Jump to content

Search the Community

Showing results for tags 'scripting'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 517 results

  1. I have a question regarding Multiplayer scripting. I'm building a mission for multiplayer with some very basic scripts (example) But even those simple scripts seem not to work smoothly. Most of the time it's someone not seeing the script effect or running the script later than others. I tried for example to fly my players in with precaptured (unitcapture) helicopters. But when calling those with triggers (and nul = execVM "script.sqf") players said they arrived at different times, which led the to the conclusion that they all locally executed the execVM with a slight delay between each player. However when I executed the execVM with the Zeus-Ares Module "Execute Code Module" and picked "global" as the running Mode everything worked fine. The question is how can I achive that "global execute Mode" for my scripts without having to execute through Ares but being activated and executed by trigger.
  2. _moni=_this select 0; _good=false; _max=true; { if(_x==0) or (_x==1) or (_x==2) or (_x==3) or (_x==4) or (_x==5) or (_x==6) or (_x==7) or (_x==8) or (_x==9) then { } else { _max=false; }; }forEach _moni; if(_max)then { _good=true; } else { _good=false; }; if(_good)then { if (!isNil "life_no_injection") then { life_no_injection = true; }; life_cash = life_cash + _moni; if (!isNil "life_no_injection") then { life_no_injection = false; }; Hint format ["$%1 has been added to your inventory", (_moni)]; } else { Hint format ["%1 is not valid", (_moni)]; }; Calling the code with this: //assume ctrlText 13 is valid (it is I tested it, the sqf calls the value perfectly fine class myClass: RscButton { idc = 1; action = "_nil=[ctrlText 13]ExecVM ""money.sqf"""; text = "OK"; //--- ToDo: Localize; x = 0.402031 * safezoneW + safezoneX; y = 0.214017 * safezoneH + safezoneY; w = 0.04125 * safezoneW; h = 0.0549967 * safezoneH; colorBackground[] = {-1,-1,-1,0.3}; }; It has to be a simple mistake, I know c++ a form of this works (string is an array of chars) but idk if it is valid for arma 3.
  3. How could I drop a bomb where my cursor is at (coordinates), with or without people being nearby?
  4. As of currently i am wondering how to place down single weapons in the arma 2 AO editor, i looked up a guide on youtube, and it did not work. the weapon im attempting to place is a makarov, yet when i type in the code the video is asking me to type, it doesnt work, if anyone knows a solution to this please let me know alongside where i can go to find other weapons and ammo. The map im working on is a attack where you are a civilian who is frantically searching for weapons to defend themselves against enemys who are attacking their neighborhoods
  5. Hello, guys. I´ve created a tow truck and as you can see im trying to tow the vehicle in the same position i retrieve using this code. private["_coche","_posicion","_veh"]; _veh = vehicle player; _coche = nearestObject [_veh,"C_Offroad_02_unarmed_F"]; _posicion = getPos _coche; _coche attachTo [_veh, _posicion]; And it works but the car dissapear and i think it goes to the world coordinates... I´ve tested this too: private["_coche","_posicion","_veh"]; _veh = vehicle player; _coche = nearestObject [_veh,"C_Offroad_02_unarmed_F"]; _posicion = _veh worldToModel (getpos _coche); _coche attachTo [_veh, _posicion]; But the car inserts under the tow truck bad as you can see here: What i want to know if is there any method of getting the CURRENT position of the car, and attach it to the same position? I know if i try the second script i posted and doing a +1 on Y axis i can put it correctly but i have to do that for every car i create, so i want to know if theres a global way of doing the same.
  6. Hey! Quick question. I'm trying to set up a mission that uses ALICE 2 to spawn civs and traffic, but I don't want the player to be able to hitch a free ride off of them, as all the vehicles spawned are unlocked. How can I change this so they're all locked at spawn? Thanks!
