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Found 98 results

  1. Good guys, I would like you to help me with this script: It turns out that I made this script with the purpose that when a unit is eliminated depending on the side it is, it does an action, but I do not know what it would be doing wrong. this script if it worked as it wanted in dedicated server: FAM_DeadCivilianCount = 0; publicVariable "FAM_DeadCivilianCount"; { if (side _x == Civilian && _x iskindof "Man") then { _x addEventHandler ["killed", { ["Civil", ["Han Matado un Civil. Penzalización -2 Puntos!"]] remoteExecCall ["BIS_fnc_showNotification"]; FAM_DeadCivilianCount = FAM_DeadCivilianCount + 2; publicvariable "FAM_DeadCivilianCount"; }]; }; } foreach allunits; But when I combine it in this way for the other side: FAM_DeadCivilianCount = 0; FAM_DeadPlayerCount = 0; FAM_DeadPEnemyCount = 0; publicVariable "FAM_DeadCivilianCount"; publicVariable "FAM_DeadPlayerCount"; publicVariable "FAM_DeadPEnemyCount"; { if (side _x == Civilian && _x iskindof "Man") then { _x addEventHandler ["killed", { ["Civil", ["Han Matado un Civil. Penzalización -2 Puntos!"]] remoteExecCall ["BIS_fnc_showNotification"]; FAM_DeadCivilianCount = FAM_DeadCivilianCount + 2; publicvariable "FAM_DeadCivilianCount"; }]; } else { if (side player == WEST && player iskindof "Man") then { player addEventHandler ["killed", { ["JugadorDead", ["Miembro de equipo Muerto. Penzalización -1 Puntos!"]] remoteExecCall ["BIS_fnc_showNotification"]; FAM_DeadPlayerCount = FAM_DeadPlayerCount + 1; publicvariable "FAM_DeadPlayerCount"; }]; }; } else { if (side _x == EAST && _x iskindof "Man") then { if (FAM_DeadPEnemyCount == 20) then { publicVariable "FAM_DeadPEnemyCount"; objetivoTareaTres = objetivoTareaTres + 2; publicVariable "objetivoTareaTres"; ["tareaTres", ["20 Enemigos Muertos. Reciben 2 Puntos!"]] remoteExecCall ["BIS_fnc_showNotification"]; //hint str cash; }; _x addEventHandler ["killed", { ["JugadorDead", ["Miembro de equipo Muerto. Penzalización -1 Puntos!"]] remoteExecCall ["BIS_fnc_showNotification"]; FAM_DeadPEnemyCount = FAM_DeadPEnemyCount + 1; publicVariable "FAM_DeadPEnemyCount"; }]; }; }; } foreach allunits; It throws me an error and I would like to know how they help me in Server to work correctly. thanks and regards.
  2. Hello I am REALLY bad at doing scripts, I tried looking for a way to add a custom alarm to and object that will be able to set off via scroll wheel by anyone... I could really use some help.
  3. Hey guys, I recently started mission making again and found three of the older scripts I used before very useful for my new mission, but I won't work. I don't get any errors in the server logs but players are still able to access vehicles which should be restricted. I would appreciate any help on this: this is the first one called pilotCheck.sqf: _AllowPilots = ["rhsusf_army_ocp_helipilot", "rhsusf_army_ocp_helicrew"]; while {true} do { waitUntil {sleep 0.5; alive player}; if (!((typeof player) in _AllowPilots)) then { private "_v"; while {alive player} do { waitUntil {sleep 0.5; vehicle player != player}; _v = vehicle player; if (_v isKindOf "Helicopter" && !(_v isKindOf "ParachuteBase")) then { if (driver _v == player) then { player action ["eject", _v]; waitUntil {sleep 0.5; vehicle player == player}; player action ["engineOff", _v]; hint "You must be a pilot to fly!