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Found 93 results

  1. ANIMA - Arma NSGA Interface for Milsim Applications ANIMA is a collection of functions and scripts for providing AI groups with terrain/position analysis capabilities that can be used, for example, to dynamically create waypoints with tactical advantage (by criteria that can be programmatically defined), automatically land helicopters at suitably flat/clear locations, or find places to spawn units or objects with specific visibility requirements. This release is essentially an open-ended set of scripts for getting units to do things in abstract terms like "land a helicopter nearby", find an overlook position with cover and concealment", "ambush nearby roads or intersections", "seek tactical advantage and engage targets", or "find a nearby place to unload troops". It does not affect unit AI in any way, but uses a genetic position-finding algorithm in various ways, many of which involve assigning different kinds of waypoints. Sorry, but for now, ANIMA does not have the required conditions for multiplayer, but if you're an experienced multiplayer developer and want to take a crack at it then I'd welcome your pull request! I've included a User Manual, which is essential for understanding ANIMA. There are also some example missions to accompany the manual which will hopefully elucidate some concepts. One of these (see below) comes with an additional guide that explains some of the development choices and basics of using the included applications. Please check it out and let me know what you think! I'll try to release some more examples and explanatory content as time allows. EXAMPLE MISSIONS (separate from release) VehicleTargets tank battle/ambush demo: https://github.com/dwringer/ANIMA/releases/tag/EXM-220409-A (added 9 Apr 2022) VehicleTargets application demo: https://github.com/dwringer/ANIMA/releases/tag/EXM-220407-A Vybor Airbase, w/development guide: https://github.com/dwringer/ANIMA/releases/tag/WIP-220322-A (Full mission here: https://forums.bohemia.net/forums/topic/238060-sp-vybor-airbase-stop-the-invasion/) RELEASE (includes basic examples): https://github.com/dwringer/ANIMA/releases/download/REL-220316-A/ANIMA-220316-A.zip MANUAL: https://github.com/dwringer/ANIMA/blob/main/ANIMA.pdf GITHUB (Updated regularly, may contain bugfixes as well as new featuresbugs): https://github.com/dwringer/ANIMA Known Issues: - Pausing the game while the algorithm is running sometimes causes it to fail. It will either choose a wildly incorrect position or fail to do anything at all. - Default landing zone search radius works best with only one helicopter. If you want to land more than one at a time, try bumping up the radius, step count, and population parameters of the land_helicopters/land_transport methods [55/3/13 is a possible start]. - Headquarters attack/dispatch methods occasionally assign an extra waypoint to a group - the logic needs to be refined. CHANGELOG (Latest) REL-220316-A (Updated 16 March 2022): - Added sort behavior to fnc_find_positions which can sort the final results by a given function (by default, uses the average across all objective scores) - Added a setting to allow fnc_find_positions to work faster, but less accurately, by allowing undifferentiated results after the target number of generations (a single bin after the nondominated sort, no dominance ranks in the result set) - The behavior of optional parameters for attack_targets and approach_targets methods of Headquarters was fixed - Fixed behavior of wp_config parameter of internal Headquarters method dispatch_transports - Added an optional start_offset parameter for approach/attack_targets which moves the search start location relative to the targets by [x, y, z] - Revised and expanded user manual with section on fnc_find_positions and some classes - New (WIP) example mission with all (non-airplane) waypoints generated from ANIMA positions (requires CUP addons) REL-220311-A (Updated 12 March 2022): - Added two parameters to fnc_find_positions: one is a sort-function (or "false") to sort the resulting positions (default sorts by average score). - There are now two example missions. The first one just follows the basic example in the manual, while the second employs a number of functions. - Added a User Manual chapter on fnc_find_positions. Combined with the chapter on LocationFinder, added in the last release, there should be enough information to customize the algorithm with new objective functions. REL-220310-A: - Fixed a bug with the LocationFinder method for finding helicopter landing positions, which was causing the parameter for enemies to avoid to be ignored. - Updated the example mission so that when OPFOR and BLUFOR units detect one another, their waypoints are removed and new ones are assigned using attack_targets with respect to the detected troops.
  2. What it does: If you logout with a weapon in your backpack that has attached attachments/magazines they will now get saved instead of them just vanishing. (Only works for backpacks, couldn't be bothered to apply it for vests!) # Exile Weapon Attachment Save Fix v0.10 by El' Rabito Download (Github) Support Me: www.buymeacoffee.com/ElRabito #> Installation 1. Add this two functions below above line 43 of @ExileServer\addons\exile_server\bootstrap\fn_preInit.sqf ['ExileServer_util_getWeaponMagCargo','exile_server\code\ExileServer_util_getWeaponMagCargo.sqf'], ['ExileServer_util_getWeaponAttachementCargo','exile_server\code\ExileServer_util_getWeaponAttachementCargo.sqf'], 2. Put/replace the files from the code of the download folder into @ExileServer\addons\exile_server\code and repack your exile_server.pbo 3. Done ! Nothing more needed.
