Configurable_Loot script. More information inside the GF_Auto_Loot_Vehicles.sqf 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&q=40318 Armaholic GF Auto Loot Vehicles Script - Mod
  12. Hello: With this small script, activated by trigger, a helicopter with its crew must appear on the ground, on a certain 3D position. When the script is activated, the helicopter itself is generated, but static and at a certain height, not perched on the ground. If the code indicates that the height must be 0 (_height = 0;), why does not it work? What am I doing wrong? Please, can you help me? Thank you. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _markerstr = createMarker ["MI8_C1", [9908.08,19424.5]]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_dot"; _height = 0; _pos = getMarkerPos "MI8_C1"; _MI8_C1 = [ [_pos select 0, _pos select 1, _height], EAST, ["CUP_O_Mi8_RU"],[],[],[],[],[],270] call BIS_fnc_spawnGroup; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  13. Yes I know this post has been made before and there’s countless different ways to resolve this but I’m attempting using a largely different formula with no variable names. Without using a script or external file I’ve created signs with a init to spawn aircraft on to a trigger using the code [this, “Deploy A-10A”, ”\A3\Air_F_Jets\Plane_Fighter_01\Data\UI\Fighter01_icon_ca.paa”, “\A3\Air_F_Jets\Plane_Fighter_01\Data\UI\Fighter01_icon_ca.paa”, ”player distance _target < 6”, ”player distance _target < 6”, { }, { }, {createVehicle [“rhs_a10”, getPos aircraftpad, [ ], 0, “NONE”] setDir 270}, { }, [[0,0,0]], 3, 0, false, false ] remoteExec [“BIS_fnc_holdActionAdd”, 0, this]; the code here works works beautifully and creates the vehicle desired and is copied and pasted on to different signs with different vehicles inserted instead and scrolling on the sign prompts a option to spawn the vehicle on the trigger after holding space for 3 seconds now I’m trying to make a sign that uses the same code above but in the command to run clears the objects inside of it being anything currently blocking the pad preventing a new vehicle to be spawned on the trigger. I’ve tried almost everything but when it does let me save it in Arma with no errors it doesn’t work or the code provided no longer works for example I’ve done. [this, “Clear Pad”, ” “, ” “, ”player distance _target < 6”, ”player distance _target < 6”, { }, { }, {{deleteVehicle _x} forEach nearestObjects [[aircraftpad], ["all"], 5]}, { }, [[0,0,0]], 3, 0, false, false ] remoteExec [“BIS_fnc_holdActionAdd”, 0, this]; This ended up not removing the vehicle from the pad, I’ve been working on this with google for the past two days so figured I’d ask you brilliant people.
  14. Hey all, I have a question I haven't managed to find a solution for... Is there a way to get the aiming deadzone somehow via script? If not, do any of you guys have any idea how I could "approximate" it, or an alternative way to get the "offset" which the gun has relative to the unit's (mostly interested in players, not AI though) looking direction (the "hard thing for me here is to exclude a unit's looking direction). Thanks in advance.