\nJoin Us @ http://fox-command.de/"; }; }; }; } else { waitUntil {sleep 0.5; !alive player}; }; }; second called foxlock.sqf: /* Checks if the player attempting to get in pilot seat is both a pilot and is whitelisted in the _SOAR list of player UIDs. Add more UIDs to the list as follows ["UID", "nextuid", "lastuid"] Use with care, [FOX] EiQuantumXo */ _SOAR = [/* Fox Command Unit Last Updated: Friday, 31st Aug., 2018 Updated By: [FOX] EinQuantumXo, Julien] */ "765xxxxxxxxxxx294"/* xxx*/, "765xxxxxxxxxxx938"/* xxx*/, "765xxxxxxxxxxx896"/* xxx */ ]; _AirRoles = ["rhsusf_army_ocp_helipilot", "rhsusf_army_ocp_helicrew"]; _RestrictAir = ["B_AH9_F", "O_Ka60_F", "RHS_UH60M__MEV_d", "RHS_AH64D", "RHS_CH_47F_light"]; while {true} do { waitUntil {sleep 0.5; alive player}; if (!((getPlayerUID player) in _SOAR) && ((typeof player) in _AirRoles)) then { private "_v"; while {alive player} do { waitUntil {sleep 0.5; vehicle player != player}; _v = vehicle player; _t = typeof _v; if (_t in _RestrictAir) then { if (driver _v == player) then { player action ["eject", _v]; waitUntil {sleep 0.5; vehicle player == player}; player action ["engineOff", _v]; hint "Authorized FOX Pilots Only!\nJoin Us @ http://fox-command.de/"; }; }; }; } else { waitUntil {sleep 0.5; !alive player}; }; }; third called foxlock2.sqf (isn't used actively): /* Checks if the player attempting to get in driver seat of armed vehicles is whitelisted in the _SOAR list of player UIDs. Add more UIDs to the list as follows ["UID", "nextuid", "lastuid"] Use with care, [FOX] EiQuantumXo, Julien] */ _SOAR = [/* Fox Command Unit Last Updated: Friday, 31st Aug., 2018 Updated By: [FOX] EinQuantumXo, Julien] */ "765xxxxxxxxxxx294"/* xxx */, "765xxxxxxxxxxx938"/* xxx */, "765xxxxxxxxxxx896"/* xxx */ ]; _RestrictLandSea = ["B_Hunter_HMG_F", "B_Hunter_RCWS_F", "B_SpeedBoat", "O_Ifrit_MG_F", "O_Ifrit_GMG_F", "O_SpeedBoat"]; while {true} do { waitUntil {sleep 0.5; alive player}; if !((getPlayerUID player) in _SOAR) then { private "_v","_t"; while {alive player} do { waitUntil {sleep 0.5; vehicle player != player}; _v = vehicle player; _t = typeof _v; if (_t in _RestrictLandSea) then { if ((driver _v == player) or (gunner _v == player)) then { player action ["eject", _v]; waitUntil {sleep 0.5; vehicle player == player}; player action ["engineOff", _v]; hint "Authorized FOX Drivers/Gunners Only!\nJoin Us @ http://fox-command.de/"; }; }; }; } else { waitUntil {sleep 0.5; !alive player}; }; }; I call them through the init of every playable unit with this code: nul = [] execVM "pilotCheck.sqf"; nul = [] execVM "foxlock.sqf"; nul = [] execVM "foxlock2.sqf"; this addMPEventHandler ["mprespawn",{nul = [] execVM "pilotCheck.sqf"; nul = [] execVM "foxlock.sqf"; nul = [] execVM "foxlock2.sqf";}]; Thanks for reading and helping, greetings Quantum
  4. Hey. I have one problem. How to make Insignia work properly. this works just fine as long as you're alive. But when the player dies and then spawn again that insignia is gone. how to fix this bug?
  5. i am a noob, i know that. im trying to create a server side addon that i can put my scripts/functions in. i have a test setup that is just supposed to do hello world. can someone please tell me what im doing wrong. thank you for any help. image of my current setup. https://imgur.com/a/cfRcA3i
  6. Hi guys I got some problems, Is there any way to call land crops as support units just like the showcase,if I need help I can call them from command menu and them will move to my location. Then ,the second problem,is there any scripts which effectively let plane drop bombs? In fact, I use DAS air support mod for long time but after the last update this mod sometimes not work ,planes only able to drop LGBs to target highlighted by laser and still only with a single bomb,I just wonder some ways able let plane drop more bombs in once time. Thanks
  7. So basically, I was wondering if there is any way to add a role into my server, where a player can control static AA such as a Praetorian or Centurion from their UAV terminal? Is there any script that would allow this to work on the server?
