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Found 89 results

  1. Hi, i would like to addaction to object with remoteexec but i dont know how or where to place conditions of distance. I usually use addaction as this: this addAction ["Pick up INTEL","scripts\add_intel.sqf",[],1,false,true,"","_this distance _target < 2"]; And i would like to merge this with remoteexec addaction [this,["Pick up INTEL", {"scripts\add_intel.sqf"}]] remoteExec ["addAction",2]; Thanks for help!!
  2. Hello all, First time poster here, I have been scouring and i mean SCOURING for a solution to a problem I have. Im trying to place an infostand with an "addaction" in the init that would open a bar gate for vehicles to pass through, however adding "Gate_DOC_121 animate ["Door_1_Move", 1]" within the correct parameters is not working whatsoever this is what I am trying. addAction ["Open Gate One (Perimeter)", "Gate_DOC_121 animate ["Door_1_Move", 1]"] I am pretty new to Arma coding itself and im sure it has to do with the "[" anyway to mitigate this?
  3. Hello All, I have a mission with task for defusing bomb. So, I placed explosive charges and tried to add action to them. Unfortunately it seems that it is not possible use addAction command to explosives. Do you have any workarounds or suggestions? I just placed pliers on explosive charges and add action to pliers. .... no best solution but it works this way. Thanks for answers in advance.
  4. So i'm trying to make a script where a Crate is empty but has the "AddAction" command to give certain loadouts. However i'm trying to do it the easy way by exporting the loadouts from VA and just have the player call the whole script to give them the new gear... In the init line of the crate i put this addaction ["Give Rifleman Loadout", "Rifleman.sqf"]; Then for the rifleman.sqf script i pasted the exported arsenal loadout into there hoping it would work and added in a (_this =_this = ["give rifleman loadout", [_this] select 1];) to target the caller for the script to execute on. for reference _this = ["give rifleman loadout", [_this] select 1]; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; this forceAddUniform "rhs_uniform_FROG01_wd"; for "_i" from 1 to 10 do {this addItemToUniform "ACE_fieldDressing";}; this addItemToUniform "ACE_EarPlugs"; for "_i" from 1 to 10 do {this addItemToUniform "ACE_morphine";}; this addItemToUniform "ACE_MapTools"; this addItemToUniform "ACE_microDAGR"; this addItemToUniform "ACE_Flashlight_XL50"; this addItemToUniform "rhs_mag_m18_purple"; this addVest "rhsusf_spc_teamleader"; for "_i" from 1 to 6 do {this addItemToVest "rhs_mag_30Rnd_556x45_M855A1_Stanag_No_Tracer";}; for "_i" from 1 to 6 do {this addItemToVest "rhs_mag_M433_HEDP";}; for "_i" from 1 to 2 do {this addItemToVest "rhs_mag_an_m8hc";}; for "_i" from 1 to 2 do {this addItemToVest "rhs_mag_m67";}; this addItemToVest "rhs_mag_mk84"; this addItemToVest "rhs_mag_mk3a2"; for "_i" from 1 to 3 do {this addItemToVest "rhsusf_mag_17Rnd_9x19_FMJ";}; this addBackpack "rhsusf_falconii"; this addItemToBackpack "rhsusf_acc_nt4_black"; this addItemToBackpack "rhsusf_acc_anpeq15_bk"; this addItemToBackpack "acc_flashlight_pistol"; this addItemToBackpack "rhsusf_ANPVS_15"; this addItemToBackpack "rhsusf_acc_omega9k"; for "_i" from 1 to 4 do {this addItemToBackpack "rhs_mag_30Rnd_556x45_M855A1_Stanag_No_Tracer";}; for "_i" from 1 to 3 do {this addItemToBackpack "rhs_mag_M585_white";}; for "_i" from 1 to 3 do {this addItemToBackpack "rhs_mag_m715_Green";}; for "_i" from 1 to 3 do {this addItemToBackpack "rhs_mag_m713_Red";}; for "_i" from 1 to 3 do {this addItemToBackpack "rhs_mag_m714_White";}; this addItemToBackpack "Laserbatteries"; this addHeadgear "rhsusf_lwh_helmet_marpatwd"; this addGoggles "rhsusf_oakley_goggles_blk"; comment "Add weapons"; this addWeapon "rhs_weap_mk18_m320"; this addPrimaryWeaponItem "rhsusf_acc_ACOG_RMR"; this addWeapon "rhsusf_weap_glock17g4"; this addWeapon "Laserdesignator"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ACE_Altimeter"; this linkItem "ItemRadio"; this linkItem "ItemGPS"; Thats the whole Rifleman.sqf Script and it says that "this" is an undefined variable... Please note i'm not well versed in scripting, hell i'm starting out mostly, so i don't even know what i'm doing wrong.