  7. OFPS is looking to integrate ARSENAL into BECTI. We have had great success using custom mods like CUP. However, the amount of GEAR we have now is INSANE. Our 3.5 year old gear menu that was developed by BENNY just isn't up to the task. We would like to use arsenal as a replacement. Here's what I'd like to know from you experienced scripters: 1. Is it possible to load arsenal and not go into the virtual arena? I'd like to load the menu but keep the player in the battle space he's in. 2. Is it possible to allow a player to access gear based on a team's upgrade level, assign a cost to every piece of equipment, and check that a player has that cash before granting him access to the gear? 3. Anyone here have talent with sqf scripting and would like to help us (OFPS/BECTI) implement this? :) Thanks! -SS
  8. Hello everybody. I've been having some trouble with Waypoint condition blocks. I would rather actually say that im having trouble scripting to test if a variable is set to a certain integer. My problem lies as such: Waypoint 1 Condition Block : See if _Variable = 1 If it is, Go to Waypoint 2. So pretty much I put a trigger to set _Variable = 1, and when the group reaches the waypoint with the condition they do not move at all to the next waypoint. How can I script a block to check if a variable is set to a certain integer. Thank you in advanced.
  9. Hi! I've been around since OFP, playing online since 2010 at Hotshots. I very much enjoyed Benny's CTI, I enjoy exploring the vast and beautiful Arma worlds and I'm a vet, thus I'd like to combine these aspects onto a semi-serious CTI immersion for single players (just due to lack of my MP scripting experience, but if the interested person is more into that...) Over the last year, I have tried several different approaches and community AI scripts to create a decent SP CTI. The concept is solid, the core element has been written and tested, so now its about putting some horsepower onto the road. If you - are a CTI enthusiast - like to develop a dynamic SP experience for Arma 3 - are not into survival/zombie/life, preferably also with mil background - have at least beginner coding skills - can spare some hours a week to contribute Feel free to ask and respond in this thread, contact me by PM or by Skype (look for ZeroG, am using the same avatar). Best regards, ZeroG
  10. Hi AmrA 3 community. I am pretty new to this stuff and have to apologize in advance if I post this in the wrong place. I am trying to create a mission for my friends. I have completely fallen in love with mods, but as it seems these might cause somewhat of a problem for me. This is what I am trying to accomplish: 5 units from the Norwegian Units mod with customized loadout. ---------------- My first problem is that even though I configure something like this in the backpacks, going out of loadout editor and back in just completely changes everything: 5 x 5.56 ammo 10 tourniquet (ACE3) 5 Packing Bandages (ACE3) This gets changed to not new items, but more of the already chosen ones until it is full: 16 x 5.56 ammo 20 tourniquet (ACE3) 18 Packing Bandages (ACE3) This problem I was able to fix by saving a loadout with the Norwegian Units items I wanted, then loadout to a normal NATO unit. My unit is no longer a Norwegian Unit, but this doesn't really matter to me as I have the same gear. ---------------- My second and unresolved problem though is that random items seems to appear in my loadout even though it doesn't appear in loadout editor. If I remove all items in uniform, vest and backpack (loadout editor) this is what is left: Uniform2 x Rangefinder 10 x Basic Bandage (ACE3) 10 x Tourniquet (ACE3) 5 x Morphine (ACE3) Vest1 x Rangefinder Backpack1 x Rangefinder 6 x Morphine The uniform is full even though no items is added in loadout editor. How is it possible to remove these items? I have tried this in the units init: this removeItemFromUniform "Rangefinder"; this removeItemFromUniform "ACE_fieldDressing"; this removeItemFromUniform "ACE_tourniquet"; this removeItemFromUniform "ACE_morphine"; This leaves me with this in the uniform: 22x Basic Bandage 16 x Morphine So I'm back to square. The rangefinder and tourniquet dissapeared, but ArmA somehow just added more of the other items to still utilize 100% of the space in my uniform. ---------------- I am literally pulling my hair. How can I get rid of this issue. Please please someone help me out. I'm frustrated out of my mind. I am aware there is something called random "optional no randomisitation" in the "Norwegian Units" mod folder, however this doesn't fix my problem These are the mods I am using https://dl.dropboxusercontent.com/u/28809866/mods.html
  11. I am relatively new to ArmA having only played ArmA 2 and Arma 3 Apex. I have always enjoyed making missions, but I have never done anything very complex with the editor. I would like to start scripting more in missions. If possible can anyone direct me to a place where I can learn how to script or teach me the basics.
