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Found 662 results

  1. Hi guys, im trying to make a spawner for accessories (in this case its ACE_Wheel) with an action. So i made this : this addAction ["Take A Wheel",{"ACE_Wheel" createVehicule getMarkerPos "Marker10"}]; This dont work because it needs ";" and it give me headhache .... Can someone have a solution ? And the way "HideObjectGlobal" isnt a solution for me because i would like to made a spawner for wheels and tank tracks for players on my MP mission (ACE MOD) If possible even to put the object on my hand directly 🙂
  2. Hi there, Vehicles Overhauling (VO) is a system of repairing, refueling, and rearming vehicles by proximity and with any asset of your choice. Also, the services are divided by doctrine: Ground, Air, and Nautical. Each doctrine and even service is easily turned Off or On, according to the editor's needs. If needed, the editor can allow repairing just for ground vehicles while unavailable for air ones, for example. Triggering or code via Eden Editor is needless. VO is configured through only one file, prioritizing implementation simplicity and quick change management that the mission editor might want. How to install / Documentation: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script/blob/main/vehicles-overhauling.VR/vehiclesOverhauling/_VO_Script_Documentation.pdf What to expect from VO script: Define what vehicle type have automatically access to ground, air or nautical services (rearm, repair, refuel); Define what service each station (asset) will provide: repair, refuel or rearm or all of them (full service); Every object/asset on Eden Editor can be traceable as station automatically, it's up to the mission-editor; Once defined which assets are stations, on Eden you just drag and drop the asset and the script will track them; All repair, refuel, and rearm Arma 3 and its DLCs assets are already tracked; All repair, refuel, and rearm RHS and CUP assets are already tracked; 100% compatible with CBA+ACE. No code or triggers is needed on Eden Editor; Just one file to set your mission needs easily: fn_VO_parameters.sqf; Script working as gold on hosted and dedicated servers; Demo: Main file > fn_VO_parameters.sqf: Dependencies: None! Download: From Github: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script From Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2758919670 Missions running it: Tanks & Helicopters (Light) Tanks & Helicopters Livonia Tanks Theater TvT Bradley Furious - - - - - - - - - - - Changelog: 2022-Oct-07, v2.2: news, fixes and notes here. Known issues: Critical > Dedicated Server > If two or more players are in the same armed vehicle, the vehicle will rearm two or more times after spend some ammo ------ (WIP) Critical > RHS on > Air Doctrine > RHS airplanes are NOT rearming properly. ------ (WIP) Important > ACE on > Repairing > if the vehicle got damage only in wheels/tracks, guns and/or turret, the repairing doesn't run; Minor > ACE on > Refueling > I'm trying to hide the pump hose; Minor > ACE on > Repairing > If the vehicle starts to cook-off with a repair station close, the vehicle gets repaired, but still cooking. Cheers, thy
  3. Greetings, I'm one of those people who comes up with incredibly niche ideas without having much experience in scripting, so I was hoping someone here could help me. I have a script that jams the TFAR radio, and ideally the players' radios would go back to working correctly once the jammer is destroyed. However, I've run into a couple of problems. The first is that the players inside the jammer range can hear radio transmissions from outside of it, which isn't a huge problem so if it can't be fixed then so be it. The second problem is that, even though the players' radios go back to working once they are outside the range of the jamming script, they do not go back to working if the jamming entity is destroyed while they are inside of it. You can imagine how this might be an issue. Code posted below, and I greatly appreciate any help that can be given. YourFunctionName = { _unitInJammerArea = []; params ["_jammer"]; while {alive _jammer} do { _unitInJammerArea = nearEntities [_jammer, ["Man"], 200]; _allUnits = allPlayers - entities "HeadlessClient_F"; _notInJammerArea = _allUnits - _unitInJammerArea; if !(count _notInJammerArea isEqualTo 0) then { { _x setVariable ["tf_receivingDistanceMultiplicator", 1]; _x setVariable ["tf_sendingDistanceMultiplicator", 1]; } foreach _notInJammerArea; }; if !(count _unitInJammerArea isEqualTo 0) then { { _x setVariable ["tf_receivingDistanceMultiplicator", 0]; _x setVariable ["tf_sendingDistanceMultiplicator", 0]; } foreach _unitInJammerArea; }; sleep 5; }; { _x setVariable ["tf_receivingDistanceMultiplicator", 1]; _x setVariable ["tf_sendingDistanceMultiplicator", 1]; } foreach _unitInJammerArea; };
  4. Hello everyone, I've been playing arma for about 11 years now and I've seen some pretty cool AI mods, however, I've noticed a lot of the really well functioning mods and scripts that were an absolute asset in ARMA 2 haven't been succesfully ported over to ARMA 3 and I wanted to remedy that. With that said, I wanted to create an AI medevac module that takes seriously wounded troops off of the battlefield and back to a pre-determined base/ area. For revival or death (50/50 percentage based on location of damage and severity). I know it can be done since there were a few good ones for arma 2 (especially the 9 line medevac module) any advice and or tips for me as I undergo this? Anyone want to partner up? Thank you all in advance for the comment's, suggestions, berations etc...
