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Found 675 results

  1. Hi all , Im search a Dynamik Ai script that spawns the Ai arround the player and patrol inside a Radius . I know i can spawn AIS with triggers an let them patrol but i think thats its not a good way to create a Escape scenario on an big map Like Altis . Know anyone a good configurable script ? That's it, Big THX for read ,help and your Time !
  2. GF Fog Script - Mod by GEORGE FLOROS [GR] Description: GF Fog Script , create your desired , Environment. 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 Fog Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerlocal.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 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: Create your desired , Environment. The script will spawn a normal fog for player , according the selected options and a large size fog for the vehicles. There are 3 types of Fog for each. It is possible to spawn this , at a certain position , object or unit : name this ex : GF_Fog_3 # These examples are included in the end of the script GF_Fog_3 spawn GF_Fog_Type_2; or for more object with the same spawn : null = {_x spawn GF_Fog_Type_1;}forEach [GF_Fog_1,GF_Fog_2]; 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: v2.1 Fixed : an error with GF_Fog_Change_spotDistance.sqf. v2.0 Added : GF_Fog_Change_spotDistance.sqf to adjust the AIs spotDistance , an initServer.sqf , to run the GF_Fog_Change_spotDistance.sqf , an option for an FPS limit. Fixed : an error with the fog spawn underwater, an error with the vehicle fog despawn , when the vehicle is destroyed. 1.1 Fixed an error with the vehicle fog despawn. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40262 Armaholic GF Fog Script - Mod
  3. GEORGE FLOROS GR

    GF Weather Script

    GF Weather Script by GEORGE FLOROS [GR] Description: GF Weather Script , simple and configurable to set your desired values. 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 Weather 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 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: Simple and configurable to set your desired values. 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=40261 Armaholic GF Weather Script
  4. GF ColorCorrections Script by GEORGE FLOROS [GR] Description: GF ColorCorrections Script , 14 themes available. 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 Kill info Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerLocal.sqf and in the 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: GF ColorCorrections Script , 14 themes available. There are incuded also missions parameters. To add them : Copy in the descripion.ext : #include "Mission_Parameters.hpp" and add the Mission_Parameters.hpp in your mission files. Or copy , in your descripion.ext : class Params { class GF_ColorCorrections { title = "Color Correction theme Selection:"; values[]={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}; texts[]={ "Disabled", "Realistic Color Correction theme", "Post Apocalyptic theme", "Nightstalkers theme", "OFP Gamma theme", "Golden autumn theme", "Africa theme", "Afghan theme", "Middle East theme", "Real Is Brown theme", "Gray Tone theme", "Cold Tone theme", "Winter Blue theme", "Winter White theme", "Mediterranean theme" }; default=1; }; }; 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=40260 Armaholic GF ColorCorrections Script
  5. GF Kill info Script by GEORGE FLOROS [GR] Description: GF Kill info Script , 3 types of notification available. 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 Kill info Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerLocal.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 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 killfeed script , has 3 types of notification available. The notifications will display , only when a player is killed. For AI kills display there is available this script : GF Headshot + Killfeed Script 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=40259 Armaholic GF Kill info Script
  6. GF Ambient Environment Sounds Script by GEORGE FLOROS [GR] Description: GF Ambient Environment Sounds Script , create your desired , Ambient Environment. 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 Ambient Environment Sounds Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerLocal.sqf and the 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: Create your desired , Ambient Environment. You can add your custom sounds. It is also included a mod version , posible to unpack and edit. The sound files including , day and night ambience according to time. The script will prevent running , when the player is inside a vehicle or water. There are sound files for birds , insects and some forest SFX , also a day and a night ambient loop. 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: v1.1 Deleted the playsound files. Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40255 Armaholic GF Ambient Environment Sounds Script