  12. Hi All Im making a script for a milsim unit i play with, and the script i made causes infinite loading screens, so far i havent been able to uncover the issue. So i hope someone here on A3 forum is able to help. Here is the ammobox init: this addAction ["<t color='#FF7722'>Recruit</t>", "loadouts\Recruit.sqf"]; this addAction ["<t color='#FF7722'>Rifleman UCP</t>", "loadouts\RiflemanUCP.sqf"]; this addAction ["<t color='#FF7722'>Rifleman</t>", "loadouts\Rifleman.sqf"]; this addAction ["<t color='#FF7722'>Anti Tank</t>", "loadouts\AntiTank.sqf"]; this addAction ["<t color='#FF7722'>Combat Engineer</t>", "loadouts\CombatEngineer.sqf"]; this addAction ["<t color='#FF7722'>Combat Medic</t>", "loadouts\CombatMedic.sqf"]; this addAction ["<t color='#FF7722'>Fire Team Leader</t>", "loadouts\FireTeamLeader.sqf"]; this addAction ["<t color='#FF7722'>Squad Leader</t>", "loadouts\SquadLeader.sqf"]; this addAction ["<t color='#FF7722'>Platoon Leader / 2IC</t>", "loadouts\PlatoonLeader.sqf"]; this addAction ["<t color='#FF7722'>MG M249</t>", "loadouts\MGM249.sqf"]; this addAction ["<t color='#FF7722'>MG M240</t>", "loadouts\MGM240.sqf"]; this addAction ["<t color='#FF7722'>Marksman</t>", "loadouts\Marksman.sqf"]; this addAction ["<t color='#FF7722'>Flight Medic</t>", "loadouts\FlightMedic.sqf"]; this addAction ["<t color='#FF7722'>Heli Pilot</t>", "loadouts\Pilot.sqf"]; this addAction ["<t color='#FF7722'>Jet Pilot</t>", "loadouts\JetPilot.sqf"]; The pupose is to make a box will all loadouts preset so a new player just have to mousewheel select class then boom all the required equipment to survive an operation. Here is the script for RiflemanUCP.sqf clearAllItemsFromBackpack player; clearBackpackCargo player; removeAllWeapons player; removeAllItems player; removeAllAssignedItems player; removeUniform player; removeVest player; removeBackpack player; removeHeadgear player; removeGoggles player; {player unassignItem _x;player removeItem _x} forEach assignedItems player; comment "Add containers"; player forceAddUniform "rhs_uniform_cu_ucp_101st"; for "_i" from 1 to 6 do {player addItemToUniform "ACE_fieldDressing";}; for "_i" from 1 to 6 do {player addItemToUniform "ACE_elasticBandage";}; for "_i" from 1 to 2 do {player addItemToUniform "ACE_CableTie";}; player addItemToUniform "ACE_EarPlugs"; for "_i" from 1 to 2 do {player addItemToUniform "ACE_epinephrine";}; player addItemToUniform "ACE_Flashlight_MX991"; player addItemToUniform "ItemcTabHCam"; player addItemToUniform "ACE_IR_Strobe_Item"; player addItemToUniform "ACE_MapTools"; for "_i" from 1 to 2 do {player addItemToUniform "ACE_morphine";}; for "_i" from 1 to 8 do {player addItemToUniform "ACE_packingBandage";}; for "_i" from 1 to 4 do {player addItemToUniform "ACE_tourniquet";}; player addVest "rhsusf_iotv_ucp_Rifleman"; for "_i" from 1 to 8 do {player addItemToVest "rhs_mag_30Rnd_556x45_Mk318_Stanag";}; for "_i" from 1 to 2 do {player addItemToVest "rhsusf_mag_15Rnd_9x19_JHP";}; for "_i" from 1 to 4 do {player addItemToVest "rhs_mag_an_m8hc";}; player addItemToVest "rhs_mag_m18_green"; player addItemToVest "rhs_mag_m18_red"; for "_i" from 1 to 2 do {player addItemToVest "rhs_mag_m67";}; for "_i" from 1 to 2 do {player addItemToVest "Chemlight_green";}; for "_i" from 1 to 2 do {player addItemToVest "ACE_Chemlight_HiRed";}; player addItemToVest "ACE_HandFlare_Green"; player addItemToVest "ACE_HandFlare_Red"; player addBackpack "rhsusf_assault_eagleaiii_ucp"; player addItemToBackpack "rhsusf_ANPVS_14"; player addItemToBackpack "Mask_M50"; player addItemToBackpack "murshun_cigs_cigpack"; player addItemToBackpack "murshun_cigs_matches"; player