  5. Hello, this is a simple script to make some (random) units of a side surrender in given area and range Does it work in Multiplayer? Yes, MultiPlayer and SinglePlayer. What does this script do? Makes some (random) units of a side surrender in given area and range How do I use this script? Place the script in a trigger by giving 3 parameters: - Position - Range - Side How do I call the script? From a trigger or a script: [getMarkerPos "markerName", 1000, east] execVM "surrender.sqf"; surrender.sqf //Uncomment the following if used as function params["_position","_distance","_side"]; //Uncomment the following if used as script _position = _this select 0; _distance = _this select 1; _side = _this select 2; _unitsToSurrender = [_position nearEntities ["Man", _distance], {side _x == _side}] call BIS_fnc_conditionalSelect; { if ((random 1) > 0.5) then { _x setCaptive true; _x action ["surrender", _x]; }; } forEach _unitsToSurrender;
  6. Hello everyone, I've created this 2 scripts/functions because I was bored to find (for an hour) and kill the last enemy in a sector to get control of it, even though I had a hundred allies in it. I recommend to use both scripts as functions and not scripts, because both can be called multiple times and having functions can be a lot more handy if you guys are scripting. Does it work in multiplayer? Yes, MultiPlayer and SinglePlayer. What does this script/function do? This script accepts 2 parameters: - Position (center position of the sector) - Range (Ellipse range in meters) It calculates (by counting infantry of each side inside the sector) which side is owning the given sector and returns it as text. How does it calculate the infantry inside? It calls a second script which is getUnitsCount. This script can be also called by itself if you need it somewhere else, it accepts 3 parameters: - Position - Range - Side → of which you want to get the units count inside the area. If AI vehicles are inside the area, crew will be calculated. getUnitsCount returns the sum of the units, therefore an integer value. Return values - "west" → If BLUFOR are owning the sector; - "east" → If OPFOR are owning the sector; - "independent" → If Independents are owning the sector; - "civilian" → If no-one is owning the sector, which means not a single west, east or independent unit is inside the area, therefore civilians own it or it's currently contended (same units for each side) How do I call the script? [_positionParameter, _rangeInMeters] execVM "getCurrentOwnership.sqf"; How do I use it in a trigger? Simply put a trigger with the following condition, obviously on the right hand side instead of west you can use civilian, independent or east if you'd like to check if the given side has ownership of the area. It can be also called from other script if you like to do so. Make sure the trigger is ServerOnly!!!!! ([_positionParameter, _rangeInMeters] execVM "getCurrentOwnership.sqf") == "west" ----------------- SCRIPTS ----------------- getUnitsCount.sqf //Uncomment following if using as function //params [ "_position", "_distance", "_side" ]; //Uncomment following if using as script _position = _this select 0; _distance = _this select 1; _side = _this select 3; _infantrycount = 0; _countedvehicles = 0; _vehiclecrewcount = 0; _infantrycount = _side countSide ( [ _position nearEntities [ "Man", _distance],{ !