  3. Hello, been a while. Anyway, I am back with a new script, starting off small as I try to get back into the swing of arma scripting. This is just for helicopters, although I think it would work for airplanes. Actually, the majority of helicopters don't have retractable landing gear, so it's really just for the ghost hawk, huron, and mohawk. There might be others, but I got bored of checking. Anyway, if it has retractable landing gears, this will work, and not to toot my own horn or anything but the effect is damn cool So without further delay, here's the code (github): This should be put in a code block and run via spawn due to the use of sleep. As always, this script is meant for noobs to learn from; by showing something pretty cool you can do with scripting, and as a bonus the effect is actually semi-usable Have fun, DE
  4. # Exile-Serverside-Player-Wages What it does: Serverside player wages with safezone/territory check and respect multiplier. # Installation 1. Add this line below to "\@ExileServer\addons\exile_server\bootstrap\fn_preInit.sqf" ['ExileServer_system_PlayerWages_thread','exile_server\code\ExileServer_system_PlayerWages_thread.sqf',false], 2. Add ExileServer_system_PlayerWages_thread.sqf into "\@ExileServer\addons\exile_server\code\". - Adjust the poptab amount,respect multiplier and the toast message to your likings. 3. Add this line below to "\@ExileServer\addons\exile_server\bootstrap\fn_preInit.sqf" - The number at the beginning is the time in seconds (How often it runs). [600, ExileServer_system_PlayerWages_thread, [], true] call ExileServer_system_thread_addTask; 4. Repack your server pbo and done. Download (GitHub) Support Me: www.buymeacoffee.com/ElRabito
  5. JBOY Ambient AI Interaction Framework This script framework makes it super easy for mission maker to make bases, villages, market places come alive with ambient AI activity. The video is long so feel free to play it at 2x speed to get the gist. I think this is the most useful thing I've created for ARMA... Download sample missions: Prairie Fire example mission (has Prairie Fire DLC object dependencies) Vanilla ARMA example mission (no Prairie Fire DLC object dependencies) Highly Recommended you use Polpox mods to see more fun animations and mimic expressions (but not required) - Polpox Artwork Supporter and Polpox Base Functions Features: Create new activity areas by copying sample market center, trigger and destination objects and pasting them into your mission (in Editor). Copy and paste as many "seller" units as you want. Sellers will stay in place and wait for "shopper" units to arrive and interact with. Copy and past as many "shopper" units as you want. Shoppers will randomly move from destination to destination and perform activity specific to the destination. Destination activities supported so far: Go to destination and chat with nearby unit(s) Sit in chairs and chat BBQ merchant interaction Gun merchant interaction Take a shower (Prairie Fire specific) Use latrine Pee outside Target practice at shooting range Bayonet and melee practice on hanging meat Exercise (kneed bends and pushups) Marital arts kata Repair vehicle tire Repair under vehicle Use modern outhouse/portalets Toss garbage in barrel Ambient conversation occurs using in-game voice files, and language specific (i.e., english, french, chinese, etc.) Units' simulation is enabled/disabled by player presence in trigger area. So FPS only affected when player near. Very extensible: its fairly easy for a scripter to create new activities and add to the framework. How to populate your own area with ambient activity. How to code new activities and add to framework: Credits: @M1ke_SK for super cool Leak script. Savage Game Design for awesome Prairie Fire DLC (I'm using their objects, melee gestures, voice files, and waterfall script for the shower). If you haven't bought Prairie Fire, you should! @POLPOX for his brilliant Gestures and Mimics
  6. Multiplayer-compatible reincarnation of spectrum analyser from DLC Contact for use in normal Arma3 This is RU/ENG singleplayer showcase mission: https://steamcommunity.com/sharedfiles/filedetails/?id=2214415193 Features: -automatic generation of UAV&terminals signals -custom signal source by missionmaker on any object (ACE cargo compatible) -realistic signal fade from terrain&distance -UAV&terminals jamming -UAV&terminals friendly-foe identification -multiplayer tested with 120+ players on server and 20+ devices working and nearly 20 signal sources. Thanks red-bear.ru players for it -no addons required Script developed and tested for MP, so some functions dont work proper with AI and in this showcase scenario are simulated with simple scripts (they still work fine in mp with non-ai clients) You can get the latest version of script on my google drive: https://drive.google.com/drive/folders/11j-1GZAlLP5uWU0jrzp1A7_7tqdQjDr8?usp=sharing Quick "How to use in your mission": -place spectrum_device.sqf, sa_ewar.sqf, stringtable.xml (last for russian&other languages support) in your mission folder -call scripts in init.sqf of your mission like this: [] execVM "spectrum_device.sqf"; [] execVM "sa_ewar.sqf"; -give players device&antennas (in unit's init field or sqf file) like this (device&antennas are hidden in VR by default): this addWeapon "hgun_esd_01_F"; this addHandgunItem "muzzle_antenna_02_f"; this addItemToVest "muzzle_antenna_03_f"; -if you need to add a custom signal for any object in your mission by edinting spectrum_device.sqf //Mission settings sa_beacons=[[t1,-1],[t2,563.2]]; (t1, t2-variable name if object, second parametr-frequency of signal, -1 for random. 3rd parametr-base strength of signal. not used=defaul, -1 random, or some value in dBa)
  7. What it does: Extended Anti Wallpeek script that also triggers outside of territories and your own territory. If you try to glitch through objects with freelook it will fade the screen to black and forces first person for 60 seconds. It will cover most of the buildings but sadly not objects like map fences since they have no "object type", but better than nothing. # Installation - Copy the Exile_Client_EAWP_thread.sqf to your missionfile and add the code from the initplayerlocal.sqf Download: Github Support Me: www.buymeacoffee.com/ElRabito
  8. ## UPDATE 20.10.2019 I found a much better solution for the problem. Instead of forcing the character to lay down,i just remove the velocity and tada, even better than the old version and i added a missing animation name. Video demonstration (Youtube) Support Me: www.buymeacoffee.com/ElRabito ## Installation Add the code from the Github (Code) initplayerlocal.sqf to your initplayerlocal.sqf of your mission-file.
  9. What it does: It spawns the traders and additional mapping server side. The advantage is people can't steal your mapping and the traders are created once on the server and not for every client which should help with FPS. # A3EX_CMAT - Arma 3 Exile Serverside Custom Mapping and Traders - v0.10 # 2020 - El Rabito # Thanks @ DB for the initial ExileServer_object_trader_create.sqf ## Download (Github) Support Me: www.buymeacoffee.com/ElRabito ## #### INSTALLATION 1. Copy the ExileServer_object_trader_create.sqf into @ExileServer\addons\exile_server\code 2. Add the line below at the top of @ExileServer\addons\exile_server\bootstrap\fn_preInit.sqf ['ExileServer_object_trader_create', 'exile_server\code\ExileServer_object_trader_create.sqf', false], 3. Configure your map content and traders in A3EX_CMAT\content\ - Remember to add them in fn_load_mapContent.sqf like the examples. - TRADER.sqf is the trader configuration with additional information ! - Remember to remove your old trader NPC's from missionfiles initPlayerLocal.sqf! Example trader config with comments _trader_equip = [ "Exile_Trader_Equipment", // TRADER CLASS "Exile_Trader_Equipment", // TRADER CLASS "WhiteHead_04", // HEAD ["InBaseMoves_HandsBehindBack1"], // ANIMATION [8204.36,14231.8,0.2], // POSITION 232.455, // ROTATION [["arifle_MX_GL_Black_F","","","",[],[],""],[],[],["U_BG_Guerrilla_6_1",[]],["V_I_G_resistanceLeader_F",[]],[],"H_Watchcap_khk","G_Combat",[],["","","","","",""]] // LOADOUT ]; 4. Add this below to missionfiles initServer.sqf (This is better for spawning the mapping since it's initialized earlier (imho)) [] execVM "A3EX_CMAT\content\fn_load_mapContent.sqf"; 5. Put the A3EX_CMAT.pbo into @ExileServer\addons\ 6. Done # License Info: If you server is named KFB (Kentucky Fried Bambi) you have no permission to use this. Any violation will result in a DMCA.