addHeadgear "rhsusf_ach_helmet_ucp"; player addGoggles "rhs_googles_clear"; comment "Add weapons"; player addWeapon "rhs_weap_m4a1_grip3"; player addPrimaryWeaponItem "rhsusf_acc_SF3P556"; player addPrimaryWeaponItem "rhsusf_acc_anpeq15_bk"; player addPrimaryWeaponItem "rhsusf_acc_ACOG"; player addPrimaryWeaponItem "rhsusf_acc_grip3"; player addWeapon "rhsusf_weap_m9"; player addWeapon "Binocular"; comment "Add items"; player linkItem "ItemMap"; player linkItem "ItemCompass"; player linkItem "ItemWatch"; player linkItem "tf_anprc152_3"; player linkItem "ItemAndroid"; comment "Set identity"; player setSpeaker "ACE_NoVoice"; Hope someone is able to find my error. Looking forward to your response.
  13. Hi everyone! I've faced a problem, when spawning a structure, consisting of 500+ objects, on demand. When it happens, one or another random object from this structure doesn't show itself physically (for every player, so it seems to be not a client-side problem). I'm wondering if there's a way to prespawn an objects in any virtual way and when they needed - just to enable them or clone into a real ones. The hideObject way isn't appropriate for this, because the hidden objects are still participating in server-side calculations. That's why i've decided to use deleteVehicle after this massive structure done it's job in scenario (it really saves a server FPS). I've tried to set for every such object "_obj enableSimulation false; _obj allowDamage false;" but it seems not to be helpful when this kind of complex structure (consisting of 500+ objects) are on the map in amount of 3 or more. I really appreciate any help, guys. Thanks!
  14. Hey Guys, I am making a mission with a shooting range and vr targets (based of Feuerex advanced shooting range). The mission that I am making is meant to play alone but also with multiple people. The scripts that Feuerex has made are nice for 1 person. If multiple people put on the glasses, then will for every person that has a glass on spawn it own target(s). My idea to make this right is if the script has detected that the player has glasses on, that there will be an option available in game to use Radio Alpha to activate the target spawn script. The only problem is that I don't know if this is possible and what commands I have to use. This is because I just started scripting and I am still learning how everything works. I hope somebody can help me out. Regards Oetjel Feuerex mission edited for me: https://www.mediafire.com/?je5881tccczhwgw My mission using some of Feuerex his scripts: http://www.mediafire.com/file/dfse8b9iq24mks6/ShootingRangeAdvanced.Tanoa.rar
  15. So I'm having an issue with setting a backpack skin onto my Altis Life server, before I continue I have posted on their forum as well but I can shake the feeling I'm a beggar when I post on there, I get the feeling the help is very, shall we say, limitied by choice, granted they are extremely helpful when they reply and I am very grateful for the help they provide but I kind of want to expand that help and not just confine it to the forum. Now to the issue. When I try and add the backpack skin in with the "if(backpackContainer player)" code my database throws a tanty and just gives me the 'request received from server.... validating' I've come to the conclusion that with the 'backpackContainer' part it's conflicting with the container sql code needed for housing storage. I'm fairly familiar with Arma coding but not that advanced to figure out a solution, so has anyone had this problem or doesn anyone know a solution the to problem, I'm at a loss as to fixing it. Thank you. (Please sir may I have some code?)