(captive _x) && ((getpos _x) select 2 < 100) }] call BIS_fnc_conditionalSelect ); _countedvehicles = [ ( _position nearEntities [ ["Car", "Tank", "Air"], _distance] ), { ((getpos _x) select 2 < 750) && count (crew _x) > 0 } ] call BIS_fnc_conditionalSelect; _vehiclecrewcount = 0; { _vehiclecrewcount = _vehiclecrewcount + (_side countSide (crew _x)) } foreach _countedvehicles; //Return value (_infantrycount + _vehiclecrewcount) getCurrentOwnership.sqf (updated 08 march 2023) //Uncomment following if using as function //params["_position","_range"]; //Uncomment following if using as script _position = _this select 0; _range = _this select 1; _westCount = [_position, _range, west] call OFF_fnc_getUnitsCount; _eastCount = [_position, _range, east] call OFF_fnc_getUnitsCount; _indeCount = [_position, _range, independent] call OFF_fnc_getUnitsCount; _result = 0; if (_westCount > _eastCount && _westCount > _indeCount) then { _result = "west"; }; if (_westCount > _eastCount && _westCount < _indeCount) then { _result = "independent"; }; if (_eastCount > _westCount && _eastCount > _indeCount) then { _result = "east"; }; if (_eastCount > _westCount && _eastCount < _indeCount) then { _result = "independent"; }; if (_indeCount > _westCount && _indeCount > _eastCount) then { _result = "independent"; }; if (_indeCount > _westCount && _indeCount < _eastCount) then { _result = "east"; }; _result;
  7. What does this script do? This script creates a minefield with a random number of mines and IED, positioning them in a random way inside the given area. Does not include APERSTripMine (mines with cable) Does it work in multiplayer? Yes, it works in MultiPlayer and SinglePlayer Parameters _area → Marker → Set a marker area with the size you like in editor _minMinesCount → int → Minimum number of mines you want in the area _maxMinesCount → int → Maximum number of mines you want in the area How do I call the script? Just get into your init.sqf and place it like this, has to be server only. If you have multiple minefields you have to add multiple lines with each marker and number of mines. if (isServer) { ["MarkerName", 10, 30] execVM "randomMinefield.sqf"; }; Next improvements - Will use marker position and specified range manually instead of marker size which is not very handy. randomMinefield.sqf (thanks to Hypoxic125 for the error feedback) //Uncomment following if used as function //params["_area", "_minMinesCount", "_maxMinesCount"]; //Uncomment following if used as script _area = _this select 0; _minMinesCount = _this select 1; _maxMinesCount = _this select 2; _minesArray = ["ATMine","APERSBoundingMine","APERSMine","IEDLandBig_F","IEDUrbanBig_F","IEDUrbanSmall_F","IEDLandSmall_F"]; _minesCountInArea = random[_minMinesCount, _maxMinesCount/2, _maxMinesCount]; _areaDimensions = getMarkerSize _markerArea; _minesPositionRange = _areaDimensions select 0; //Creating random position and spawning mines for "_i" from 0 to _minesCountInArea - 1 do { _randomPos = [[_markerArea], []] call BIS_fnc_randomPos; _randomPos set [2, 0]; createMine[selectRandom _minesArray, _randomPos, [], 0]; }
  8. Hi. How can I make vehicles face a particular direction? (similar to how you order your units to face a direction, so that the vehicle does it willingly!)