  10. JBOY Bean Bag Shotgun - Here's a fun script for y'all! Combine this with @beno_83au's breaching script and @phronk's flash bang script, and we've got Swat 4-like "less lethal" action covered in ARMA 3! Yeehaw! Links: Download demo mission to try in Editor and get the scripts Playable Steam demo mission Bros: Please Subscribe and Rate on Steam Features: This is a script (not a mod). Converts shotgun into less lethal Bean Bag firing shotgun. Bean bag projectile is visible in flight and bounces off objects when it hits. Victims are stunned, drop their weapons and ragdoll. After recovering from a bean bag hit, has a large chance of being subdued (and a small chance of either picking up their weapon again or running). Player can also be bean-bagged and stunned. Victims grunt in pain when hit. Any shotgun mod can be supported (edit the init.sqf to set what class of shotgun and shotgun ammo is to be converted to bean bag usage) Player can toggle between Lethal (normal shotgun ammo) and Non-Lethal (bean bag ammo) Credits: Thanks to RHS team for RHS shotgun weapon used in demo. How to implement in your mission: Download the demo mission Copy the Scripts folder to your mission Copy the contents of init.sqf into your init.sqf.
  11. SSAAPS - Sarogahtyps Simple Arena Active Protection System Full Singleplayer and Multiplayer compatible. Arma 3 script which simulates the russian Arena system which is an Active Protection System (APS) for tanks. Basically the russian Arena system lifts an explosive charge upto some meters above the tank. There it explodes and directs a few hundred shrapnels in a cone to the ground. If the countermeasure is successfull then the incoming threat is hit by some shrapnels of the cone. The script spawns some bullets above the tank which create the shrapnel cone. Then the incoming threat gets (hopefully) directed to ground. GitHub - Branch GitHub - wiki GitHub - Issue Tracker GitHub - Download GitHub - Direct File Download Dropbox - Download (temporary disabled) Installation (short story) - copy "functions" folder in your missions root folder - integrate cfgFunctions from description.ext into your own description.ext - if you secured your missions remote execution then integrate CfgRemoteExec from description.ext into your own description.ext - if you don't have a description.ext then you can just copy the given one into your missions root folder - apply the script with this line to any vehicle: [tank_1] spawn saro_fnc_arena_start; to stop the script on that vehicle just do this on any part of your mission: tank_1 setVariable ["saro_arena_active", false, true]; to adjust the behavior of the sysem you should take a look into fn_arena_start.sqf I do not recommend to adjust more parameters than skill and reload time. Full installation documentation will follow within the next days/weeks/months 😉 The Download contains an Example mission as .pbo and as unpacked Folder. brand-new shiny trailer video: version 1.0 video: Please tell me all thoughts you have in this thread. Issues and wishes can also reported on GitHub - Issue Tracker Changelog v1.10 - added simulation of the charge container which lifts up, explodes and sends shrapnels to threat - added ability to get threats exploding mid-air instead of smashing to ground only - added parameter to adjust protection skill of the system v1.01 - hot fix - new vanilla example mission created. the old one was mod depended. v 1.0 - initial release
  12. While searching for the reason why the lights on our server didn't work, i made some changes in the default files. You can now turn on/off every light source in your base like the default Exile Floodlights. Since i use EBM on our server i included all available lights. The generator has a range of 100m, if you want to change that look for the number 100 in both files (End of line 14). ( ExileClient_object_portableGenerator_switchOn & ExileClient_object_portableGenerator_switchOff) Demo GIF ##################################### ############# INSTALLATION ######### ##################################### ##>1. Copy the four files into the folder \Server\mpmissions\Exile.YOURMISSION\custom\Lights\ ##>2. Add the lines below to your CfgExileCustomCode located in config.cpp in your missionfile. class CfgExileCustomCode { //LightFix ExileServer_object_floodLight_network_toggleFloodLightRequest = "custom\Lights\ExileServer_object_floodLight_network_toggleFloodLightRequest.sqf"; ExileClient_object_floodLight_network_toggleFloodLightRequest.sqf = "custom\Lights\ExileClient_object_floodLight_network_toggleFloodLightRequest.sqf"; ExileClient_object_portableGenerator_switchOn = "custom\Lights\ExileClient_object_portableGenerator_switchOn.sqf"; ExileClient_object_portableGenerator_switchOff = "custom\Lights\ExileClient_object_portableGenerator_switchOff.sqf"; }; Github (Download) # License Info: If you server is named KFB (Kentucky Fried Bambi) you have no permission to use this. Any violation will result in a DMCA.