  8. GF Use Every Uniform by GEORGE FLOROS [GR] Description: GF Use Every Uniform , a simple example on how to. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Use Every Uniform, please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the example mission , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: It is just a simple example ,how to be able, to use every Uniform , from every side. You have to put a Civilian in the editor and then link him with another AI , from the desired side. You can copy the example (ctrl+c) and paste (ctrl+v) to your mission. It's working with every addon. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic http://www.armaholic.com/forums.php?m=posts&q=40096 Armaholic GF Use Every Uniform
  9. Interesting problem I know. It probably is something quite simple but I can't figure it out. Now, I'm fairly new to scripting (about six months) so I'm not 100% sure what I should do. The basic premise is that the player has a UAV with an M136 launcher on it. The drone then fires that launcher. Got that part down. I've even got it so that the drone rearms when it goes back to "Home". Now, what I'd like to do is to have the players rearm it in the field. They can have a launcher on their back, bring the drone to them and then attach the launcher onto the drone. The drone has a new launcher and the player looses theirs. Here is the code that I have so far. I know that it must be very simple but any help is very much welcome in advance. For you're consideration, I'm using ACE, CBA, RHS (All four modules) and more quality of life mods. Nothing that would effect scripting in any way.
  10. On the wiki for execVM is says: "The script is first searched for in the mission folder, then in the campaign scripts folder and finally in the global scripts folder." I read and and then tried adding a simple hello.sqf waitUntil {player == player}; hint "Hello!"; into ".....\Arma 3 - Other Profiles\[current profile]\scripts\ folder" and a 0 = execVM "hello.sqf"; in the init field of the player. But it come back with a 'can't find' message. I've tried various other folders at random. Has anyone got this working in Arma3. Have I missed something simple?
  11. Hi everyone, I don't know how to get script created markers to show up in my dialog's map control other then using "onMapSingleClick". When I create a marker by script it shows up in the in-game map but when I open my dialog the marker does not show up in the dialog map control. Can anyone help me out ? I've searched the internet for any post about this but couldn't find anything. Cheers.
  12. ARMA 3 my issue is i have a custom script for store items my store works great so far but i have a issue where when i buy a item it will take my money even without giving me the object i am trying to buy because of no space in inventory i have a working store script & a working (check inventory script) i was wondering if i am able to merge the two scripts ??? any help would be great TY ALSO: the items i am calling are for Ravage Mod (if that matters) *MY: init.sqf: money = 0; * Player addaction/unit/custom store TRIGGER: this addAction ["(Tent Folded) $500","scripts\store_systems\gear\gear(TentFolded).sqf"]; *Item/store/ script NAME: gear(TentFolded).sqf *Item/store/ SCRIPT(please help merge the 2 scripts below this line)####### _cost=500; if(money >= _cost) then { money=money-_cost; hint "-$500", player additem "rvg_foldedTent"; }else{ hint "You Need More $$$"; }; *Script i have for checking carry weight (works alone off same trigger when added to My gear(TentFolded).sqf) if (player canAdd "rvg_foldedTent") then { player addItem "rvg_foldedTent"; } else { hint "Not enough space"; };
  13. ok guys all i want when player enables the earplugs go to disabling earplugs. i have manage to eneable earplugs but i cant disable i dont know what i did wrong if somebody can help _a = 0; // call enableEarplugs; enableEarplugs = { removeAllActions player; player addaction ["Enable Earplugs","earplugsPutIn.sqf"]; }; disableEarplugs = { removeAllActions player; player addaction ["Disable Earplugs","earplugsTakeOut.sqf"]; }; if(_a isEqualto 0) then { _disableEarPlugsVariable = [""] call disableEarplugs; _a = 1; }; if(_a isEqualto 1) then { _enableEarPlugsVariable = [""] call enableEarplugs; _a = 0; };