  5. hello mates, i have a problem with my script. When I click on the addaction , the script "anim.sqf " in " check.player.sqf" only starts for the player who clicked on the button. I tried this " [[[]," tasks \ eric_destroy_1 \ anim.sqf], "BIS_fnc_execVM", false, true] call BIS_fnc_MP; " But it didn' work . Do you have a solution for me ? Thank you and sory for my english ! this is "initserver.sqf" [[obj_1, ["<t color='#0000FF'>Demander une mission</t> ","check_player.sqf"]],"addAction",true,true] call BIS_fnc_MP; this is "check_player.sqf" if (!missionsud) then { hint format["wait"]; _task = ["eric_destroy_1","mio_sniper"] call BIS_fnc_selectRandom; switch (_task) do { case "eric_destroy_1": { _Blu_Base = ["eric_destroy_1"] call LARs_fnc_spawnComp; [] execVm "task\eric_destroy_1\anim.sqf"; }; case "mio_sniper": { _Blu_Base = ["mio_sniper"] call LARs_fnc_spawnComp; }; }; missionNamespace setVariable ["missionsud",true,true]; } else{ [ [A23, player], [ "mission already done ", "ah ok ?!" ], "DIRECT", true ] call IP_fnc_simpleConversation; }; And this is my "anim.sqf" setDate [2017, 10, 10, 18, 30]; _day = date select 1; _month = date select 2; _year = date select 0; _date = format ["%2\%1\%3",_day,_month,_year]; [[format["<","align = 'center' shadow = '1' size = '0.8' font='PuristaBold'"], [_date,"align = 'center' shadow = '1' size = '0.8'","#FFCC00"], ["","<br/>"],["<","align = 'center' shadow = '1' size = '0.8'"], [[daytime,"HH:MM"] call bis_fnc_timetostring,"align = 'center' shadow = '1' size = '0.9'"]],.23,1.3] spawn BIS_fnc_typeText2;
  6. Why is the Addaction with a title and a .sqf breaking the game? I get a preprocessor error with it and it doesn't execute the .sqf. OnAct: myaction = player addAction ["Insert Ear Defence", "EarDefence.sqf"] Error: Preprocessor failed with error - Invalid file name (empty filename)
  7. Hello, so what I want to do is make a script that rearms infantry. I have a endless defense mission and respawn loadouts, however I want an addiction on a box to call a script that resupply them with ammo and items. Now what I have now is multiple addActions for each loadout but I don't like that I want a single addActions. so I made a script that checks there weapon and gives them the ammo based on there weapon. Problem is I can't really give say the explosive specialist claymores unless the explosive specialist has a different gun then the rest of them. So I was wondering if there is a way to check the player loadout class from the respawnInventory template? ( so if player loadout class == "AT" then {code}) I took a look at the scripting commands but the best I could find is isClass but I couldn't get it to work.
  8. Hello, Hmal = createVehicle ["Land_PlasticCase_01_small_F","M1" call BIS_fnc_randomPosTrigger, [], 0, "CAN_COLLIDE"]; _hbatimentPos = nearestBuilding getpos Hmal; _hBatiment = nearestBuilding _hbatimentPos; Hmal setPosATL (_hBatiment buildingPos 1); [[Hmal, ["= Collecter =", "if (isServer) then { deleteVehicle Hmal; }; if (hasInterface) then { deleteVehicle Hmal; }" ]],"addAction",true,true] call BIS_fnc_MP; During my mission, i create object as intel. but my problem is that "DeleteVehicle" don't work in multiplayers. without and with condition "IF". Help-me plz. I try create a intel objectif. i need that players collect this box and that my server delete this box. sorry for my English. i am not English man. Thanz you
  9. I am needing some help on making a sector control, but to capture the point, you must perform an action (scroll wheel action, that is) on an object to start the capture. I've tried everything to my knowledge of scripting, but it is not very extensive.. Thanks in advance!