  16. Greetings everyone, I am sorry if my question is not apropriated here but I have searched and I have not found that which I seek. Is there any plugin, mod or custom settings that improves Arma 3's ingame editor scripting capabilities (the code windows in init, triggers etc) ? It would be great if it was possible to make those text boxes behave more like a normal text editor, with line droping, bracket completion and other things. Does anyone know something of the sort? Cheers, Tansvanio
  17. Greetings, I'm looking for some one to script me up a logistic script that does the following things. General description: 2 Ammo trucks spawn at timed intervals with certain kit in them. They then make there way to a destination on the map, and once they reach the point. They despawn and their supplies gets orginized and distrubted to nearby crates in the base.Followed by a notification that the base has been resupplied. If the convoy takes damage or casulties a new task comes up that request assistance and gives the last location of the convoy. If the players locate the convoy they may repair, recover, or call in a total loss. Regardless after 30mins the convoy despawns and the cycle continues. Features should include the following. Convoy AI interaction Convoy should have custom kit, and be on "careless" for most of the trip. If the vehicles are disabled, or tires pop. Units dismount and the task is fired off. If players repair the vehicles, the units re-mount and continue on If vehicles are destroyed or crew is killed the task fires off. Upon arrival of site and despawn, kit is distributed to the proper crates on the base. Convoy can be adjusted for auto-despawn to assure that glitches and other things are preventing it from being completed. Player Interaction Players can radio in three options based on condition of convoy if convoy is disabled but no casualties. Players can opt to repair vehicles. If convoy AI are dead but vehicles are intact, players can opt to recover supplies by driving trucks themselves. If convoy is destroyed, players automatically declare total loss. No matter what decision Convoy will reset after a certain time. If convoy trucks are player driven, they despawn the trucks. Other conditions/optional Supplies is kept track of, if maxed out convoys don't happen. linked to Alive reinforcements, adding to the overall groups supplies. Helicopter variant for sling loading vehicles for supplies. edit: I'm willing to pay for this work.
  18. Elliot Moore

    script list Ofp

    i want to gather a list of scripts to improve mission making and such. like a script to garrison AI into structures and to make them wander around on their own within an area a script so artillary will fire whenever a entity enters a set area and many more
  19. I'm trying to make an arma 3 Life admin scroll menu and i'm stuck at trying to spawn in the virtual items. Instead of having 128 block of code to spawn in 64 items I would rather cut that down if there is a way to edit variables with addActions. This is the layout of the admin menu: AdminMenu_19 = player addAction["<t size=""1.1"" font=""TahomaB"" color=""#FFFFFF"">500k Cash</t>", AdminMenu_LifeCash500k, nil,1.5, true, false]; ^ that will call the function AdminMenu_LifeCash500k AdminMenu_LifeCash500k = { _code = { if (!isNil "life_no_injection") then { life_no_injection = true; }; life_cash = life_cash + 542940; if (!isNil "life_no_injection") then { life_no_injection = false; }; }; call _code; hint "$500,000 given"; }; command to add virtual items: [true,"ITEM",AMOUNT OF ITEM] call life_fnc_handleInv; If this could also be done with the amount of item as well that will really help, I have that done now with: AdminMenu_23 = player addAction["<t size=""1.1"" font=""TahomaB"" color=""#FFFFFF"">1</t>",AdminMenu_amount1,nil,1.5, true, false]; AdminMenu_amount1 = { _code = { amount = 1; }; call _code; hint format["%1 has been selected",amount]; }; I need 2 variables called in the addAction, amount and Item.