  14. To cut it short since im a bit tired, i've run across peopel abusing their admin powers in Arma 3 Zeus of the Official Servers in an pretty much (what i would guess) permanently bannable way. I dont know if BIS is already aware of it and working on a fix but there are Admins using a Script (the one which'sName ive found out is called jam.) which they can copy paste into the Admin Console that activates a 3rd Party anti-Player kind of thing which kicks Players of the Server that are on something like a Blacklist and also keeps them kicked as long as the Server wont be restarted. If i understand this right since apparently i am on that list now too, an server i have played on had that activated and the admin was being extremely abusive with his powers. So ive asked the Players if we could vote a new Admin who isnt using his powers to troll and annoy us with ear raping Sounds, GBU's spawning ontop of us, him activating himself God Mode etc. has gotten that Admin angry and he put me on that Blacklist. Now after that has happend and apparently many peopel use that script when becoming admin, i get automatically "kick-bannend" for asking peopel on another server to vote for a new not abusive admin. Is that fair? No. Does that offend the Terms of Service Contract they're bounded to? I defently think so. My Question now that i want to PLEASE have answered is, if there is a way to get such Scripts bannable and removed from the Game since basically peopel something like "permanently" ban you from Zeus for trying to stop them from abusing their Powers ON OFFICIALY NOT TO THEM BELONGING SERVERS. Kind regards -Daniel DE Also excuse my broken english/gramma but im tired as hell coming home after an hard week having to deal with such bs. That kinda of fucks your Brain pretty badly.
  15. I've been having quite some headaches trying to figure out how to make a sidemission generator Basicly what i want is via player input (like pressing a button via addaction) to be generated a side mission with custom units on either a few specified possitions or on a random possition. I think it will be simpler by using scripts, but if there is a stragiht up init would be nice aswell If anyone can help it would be appreciated
  16. Hi, looking for a scripter to solve this Flowchart Theoretical Framework', via use of scripts. I am a videographer, not a scripter or anything technical. Basically, using what apex has given us, have put down a load of modules and triggers in a planned manner, all related around tasks and briefings, along with scripts within triggers filling in the gaps which will make the changes when certain conditions are met. The hypothesis is that these modules should be able to add up/correlate so an objective can either be completed or failed, with the (missing) script in triggers making the missing links. Why do i not do it? Because 1) Not a scripter 2) It would take me a decade to crack it If you take it on and crack it; - include a 'noob' definition of how it works - Add me on steam - Will give you credit in my video for theory, with possibly more rewards Check the link for a image of the theory, along with mission.sqm https://www.dropbox.com/s/e4kc066vn329dsz/Theory.png?dl=0
  17. Hi, So in order to test my code I usually make everything that can be made in the editor in a mission (I create a subfolder which will be the addon root directory instead of putting everything in the mission's root directory). My question is the following: If you have a folder that is "myaddon\stuff", in your mission, when you turn it into a mod, you have to change every single path to "\myaddon\stuff" adding a \ at the start of every path in every single file the addon contains. I do this manually or with the replacement/search tool in Notepad ++. But maybe my method is not the correct one. How do you guys do this? What am I doing wrong? Is there a faster way?
  18. This is something I wanted to post several weeks (months?) ago, but never got to do. It's a series of scripts, single and packs, that some of you might find useful. Beware that some of them aren't properly tested or simply unfinished (meaning that they basically work, but might contain bugs as aren't properly tested or developed). I'll tag those as I list them (and as I remember). -- MAP AI RUCKSACK - WW4 v1.0 REQUIRES: MapFact's rucksacks - WW4 Gives rucksacks to WW4 units and allows them to use the ammo stored there when needed. Every time the unit runs out of ammo it'll check its rucksack. If compatible mags are found it'll proceed to use the rucksack the same way a player does (crouching, etc). If no magazines are found and the unit has a LMG it'll ask to his mates for ammo. If any other unit in his group has compatible ammo that will be auto-magically* transferred to the unit requesting it. Tents, etc aren't supported by this script. Only rifle, pistol, etc mags and grenades (hand, smoke, launcher). *This is done to prevent breaking missions, scripts, player orders, or simply to avoid AI units pingponging between locations. DOWNLOAD: http://www.mediafire.com/download.php?jwdzaj12bpspvbt -- HEAL GROUP v1.0 This script pack will automate the healing process of a whole group, as long as there's a medic in their group. It is initiated by selecting the corresponding