  15. GF Police and Siren Script by GEORGE FLOROS [GR] Description: GF Police and Siren Script , configurable script. 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 Police and Siren Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and description.ext , 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 colours 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/ Notes: This is including a Script to add a Siren to any vehicle you want and 2 retextures of Greek Police , Offroad and Hatchback. It can be used with the editor placed vehicles and also scripted. There are examples in the init.sqf and inside the ex. mission. 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&q=40218 Armaholic GF Police and Siren Script
  16. I use this to add an IFF light to units, IRLight= "NVG_TargetC" createVehicle [0,0,0]; _unit removeMagazine "B_IR_Grenade"; IRLight attachTo [_unit, [0,-0.03,0.07], "LeftShoulder"]; Which is great because removeMagazine deletes the IR light object (the grenade) but not the light effect. I also use, light = "Land_PortableLight_single_F" createVehicle [0,0,0]; light attachTo [cockpit, [0,2,-1.35], "vez"]; To create a cabin light for vehicles. This is a hilarious solution though because it's like duct-taping a construction lamp to the vehicle. How can I delete the world model for the lamp but leave the light source, like removeMagazine does for the IR grenade? note: I know how to make lots of different kinds of lights but only lights attached to models seem to be able to keep up with attachTo on a vehicle (especially a jet). This is the whole block, cockpit = playerJET; CPlight = "Land_PortableLight_single_F" createVehicle [0,0,0]; CPlight attachTo [cockpit, [0,2,-1.35], "vez"]; addMissionEventHandler ["Draw3D", { CPlight setVectorDirAndUp [ (cockpit selectionPosition "pohon") vectorFromTo (cockpit selectionPosition "vez"),[0,0,0] ];
  17. I propose a community project for this thread, BAD LUCK. Write a script snippet that applies a negative effect on the player character whenever the variable Badluck==1. Example Engine overheat EngineStallh = [] spawn { waitUntil { sleep 0.5; Badluck==1 && (getPos xPLANE) select 2 > 300 && speed xPLANE > 400 }; xPLANE engineON false; vehicle player setHit ["motor", 1]; sleep 40; hint "Try the engine again"; vehicle player setHit ["motor", 0]; sleep 4; hint "": }; It could be anything. A fog cloud suddenly obscuring a target, equipment lost to a hole in a sack or weapon jams. Anything that makes the player hiss and say, "Damn-it! Bad luck!". Submit your script snippets below and let's see what kind of mean, gnarly challenges we can come up with. It would be hilarious to spawn a tank on the player's head but not very useful in a real mission. Try to keep it useful-- but still clever and fair. One more example, //naked player if (Badluck==1 && getdammage player > 0) then { hint "Your uniform is tattered and fell off"; removeUniform player; sleep 120; player addUniform "U_C_poloshirt_salmon"; hint "You found some common clothes"; sleep 4; hint ""; };
  18. I want to make a ring course to fly through. The ring course will be defined by several markers (ringMARK1_1) and the ring itself has a trigger attached. Each time a ring is cleared I want it to snap to the next position. There is only one ring which moves from marker to marker. ringCHALLENGE.sqf ringChallenge = [] spawn { waitUntil { ring1==1 }; hint "Ring Challenge Activated"; currentRING= [ringMARK1_1,ringMARK1_2,ringMARK1_3] select 0; sleep 1; ["task1",[currentRING,true]] call BIS_fnc_taskSetDestination; ringGOAL setpos (getpos currentRING); }; What's the best way to update the ring position in a sequence? Can "select 0;" in the array be called something like "select next"? Is it better to use IF/WAIT for the next ring? Am I starting this all wrong?
  19. Can I use one Task Marker and move it around like I do with triggers and WP? I'm able to create a Task Marker in position but I can't make it move to the next position. It would be much easier to just move the uncompleted task around (in my usage case) than it would be to complete/create new each time it moves. I don't want there to be a hundred completed tasks by the end of the scenario. This is how I create the Marker, [true,["task1"],["Approach Vector","Approach","Plane"],objNull,1,3,true] call BIS_fnc_taskCreate; ["task1","ASSIGNED"] call BIS_fnc_taskSetState; ["task1",[approachAP1,true]] call BIS_fnc_taskSetDestination; task1 call BIS_fnc_taskSetCurrent; running the same script again with a new destination doesn't work. How do I move an active Task around?
