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Found 675 results

  1. Hi guys, I would like you to help me with this: Minutes = 10; publicvariable "Minutes"; Minutesd = true; publicvariable "Minutesd"; waitUntil {!isnil "Minutes"}; while {(Minutesd) && (Minutes > 0)} do { [{hintSilent parsetext format ["<br /><t align='center' color='#FF0000' size='1.3' font='TahomaB' >%1</t><br />",[((Minutes)/60)+.01,"HH:MM"] call BIS_fnc_timetostring];},"BIS_fnc_spawn",TRUE,FALSE] spawn BIS_fnc_MP; Minutes = Minutes - 1; publicvariable "Minutes"; sleep 1; }; Minutes = 0; true; waituntil {(Minutesd) && (Minutes == 0)}; // Script "EVERYONEWON" call BIS_fnc_endMissionServer; How could I do so that time counts by hour, minutes, seconds, since this counter only drops from minutes, if I add hours it gives me an error and it drops the time directly as if they were seconds.
  2. GEORGE FLOROS GR

    GF Missions Script

    GF Missions Script by GEORGE FLOROS [GR] Description: GF Mission 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 Mission 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 a standalone Mission Pack , that will give more depth in a mission. It is working in every map. It will generate missions on random. This script is also including DAC Script version. ** CAUTION ** The player variable names , must start with : s_1 , s_2 and so on up to s_70. Otherwise , they must be defined in the DAC/DAC_Config_Creator.sqf Feel free everyone , to post your missions (scripted , MP compatible) in order to make this Misson Pack bigger ! 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 . Special Thanks to : Big thanks to Silola , for his unique DAC mod/script. DAC V3.1 (Dynamic-AI-Creator) https://forums.bohemia.net/forums/topic/167033-dac-v31-dynamic-ai-creator-released/ Changelog: v3.0 Several Fixes. v2.0 added a lot of available options, added the EOS Script, added a custom spawn system, added more missions, addded a time out option, the missions that must be spawn in the desired position, added safe areas, added addactions, added the new GF_Set_Custom_Loadout script, which is modified for this purpose, scripts for the spawned enemies will allow everyone to select from an array for the classnames for ex: RHS units , vehicles , etc excluded GF_Police_and_Siren script , and there are a lot of changes on the whole script. This version is completely reedited. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40207 Armaholic GF Missions Script Extra usefull information from the topic , will be added at the post below:
  3. Hi people, I need a little help here; Some good person can tell me what script would help me insert an image centered on an intro outro Example: before starting the mission.
  4. Daniel Frič