  13. vAiDriving Multiplayer Script by Valmont RELEASED! Improved Ai Driving and Civilian Pedestrian Simulation will now also increase your FPS rather than decrease it! (Three for the price of one, order NOW!) (promotion ends when Arma 4 releases or we run out of stock!) EDIT: -SOLD OUT- Inspired by (And adapted from) the work of the Ai Driving master @RCA3 ! REQUIRES CBA_A3 ! vAiDrive Main Features: 1) Greatly reduces the chances of Ai Driven Vehicles colliding with objects, vehicles and other units. 2) Greatly improved the chances of Ai Driven Vehicles evading other vehicles and units. 3) Since version 13 the script is able to handle the waypoints and movement of both vehicles and pedestrians and therefore it no longer needs manual waypoints setup by the mission maker. All that is required now is the placement of civilian vehicles and units on the scenario and the script does the rest. 4) By giving vehicles the optimal amount of waypoints, waypoint distance, timeout and position while also giving pedestrians custom routines that mimic real urban movement patterns the immersion of any mission using civilians is greatly increased. 5) Has the option to cache far away units and vehicles being handled by the script. 6) Due to its many optimizations, instead of having a toll on server performance this script actually INCREASES the performance (FPS) on the server! Extra Features: 1) Ai units in the way of vehicles will move away from the streets and into buildings. 2) Option for Handled vehicles to open closed bargates automatically. 3) Option to add random uniforms and gear to civilian pedestrians automatically. 4) Ai vehicle Drivers will occasionally use their horns when a obstacle is in front. 5) Ai Drivers are optimized for driving! And if their vehicle run out of fuel then they exit the vehicle and the script stops (liberating resources). 6) The script uses a combination of scheduled and unscheduled Environments to achieve that virtual CERO impact on performance. OBS: Since version 13 it is nearly impossible to have fatalities of any kind due to bad Ai Driving with vAiDriving enabled (for the CIVILIAN SIDE). CHANGELOG: How it works: Limitations: Usage: Script Optional Configs: The script (Updated to version 12): PS: This script aims towards making the Ai Driven vehicles brake better. If you actually want to make the Ai drive better then you should use @RCA3's amazing AI Driving Control. (Link in spoiler Below) Enjoy and I am looking forward for suggestions and testing input! Special thanks to @RCA3 again for his work and sharing his amazing scripts and mods with us! vAiDriving version 13 Demo Mission (Malden) DOWNLOAD LINK: https://drive.google.com/open?id=133RUlQmcrzXFxV9RLC27sdIQYOLkFyR5 PS2: I haven't tested this script as a CONVOY but I believe it should also help with convoy missions probably. (Please report your results)
  14. What it does: This enables PIN code change on objects like doors/gates/hatches/drawbridges etc. So you don't have to remove and replace an object to change the PIN code. Download(Github) Support Me: www.buymeacoffee.com/ElRabito 1. Replace the code of @ExileServer\addons\exile_server\code\ExileServer_object_lock_network_setPin.sqf with the code from Github. 2. Add this to class Construction of the CfgInteractionMenus inside mission config.cpp class ChangePinCode : ExileAbstractAction { title = "Change PIN"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0) && (call ExileClient_util_world_isInOwnTerritory)"; action = "_this spawn ExileClient_object_lock_setPin"; };
  15. If you don't own the DLC you can't buy the vehicle. Prevents inexperienced players from buying DLC vehicles by mistake. 1. Make a CfgExileCustomCode override for ExileClient_gui_vehicleTraderDialog_event_onPurchaseButtonClick.sqf with the following code. > This only works if you use default classnames, if you use your own custom classnames it wont work properly! /** * ExileClient_gui_vehicleTraderDialog_event_onPurchaseButtonClick * * Exile Mod * www.exilemod.com * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ private["_vehicleClass", "_salesPrice", "_quality", "_requiredRespect", "_pin","_VehicleClassIsOwnedDLC","_configPath","_source"]; _vehicleClass = uiNameSpace getVariable ["RscExileVehicleTraderDialogVehicleClass", ""]; _VehicleClassIsOwnedDLC = getAssetDLCInfo [_vehicleClass] select 1; _salesPrice = getNumber(missionConfigFile >> "CfgExileArsenal" >> _vehicleClass >> "price"); _quality = getNumber(missionConfigFile >> "CfgExileArsenal" >> _vehicleClass >> "quality"); _requiredRespect = getNumber(missionConfigFile >> "CfgTrading" >> "requiredRespect" >> format["Level%1",_quality]); _pin = ctrlText ((uiNamespace getVariable ["RscExileVehicleTraderDialog",displayNull]) displayCtrl 4008); closeDialog 0; if !(_VehicleClassIsOwnedDLC) exitWith { ["ErrorTitleAndText", ["MISSING DLC", "You don't own the required DLC for this Vehicle!"]] call ExileClient_gui_toaster_addTemplateToast; }; if (count _pin != 4) exitWith { ["ErrorTitleAndText", ["Vehicle Purchase Aborted", "Pin not 4 characters."]] call ExileClient_gui_toaster_addTemplateToast; }; if (_salesPrice > (player getVariable ["ExileMoney", 0])) exitWith { ["ErrorTitleAndText", ["Vehicle Purchase Aborted", "Not enough money."]] call ExileClient_gui_toaster_addTemplateToast; }; if (_requiredRespect > ExileClientPlayerScore) exitWith { ["ErrorTitleAndText", ["Vehicle Purchase Aborted", "Not enough respect."]] call ExileClient_gui_toaster_addTemplateToast; }; ["purchaseVehicleRequest", [_vehicleClass,_pin]] call ExileClient_system_network_send; Support Me: www.buymeacoffee.com/ElRabito
  16. What it does: Adds the option to remove trees/other types of objects inside the territory by placing a certain object. After placement and a server restart the trees inside the radius arround the tree remover object are hidden. Installation * Add this to ExileServer_object_construction_database_load.sqf at the end before _constructionObject. * Change the "TreeRemoverXXm_Static" objects in the code to different ones. * You can also add additional terrain object types to hide, for example "ROCK" or "ROCKS" etc (see the screenshot below). private _gpotrib = (_data select 1); _case = {}; if (_gpotrib == "TreeRemover20m_Static") then {_case = 1}; if (_gpotrib == "TreeRemover30m_Static") then {_case = 2}; switch (_case) do { default {}; case 1: {_terrainobjects = nearestTerrainObjects [_position, ["TREE", "SMALL TREE", "BUSH"], 20]; {hideObjectGlobal _x} foreach _terrainobjects;}; case 2: {_terrainobjects = nearestTerrainObjects [_position, ["TREE", "SMALL TREE", "BUSH"], 30]; {hideObjectGlobal _x} foreach _terrainobjects;}; }; Possible terrain object types to hide Support Me: www.buymeacoffee.com/ElRabito
  17. This script allows mission maker to create Trees with sniper nests in them. Features: Create tree with camouflaged platform in it. Optionally create sniper on platform. Platform accessible to AI and players. AI and player can climb up tree, climb down tree, or fast rope down tree. AI can climb/fastrope via calls in Waypoints Player's AI team members can be commanded to climb up/down and use fast rope. Download: Demo Mission Usage Notes: The init.sqf contains example calls for how to create trees, and what calls to put in waypoints so AI can climb or fastrope.