option in the player's action menu. When using the MapFact's rucksacks - WW4 addon, units lightly damaged will try to heal by using their own bandages before calling for a medic. DOWNLOAD: http://www.mediafire.com/download.php?93ks69dru11n1s9 -- kVEHICLES v0.1 Unfinished/Untested Several fixes and features related to vehicles in OFP. FEATURES - Replaces empty vehicles with clones, to force AI units in the player's group stop firing at it - Crew bails out if vehicle can't move, can't fire or has no ammo - Cargo of land vehicles dismount if vehicle is hit or in danger - It might work in MP (I'm not sure if I included it in this version) IMPORTANT: In kVeh\start.sqs you'll probably want to change this: kVeh set [ 0, "wgl_units"] to this kVeh set [ 0, "list allUnits"] Or whatever array you use to keep track of all units. This is needed in order to vehicles to know when they're in danger DOWNLOAD: http://www.mediafire.com/download.php?98ck2f6aewysu2b -- WGL AI RUCKSACK v1.0 Allows AI units to use items stored in their WGL rucksack. Every time the unit runs out of ammo it'll check its rucksack. If compatible mags are found it'll proceed to use the rucksack the same way a player does (crouching, etc). If no magazines are found and the unit has a LMG, MG or some type of rocket launcher it'll ask to his mates for ammo. If any other unit in his group has compatible ammo that will be auto-magically* transferred to the unit requesting it. Bandages and other items aren't handled by this system. Hand grenades (explosive and smoke) are, though. *This is done to prevent breaking missions, scripts, player orders, or simply to avoid AI units pingponging between locations. DOWNLOAD: http://www.mediafire.com/download.php?bi15575ln8w3y3a -- REASSIGN WEAPONS WW4 v4.2 This had its own thread somewhere, but I'm adding it here for convenience. Equips individual units or whole groups with predefined sets of weapons. The weapon sets are based on the ones being used by the different types of WW4 units. It can also equip high dispersion (HD) ammo, suppressors, night vision goggles, antimaterial rifles (for the snipers) and grenade vests or flare pouches (for the grenadiers). CHANGELOG: DOWNLOAD: http://www.mediafire.com/download.php?af5f2gjl4ycc62h -- kFLARES v1.0 The passed unit will be equipped with a grenade launcher and flares and will shoot them during nighttime if it detects enemies close DOWNLOAD: http://www.mediafire.com/download.php?3ttaelx2na4dopy -- kINFOSHARE v1.2 Allows group leaders to automatically share information about enemy units with each other. The distance at which they can transmit this information will depend on their side and wether or not they have an RTO or a vehicle with a radio in their group (in this case they can transmit to all friendlies on the map, without distance restrictions). Singleplayer and multiplayer. DOWNLOAD: https://www.mediafire.com/download/isz92piv9bawpe8/kInfoshare_v12.zip -- REFILL CRATE WW4 v1.0 Refills crates or vehicles with ammunition (and weapons) associated to a given side The type and amount of ammo and weapons to be used as cargo is predefined in the code You can fill a cargo with ammo and weapons from several sides at once. You can also fill it as many times as you want from a single call, or fill it only with high dispersion (HD) variants of the ammo DOWNLOAD: http://www.mediafire.com/download.php?qdbejdjsj2868k0 -- BAS STAND AND CROUCH v1.0 Modification of the BASriverStandup.sqs script Original script by Rom These are two separate scripts, one for stand up and the other for crouch. Periodically forces all the units inside a trigger area to crouch, and reverts them to auto when they are outside. Those units that can't stand up (hurt legs), are inside a vehicle, don't have any ammo left or are players are automatically excluded DOWNLOAD: http://www.mediafire.com/download.php?g7lkx5sv39a71go -- WALKERS MANAGER v1.0 Standalone version of the CivPopulate script Adds a unit to the walker manager The walker manager then will take care of moving them around at random intervals to random positions [i just noticed I didn't include a proper readme for this, so I'll post the instructions below] INSTRUCTIONS Put this line somewhere (like in init.sqs): [] exec "walkersManager.sqs" Add this line to any units you want to walk randomly (values are just examples): [this,getPos this,30,"full","careless"] exec "addWalker.sqs" It has this format: [<unit>,<current position>, <wander range>,<speed>,<default behaviour>] exec "addWalker.sqs" DOWNLOAD: http://www.mediafire.com/download.php?0623ap6rnp5q114 -- HD AMMO WW4 v1.0 Changes every magazine of any array of units to its HD (high dispersion) equivalent, if it exists DOWNLOAD: http://www.mediafire.com/download.php?vcyfkgrokcusldm -- That's all, folks.