  20. GF Exported Loadouts Script - Mod by GEORGE FLOROS [GR] Description: GF Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players. 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 Exported Loadouts 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/ Notes: GF Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players. It will also work for spawned units. There is an exclude list available or add in the init of a unit: this setVariable ["Var_GF_Exported_Loadouts", true]; It 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: 3.0 The code is completely reworked , in order to be more user friendly , clear and readable . Everything now is easier and sorted also to different sides , including also more available settings. 2.1 Added some extra options. v2.0 Added an option to change certain loadouts , or random to certain type of unit. Added three examples , rifleman , sniper and every other unit. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40336 Armaholic GF Exported Loadouts Script - Mod
  21. Hello there Guys! My problem , is first that i don't find the error for this and cannot get bis_fnc_dynamicText , run on every PC to show on global, if anyones knows how please help : This is script is included in : //________________ Author : [GR]GEORGE F ___________ 11/03/2018 _____________ /* Killfeed_GF.sqf Headshot + Killfeed Script https://forums.bistudio.com/forums/topic/206593-headshot-killfeed-script/ http://www.armaholic.com/page.php?id=32989 Main Source from : https://forums.bistudio.com/forums/topic/183541-creating-a-basic-kill-feed/ by kaysio Posted August 5, 2015 3 different type of notification available All the 3 can display together + Display kills on chat The Kills show on global ( systemChat ) To enable the others remove the // */ publicVariable "Killfeed_notification"; addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer"]; if ((_killer==player) or (_killer == vehicle player)) then { if (_killed isKindOf "CAManBase" && {((side group _killed) == west || (side group _killed) == east || (side group _killed) == independent || (side group _killed) == civilian || (side group _killed) == sideLogic)} )then { _line = ""; _killerName = ""; _victimName = ""; _killerString = ""; _victimString = ""; _killerColor = "#99D5FF"; _victimColor = "#99D5FF"; _victim = _this select 0; _killer = _this select 1; if (!(isplayer _killer)) then { _killerName = getText (configFile >> "CfgVehicles" >> format["%1",typeOf _killer] >> "Displayname"); if(vehicle _killer != _killer) then {_killerName = getText (configFile >> "CfgVehicles" >> format["%1 crew",typeof vehicle _killer] >> "Displayname")}; }else{_killerName = name _killer}; if (!(isplayer _victim)) then { _victimName = getText (configFile >> "CfgVehicles" >> format["%1",typeOf _victim] >> "Displayname"); if(vehicle _victim != _victim) then {_victimName = getText (configFile >> "CfgVehicles" >> format["%1 crew",typeof vehicle _victim] >> "Displayname")}; }else{_victimName = name _victim}; if ((_killer==player) or (_killer == vehicle player)) then { _killerColor = "#ffff00"; //yellow } else { _killerColor = side group _killer call BIS_fnc_sideColor; _r = _killerColor select 0; _g = _killerColor select 1; _b = _killerColor select 2; _killerColor = [_r+0.1,_g+0.1,_b+0.1]; _killerColor = _killerColor call BIS_fnc_colorRGBtoHTML; }; if (_victim==player) then { _victimColor = "#ffff00"; //yellow } else { _victimColor = side group _victim call BIS_fnc_sideColor; _r = _victimColor select 0; _g = _victimColor select 1; _b = _victimColor select 2; _victimColor = [_r+0.1,_g+0.1,_b+0.1]; _victimColor = _victimColor call BIS_fnc_colorRGBtoHTML; }; _killerString = format["<t color='%1'>%2</t>",_killerColor ,_killerName]; _victimString = format["<t color='%1'>%2</t>",_victimColor,_victimName]; //the line which shows the final formatted kill _line = switch(true) do { case(_killer == _victim): {format ["%1 Killed Themselves",_killerString]}; case(isNull _killer): {format ["%1 is out of Luck!",_victimString]}; default {format ["%1 Killed %2",_killerString,_victimString]}; }; _line; //_____________________________________________________________________________ _victim = _this select 0; _killer = _this select 1; //_victimName = ""; _victimString = ""; _victimColor = "#99D5FF"; private _distance = _killer distance2D _victim; //Distance private _killweapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname"); //Weapon if (!