  20. So I've been trying to follow the various threads on this topic, but I'm not the greatest at figuring out just where I messed up in my script. I am trying to have my players be able to set the mission time / weather parameters before beginning. Could someone take a look and tell me how to repair it? I get weather parameter working, but the time one won't kick in. Then I can get time working, but weather won't kick in. This is the description.ext class Params { class initialWeatherParam { title = "Starting Weather"; values[] = {0,1,2,3,4}; texts[] = {"Clear","Overcast","Rain","Fog","Random"}; default = 4; }; class TimeOfDay { title = "Time of Day"; values[] = {-6, 0, 8, 13}; texts[] = {"Morning", "Clear day", "Sundown", "Night"}; default = 0; }; }; Here is my init. I think this is where I am lost? weather = paramsarray select 0; timeofday = paramsarray select 1; execVM "briefing.sqf"; execVM "randomWeather2.sqf"; I'm using the RandomWeather2.sqf script from here - http://www.armaholic.com/page.php?id=24614 Any help would be appreciated.
  21. Hello! I need some advice on how to populate empty turrets in a custom vehicle I have. The turret indexes are [0,0] [0,1] [0,2] [0,3] and Ive tried creating new units and moving them into the vehicle with moveInTurret command in dev console and via useraction executed .sqf but have not managed to get it to work. The turret gunner seats seem to work ok when units are placed in them in Eden but moveInTurret does not seem to work. :confused: :confused: I've got code as follows: //_veh = vehicle player; _veh = _this select 0; _gunnerL1 = "B_Pilot_F" createvehicle position _veh; _gunnerL2 = "B_Pilot_F" createvehicle position _veh; _gunnerR1 = "B_Pilot_F" createvehicle position _veh; _gunnerR2 = "B_Pilot_F" createvehicle position _veh; //creating the units, B_Pilot_F used for testing.. (short classname :9) //units appear around the vehicle as they should //Not sure if this is even needed, but saw it in one example and tried it.. _gunnerL1 assignAsTurret [_veh, [0,0]]; _gunnerL2 assignAsTurret [_veh, [0,1]]; _gunnerR1 assignAsTurret [_veh, [0,2]]; _gunnerR2 assignAsTurret [_veh, [0,3]]; //Moving the wannabe gunners into the right turrets.. _gunnerL1 moveinturret [_veh, [0,0]]; _gunnerL2 moveinturret [_veh, [0,1]]; _gunnerR1 moveinturret [_veh, [0,2]]; _gunnerR2 moveinturret [_veh, [0,3]]; //But it seems to do nothing :o _crew = fullcrew [_veh,"",true]; hint format ["%1",_crew]; //script runs to the end and hint shows none of the units enter the vehicle. Tried this with vanilla vehicles too and with other crew positions but just don't know what Im missing. Any advice?
  22. Hello lads! I'm currently making / modifying a coop mission in ArmA 3, most stuff works so far, managed to find most stuff i needed in the Forums already. Now i have a little problem, it has been explained a few times already, but i just can't seem to understand it somehow :P How can i manage to make stuff sync between all connected users ? e.g. i have some "addaction" stuff used in my mission, but some of these actions are only executed on the local client side, and not globally for all of the players. As far as i know, i will have to somehow send information (for ex. briefcase collected, which would be a addaction) to the server in which i set a server variable (for ex. briefcase_collected) to a specific value, in this case 1 / true. Then the server would share this information with all collected clients, and by changing the value of the variable, the clients would know that this task has been completed, and it would show the next. I just have no idea how i do this in arma, i am trying for quite some hours now but just can seem to get it right. I thank all of those that give me some hints in advance! B) - PsychOrange