  7. Hi all, I have a problem that does not allow me to live in peace, I try to make an event that when a vehicle receives an amount of damage a variable is TRUE and I mark a specific action, but every time I enter the map to try the script something It goes wrong and I do not know what it would be. Someone help me? here the script that I have made. //initDamageVeh.sqf _granDamage = false; dispo1 addEventHandler ["Hit", { params ["_unit", "_source", "_damage", "_instigator"]; dispo1 setdamage 0.10; veh = getDammage dispo1; if (veh => 0.30) then { _granDamage = true; }; }];
  8. GF Units Map Markers and Symbols Script by GEORGE FLOROS [GR] Description: GF Units Map Markers and Symbols Script , simple Map Markers for AI and 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 Units Map Markers and Symbols 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 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: Simple Map Markers and Symbols for AI and Players for SP - MP and debug purpose. It is also included a mod version , posible to unpack and edit. The mod has enabled only the playerSide markers. It is possible to filter the display . You can add in the init of a unit to exclude : this setVariable ["Var_GF_Units_Map_Markers", true]; this setVariable ["Var_GF_Units_Map_Symbols", true]; More information inside the .sqf Added support for : ACE3 mod , FAR , BTC and AIS revive. 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: v3.0 Fixed the group icon error, for the size of the unit v2.0 Several Fixes , including type of markers , symbols and errors. Added markers depending on side. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40252 Armaholic GF Units Map Markers and Symbols Script
  9. Actually, i would like to find a way ( script ) in order to transform any normal vehicle into a drone, drivable via a drone terminal as any drone ( Mq-12 Falcon, AR-2 Darter, etc... ) if indeed that is possible . . Plus, I read a topic about this : But I can't figure out how to do it properly . Is there someone can enlighten me on the subject, it will be so kind from you . Thanks in advance .
  10. Just wanted to know if there was any way to make the VON louder through scripting as car engines etc are by default louder. Thanks in advance
  11. VASS - Virtual Arsenal Shop System Introduction VASS provides a simple to setup shop system and is the successor to the Arsenal Shop. The system provides several functions to handle traders and items. As of now it does not come bundled with an economy system but the implementation of an external one is easily possible. Setup Enable system: Download the GitHub repo: https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System Check the example mission (Mission.VR) Copy the VASS folder to your mission Add the lines from the description.ext Add trader: Execute the addShop function: [this] call TER_fnc_addShop Add an inventory with the addShopCargo function: [this, ["itemclass0", 15, 5, ..., "itemClassN", price, amount]] call TER_fnc_addShopCargo For easier setup of this cost table I have created a mod that does this task with a user interface: https://steamcommunity.com/sharedfiles/filedetails/?id=1760193128. The settings can be changed by opening the object's attribute window and scrolling down to the "VASS" section. Handle money: Edit the TER_fnc_VASShandler in "VASS\fnc\fn_VASShandler.sqf" Change the getMoney and setMoney functions to match your economy system Documentation GitHub will have a wiki on all aspects of the system. In addition to that all relevant functions have a header at the beggining of the file to show you what arguments they expect and what they do. Further links GitHub: https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System VASS 3den mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1760193128 BI forums: https://forums.bohemia.net/forums/topic/219677-release-virtual-arsenal-shop-system/ Screenshots That's all for now and I hope that you find this useful! 7erra DISCLAIMER - This post was edited nearly a year after the original post. Don't expect comments from the previous discussion (up until page 5) to be applicable to the new system
  12. GF Set Custom Loadout Script - Mod by GEORGE FLOROS [GR] Description: GF Set Custom Loadout Script , Set your Custom Loadout to AI and 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 Set Custom Loadout 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 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: It is also included a mod version , posible to unpack and edit. It is possible to set the loadout also for the spawned units. There is an exclude list available or add in the init of a unit: this setVariable ["Var_GF_Set_Custom_Equipment", true]; More information inside the .sqf 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: v3.0 Added extended options , in order to spawn a different loadout for each side. Several Fixes. v2.0 Added files for : CUP mod , RHS mod , Unsung mod , with different variables for everyone. Full ACE3 mod list Added options for Ravage mod and ACE3 mod. Several fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40244 Armaholic GF Set Custom Loadout Script Informations about exlude or spawn : There is also available a Mod with userconfig to apply settings:
  13. I'm trying to duplicate and reconfigure the AddEquipment.fsm from Arma 3s End Game, the reward system for successfully downloading an intel. It gives you new loadout classes as a reward. I've successfully editet the loadout itself, it appears as I want it to in the respawn menu and all. But I want to change how the notification appears. As you can see in the picture: I get 2 classes. One has an empty name " - ", and the other is "Recon Marksman". How can I change it, so it says " Soldier (AT)" instead of " just "-" " The whole .fsm is here: And here is where I editet mine:
  14. Using @rebel12340 's Radio Jammer script, I wanted to add a little life to them. I updated to his latest version and made it much easier to use them mid-mission with any Zeus: Again, all credit to @rebel12340 for his work, I made 0 edits to his script, just added the effects and Zeus function. You can grab Rebel's original script here: You can download everything from here: https://github.com/phoenixdowngaming/Xians-Scripts/tree/master/Radio_Jammer Inside the Init of your Zeus Module: this addEventHandler ["CuratorObjectPlaced", { params ["_curator", "_entity"]; [_entity]execVM "RadioJammer\jammer_Check.sqf"; } ]; RadioJammer\jammer_Check.sqf: private _jammer = _this select 0;//the jammer if (typeof _jammer == "Land_DataTerminal_01_F") then //check if the object Zeus placed is a Data Terminal aka Jammer { [_jammer,3] call BIS_fnc_dataTerminalAnimate;//Animate the jammer to be open and "on" [[_jammer]] execVM "RadioJammer\TFARjamRadios.sqf";//activate Rebel's radio Jamming script, ALL CREDIT TO HIM FOR THIS, I MADE 0 EDITS TO HIS WORK _jamPos = getPos _jammer;//get the position of the jammer _jamSource = "Land_HelipadEmpty_F" createVehicle [0,0,0];//create an invisible helipad to use as our sound source _jamSource setPos _jamPos; _Zeus = allCurators;//get a list of Zeus's incase multiple are being used {_x addCuratorEditableObjects [[_jamSource],false ];} forEach _Zeus;//make sure to add the helipad to Zeus incase he wants to move or delete the jammer after its been placed _jamDamage = getDammage _jammer;//in order to loop the sound, I chose to use a damage check [_jammer,["Shutdown Jammer","RadioJammer\jammer_shutdown.sqf",[_jammer,_jamSource],1,false,true,"","_this distance _target < 3"]] remoteExec ["addAction",0]; while {_jamDamage < 0.10} do { [_jamSource,["jammer_loop",25,1]] remoteExec ["say3D",0]; sleep 3; }; //this while loop checks the damage of the jammer every 3 seconds. apparently it can't be shot or blown up so we apply the damage manually in the shutdown script which ends the sound effects }; RadioJammer\jammer_shutdown.sqf private _jammer = _this select 0; //The Jammer device itself private _jamsource = nearestObject [_jammer,"Land_HelipadEmpty_F"]; //the sound effect source private _jamDamage = getDammage _jammer; //the jammers current damage deleteVehicle _jamsource; //stops the sound regardless of loop or length of sound effect _jammer setDamage 0.75; //set damage, can be any value really but I chose 75% [_jammer,"green","green","green"] call BIS_fnc_DataTerminalColor; //change the colors from red to green to let player now its "safe" [_jammer,0] call BIS_fnc_dataTerminalAnimate; //animate the box to Close, giving visually feedback to the player [_jammer,["power_down",25,1]] remoteExec ["say3D",0]; //play the power down sound effect directly from the jammer itself player setVariable ["tf_receivingDistanceMultiplicator", 1]; //variable used to turn radios back on player setVariable ["tf_transmittingDistanceMultiplicator", 1]; //variable used to turn radios back on }; Description.ext enableDebugConsole = 1; respawn = "BASE"; respawnDelay = 5; //This is the section that is most important. All the sounds are 'declared' here to be used in game class CfgSounds { class jammer_loop { name = "jammer_loop"; sound[] = {"\sound\jammer_Effect.ogg", db+2, 1}; titles[] = {1,""}; }; class power_down { name = "power_down"; sound[] = {"\sound\power_down.ogg", db+6, 1}; titles[] = {1,""}; }; }; 1 Known Bug so far: I've had a few people tell me that the sound effect is very low which is odd because on my machine, its loud. A quick workaround/fix is to just turn up the db+# in the description.ext to a higher number and that should get it working Any questions, suggestions or feedback, let me know! I learned most my scripting knowledge back in Arma 2 so if its old or if anything can be done an easier/better way, I'd love to know about it!