  19. Hello guys! Not long ago I had posted a topic with a problem in my loadout. I have tried long ago to fix it, but I forgot all of the scripting I have learned so there wasn't much to do... Unit today I had tried again as I am currently in a vacation from my military services (got injured). Well, I figured out that the loadout script and everything is ok, but the problem is much more small than I thought it is. I am using Mission Parameters to choose between Night or Day loadout, Add or Remove NVG according to mission time, as well as Silencer and Map Nav Aids. As the updates started to come the code was outdated, But I have tried couple of time to fix it with no luck.. If someone done it or Know how to fix it, Please reply here, As I want to regroup my old friends to start play again in this awesome MilSim. Loadout Description RPT Log fn_processParamsArray Huge Thanks Guys!!!
  20. Hi there. I'm having an issue with setting a trigger to activate when all items are collected, but I'm having trouble properly formatting an "and" statement. When the item is collected, the deleteVehicle command is used to remove the item from the world space, so I have a statement that basically says "When money 1 AND money2 AND money3 AND money4 AND money5 are not alive, then activate the settaskstate module. The variables for the money items are all set and have a script to delete each item on pickup. What is the proper way to format this statement? I've tried many variants, but this is my current code currently in the init field of the trigger. (!alive money1) && (!alive money2) && (!alive money3) && (!alive money4) && (!alive money5)
  21. I am kind of new to this with using codes and scripts, I have a insignia modpack i want to use on my arsenal online and i found a post that said that this code/script works addAction ["<t color='#ffa500'>Open Virtual Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal}]; and I have tried putting it in the debugger thingy on the Pause menu but and execute it but it doesnt work or i dont know how to make it work! :( Please help here is the link where i found the code / script
  22. Hello everyone! Recently, whilst developing a map, I've run into some issues. I've worked now for several hours on this same set of scripts attempting to make them work, and looking at other scripts for reference, but to no avail. I've come to ask for help. Essentially, I have precisely eight weapons in a mission that I am creating, and I want to make a sign with an addAction that allows the player to buy ammo for him / her and all other players currently in-game. My original plan was to create one large script, however this did not work well, so I divided it into nine different scripts. I know, I know, those of you who are very good at scripting will be very annoyed by this, but that's where the learning comes in, right? (Yes, by the way, I AM using mods, so some of the configs are modded). Script 1 - called when the addAction is activated. { { if (money < 500) exitWith {hint "Sorry, your team does not have enough money for that!"}; }; else { {execVM "ammorefill1.sqf", execVM "ammorefill2.sqf", execVM "ammorefill.sqf", execVM "ammorefill4.sqf", execVM "ammorefill5.sqf", execVM "ammorefill6.sqf", execVM "ammorefill7.sqf", execVM "ammorefill8.sqf"}; sleep 1; {hint "Eligable for a restock! Restock Bought."}; sleep 3; {hint format ["A Team Member has spent $500 dollars on an ammo refill, and your team now has $%1 dollars left!", TL_killCount]}; }; }; Those eight scripts that are called are here, listed as follows: { if (player1 hasWeapon "SMG_02_F") then {allPlayers addMagazines ["30Rnd_9x21_Mag_SMG_02", 5], _cost = 2}; }; { if (player1 hasWeapon "arifle_AKS_F") then {allPlayers addMagazines ["30Rnd_545x39_Mag_F", 5], _cost = 2}; }; { if (player1 hasWeapon "rhs_weap_m4") then {allPlayers addMagazines ["30Rnd_556x45_Stanag", 5], _cost = 2}; }; { if (player1 hasWeapon "SMA_ACRMOE") then {allPlayers addMagazines ["30Rnd_556x45_Stanag", 5], _cost = 2}; }; { if (player1 hasWeapon "rhs_weap_sr25_d") then {allPlayers addMagazines ["20Rnd_762x51_Mag", 5], _cost = 2}; }; { if (player1 hasWeapon "rhs_weap_M590_8RD") then {allPlayers addMagazines ["rhsusf_8Rnd_00Buck", 5], _cost = 2}; }; { if (player1 hasWeapon "LMG_Zafir_F") then {allPlayers addMagazines ["150Rnd_762x54_Box", 5], _cost = 2}; }; { if (player1 hasWeapon "rhs_weap_m24sws_ghillie") then {allPlayers addMagazines ["30Rnd_9x21_Mag_SMG_02", 10], _cost = 2}; }; Each of those lines is in a different script. The eight scripts, however, are not the problem yet. The first script will not go through as it states that it is missing a Semicolon. If anyone could help me with this problem I would really appreciate it. Thanks for your time, ~Nic