  9. Hello, this is a simple script to halo jump a player. Does it work in Multiplayer? Yes, MultiPlayer and SinglePlayer. What does this script do? This script allows a player to HALO on a given point on a map. How do I use this script? Place the script in Select an object on the editor and place the following line into its init to allow HALO from the action menu: (remove <t color='#37A9E7'></t> to show it as plain white like any other action) //If script is in scenario root directory this addAction["<t color='#37A9E7'>H.A.L.O. Jump</t>","[player] execVM 'halo.sqf';"]; //If script is in other scenario directory this addAction["<t color='#37A9E7'>H.A.L.O. Jump</t>","[player] execVM 'yourFolder\halo.sqf';"]; halo.sqf //Uncomment following line if used as function //_unit = param[0]; //Uncomment following line if used as script _unit = _this select 0; _haloAltitude = 1000; //Opening map and handling click openMap true; mapclick = false; onMapSingleClick "clickpos = _pos; mapclick = true; onMapSingleClick """";true;"; waituntil {mapclick}; _haloLocation = clickpos; _unitLoadout = getUnitLoadout _unit; cutText ["H.A.L.O. in progress...", "BLACK OUT", 1]; sleep 1; openMap false; _unit setPos _haloLocation; _unit addBackpack "B_Parachute"; //Halo [_unit, _haloAltitude] call bis_fnc_halo; sleep 2; cutText ["", "BLACK IN", 1]; waitUntil {(getpos _unit select 2) < 2}; //Giving loadout back sleep 1; _unit setUnitLoadout _unitLoadout;
  10. Greets guys (and girls if there are any) ! I need a script bu which only pilots can use choppers and planes. Can anyone explain how to do that? Thanks
  11. Greets guys (and girls if there are any) ! I need a script bu which only pilots can use choppers and planes. Can anyone explain how to do that? Thanks
  12. Hi. I have a script that handles a group of 3 units. One of the group is a leader , another is just a rifleman and the third one is a gunner of a static weapon. In a script I can select the leader by the following code: _leader = leader _group //(_group is not defined here but lets pretend it is) I can select the rest of the units with: _restofunits = (units _group - [_leader]); This way I have 2 units left, but I need to select one of them, what would the code be ?
  13. "So gory, that Bohemia Interactive once banned it from the Workshop!" "The most badass mod you've ever used." Adds various elements of gore to ArmA3 such as blood splatters, blood sprays, blood pooling, bleeding, gibbing, and other misc details. For Multiplayer: Servers and clients must run the addon. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=667953829 Github: https://github.com/zooloo75/BloodLust/ Requires CBA! The addon must be running on the server and all clients. YOU MAY NOT RUN BLOODLUST ON A MONETIZED SERVER WITHOUT MY PERMISSION! Support my endeavors with a generous donation using the "Donate" button below. Donations go towards coffee/beer and stuff. Thank you for your generosity! 🙂 Changelog:
  14. I'd like to give some turrets an IR Laser pointer. It looks like addWeaponTurret will not work since there is no weapon for IR Laser Pointer. Is there any way of achieving this effect? Thanks for any tips.
  15. I have with the help of others created a script that spawns and despawns furniture in houses. Download: https://github.com/Tinter/Tinter-Furniture/releases At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Github: https://github.com/Tinter/Tinter-Furniture Steam workshop (Does only have a test mission): https://steamcommunity.com/sharedfiles/filedetails/?id=1895377640 Showcase of the script: Quick showcase of how to add make and add compositions: It spawns furniture locally as simple objects in nearby houses, despawning it when you're far away. The furniture is defined by compositions that you make in eden and using the scripts provided, organize them into files. The compositions are defined on classnames, but a lot of work has gone into trying to make similar buildings compatible, for example the buildings on Altis and Malden are different, but the script will recognize them as the same. Info on how exactly to do this is in the readme file. Furniture is also spawned on the server so that AI will also (hopefully) consider it. I have no indepth test of performance with this script active, but I have played missions with it active and it didn't slow the mission to a crawl at least. At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Thanks to Diwako, G4rrus, Tennessee, jonoPorter, Meanwhile
  16. Hello! im trying to make a script that spawns 1-3 helicopters on a random location on a map and they starts to patroling. what i have so far is this : _vehicle = createVehicle [ "B_Heli_Light_01_F", player getPos[ 100, getDir player ], [], 0, "FLY" ]; createVehicleCrew _vehicle; this is spawning it in the air but i cant seem to find anything that makes it spawn random, this makes it spawn over the player head. i know that BIS_fnc_randomPos exists but cant seem to get it to work. i also need the script to add " [group _unit, getPos _unit, 1000] call BIS_fnc_taskPatrol; " to the helicopters init field to make it start patroling. and maybe if we are pushing it, maybe having to loiter a little around each waypoint i feel like i got almost all the pieces to the puzzle but have lost my glasses so i cant put it together... i hope you guys can help.