    AI Artillery

    I want to ask what is perfect trigger script for AI artillery to fire at position, im using this one _ammo = getArtilleryAmmo [gun1] select 0; _tgt = getMarkerPos "target1"; gun1 doArtilleryFire[_tgt,_ammo,10]; At first it worked on my mission while testing, but then it stopped working, i dunno how and why, i tested it on another map and it worked like dafuq i srsly dont know what to do
  5. (WIP) Weapon Attachment Trader Script for Ravage Fellow Ravagers, in case you want to be able to buy weapon attachments such as scopes, silencers, flashlight or laser pointers in your Ravage mission, in addition to the original Ravage traders, look no further;) Functions of the script - Spawns a trader at a marker position (multiple markers are possible if you want the trader to move around) - Matching attachments for weapons as defined per array - the first item the trader sells matches the players current weapon (if carrying any) - uses rvg_money as currency - checks if you have enough money and enough space in your inventory before you are able to buy an item - the base price per item is set at 90 with some randomization (per item sold) each time the script is triggered - currently the items sold refresh after you select "Back" in the scroll menu. Each time you press back you get to call for new items to be offered. - after successfully buying an item, the position will be removed from the scroll menue How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "TraderspawnAtt.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. init.sqf: Step 2 - Back.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> Back.sqf 5. Move the Back.sqf to your mission folder. ========================================= Back.sqf : Step 3 - TraderspawnAtt.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> TraderspawnAtt.sqf 5. Move the TraderspawnAtt.sqf to your mission folder. ========================================= TraderspawnAtt.sqf OR: add custom items: If you want to define the attachments that may be sold by yourself, copy the below code into TraderspawnAtt.sqf instead of the above and add your attachment classnames in the array AttachementArray =["classname1","classname2"]; Script Dependencies: - Ravage mod is required to run this script - CBA (required by Ravage) Using the script without Ravage mod: If you want to use this without the Ravage and CBA mod, you would replace the currency ("rvg_money") with whatever classname of an item that you use as currency. Setting up the Script in the editor: 1. Start your mission via editor and place markers named: mrkrTR_1 2. To name a marker, add the above name into the Variable Names field like this: mrkrTR_1 Place your player and start your mission. Personalize the script - (additional markers) The trader will keep respawning at one location, if only one marker is placed. 1. To place more markers and achieve that the trader is "moving around", just add additional marker names under _traderspawn = [.....]. in the script. 2. The last marker needs to end without comma "mrkrTR_5"];. Leaving a comma at the end of the array "mrkrTR_5,"]; would not work. 3. Place the new markers on the map. Adding items The script selects Weapon Attachments based on randomly selected weapons from WeaponArray =[...]; Add remove weapons there to ensure attachments that match your weapons will spawn. To Dos: - find a way to sell back Weapon Attachments (to a lower price) - general code/script optimization and simplification - i might add some delay before the item list can be refreshed with "Back". - gather your input and change stuffs to make it better;) - MP not tested, happy to receive input on how to make this MP friendly Other stuff that is in the pipeline @ Vandeansons script factory: - Different Tier of traders connected to a reputation system (would be a separate script) - Vehicle trader (Planes, Helis, Cars,...) - currency exchange to allow for two different money systems (e.g. trader ravage currency versus the currency from HG Simple Shops) - Adaptation of the EDN_Fortification Base building mod to include it into your Ravage mission (spawn in collectible Blueprints, spawn in building materials, customize and add own blueprints) - Dynamic and infinite ongoing task generator connected to reward system (e.g. Money, equipment...) - tasks are either automatically assigned one after the other upon completion or document folders are spawned into in buildings around the player that, after collecting it, will assign a new task =================================== Changelog v.0.1 2018.08.22 - release of working version
  6. Hey ! , i want to ask what is wrong with my scripts Im using Triggers in game to make AI artillery fire on area, at first it worked, then i wanted to test it out and nothing happened, when i came to them to test it, they just aimed and then took they aim to default position im using this script : _ammo = getArtilleryAmmo [gun1] select 0; _tgt = getMarkerPos "target1"; gun1 doArtilleryFire[_tgt,_ammo,10];