  15. hello anyone I'm making a SP game and i want the player to contact a oldman for info in a town, when the player get in 2 mtr from the oldman i want the oldman to look at the player and the SUBTITLES is shown on screen but i want the script to jump to the subtitle in the EXITWITH if the player runs in to the oldman one more time. i have a trigger with this type: none ACT: none Repeat is ticked \/ COND :TRUE ACT : 0 = oldman spawn { waitUntil {sleep .1; player distance2d oldman < 2}; oldman lookAt player; oldman disableai "move"; _handle = execVM "TALK\oldman.sqf"; }; In my OLDMAN.SQF : // _handle = execVM "TALK\oldman.sqf"; if (oldmandone < 0) exitWith {_handle = [] spawn {["OLDMAN", "I have already given you my information.."] spawn BIS_fnc_showSubtitle};}; <-- i want this to be told to player if he turns to the oldman again in mission _handle = [] spawn {["OLDMAN", "Hello sir, if you go into the barn you will find"] spawn BIS_fnc_showSubtitle}; sleep 8; _handle = [] spawn {["OLDMAN", "some things that might could help you with your mission."] spawn BIS_fnc_showSubtitle}; sleep 8; _handle = [] spawn {["OLDMAN", "It is all we got, if you need anything else,"] spawn BIS_fnc_showSubtitle}; sleep 8; _handle = [] spawn {["OLDMAN", "you have to find it somewhere else."] spawn BIS_fnc_showSubtitle}; sleep 8; _handle = [] spawn {["OLDMAN", "Good luck, i have work to do.."] spawn BIS_fnc_showSubtitle}; sleep 5; oldmandone = oldmandone + 1; oldman enableai "move"; I think i have to make it run in a loop so it can do the exitwith but i don't know how to do it. can it be done in the trigger. i have tried with [ at the beginning by the if (oldmandone <0 and a ] call BIS_fnc_loop; but no joy Any one with a idea how to solve this problem for me.
  16. GF Heros Status Bar Script by GEORGE FLOROS [GR] Description: GF Heros Status Bar Script , configurable . 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 Heros Status Bar 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 in the 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: 1.Players in the server 2.Health 3.Hydration 4.Nutrition 5.Direction 6.Magazines 7.Money 8.Body temperature 9.FPS Credits & Thanks: Special thanks to Heros for Heros Survive mod. 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 Requirements: @Heros Survive Mod http://www.armaholic.com/page.php?id=31161 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40240 Armaholic download GF Heros Status Bar Script
  17. How can I do to buy if BIS_fnc_endMissionServer has been executed with conditionals? try doing the following: if (typeName BIS_fnc_endMissionServer == 1 ) exitWith { while {true} do { ["<t font = 'PuristaMedium'><t size = '1'><t color = '#00ffd8'>" + timedisplay + "</t>",-1,0.10,10,0,0,789] spawn BIS_fnc_dynamicText; sleep 10; }; }; but without success, can someone tell me how to compare this so that, for example, are stopped the chronometer all players ?