  17. When the normal Prairie Fire napalm effects end, there is no visible damage to trees, bushes, grass and buildings. This is bad for immersion. This script improves on that by detecting where the napalm bombs impact, and replacing trees, bushes and buildings with burnt and burning trees/bushes/buildings. These scripts work for airstrikes called via the Air Support module or airstrikes created via scripts. Download sample mission Credits: @aliascartoons for his excellent Fire scripts. All fires on trees, bushes, buildings, vehicles and men are created using his scripts. Thank you Alias! (I have modified these slightly to use arma sounds so the sample mission does not require his sound files or description.ext) @pierremgi for pointing me to the Prairie Fire airstrike scripts. How to add to your mission: ...I will add in these instructions tomorrow! 🙂
  18. DynamicCamo (Updated Version 1.5 ) 17/5/19 What does it do? It takes account of players stance, uniform and environmental factors to adjust the players and/or AI unitTrait CamouflageCoef and audibleCoef A low camouflageCoef and audibleCoef gives greater camouflage to the unit and makes it harder for ai to see and hear you. Units appear to be created with camouflageCoef set t0 1 as default. This script dynamically resets this depending on a number of factors. It does this each time player changes stance and at set intervals. This is not just a "stealth" or Ghillie script and will provide camo benefit in all infantry combat. No distinct handling of urban environment at this time. Maybe later. Why? Player may feel AI are not sufficiently impaired in detecting player by factors such as uniform camo, light level, rain, Overcast level, Fog, and Wind, and Trees, Bushes and rocks near player. Script allows player to determine what impact these factors will have on AI ability to detect player or ai unit by sight and sound. It does not alter AI ability to detect movement. When the script is run on an ai unit it impacts the ability of other ai iunits to see or hear that uit depending on environmental factors etc just as for player. What influences the Dynamic Camo? Units stance, units uniform, Fog, Rain, Overcast, light level,wind and bushes or trees and some other objects ( rocks, telephone poles so far) adjacent to unit. Changes happen automatically on change of stance (a minimum 3 second cooldown is built in.) and at scheduled intervals of around five seconds. Can the effect be adjusted ? User can adjust impact of the Dynamic camo by passing the range for the impact for both caounflageCoef and AudibleCoef . These are passed as arguments when calling the script. See guide to adjusting the effect. Installation Copy script as camoscript.sqf to mission folder. In player init ( and/or the init of any other ai unit you want to have dynamicCamo running on) put camo = [this, "DEBUG", 0,1,0,1,5] spawn compile preprocessFile "camoscript.sqf"; will run script in DEBUG mode with a five second recalc delay and a full effect.. Remove DEBUG to turn off and just play. IMPORTANT - the script monitors keys associated with stand/crouch and prone through the use of User1. It will work if you don't do this but you will only get the automatic calculation every five seconds and not the additional stance change triggered recalculation. Go to the menu - controls>custom controls > User1 and ensure you set both the prone key AND the crouch stand key for User1. ( usually z and x keys) If you want to use a different User number select User2... User20 as desired, set keys as stated and change User1 to your desired User,n in script. USE You don't need to do anything other than occasionally crouch, stand up , go prone and watch the different camouflageCoef that is being set for you. Try at night V day, with and without rain, fog etc and watch result. In general I am trying to adjust the impact of the various factors so that they combine together sensibly. User can adjust impacts via linearconversion. If anyone doesn't understand anything please ask. Script prints calculated values when DEBUG on. A BRIEF GUIDE TO ADJUSTING THE EFFECT - NOTE 1- It takes quite low values of camouflageCoef to make detection quite hard so this version comes with the factors and the result scaled towards that direction. 