  18. A simple script that allow you to load any vehicle in a near airplane/helicopter and then drop it from the sky via add actions. Drop option will be appear after you reach to altitude more then 20 meters, which you can change it. For any vehicle you load in dropper, you will get a separate add-actions to drop that vehicle and you must be the pilot. Tested on sp and mp. How to use: Just copy files from demo mission into your mission folder. Add this code to init any vehicle you want to load this addaction ["<t color=""#ff0000"">Load in airDroper</t>","tfi_load.sqf",[0],1,false,true,"","(_target distance _this) < 10"]; Download from Google Drive Steam Workshop Download from Armaholic Thanks to KK for parachute function
  19. What it does: The amount of the territory protection is affected by the number of members in the territory. Installation: Make two customcode overrides. ExileClient_gui_payTerritoryProtectionMoneyDialog_event_onTerritoryDropDownSelectionChanged.sqf /** * ExileClient_gui_payTerritoryProtectionMoneyDialog_event_onTerritoryDropDownSelectionChanged * * Exile Mod * www.exilemod.com * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ private["_display", "_territoryDropDown", "_index", "_flagObject", "_radius", "_level", "_objectsInTerritory", "_ETBR", "_ETTPC", "_popTabAmountPerObject", "_totalPopTabAmount","_totalPopTabAmountD", "_costControl", "_payButton", "_playerMoney"]; disableSerialization; _display = uiNameSpace getVariable ["RscExilePayTerritoryProtectionMoneyDialog", displayNull]; _territoryDropDown = _this select 0; _index = _this select 1; _flagObject = objectFromNetId (_territoryDropDown lbData _index); _radius = _flagObject getVariable ["ExileTerritorySize", 15]; _level = _flagObject getVariable ["ExileTerritoryLevel", 1]; _popTabAmountPerObject = getNumber (missionConfigFile >> "CfgTerritories" >> "popTabAmountPerObject"); _objectsInTerritory = _flagObject getVariable ["ExileTerritoryNumberOfConstructions", 0]; _ETBR = _flagObject getVariable ["ExileTerritoryBuildRights", []]; _ETTPC = count (_ETBR); _case = {}; if (_ETTPC == 4) then {_case = 1}; if (_ETTPC == 5) then {_case = 2}; if (_ETTPC == 6) then {_case = 3}; if (_ETTPC == 7) then {_case = 4}; if (_ETTPC == 8) then {_case = 5}; if (_ETTPC == 9) then {_case = 6}; if (_ETTPC == 10) then {_case = 7}; if (_ETTPC == 11) then {_case = 8}; if (_ETTPC == 12) then {_case = 9}; if (_ETTPC == 13) then {_case = 10}; if (_ETTPC == 14) then {_case = 11}; if (_ETTPC == 15) then {_case = 12}; if (_ETTPC >= 16) then {_case = 13}; switch (_case) do { default {_totalPopTabAmount = _level * _popTabAmountPerObject * _objectsInTerritory;}; case 1: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 2.50; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; case 2: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 3.00; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; case 3: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 3.50; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; case 4: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 4.00; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; case 5: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 4.50; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; case 6: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 5.00; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; case 7: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 6.50; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; case 8: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 7.00; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; case 9: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 7.50; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; case 10: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 8.00; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; case 11: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 8.50; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; case 12: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 9.00; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; case 13: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 9.50; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; }; _costControl = _display displayCtrl 4000; _costControl ctrlSetStructuredText (parseText format["<t size='1.4'>%1<img image='\exile_assets\texture\ui\poptab_inline_ca.paa' size='1' shadow='true' /></t>", _totalPopTabAmount]); _payButton = _display displayCtrl 4002; _playerMoney = player getVariable ["ExileMoney", 0]; if (_playerMoney >= _totalPopTabAmount) then { _payButton ctrlEnable true; _costControl ctrlSetTextColor [1, 1, 1, 1]; } else { _payButton ctrlEnable false; _costControl ctrlSetTextColor [0.91, 0, 0, 1]; }; ExileServer_system_territory_network_payTerritoryProtectionMoneyRequest.sqf /** * ExileServer_system_territory_network_payTerritoryProtectionMoneyRequest * * Exile Mod * www.exilemod.com * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. * 64Bit Conversion File Header (Extdb3) - Validatior */ private["_sessionID","_parameters","_flagNetID","_playerObject","_flagObject","_flagStolen","_territoryDatabaseID","_radius","_level","_objectsInTerritory","_popTabAmountPerObject","_totalPopTabAmount","_totalPopTabAmountD", "_ETBR", "_ETTPC", "_playerPopTabs","_currentTimestamp","_logging","_territoryLog"]; _sessionID = _this select 0; _parameters = _this select 1; _flagNetID = _parameters select 0; try { _playerObject = _sessionID call ExileServer_system_session_getPlayerObject; if (isNull _playerObject) then { throw "Invalid player object"; }; _flagObject = objectFromNetId _flagNetID; if (isNull _flagObject) then { throw "Invalid flag object"; }; _flagStolen = _flagObject getVariable ["ExileFlagStolen", 0]; if (_flagStolen isEqualTo 1) then { throw "Flag stolen!"; }; _territoryDatabaseID = _flagObject getVariable ["ExileDatabaseID", 0]; _radius = _flagObject getVariable ["ExileTerritorySize", 15]; _level = _flagObject getVariable ["ExileTerritoryLevel", 1]; _objectsInTerritory = _flagObject getVariable ["ExileTerritoryNumberOfConstructions", 0]; _popTabAmountPerObject = getNumber (missionConfigFile >> "CfgTerritories" >> "popTabAmountPerObject"); _ETBR = _flagObject getVariable ["ExileTerritoryBuildRights", []]; _ETTPC = count (_ETBR); _case = {}; if (_ETTPC == 4) then {_case = 1}; if (_ETTPC == 5) then {_case = 2}; if (_ETTPC == 6) then {_case = 3}; if (_ETTPC == 7) then {_case = 4}; if (_ETTPC == 8) then {_case = 5}; if (_ETTPC == 9) then {_case = 6}; if (_ETTPC == 10) then {_case = 7}; if (_ETTPC == 11) then {_case = 8}; if (_ETTPC == 12) then {_case = 9}; if (_ETTPC == 13) then {_case = 10}; if (_ETTPC == 14) then {_case = 11}; if (_ETTPC == 15) then {_case = 12}; if (_ETTPC >= 16) then {_case = 13}; switch (_case) do { default {_totalPopTabAmount = _level * _popTabAmountPerObject * _objectsInTerritory;}; //45.000 (250 objects lvl 10 / config popTabAmountPerObject = 18;) //Poptabs //Players case 1: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 2.50; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; // 112.000 //>=4 case 2: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 3.00; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; // 135.000 //5 case 3: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 3.50; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; // 157.500 //6 case 4: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 4.00; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; // 