  7. Hi there can anyone assist me with using layers to hide a selection of entities using boolean logic or variables for example. Right now I want to make a ship appear depending on the faction selected in the parameter screen. The wiki describes its many uses for the 3DEN layers like remove,add and set, it also describes the syntax but I'm finding it hard to get working correctly. Another thing I don't understand is, are the entities "linked" to the value -1 or is it "linked" to the "Enemy Base" String?
  8. Hello everyone, I have a question with the triggers, if I create an activator: How do I make that trigger belong to an owner, say that it only activates if a certain group or a certain object is present?
  9. This script allows you to call a cruise missile on a target, in order to fire it, add a custom support and execute this file. To call accurately, use a laser designator, otherwise, the missile will "SNAP" on a nearby building/car/man. You'll find more details inside the sqf file. http://www.mediafire.com/file/ky9d722ii88c6if/Cruise_Missile.zip/file New version.
  10. Hey whats up, my team and i are currently looking for a scripter to help us work on a racing mod project. Most stuff is already done, the Script stands, the original scripter has got stuff to do irl so he cant work on it right now. Mainly needs some tweaks and stuff changed, so very little made from scratch. Cant say much about the project here since its not public yet, all i can say is that its something that hasn't been done before and is revloved around cars and racing. If you're interested feel free to dm me here, on discord Spekx#9186 or on Steam https://steamcommunity.com/id/Chrisisaboringnamebutwhatcanyado/ Teaser
  11. Hello fellow editors, Im working now for hours on a simple script that must activate a trigger. It works fine on my localhost, but not on my server. I can't get it to work. Could you please take a look at it and help me out. There are probatly hunderds of topics about this subject, but I seached for hours and can't figger it out. (Noob :P) ------------------------------------------------------------------------------------------ Talk script: // Quick animation. titleText ["You: You are not allow to stand here, please move back to the barrier","PLAIN DOWN"]; 10; sleep 8; titleText ["Civilian: Alright, ill go.","PLAIN DOWN"]; 10; Civbar1=true; _gen = _this select 0; _caller = _this select 1; _id = _this select 2; _gen playmove "AidlPercSnonWnonDnon_talk1"; ------------------------------------------------------------------------------------------ initServer: // ============= Variables Civbar1 = false publicVariable "Civbar1"; Civbar2 = false publicVariable "Civbar2"; Civbar3 = false publicVariable "Civbar3"; ------------------------------------------------------------------------------------------ Trigger: variable name: Civbar1 Condition: Civbar1 on Act: rocivbar1 enableAI "move"; rocivbar2 enableAI "move"; rocivbar3 enableAI "move"; trigger has a waypoint activation set ------------------------------------------------------------------------------------------ Civilian: variable name: rocivbar1 init: talk1 = this addaction ["Tell civilians to move behind barrier","Scripts\interaction\Civi\CivBar1.sqf"];
  12. Hello everyone, I have been looking around carefully and all over, but not managed to come across the specific script or code that I want for my mission. I was wondering if anyone knew a script or code with a specific use. - when you interact with an object in-game with a variable name to it, you get an option in scroll menu to activate it - when you activate it, you are sent into the cargo/passenger seat of a specific vehicle with a specific variable name Thanks in advance
  13. I'm creating a script that makes the door of the vehicle open when someone tries to get in. inGameUISetEventHandler [ "Action", " if ((_this select 3) == 'GetOut') then { [] spawn { _player = player; _target = (vehicle player); _target animate ['Door_1_1', 1]; uiSleep 1; _player action ['GetOut', _target]; uiSleep 1; _target animate ['Door_1_1', 0]; }; true; }; if ((_this select 3) == 'GetInDriver') then { [] spawn { _player = player; _target = cursorObject; _target animate ['Door_1_1', 1]; uiSleep 1; _player action ['GetInDriver', _target]; uiSleep 1; (vehicle player) animate ['Door_1_1', 0]; }; true; }; " ]; While GetInDriver action is working as intended (the door opens, player gets in, the door closes), GetOut action, more specifically: _player action ['GetOut', _target]; Ignores uiSleep and plays just as the action is pressed. I'm struggling to understand why this is happening. I'd be glad if someone helped me out. Thanks.
  14. GEORGE FLOROS GR