  23. I have a problem with the "restartwarnings.sqf" When the mission ends this script doesn't reset the timer it still thinks it's at 0 and mission ends which is a loop. I'm thinking its something to do with []spawn maybe there's a way to re-spawn the timer. restartwarnings.sqf restartWarningTxt = "== WARNING =="; warningSchedule = [60,30,20,15,10,5,3,2,1]; END_TIME = 400; if (isServer) then { [] spawn { ELAPSED_TIME = 0; START_TIME = diag_tickTime; while {ELAPSED_TIME < END_TIME} do { ELAPSED_TIME = diag_tickTime - START_TIME; publicVariable "ELAPSED_TIME"; sleep 1; }; }; }; if!(isDedicated) then { [] spawn { while{ELAPSED_TIME < END_TIME } do { timey = floor(END_TIME - ELAPSED_TIME); finish_time_minutes = floor(timey / 60); finish_time_seconds = floor(timey) - (60 * finish_time_minutes); finish_time_hours = floor(timey / 3600); if(finish_time_seconds < 10) then { finish_time_seconds = format ["0%1", finish_time_seconds]; }; if(finish_time_minutes < 10) then { finish_time_minutes = format ["0%1", finish_time_minutes]; }; formatted_time = format ["%1:%2", finish_time_hours, finish_time_minutes]; }; }; }; givewarning = compileFinal preprocessFileLineNumbers "addons\restart_warnings\givewarning.sqf"; timecheck = compileFinal preprocessFileLineNumbers "addons\restart_warnings\timecheck.sqf"; [warningSchedule] spawn timecheck; timecheck.sqf _END = 99; //_END = count warningSchedule; while { _END == 99 } do { if (timey == 60) then { playMusic "1min"; sleep 2; }; if (timey == 120) then { playMusic "2min"; sleep 2; }; if (timey == 180) then { playMusic "3min"; sleep 2; }; if (timey == 300) then { playMusic "5min"; sleep 2; }; if (timey == 30) then { playMusic "30sec"; sleep 2; }; if (timey == 10) then { playMusic "10sec"; sleep 2; }; if (timey <= 0) then { endMission "END1"; _END = 98; }; _find = warningSchedule find finish_time_minutes; if (_find > -1) then { [warningSchedule select _find, restartWarningTxt] spawn givewarning; warningSchedule = warningSchedule - [warningSchedule select _find]; //timey = timey -1 }; }; pawn BIS_fnc_typeText; givewarning.sqf _minutesLeft = _this select 0; _minuteOrMinutes = "s"; if(_minutesLeft == 1) then { _minuteOrMinutes = ""; }; _notif = [ [ [format["%1", restartWarningTxt],"<t align = 'center' shadow = '1' size = '1' color ='#E44646' font='PuristaBold'>%1</t><br />"], [format["Next restart in %1 minute%2....", _minutesLeft, _minuteOrMinutes],"<t align = 'center' shadow = '1' size = '0.8'>%1</t><br/>"] ] ] spawn BIS_fnc_typeText;
  24. beama2005

    New mod idea "The 100"

    hi guys have been thinking about this for while now and wondered what people think? ive been watching the tv series The 100 and i think it might be a cool idea for a mod. it will be similar to dayz/exile but will not have zombies. Plot: 97 years after a devastating nuclear war wiped out almost all life on Earth, humankind is living in space, residing in twelve space stations. The space stations banded together to form a single massive station named "The Ark", where about 2,400 people live. Resources are scarce and all crimes no matter their nature or severity are punishable by death ("floating") unless the perpetrator is under 18 years of age. After the Ark's life support systems are found to be critically failing, one hundred juvenile prisoners are declared "expendable" and sent to the surface in a last ditch attempt to determine if Earth is habitable again. The teens arrive on a beautiful planet they've only seen from space. Confronting the dangers of this rugged new world, they struggle to form a tentative community. However they discover that not all humanity was wiped out. There are people on Earth who survived the war, called "grounders" by the 100. The teens quickly discover they are not welcome by the hostile grounders and must band together in order to survive. here is what i had in mind: "the 100" are playable and sole mission is to survive/scavange/kill there will be ai clans (the grounders,mount weather troops) high radiation zones around the map that need gas masks to enter survival system like dayz. food, drink and radiation levels base building? crafting missions? its a very loose idea but i think it would be so much fun to build and play. is there any pro that will help me get this project going? or anyone with cool ideas that want to help? everyone is welcome what do you think? thanks beama2005
×