180.000 //7 case 5: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 4.50; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; // 202.500 //8 case 6: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 5.00; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; // 225.000 //9 case 7: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 6.50; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; // 292.500 //10 case 8: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 7.00; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; // 315.000 //11 case 9: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 7.50; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; // 337.000 //12 case 10: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 8.00; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; // 360.000 //13 case 11: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 8.50; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; // 382.500 //14 case 12: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 9.00; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; // 405.000 //15 case 13: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 9.50; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; // 427.500 //>16 }; _playerPopTabs = _playerObject getVariable ["ExileMoney", 0]; if (_playerPopTabs < _totalPopTabAmount) then { throw "You do not have enough pop tabs!"; }; _playerPopTabs = _playerPopTabs - _totalPopTabAmount; _playerObject setVariable ["ExileMoney", _playerPopTabs, true]; format["setPlayerMoney:%1:%2", _playerPopTabs, _playerObject getVariable ["ExileDatabaseID", 0]] call ExileServer_system_database_query_fireAndForget; _currentTimestamp = call ExileServer_util_time_currentTime; _flagObject setVariable ["ExileTerritoryLastPayed", _currentTimestamp]; _flagObject call ExileServer_system_territory_maintenance_recalculateDueDate; format["maintainTerritory:%1", _territoryDatabaseID] call ExileServer_system_database_query_fireAndForget; [_sessionID, "toastRequest", ["SuccessTitleOnly", ["Protection money paid!"]]] call ExileServer_system_network_send_to; _logging = getNumber(configFile >> "CfgSettings" >> "Logging" >> "territoryLogging"); if (_logging isEqualTo 1) then { _territoryLog = format ["PLAYER ( %1 ) %2 PAID %3 POP TABS TO PROTECT TERRITORY #%4 | PLAYER TOTAL POP TABS: %5",getPlayerUID _playerObject,_playerObject,_totalPopTabAmount,_territoryDatabaseID,_playerPopTabs]; "extDB3" callExtension format["1:TERRITORY:%1",_territoryLog]; }; _flagObject call ExileServer_system_xm8_sendProtectionMoneyPaid; } catch { [_sessionID, "toastRequest", ["ErrorTitleAndText", ["Failed to pay!", _exception]]] call ExileServer_system_network_send_to; _exception call ExileServer_util_log; }; Like you see below a territory with less than 4 players is not affected by the multiplier. (default case). But with 4 members in your territory you pay 45.000 * 2.50 (Lvl 10 base max objects) = 112.000 poptabs. default {_totalPopTabAmount = _level * _popTabAmountPerObject * _objectsInTerritory;}; //45.000 (250 objects lvl 10 / config popTabAmountPerObject = 18;) //Poptabs //Players case 1: {_totalPopTabAmountD = _level * _popTabAmountPerObject * _objectsInTerritory * 2.50; _totalPopTabAmount = [_totalPopTabAmountD, 0] call BIS_fnc_cutDecimals;}; // 112.000 //>4 Adjust the multipliers to your likings but remember to change them in both files!
  20. Here is a super simple script for animating lip movement for an AI unit for specified # of seconds. Script: Here is some sample usage code, where two different units talk with each other. In this example the valdez character says a sound file that is about 5 seconds long, and the paramedic1 character says a sound file that is 2.6 seconds long. // ************************************************************** [valdez, 5] call JBOY_Lip; valdez customRadio [JBOY_Channel,"hvTempHospital"]; //valdez globalchat "Hey Zeke. When are they going to build the new hospital? This temporary one is a dump."; sleep 5; // ************************************************************** [paramedic1, 2.6] call JBOY_Lip; paramedic1 customRadio [JBOY_Channel,"hParaCutOffFunding"]; //paramedic1 globalchat "Maybe never. Madagascar has cut off the funding."; sleep 3;
  21. This bot has been discontinued and replaced with this one: https://forums.bohemia.net/forums/topic/231021-stans-server-monitor-bot/ Arma server monitor discord bot I recently made a discord bot that is able to monitor arma server to check if they go down. Additionally it also allows user to check the amount of players on server etc. There are other noteworthy features that are mentioned bellow. In this post I'm providing the source code for this bot so you can host your own bot doing this. Features Support for an unlimited amount of arma and teamspeak servers Pings given roles or users if one of those servers goes down The ability to turn those pings of for servers dynamically Logging for the number of players on those servers (can be turned on or off for every individual server) The ability to change how often the status of those servers should be checked The ability for users with certain roles to launch certain queries to those servers A 2 tier system for all bot commands (admin tier and normal users. Normal users can only run a limited amount of commands, admins can run every commend (see available commands) The ability to reread the config without having to restart the bot The ability to mute all down pings between 2 given hours (for scheduled restarts) The ability to upload missions to a server and change the default mission for a server The ability to launch and stop servers with this bot The bot is restricted to 1 channel A timeout between pings for the same server being down RSS reader support Uses discord embeds Available commands Usage This is simply source code, this is not a bot you can add to your server. You need to create your own bot and host this code. To create a bot I suggest googling 'how to create a discord bot', at the time of writing there are several very good tutorials available. To host the code; download the source from the link provided bellow, open the readme and read through it carefully, edit the config.json in the \config directory (there is a configExplenation.txt available in the same directory with some extra explanation on what each value is/does) and finally start the bot up using the commands provided in the readme. Requirements This bot requires node.js and a discord bot License This work is licensed under Apache License 2.0, full license included on the gitlab. Download - Bugs Please report bugs here or on the issue section of the above linked gitlab Planned features uploading missions via a link in addition to the traditional way Feel free to make suggestions though (but I make no promises about putting them in, all I promise is that I'll try) Updates