  10. I don't know much about scripting. Things always work in single player but as soon as i test in multiplayer everything is broken... How can i add an addaction to a laptop for a dedicated server? I want to activate a sound (played on another object) from a laptop. This is the activation i had on a trigger: toc = [[laptop, ["Toque Formatura","toque.sqf"]],"addAction",true,true] call BIS_fnc_MP; toque.sqf: if (!isServer) exitWith {}; [Loudspeakers, "formar", 300] call CBA_fnc_globalSay3d; It works in singleplayer but no MP
  11. Hello there, I seem to have a little of an issues regarding the multiplayer frameweork. Long story short, I am using the multiplayer framework to add an actionand to remove it afterwards (see example below). However, removing that specific action doesn't seem to work, does anyone have an idea why? Thanks in advance! _gear = [nil , _unit, rAddAction, "Gear", "client\gear.sqf",[],-1,false] call RE; [nil, _unit, "per", rREMOVEACTION, _gear] call RE; Everything seems to work in my script, but the removeaction part. There's also stuff going on after the Removeaction part which works perfectly well.
  12. Hey all, Apologies if this has been answered already, but I cannot seem to find it anywhere. I am curious to know if there is any possibility to allow players to place objects on the ground mid-mission. The reason for that is that I am planning to make a checkpoint control mission and was thinking of potentially giving players an option to place bar gates by themselves, similar to bunkers or some sandbags. That would simulate them building a few elements of the checkpoint and placing the objects in the way they want it. Potentially done by an addAction maybe? I appreciate if the effort is not worth it - I am just curious to know if that's even possible by any means that would provide a nice and relatively fluent experience without having to tweak the object for 10 minutes. Thanks all :) Adam
  13. Hello, I'm looking to create an addaction on the players of dedicated servers which will allow them to join any AI's group that is within a certain radius of the player, lets say 50 meters. I've tried with a big mess of attaching triggers to the player units with the addaction activating a script of "[player] join {_x} foreach thislist". I thought that should work from what I've ready but no luck. I may be totally lost with this and any help is much appreciated :-)
  14. Hi poeple, I having trouble with a script that I know that have worked but i don't remember how it works By that script i want to be able to switch between two version of a weapon the M1903A1 from NIArms the scoped and unscoped version I know that it works because i tested it before but meanwhile i unistall arma 3 to free some space on my hard disk and some headhache with the editor here is the script _unit = _this select 1; if ("start" in _this) exitWith { Scope = true; _unit addAction ["Mount scope", "sight.sqf", [], 1, false, true, "", "_target == _this and !Scope"]; _unit addAction ["Dismount scope", "sight.sqf", [], 1, false, true, "", "_target == _this and !Scope"]; }; if (Scope) then { _unit removeWeapon "hlc_rifle_M1903A1_unertl"; _unit addWeapon "hlc_rifle_M1903A1"; _unit addmagazines ["hlc_5rnd_3006_1903",1]; Scope = false; } else { _unit removeWeapon "hlc_rifle_M1903A1"; _unit addweapon "hlc_rifle_M1903A1_unertl"; _unit addmagazines ["hlc_5rnd_3006_1903",1]; Scope = True; }; _unit selectWeapon (primaryWeapon _unit); i put this in the init of the playable unit : [_unit] execVm "sight.sqf" I give the name "scope" to the rifle that it will picked up to be used by player, but when i'm testing the mission it's saying me "error if : type Object expected bool" at line 8 of my script please help me, it's an important part for the beginning of my scenario
  15. Hello, I am trying to add a simple action to a unit and am failing at the most basic step. Below is what I am running in the Extended Debug Console. player addAction ["Hello World", "hint 'Hello'", nil, 1, false, true, "", true, 0, false, ""] I understand the syntax is as follows, object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection] Ref: https://community.bistudio.com/wiki/addAction However, when i execute this statement, I get the following error. 'player |#|addAction ["Hello World", "hint 'Hello'"...' Error 11 elements provided, 3 expected. I have also tried {} instead of "" around the code and that doesn't fix it. It works if i remove everything to the right of the script element but I want to eventually change the condition. Can anyone tell me what i'm doing wrong?