    GF Skinning Script

    GF Skinning Script by GEORGE FLOROS [GR] Description: GF Skinning 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 Skinning 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/ Recommended and/or optional addons and mods to use with GF Skinning Script: - Ravage mod - Heros Survive mod - dbo cows mod Notes: Configurable Script. It is working with every mod. You can skin animals or men or anything else modded. You can select the dropped items ( meat or anything ) to be from , Ravage or Heros Survive mod , or any other mod , by adding the classnames of the dropped items. Once you are close to the victim , you will get an addaction: "Skin and quarter the body". You can add your custom sounds when skinning , 3 sounds are included. 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 . Special Thanks to : Big thanks to Killzonekid , for his ArmA Scripting Tutorials. Haleks for Ravage mod. Heros for Heros Survive mod. Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40173 Armaholic GF Skinning Script
  15. Hi, I need a help guys, can someone make me a simple script, where the enemy on the map chases the player wherever he moves? I tried some but I did not do anything, I have not been doing anything wrong, could you help me with this please?
  16. Hi all, I am looking for a solution or some guidance to understand how I can pull arrays of loot (e.g. weapons, gear,...) from a separate file into a .sqf file. What I want to do: - create a master file with arrays of items, weapons, or structures - create scripts (e.g. LINK)that spawn loot that can access those master files - have one single file where I can alter those arrays without having to update the arrays in each single script an example for an array that is currently in each of my scripts and that I would like to export into a master file and then acces from such master file: _itemsArray =[ "rvg_canOpener", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_milk", "rvg_rice", "rvg_hose", "rvg_guttingKnife", "rvg_tire", "rvg_purificationTablets", "rvg_flare", "rvg_matches", "rvg_Geiger", "rvg_toolkit", "rvg_antiRad", "muzzle_snds_B", "muzzle_snds_L", "acc_flashlight_pistol", "optic_DMS" ]; Any input is very welcome;) thank you and cheers vandeanson
  17. GF Ravage Static Traders Script by GEORGE FLOROS [GR] Description: GF Ravage Static Traders 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: Place in your mission the files . There is everything included , in the init.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: Spawn Static Traders on random or certain position, for Ravage mod. Configurable script. #Caution : in order to get this work you need to add in the Editor, a Ravage Ai module. 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 Requirements : Community Base addons A3 Ravage Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40162 Armaholic GF Ravage Static Traders Script
  18. Hi guys, I have a mission which is that a helicopter breaks down and rushes to the ground, but I do not want players to take damage until the helicopter is destroyed, try the following: {_x allowDamage false;} forEach allPlayers; if (!alive gh1) then { waitUntil {isTouchingGround allPlayers}; sleep 5; {_x allowDamage true;} forEach allPlayers; }; but nothing happens, how can I make it work?
  19. Hello, i'm very newbie at scripting and stuff i wanna make some kind of CAS/Arty ordenance by pointing at the target (By binoculars for ex) or by putting the Mouse on the map i wonder if there is a function or a way to get that working, i know it exists cuz for example at the Campaign there is a mission when you point at the target or use the map to request mortar fire thanks in advance
  20. I was wondering if there is any way to require data from .json files inside q .sqf file. Or anything that covers that functionallity. The thing is: when a player buy a new custom loadout on the website, a post request is made with his ID to a file. Then, the if statemant checks the json file to watch for the player ID instead to watch for it on the array. the execVM function can do this? there is other way? Thank you all. //Default way for doing this if ((getPlayerUID player) in ["456789123"]) then { //Donators: Nobody DefaultMagazines = [{custom_items}]; DefaultWeapons = [{custom_items}]; DefaultBackpack = "{custom_item}"; DefaultBackpackWeapon = "{custom_item}"; }; //Exepected way loadout.sqf if ((getPlayerUID player) in {file.json} ) then { //Donators: Nobody DefaultMagazines = [{custom_items}]; DefaultWeapons = [{custom_items}]; DefaultBackpack = "{custom_item}"; DefaultBackpackWeapon = "{custom_item}"; }; //JSON with the buyers ID's file.json {[ '123456789','987654321', '159753468',..... ]}
  21. GF Vehicle Radio chatter script by GEORGE FLOROS [GR] Description: GF Vehicle Radio chatter 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 Vehicle Radio chatter 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 , 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: Notes: Configurable Script. You can display Custom or game's default sounds, select distance from vehicle and repeat time. The radio is disabled for the civilian vehicles and there is available an exclude list. It is working on any type of vehile (Landvehicle,Tank,Air,Ship). It is working also for the spawned vehicles. 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 . Special Thanks to : @tpw https://forums.bohemia.net/profile/762937-tpw/?do=content&type=forums_topic&change_section=1 For helping , with sharing part of his mod / script . @TPW MODS / tpw_radio https://forums.bohemia.net/forums/topic/154944-tpw-mods-v20180630-enhanced-realism-and-immersion-for-arma-3-sp/ Changelog: v2.0 Reedited code. Added a Mod version ,possible to unpack and edit. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40143 Armaholic download GF Vehicle Radio chatter script
  22. So, I was hoping to make some missions for my group where we can bring in prisoners for questioning to gain valuable intel. In order to do this however I need to have the enemy surrender sometimes. I tried googling around but I haven't managed to find anything yet. If there is some proper surrendering script out there that takes in variables such as how outnumbered an enemy is, if he's wounded etc. that would be cool but if not I would be completely find with a more simple script that makes the remaining enemies of one side (within a specific area) surrender when there are say... less than three of them left in that area. I found this topic discussing how to make enemies surrender when there are less than 10 of them in the entire map (from what I've understood of that topic) but I couldn't even get that to work it seems. Unfortunately I'm completely at loss when it comes to scripting so I would need help. In other words, I'm looking for a trigger/script with the condition "less than three OPFOR within this area" and the on activation "the last OPFOR within the area puts their hands on their backs and is set as captive". Any ideas anyone? If there are any other good surrender scripts/ideas I would like to hear them as well. We do use Alive though so anything that is relying on groups that are present when the mission starts etc. won't work I suppose. (My idea here was to have a minimum amount of enemies placed in these areas at start and then having more spawn by Alive, that way they won't just surrender right away or something)
  23. Hello, I need a little help: I would like the AI not to be visible to the naked eye but only visible through thermal NVG. I would like to add it either in the IA init or in a script. And usable in Multiplayer. Can someone help me?
  24. Dynamic Animal/Game Spawn Script This script will continuously spawn animals that can be hunted (and butchered with the ravage mod and the mods "Survival systems" module active) in proximity of the player. Showcase Video: (This is just showing the basic functions with speed up despawn times and reduced spawn/despawn distances FYI) Functions of the script: - spawn loop for animals - random number and type of animals - can be butchered (using the ravage mod and a knife) - despawn once player moves away - customizable code How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "animalspawner.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - "animalspawner.sqf" 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code below into your notepad doc. 4. Save the notepad document with this name ------> animalspawner.sqf 5. Move the animalspawner.sqf to your mission folder. ========================================= animalspawner.sqf code: Script Dependencies: No dependencies. However, the Ravage mod and the mods "Survival systems" module is required to butcher the animals and process their meat. You can find all about the Ravage mod here: LINK Setting up the Script in the editor: 1. Find the Ravage section in your Editors "Systems" tab. 2. Place the module "Survival systems" Note: you need a "Gutting Knife" (from the Ravage mod) to butcher the animals 5. Place your player and start your mission. Using the script without Ravage mod: - the script runs without the Ravage mod active, no changes needed Credit: the basic template for the spawner came from a fellow ravager, however I can not trace back the specific post anymore. so shout out to all the friendly scripters from the ravage comunity for all their input;)!
  25. From the old days I remember there was a script which denied the shared markers on the map through indefinate range using chat. I have searched days now but cant find it. What I want to achieve is that markers are and stay local, until shared by direct interaction with a player. Even better would be that the markers are saved in the mapitem. Stopping people from sharing is simple, by disabling the chat channels. Does anyone know of have such a script? And Im an OK scripter myself. So maybe someone can give me a push in the right direction
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