  22. Small tweak that adds the possibility to blacklist magazines that spawn with weapons. Instructions in the codebox below. // 1. Add this to mission config.cpp class CfgExileLootSettings /** * Shows the classname of magazines spawned with a weapon in the server .rpt (0 = disabled / 1 = enabled) */ MagSpawnDebug = 0; /** * Weapon magazine spawn blacklist (CASE SENSITIVE! Enable MagSpawnDebug to check for the propper classnames. */ MagazineSpawnBlacklist[] = { "rhsusf_5Rnd_HE", "rhsusf_5Rnd_FRAG", "rhsusf_8Rnd_HE", "rhsusf_8Rnd_FRAG", "rhsusf_5rnd_doomsday_buck", "rhsusf_8rnd_doomsday_buck", "rhs_mag_rsp30_red", "rhs_mag_rsp30_green", "rhs_mag_rsp30_white" }; // 2. Make an override for ExileServer_system_lootManager_spawnLootInBuilding.sqf and replace the "case 2" part. case 2: { _lootHolder addWeaponCargoGlobal [_itemClassName, 1]; if !(_itemClassName isKindOf ["Exile_Melee_Abstract", configFile >> "CfgWeapons"]) then { _magazineClassNames = getArray(configFile >> "CfgWeapons" >> _itemClassName >> "magazines"); if (count(_magazineClassNames) > 0) then { _blackList = getArray(missionConfigFile >> "CfgExileLootSettings" >> "MagazineSpawnBlacklist"); _MagSpawnDebug = getNumber(missionConfigFile >> "CfgExileLootSettings" >> "MagSpawnDebug"); { if ( _x in _blackList ) then { _magazineClassNames set [ _forEachIndex, -1 ]; }; }forEach _magazineClassNames; _magazineClassNames = _magazineClassNames - [ -1 ]; if (_MagSpawnDebug == 1) then { diag_log format ["MagSpawnDebug: %1", _magazineClassNames]; }; _magazineClassName = selectRandom _magazineClassNames; _numberOfMagazines = 2 + floor(random 2); _lootHolder addMagazineCargoGlobal [_magazineClassName, _numberOfMagazines]; _spawnedItemClassNames pushBack _magazineClassName; }; }; _numberOfItemsToSpawn = -1; }; Support Me: www.buymeacoffee.com/ElRabito
  23. EDIT: this description is waaayyy outdated, I ,alas, have been very lazy with documenting all it can do... Best way to know everything it has to offer is to read the changelog of releases which I DO keep up to date and documented. One day I promise I will document everything....😉 MRH Milsim Tools is a mod aimed at expanding the possibilities of scenarios for milsim units, as well as adding permanent features to missions. It is first and foremost meant to be used in milsim scenarios in multiplayer. Though some features will still work in SP, a lot of them will not behave properly in a single player environment. Please also note that a lot of the mod's features are built around the premise that most milsim units send dead players to a 'respawn bunker' from which they cannot escape until the end of the mission. So when killed a player will be considered 'dead' by the mod. An admin, or the use of the JIP menu can reset that status but if you use a different respawn scheme some things might not work properly. While some parts of the mod are plug and play, most features will require to be added to the mission by the mission maker, and as such require some basic scripting knowledge. A lot of tweaking options are available from CBA options menu. This mod is in constant WIP, the idea being that each time I develop something for a mission for my unit I will include it here. Current version: 1.17.6 Full guide, frameworks and features here: https://mrhmilsimtools-arma3-mod.wikia.com/wiki/MRHMilsimTools_ARMA3_Mod_Wiki Git hub issues here: https://github.com/MisterHLunaticwraith/MRHMilsimTools/issues Source code here: GitHub repository And download here: Download on steam workshop. localization: French and English Requirement: CBA_A3 ACE3 Features: **Core features:** Fully configurable team roster. You can change team roster color theme, decide if you want to display AIs and AI groups, even show all sides in the roster. Tracking of dead, alive, disconnected, reconnected players. Players will be flagged 'dead' by the mod if they are killed and respawn, allowing you to know they are dead even if the 'alive _x' scripting command returns TRUE. The mod keeps a registry of dead and disconnected players, you can decide to kill players that where flagged dead upon disconnecting when they reconnect (optional). Player intel data: Role, rank with NATO code, customizable rank insignia, radio frequency. Alongside CBA's option to change group name in the lobby, you can set a radio frequency for each group. In the team roster,and on the soldier's tablet the name you defined for the group will be shown instead of default Arma group naming (Alpha 1-1 etc.). Radio frequency is optional, can be set and will be shown in the lobby and on the player's PDA but does not affect either ACRE2 or TFAR radio frequencies. Admin warnings for current death toll. Whenever a player dies, admin is prompted a hint (this feature can be disabled). You can set a percentage of acceptable death ratio upon which the admin menu will automatically open allowing you to end the mission or allow players to respawn. Setting to remove map for players that are not formation leaders AFTER the briefing screen. Players with a map in their inventory will keep it during the briefing stage, useful if you do your briefings before launching the mission, but if you enable this option, only group leaders will keep the map once in game. Short automated cut scene when players join in. A small cutscene where the camera moves from above the player to first person view will play (locally of course) when the player joins the game (optional, can be disabled). Removal of disconnected players bodies. Bodies of disconnected players will automatically be deleted thus preventing looting by other players! (optional, can be disabled). Enhanced and configurable JIP menu. Whenever a player Joins In Progress the JIP menu will open allowing them to rejoin their group (optional, can be disabled). You can decide to show all sides in the menu (useful for PVP missions) and include AI groups with playable units. The player can join any other player they select, if the selected player is in a vehicle and the vehicle has free cargo place the player will be moved inside the vehicle. Players cannot join other players if their vehicle is full. Players inside a vehicle are marked with an icon, the icon is red if the vehicle is full. The mod includes a function to turn any object into a JIP menu access point. When the JIP menu is used, a small cut scene plays for the teleported player and if they where flagged as 'dead' the mod flags them as 'alive' so you can use it to allow dead players back in the game. Powerful admin menu. The admin menu can only be opened by a logged in admin and therefore doesn't work in SP, it includes a lot of features, mission statistics, dead players, etc. From the admin menu you can end the mission with a default ending or with any ending defined in the mission's cfgDebriefings. You can reset a player's status if they have been flagged 'dead'. You can heal all players (ACE damages) or just the selected player. You can remotely open the JIP menu for a selected player or for all dead players. You can see the selected's player location on the map and apply some preset punishment for a given player (chicken on head, push ups etc.). Punishments can be customized from the mission's description.ext. Last but not least you can remotely edit any player's equipment (opens ACE arsenal). PLEASE NOTE: As of now, limitations to ace arsenal only allow you to change uniform, vest and helmet and their contents. Backpacks and equipped weapons cannot be changed. I will work on a workaround solution in the next update. **Soldier PDA and framework** The mod includes a PDA item that can be accessed through ace self interactions >> equipment if the player has the pda in their inventory. Access to personal data, map and team roster Default tabs in the PDA include player self intel,a map (can be disabled) and a team roster. Stopwatch, alarm and timer functionalities The PDA has an alarm app that allows players to set an alarm or a countdown timer and includes a stopwatch feature. Possibility to send, receive and