(isplayer _victim)) then { _victimName = getText (configFile >> "CfgVehicles" >> format["%1",typeOf _victim] >> "Displayname"); if(vehicle _victim != _victim) then {_victimName = getText (configFile >> "CfgVehicles" >> format["%1 crew",typeof vehicle _victim] >> "Displayname")}; }else{_victimName = name _victim}; _victimColor = (side group _victim call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML; _victimString = format["<t color='%1'> %2 <t color='#FFD700'> %3 m</t>",_victimColor,_victimName,floor _distance]; _line = if ((_killer == player) and (_victim == player)) then { "<t size='2.5'>WASTED !</t>"; //you can playSound here when killed } else { format ["<t size='0.5'>Killed <t size='0.8'> %1</t>",_victimString]; }; [_line,0,0.3,2,0,0,7017] spawn bis_fnc_dynamicText; //0,0.8,2,0,0,7017 //_____________________________________________________________________________ /* Extra Line for systemChat , run on every PC to show the kills on global https://community.bistudio.com/wiki/BIS_fnc_MP */ [format["%1 Killed %2 from %3 m with %4", name player,_victimName,floor _distance,_killweapon],"systemChat"] call BIS_fnc_MP; //_____________________________________________________________________________ playSound "Killfeed_notification"; //_____________________________________________________________________________ /* Number: X coordinates (optional) Number: Y coordinates (optional) Number: Duration (Optional) Number: FadeIn time (Optional) Number: Delta Y, Text will move up or down depending on value (Optional) Number: Resource layer (Optional) f00000ff blue FF0000 red FFD700 gold 000000 black */ //_____________________________________________________________________________ //2 Different type of notification // Cannot get bis_fnc_dynamicText , run on every PC to show on global, if anyones knows how , please contact _victim_parsetext = format["%1 Killed <t color='%2'> %3 <t color='#FFD700'> from %4 m with <t color='#FF0000'> %5</t>",name _killer,_victimColor,_victimName,floor _distance,_killweapon]; publicVariable "_victim_parsetext"; //_____________________________________________________________________________ // 1 Hint // hintsilent parsetext _victim_parsetext; // 2 Center up screen ["<t size='0.6' align='right' with %4 >" + _victim_parsetext + "</t>",safeZoneX,safeZoneY,10,0,0,7016] call bis_fnc_dynamicText; //10,0,0,7016 // [["<t size='0.6' align='right' with %4 >" + _victim_parsetext + "</t>",safeZoneX,safeZoneY,10,0,0,7016] call bis_fnc_dynamicText] call BIS_fnc_MP; // hint"Killfeed working"; }; }; }];
  22. Sarogahtyps Simple Crew Spawner - SSCS - 1.2 Fills your vehicles with AI on all seats you want to. This script was initially thought for creating a place where you can drive any vehicle to to fill the empty seats where can be shot from with AI. Now it has a much wider usability range. You can spawn AI at any seat maybe by a chance or absolutely random. You have various options for spawning AI for an empty vehicle or for use of a player which is inside of vehicle already. You are able to set side and faction of the AI, randomly determine it or using players side and faction. Also Pilot seats will spawn pilots and crew seats will spawn crew units. It can be used in any trigger or in an addAction or just by another script. Its intended to be executed server side. It needs the vehicle object as parameter. All other parameters are optional. Why server side? Because AI which is controlled by server uses it's AI-Mod. That means if the server has VCOM AI installed then the spawned AI will behave using VCOM AI as long as it is located on server. This way you could fly a helicopter and the AI on its guns uses servers AI mod even if your client has not installed any AI mod. Integration in addAction is described in this post: https://forums.bohemia.net/forums/topic/222484-release-sarogahtyps-simple-ai-gunners-ssaig-v-11/?do=findComment&amp;comment=3348933 DOWNLOAD SSCS 1.2 SSCS code: Usage Examples 1. vehicles init line, driver/gunner/commander spawn, all FFV seats spawn, no cargo spawn, AI has own group (not players), side west, random faction, delete AI after 1 hour _d = [this] execVM "SSCS.sqf" - if a player is inside vehicle during script execution then side will be the players side and random faction of players side. 2. vehicles init line, no FFV seats spawn, driver/commander spawn - no gunner spawn, spawn 80% of cargo seats, AI joins players group, side east, faction FIA, delete AI after 10 min _d = [this, false, 6, 80, true, east, "eastfia", 600] execVM "SSCS.sqf" - if no player in vehicle then AI get it's own group (not players) - if player of side east is in vehicle then side will be east and faction FIA - if player of other side than east in vehicle then AI spawns on players side with random faction 3. vehicles init line, spawn 50% of FFV seats, spawn no driver but commander and gunner, spawn no cargo, AI