2 - I am tuning the impact of factors as the script develops. If you want to try your own tuning try the graph calculator link below then adjust linear conversion output ranges or specific values ( eg for stance) as required. The values currently in the script give a fairly good out of the box result though. Further Development Plans 1) make specific calculation for audibleCoef- done.2) weighting for unit being near bush(s) - done 3) same for tree(s) 4) parameterise adjustables so that they are supplied by array? done 5) handling of weighting for uniform ( ie ghillie suits etc) done ( may upgrade further) 6) test and weight for inside building 7) useable for squad and other ai. (partly done) 8 ) consider MP and JIP compatibility. Version/ Update Notes This is an annotated fully working version. I trust the annotations make the script self explanatory. Version 1.1 - included setting of audibleCoef. Make unit harder to hear. Separate scaling of effect for audibleCoef to allow user to define how much they want impact on audibleCoef. Version 1.2 - handling of light level significantly improved around dawn and dusk. Light level impact adjustable via linearconversion. Version 1.3 - audibleCoef calculation now uses specific factors which can be weighted separately from those for camouflageCoef. Other tweaks include adjustment of range values Version 1.4 - 1) script now auto recalcs every 5 seconds as well as on stance change. Soldier can keep lower stance camo max five seconds on bob down and up. 2) calculated values shown by systemchat and hint for camouflagecoef , audiblecoef and number of trees/bushes/hides found in 2m radius. Turn of by setting DEBUG to empty string in call ie camo = [this,"DEBUG"] spawn etc. See installation. 3) calculation now influenced by near proximity of trees bushes and hides to player. 4) sleep after stance change calculation shortened to 2s for better responsiveness. Version 1.5 1) script now has parameters which can be passed to it allowing easy adjustment of Dynamic Camo impact. See USE. 2) Script now gives different DynamicCamo depending on uniform type. 3) Script works with ai to ai. Ai running the script benefit from DynamicCamo. 4) Recalc interval can be specified per instance of the script. The Script - The script was starting to clutter up this first post so I have removed it. The script is available via the download link for the test scenario at the bottom of this post. If you have any problems getting it from there let me know. All comments welcome. I set up this graphical calculator to show how the function works - just mess with the sliders. https://www.desmos.com/calculator/buiia4zs2j Test scenario mission with v1.5 https://www.dropbox.com/s/xf6x34963ixjue0/camouflagescript.Altis.zip?dl=0 Watch camo level change on stance change. Watch values change as you move about (script in this version also shows opfor man knowsabout unit value with debug set.) Try to escape across the patrolled fields. For me the effect is a bit strong at this point but you can change values in script call. See adjusting the effect above. Make sure to set User1 keys to x and z as instructed above before playing or recalc on stance change wont work. Sept 2022 - Now available on steam Workshop as a MOD whcih autoruns on player unit at teh start of any scenario, ,mission etc with standard settings giving a reasonable camo impact. THis autorun dynamic Camo can be stopped and mission makers can still use their own parameters or mess with debug mode using the mod.
  19. Hi! I'm looking to force a custom display on top of the arma 3 loading displays. But currently I can't do it. Anyway all works except when I press the "ok" button in the lobby. That's when arma switches its displays to the top. And no way to counter it. I tried several ways: - used a oneacheframe with the command "createDialog ["displayName", true]" - used a oneacheframe with the command "createDisplay "displayName"" - used a oneacheframe with the command "createDisplay "RscText"; _dsp ctrlSetBackgroundColor [0,0,0,1];" - to override the arma 3 base classes in the config.cpp with their "onLoad" - create a control on the current display. - used an init.sqf (with respect to its initialization order) - used a preInit function (mission and mod side) - used a prestart function Do you have any ideas? Thanks in advance ^^
  20. Trying to make notifications. Arma returns "missing semicolon on line 2", but there is clearly different problem. Code: Techincally, is ctrl-c, ctrl-v from bohemia docs. Code reach line 2 for sure, but after that I have no idea. //////////////////// NOTIFICATIONS ////////////////////////////// class CfgNotifications // error here "class [#]CfgNotifications" { class Default { title = ""; iconPicture = ""; iconText = ""; description = ""; color [] = {1,1,1,1}; duration = 5; priority = 0; difficulty[] = {}; }; class TaskCompleted1 { title = "TASK COMPLETED"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa"; description = "Poor vehicle."; }; }; //////////////////// NOTIFICATIONS END //////////////////////////// Please tell me, that I missed something obvious. I tried to comment out line by line, but for no succes.