collect data and pictures. From your mission description.ext you can predefine data and pictures that can be added to the tab's gallery app or to the tab's data app. Each data or picture can be given separately and therefore discovered mid game. (2 functions are included that do just that). Data can be shared and transferred between players if they are within a ten meters radius of each other. **Fiberscope** Fiberscope Item The mod includes a fiberscope item that allows equipped player to look under doors (ACE self interaction >> equipment). It only works if you are next to a door or a window. **Vehicle spawner module** Vehicle spawner The mod includes a function to turn any object into a vehicle spawner, you can select what type of vehicles (see, land, air, all of them) the spawner will allow you to spawn. Mission makers and admins can decide which mods/ dlcs and factions are available from the spawner. The spawner works fine with vanilla assets, RHS, CUP and PROJECT OPFOR vehicles, some vehicles from other mod might not be listed properly depending on the mod's config files. **Radio chatter module** Play ambient radio chatter from a radio prop The mod includes a function to turn any object (but preferably a radio prop) into a random radio chatter player. The radio can be turned on and off (ACE interaction) effects are global and the same chatter is played on every machine. By default I have included a US military radio chatter channel (with samples taken from the excellent TV show Generation Kill) but you can create your own channel with custom sounds either from the mission's description or by packing them into a custom addon (if you do so, please share!). **Map markers** Customized map markers I have also included a shit ton of customized map markers all of them are available to mission makers, and some of them (not all, so has not to overcrowd the icons tab) to the players. **Hacking and downloading tool** A hacking tool object is included, you can still disable a CBA option if you want to allow players to perform hacks and data download without the item in their inventory. Hacking and downloading tool item Two functions are included to make objects hackable, while hacking or downloading content players can still move but they have to stay within range of the objects. **Miscellaneous functions for mission makers** In addition the mod includes several functions designed to make mission maker's life easier: Elevator simulation Timer Check when all alive players are on board a vehicle Automatically fill given ammo crate with ammo fitting the player's weapons Automatically refill ammo crate with infinite ammo/ items Remove unit's nvg (regardless of the mod they come from) Remove ACRE2 radios Search object/ person function ACE3 simple conversation interaction MP compatible sit unit on chair with release condition Splashscreen with customizable image Static line parachute jump Travel time ETA HVT capture and surrendering function **New features: v1.13** -Enhanced map object, replaces the vanilla one, can be put on the ground and shared, folded in the corner of the screen etc. - Heli taxi system -Support requester via grid coordinates input for: artillery strikes, CAS, supply drops. -Zeus invisibility toggle **New features v.1.15.0** *Added new functionality : Parachuting addon (Halo Gear) -Features: * 2 Masks and 2 Parachutes with auto opening possibilities (CYPRES II Auto Activation Device). *Special HUD for Halo Mask *Chances of mask breaking (Halo Mask With ESS only) *Emulation of Hypoxia effects *Configurable key to open parachute (default SPACE) instead of scrollwheel action menu. *Objects that are attached to the player with ace interaction (IR Strobes chemLights etc) will also appeared attached when the chute is deployed. *Fully configurable
  24. Hello All, I made this surrender script so players can surrender I'm sure people can find a use for it in their mission. NOTE: There is no point in installing this script if you use ACE3. Installation: Step 1: Put the following into your description.ext, should be ok at the top of the file. If you don't have that file in your mission create it. #include "Configs\Config_Master.hpp" Step 2: Make the following folder in your mission root Configs\Config_Master. NOTE: If you changed the path put it into that path /* Author - BradApex Description: Master config so my scripts know which scripts of mine you are running, I will be relasing my bleedout script when it's done stay tuned :) */ class cfgMaster { UsingBleedoutScript = false; }; Step 3: Put the following Files into your init.sqf, If you don't have that file in your mission create it. _fnc_surrender = { /* Author - BradApex Description: Lets the player surrender */ if (player getVariable ["surrender", false]) exitWith { hint "You are already surrendering"; }; //-- Config Checks _usingBleedout = getText(missionConfigFile >> "cfgMaster" >> "UsingBleedoutScript"); player setVariable ["surrender", true, true]; player setCaptive true; player playMove "amovpercmstpsnonwnondnon_amovpercmstpssurwnondnon"; ["SURRENDER_HANDLER", "onEachFrame", { params [ ["_player",objNull,[objNull]], ["_usingBleedout", false, [false]] ]; if (_usingBleedout isEqualTo true) then { if (_player getVariable ["incapacitated", false]) then { _player setVariable ["surrender", nil, true]; _player setCaptive false; ["SURRENDER_HANDLER", "onEachFrame"] call BIS_fnc_removeStackedEventHandler; SURRENDER_HANDLER = nil; }; } else { if (!(alive _player)) then { _player setVariable ["surrender", nil, true]; _player setCaptive false; ["SURRENDER_HANDLER", "onEachFrame"] call BIS_fnc_removeStackedEventHandler; SURRENDER_HANDLER = nil; }; }; if (_player getVariable ["surrender", false]) then { _player setVariable ["surrender", false, true]; _player setCaptive false; _player playMoveNow "AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon"; ["SURRENDER_HANDLER", "onEachFrame"] call BIS_fnc_removeStackedEventHandler; SURRENDER_HANDLER = nil; }; }, [player, _usingBleedout]] call BIS_fnc_addStackedEventHandler; }; _fnc_keyDown = { params["_ctrl","_dikCode","_shift","_ctrlKey", "_alt", ["_handled",false], ["_display", displayNull, [displayNull]]]; _code = _this select 1; _speed = speed cursorObject; _curObject = cursorObject; switch(_dikCode) do { //-- Shift + 6 case 7: { if (_shift) then { _handle = true; }; if (_shift) then { if (isNull objectParent player) then { if (player getVariable ["surrender", false]) then { player setVariable ["surrender", false, false]; } else { [] spawn _fnc_surrender; }; }; }; }; }; }; Last Step: Now the last step put this code below into your initPlayerLocal.sqf waitUntil {!isNull (findDisplay 46)}; (findDisplay 46) displayAddEventHandler ["KeyDown",{_this spawn _fnc_keyDown}]; Leave a comment on this post if you install this i'm interested to see and if there is any issues or bugs let me know.
  25. Script name: Arma 3: Custom chat commands Version: 1.0 Release: https://github.com/ussrlongbow/chatcom/releases/tag/v1.0 Issues: https://github.com/ussrlongbow/chatcom/issues Source: https://github.com/ussrlongbow/chatcom This script allows to implement custom chat commands in your mission, started from a special character. You may configure commands like "!help", so when people playing your mission enter this as regular chat message - the associated code will be executed. See video for demo. https://youtu.be/pUQspFb7vf0
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