has own group, side west, random faction, no AI deletion _d = [this, 50, 3, false, false, west, true, 0] execVM "SSCS.sqf" or using nil for default values _d = [this, 50, 3, nil, nil, nil, nil, 0] execVM "SSCS.sqf" - if no player in vehicle then AI spawns as side west and random faction (NATO or FIA) - if player in vehicle then AI spawns as players side and random faction Changelog V-1.2 - added possibility to spawn AI by chance for cargo FFV seats (Fire From Vehicle) - added possibility to spawn AI by chance for common cargo seats. - added all usefull unit classes of vanilla without any DLC classes - added side and faction handling (see argument/parameter description on top of script) - added workaround for bug with CUPs BMP-3 (https://dev.cup-arma3.org/T3216) - added possibility to spawn AI (or not) on driver, commander and gunner seat (look at 3rd parameter description) - deleted spawn restrictions, AI can now be spawned in any case as long as a vehicle object is given. - renameing the script into Sarogahtyps Simple Crew Spawner - SSCS because of wider usage possibilities. Changelog V-1.1 hotfix 1: - fixed bug where AI joined players group but player was not leader Changelog V-1.1: features -added option for timout after which AI gets deleted -added option for spawning (or not) cargo AI which can fire its weapon from vehicle (FFV) -added option for spawning cargo AI which can not fire from vehicle -added AI joins players group option (may cause Multiplayer conflicts but this is not tested) -added option for suppressing hint messages bug fixes - worked around a CUP mod bug where more seats are returned by CUP as really exists in vehicle. CUP is not able to fix this bug on teir own. Changelog V-1.0: -added script If you have any questions then just ask, please!
  23. Does anyone know how to add a scroll wheel option (vanilla action menu) to an ace arsenal so that the ace interaction menu is not needed to open it while still being the ace arsenal interface. Help appreciated.
  24. so I'm relatively new to Dialog Scripts in Arma 3 but what I'm trying to do is if the player selects an item in the Listbox. The item will then display a picture on the right and side depending on what item I select in the list box I've made sure my images can be linked to the display as entering them into the ctrlSetText works, but I can't figure out how I can go about making it display the image depending on what item I have selected. At first, I thought of just using if statements but I saw problems with it and an if statement for each item seems a bit of a workaround. so I decided to use Switch {} do and a case for each image as the _index gets a number that I assumed would work if I placed them into different cases like this. switch {_itemNumber} do // gets value { case (0): {ctrlSetText [1200, "images\1.paa"]}; // displays first item image case (1): {ctrlSetText [1200, "images\2.paa"]}; // displays second item image default {ctrlSetText [1200, ""]}; // if no item is selected displays nothing }; but I couldn't get it to display even though when I print it using the HINT command it prints the item selected via a number here is the full script: recipes.sqf disableserialization; _recipeArray = ["Food Materials", "Raw Materials"]; // array of items in list _ctrl = (findDisplay 3663) displayCtrl 1500; // finds dialog { _ctrl lbAdd _x; } forEach _recipeArray; // adds the _recipe array to list box while {!isNull (findDisplay 3663);} do // only loops when the display is open { sleep 1; _index = lbCurSel 1500; // gets _index value from selected item hint str (_index); // prints selection value for testing switch {_index} do // gets the _index value { case (0): {ctrlSetText [1200, "images\1.paa"]}; // displays first item image case (1): {ctrlSetText [1200, "images\2.paa"]}; // displays second item image default {ctrlSetText [1200, ""]}; // if no item is selected displays nothing }; }; if anyone could help I would be grateful.
  25. Hey,i am new to scripting and changing configs and this is my first try at it.I am trying to add a target lead indicator,like the ones you see in Cheetah and Tigris to other vehicles with electronic turret optics.Now i digged in through CfgWeapons info and saw that i just had to change the value for "ballisticscomputer" in CfgWeapons.But the problem is,......where is the location of CfgWeapons,under what pbo does it exist? I went and opened the config.bin of Prowler and there is nothing called CfgWeapons there either. The "ballisticscomputer" value that i want to change should be under "HMG_127_LSV_01",but can't find the location of it
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