  18. Hi guys, Today I come to a query to know if I could make my first Script correctly, //init.sqf bluNums = west countSide allPlayers; while {true} do { { if (!alive player) then { bluNums = bluNums - 1; if (bluNums <= 6 && _downAllies) exitWith { detenerTiempo = true; "EVERYONELOST" remoteExecCall ["BIS_fnc_endMissionServer", 0, true]; _downAllies = false; }; }; } forEach allPlayers; }; This script was written to indicate to the system that when they have killed a number of blufor soldiers the game ends as lost, since there are 16 blufor but I wanted the counter to subtract to the global variable -1 and to reach 6 finish the mission, because I put a player counter. The script is fine? or do you see any failure or improvement? thank you very much
  19. Hello everyone, I would like to know if someone explains to me, how can I do persistent scripts? that although a player to disconnect and reconnect the information continue to be provided since the server started? Example: A counter that is shown to the player, but when it is disconnected and reconnected can return to see the time, the same with the current time since it started? I have a counting clock, but my problem is that when someone disconnects and reconnects they can not see it anymore and if I do a JIP when the player reconnects the time starts again when the mission is not over yet. Does someone tell me how to solve it?
  20. Anyone good with particles who can help me? I am working on a script that gives visual feedback when hitting another aircraft. I used the rock shower as template https://community.bistudio.com/wiki/ParticleTemplates My plane emits stuff when hit, all fine. The issue I have is it won't stop. I want to make it emit things for 1-2 seconds. not a minute : ( Any ideas? Do I have to make my own emitter thingy to get access to the emitter lifetime - and if so how would that work? Already obsolete : ) Thx to Yax for help Code: Don't mind the particle model. Once it works I will make a nicer one.
  21. GF Set AISkill Script by GEORGE FLOROS [GR] Description: GF Set AISkill Script , Set your desired AI Skills settings. 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 Set AISkill 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 in the 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: Copy in the descripion.ext : #include "Mission_Parameters.hpp" and add the Mission_Parameters.hpp in your mission files. Or copy , in your descripion.ext : class Params { class GF_Set_AISkill { title = "GF_Set_AISkill"; values[] = {0,1,2,3,4,5}; default = 1; texts[] = {"Novice","Rookie","Recruit","Veteran","Expert","Random"}; }; }; Credits & Thanks: 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=40229 Armaholic download GF Set AISkill Script
  22. Hello guys. I'd like to ask you if there's any way to allow player create new installations in asymmetric warfare in ALiVE. My idea is to make insurgent players allowed to create new intallations in area under their own control but also make it limited to not "spam" the server by installations. Also I have one more small question. Must be installations disabled manually or can it be just blown up? I always get "reward" for disabling it manually but never by blowing it up. I'd just like to allow players destroy installations by any way and get always some "reward". By "reward" I mean support points. Any ideas?