  21. Adds battery to night vision googles, it uses "desiganator battery" from ACE3 and it can be changed via ACE action menu. Requires ACE3 Feactures: - Adds battery to NVGs - Thermals consume double - Time acceleration how to use: - Download Script from here: https://github.com/Flyingtarta/clv_nvg_battery - Paste folder on mission root - add to description.ext: class CfgFunctions { #include "clv_nvg_battery\functions.hpp" }; class RscTitles { #include "clv_nvg_battery\gui\interfaz.hpp" }; Battery last 5 hours. Script is under developement and ill be a mod in a future if there is some problem when using it you can disableit midgame with: missionnamespace setvariable ["TARTA_NVB_BATTERY_EXIT",true,true];
  22. Hello everyone, I was hoping to find some help here. I just recently started tinkering with scripts to make missions for me and my friends to play. I want to implement a Huron that will fly to one randomly selected marker from an array of markers and place a cargo container, then fly off. The heli should start after a given time after mission start. For that I have a script that works in singleplayer, but not in multiplayer. 1) I have a systemchat message that displays when the script runs but it only shows on my machine. What do I need to do here? the relevant code is: systemChat str(format ["You can hear a Helicopter in the distance."]); 2) If I launch the mission in Editor MP, the debug message informs me that the variable _heli for my huron is "undefined variable in expression". I don't understand why it considers it "undefined". the relevant code is this: _heli_spawn = [_spawn, 0, _heli_class, West] call BIS_fnc_spawnVehicle; _heli = _heli_spawn select 0; ---------------------------------------------------------- Whole script is this (taken from some guy in the forum and slightly edited for my needs): P.S. i have the following in the init file: 0 = ["B_Heli_Transport_03_F","Land_Cargo10_military_green_F","spawn","destination",10] execVM "slingload.sqf"; Thank you guys in advance.
  23. Hello, Disclaimer: This is my first time delving into arma mission files, a have a small idea of what I am doing, but do not know what these files or folders should look like, nor have I ever dealt with a script before. Thank you for any help in advance. I am trying to set the addon free radio script into my LAN Antistasi Plus server. I have done what the video tutorial and what the written tutorial say to do, but cannot seem to get it to work. The script in question: https://forums.bohemia.net/forums/topic/200791-release-addon-free-arma-radio/ these are the photos of my folders, description.ext, and init.sqf file: https://drive.google.com/drive/folders/14UhTYxi86fVse8sKlMElOdvngPFOnRse?usp=sharing (Idk how elese to link photos, I am horribly unsavvy with tech, sorry for odd formatting. Again, thank you.) -PlagueDoctorCat
  24. Hello, A server owner has tasked me with creating a script to teleport him and his group of admins to a position on the map determined by a mouse click. We're doing this via "player addAction" and he already has a trigger set up to "removeAllActions player" when done. The owner needs the action to first open the map, where he will LeftAlt-LMB click on a position, and the script to teleport him and his group to that position without breaking formation. For the sake of simplicity, could the addAction possibly be put in the Init field of a playable character which execVM's a squiff? I also found this elsewhere on the forum: fnc_teleportGroup = { params ["_group", "_position"]; private _leader = leader _group; { private _dir = _leader getDir _x; private _dist = _x distance2D _leader; _x setPos (_position getPos [_dist, _dir]); } forEach units _group - [_leader]; _leader setPos (_position getPos [0, 0]); }; [group player, [x,y,z]] call fnc_teleportGroup; How can this be modified to both open the map on the addAction's activation and close it after the teleport is done? I want the xyz to be replaced with the leader's relative coords. Like a translation of a shape whose vertices are members of the group, except done with a script. I used to be able to do this but in the years since 2015 I have lost my ability and patience to write scripts myself. Big, ginormous thanks in advance.
  25. Korskyi

    arma3 editor

    Greetings Arma players! I hope you are doing well. Recently I bought Arma3 and spent quite an amount of time in this game, needless to say, I have enjoyed it so far. Then I decided to try something new - create my own mission (Like a single operation nothing big). Now I am learning what this magnificent thing called "Eden editor" is, many things are understandable but here comes the more complicated part - scripting. The idea of what I have in mind is next: there is a task to clear the city out of enemy units after it's completed the marker on the map should change to another type and the player will receive a task to defend a position and after that comes an enemy attack of a few prepared npc's. I know it's not the best idea for a newbie to start with something complicated, but I'm really fired up for this. So I was wondering if you, honored arma veterans, could give me some advice or tips on where to start or which direction I should take. Thank you in advance!
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