  23. Hey, i deleted some from the USP_Patches mod/insignias cuz its to much for me. So after deleting some scripts i cant convert back,||Class destroyed with lock count 1|| Heres the scripts, and thanks for the help
  24. Small Scripts for ArmA 3 from KP GitHub Description A small and for sure growing compilation of small scripts which can be used in any mission without any need to change anything in the missionfile. Only implementing in one of the init files and you're done. Configurations will be inside each script file seperately. Currently contained scripts KP Fuel Consumption Script This script handles the fuel consumption of vehicles, so that refueling will be necessary more often. It also checks if the vehicle is standing with running engine, driving in normal speed or max speed. With this script you'll have the need to refuel the vehicle during an evening session with a suitable setup by default (full configurable). So no more "never ending" fuel available due to the normal ArmA 3 fuel consumption mechanic. KP Distance Monitor Script Adds actions to the player to start/stop/reset travelled map distance measuring. It will be shown as hint and you can configure the interval of the measuring. It works with a loop which you can leave via script command or debug console: kp_distance_run = false; KP Load Loadouts to Cargo Script Ability to load items from saved or predefined loadouts to a vehicle cargo. This functionality is available in the vicinity of objects which you've defined per classname in the script or via this setVariable ["KP_loadout_cargo_object",1]; in an objects init line in the editor. To end the script on a client you've to run KP_loadout_cargo_run = false; on the clients machine. KP Random Wreckspawn Script Place random wrecks on the roads of the map. You don't need to place anything in the editor or something. This script will place in a free configurable mininum and maximum distance random wrecks on the roads. Also with a adjustable chance to spawn more wrecks in the direct vicinity of the last spawned wreck, so it'll also create random roadblocks. If you've suggestions or ideas for small scripts like that, let me know. Mostly I'll add scripts there which are created due to our community needs and if they're usable as kind of "standalone" script. You could also join our Discord: KP Discord
  25. Good afternoon everyone. I've made my own mission in Arma 3, from a bunch of scripts and other things thrown together. My current issue is that I am trying to get the ASOR vehicle selection script to spawn their vehicles at a certain height, onto a Aircraft Carrier. At the same time, on the other end of the map, I would like the vehicles to spawn at the base, on the ground there. Now, the base vehicles spawn just fine. The two issues I had were the spawning of players on the carrier and the spawning of vehicles on the carrier. I've fixed the spawning of players at the correct altitude, as one can see in the init file of the mission, but now my issue is that of spawning the vehicles at the correct altitude. Here is an example of the base's plane spawning code. this addAction ["Spawn Planes", {[["planes"], [], "planespawn"] execvm "ASORVS\open.sqf";}]; That works well enough, but I tried using a similar, but slightly modified version to spawn the vehicles on the aircraft carrier, but have had no luck so far. this addAction ["Spawn Planes", {[["planes"], [], "planespawn_1"] execvm "ASORVS\open.sqf";}, 209.322, 0]; Again, mission files are attached and the screenshots. The mods I do have loaded at the moment are: Shacktac-userinterface CBA_A3 Chernobyl Zone Ares Mod- Achillies Expansion and CH View distance Although you should be able to open the mission through vanilla. https://drive.google.com/open?id=0B0rF4pj_6JMUdzdHcWRONXBRbkE Thank you for your time.
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