  23. Hello everyone, I'm having trouble adding actions to an object. Locally everything goes well. the code below works well and the actions are displayed every 2 after the others. However once on the server, it displays the last action executed by the script ... please help? if (TerminalArsenal) then {[hds_terminal] spawn fnc_EstUnArsenal}; if (TerminalDeSaute) then {[hds_terminal,"Insertion",7] remoteExecCall ["fnc_EstUnTerminalDeSaut",2]}; if (TerminalDeGroupeIA) then {[hds_terminal,"Groupe:R.O.S",1] remoteExecCall ["fnc_EstUnTerminalDeGroupeIA",2]}; if (TerminalDeGroupeIARHS) then {[hds_terminal,"Groupe:R.H.S",2] remoteExecCall ["fnc_EstUnTerminalDeGroupeIARHS",2]}; if (TerminalDeGroupeIAPERSO) then {[hds_terminal,"Groupe:H.D.S",3] remoteExecCall ["fnc_EstUnTerminalDeGroupePERSO",2]}; if (TerminalMission) then {[hds_terminal,"Mission|Suivante",4] remoteExecCall ["fnc_EstunTerminalMission",2]}; if (TerminalDeNeutralisation) then {[hds_terminal,"Basculer Civil|Militaire",5] remoteExecCall ["fnc_JoueursNeutre",2]}; if (TerminalDeSauvegarde) then {[hds_terminal,"Sauver|Equipement",6] remoteExecCall ["fnc_SauvegardeEquipements",2]}; if (TerminalDeDebugger) then {[hds_terminal,"Nettoyer|Mission",5] remoteExecCall ["fnc_EstUnDebugger",2]}; Below the code of one of my actions params ["_UnObjet","_Message","_Ordre"]; _Message = format ["<t color='#353531'>H</t>|%1",_Message]; _Icone = "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa"; [_UnObjet, //L'objet sur lequel l'action est attachée | The object on which the action is attached _Message, //Titre de l'action | Action title _Icone, //L'icone qui est affiché à l'écran | The icon that is displayed on the screen _Icone, //L'icone de progression | The icon displayed on the progress screen "_this distance _target < 5", //Contion pour que l'action soit affiché "_this distance _target < 5", //Condition pour que l'action progresse {}, //Le code exécuté quand l'action commence {},//Le code exécuté quand l'action est entrain de progressé {ExecVM "atm_airdrop\atm_airdrop.sqf"}, //Le code exécuté dans l'action est terminée {}, //Le code exécuté si l'action est intérrompu [], //Arguments passed to the scripts as _this select 3 1, //Durée de l'action _Ordre, //Prioritée | Priority (ordre on the screen) false, //Supprimer quand l'action est terminé ? | if remove after down action false //Montrer dans l'etat d'inconscience ? | ] remoteExec ["BIS_fnc_holdActionAdd",0,_UnObjet]; //-2 : Tous le monde sauf le serveur In conclusion, this code is executed only by the server. however, the action is visible to all clients. Clients only see the last action that the server performs. locally all works properly. if the code is executed by the client, then yes it works, but each client will generate duplicates.
  24. Hello everyone, I'm having trouble adding actions to an object. Locally everything goes well. the code below works well and the actions are displayed every 2 after the others. However once on the server, it displays the last action executed by the script ... please help? if (TerminalArsenal) then {[hds_terminal] spawn fnc_EstUnArsenal}; if (TerminalDeSaute) then {[hds_terminal,"Insertion",7] remoteExecCall ["fnc_EstUnTerminalDeSaut",2]}; if (TerminalDeGroupeIA) then {[hds_terminal,"Groupe:R.O.S",1] remoteExecCall ["fnc_EstUnTerminalDeGroupeIA",2]}; if (TerminalDeGroupeIARHS) then {[hds_terminal,"Groupe:R.H.S",2] remoteExecCall ["fnc_EstUnTerminalDeGroupeIARHS",2]}; if (TerminalDeGroupeIAPERSO) then {[hds_terminal,"Groupe:H.D.S",3] remoteExecCall ["fnc_EstUnTerminalDeGroupePERSO",2]}; if (TerminalMission) then {[hds_terminal,"Mission|Suivante",4] remoteExecCall ["fnc_EstunTerminalMission",2]}; if (TerminalDeNeutralisation) then {[hds_terminal,"Basculer Civil|Militaire",5] remoteExecCall ["fnc_JoueursNeutre",2]}; if (TerminalDeSauvegarde) then {[hds_terminal,"Sauver|Equipement",6] remoteExecCall ["fnc_SauvegardeEquipements",2]}; if (TerminalDeDebugger) then {[hds_terminal,"Nettoyer|Mission",5] remoteExecCall ["fnc_EstUnDebugger",2]};
  25. 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
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