  16. Hello, For some reason, my Healing system is not working when the player's legs are hit .......... Can someone help ? While {True} Do { WaitUntil {Alive Player;}; Sleep 1; While {(damage player) < 0.1} Do { Sleep 1; }; Heal_Act = Player AddAction ["<img size='1.0' color='#FFFFFF' image='Images\heal_ca.paa'/>","Heal_System\Action.sqf",[],-100,False,True,"",""]; Player SetDamage 0.26; While {(Damage Player != 0.25) And Alive Player} Do { Sleep 0.1; }; Player SetDamage 0; Player RemoveAction Heal_Act; };
  17. Hi guys! I hope that i'm posting in the right section, anyway here is the problem,i want try to make a mission and i want to open the strategic map via an addAction to a whiteboard or another objects (i made this thing a lot of time ago and now i'm not able to make this work again) i tried a lot yesterday but with no luck :/ i'm going crazy...there is someone that know how to make this thing to work? Thanks guys :D
  18. So I've been away from Arma for a bit now and just getting back into editing however I'm having a bit of a problem with a addaction working in multiplayer. What I want to do is have an addaction on a player (h1), and have it so another player (s1) when using it, changes a variable which will then enable simulation on that player (h1) from a trigger (hide and seek gamemode :D ). I have it working when I'm s1 but whenever another player is s1 the addaction doesn't work. This is what I have on the addaction unit (h1) nul = [this] execVM "test.sqf"; and this is what in the test.sqf h1 addAction ["<t color='#FF0000'>Catch!</t>",{varhh1 = 1},nil,1,true,false,"","_this == s1",2,false] call BIS_fnc_MP; s1 is the player who uses the addaction. and varhh1 is the variable then I have a trigger set so when varhh1 == 1;. h1 enableSimulationGlobal true;. Any help would be appreciated!
  19. Can you make Addaction command go public with publicVariable when its local? (I don't have a server to test this) For example: Action1 = Player Addaction ["Destroy","Destroy.sqs"] publicVariable "Action1"
  20. Hello everyone! So i know how to use addAction in the way the wiki told me (Run a script) , but what if i want to increase a variable of something that only exists in this script. Lets say i have a local variable called: "_speed" I can't use: _Car addaction ["Faster:", "_speed + 10"]; I also can't do this: _Car addaction ["Faster:", "[_speed] speed.sqf"]; (And in speed.sqf : _Car = _this select 0; _speed+10;) I can't seem to find any answers on the forums, so i hope you can help me with this. Remember i'm not that experienced with arma scripting. (scripting in general). Draoth.
  21. Hey all, I've been trying to set up a Mobile-HQ in my mission. The actual script isn't made yet, because I've been trying to get the actions working for some time now. I'm attempting to add and remove actions from a vehicle using BIS_fnc_MP. It kind of works, but has very strange behavior which creates many issues. initServer.sqf [[MHQ1, ["Deploy MHQ", "Scripts\MHQ_Deploy.sqf"]], "addAction", true, true] call BIS_fnc_MP; MHQ_Deploy.sqf _MHQ = _this select 0; _player = _this select 1; _ID = _this select 2; [[_MHQ, _ID], "removeAction", true, true] call BIS_fnc_MP; sleep 0.5; [[_MHQ, ["Pack-Up MHQ", "Scripts\MHQ_Packup.sqf"]], "addAction", true, true] call BIS_fnc_MP; MHQ_Packup.sqf (Pretty much the same) _MHQ = _this select 0; _player = _this select 1; _ID = _this select 2; [[_MHQ, _ID], "removeAction", true, true] call BIS_fnc_MP; sleep 0.5; [[_MHQ, ["Deploy MHQ", "Scripts\MHQ_Deploy.sqf"]], "addAction", true, true] call BIS_fnc_MP; I think the issue here is my vague understanding of BIS_fnc_MP, which the wiki doesn't explain very well. I've tried every combination of the two booleans (both set to true in the examples), and it always does something different that doesn't quite work. Sometimes it only shows for me, people see different options in different amounts, and sometimes a JIP player using the action will create duplicates on my end. The intended way for it to work is when you use the "Deploy MHQ", it will remove the "Deploy MHQ" action and add the "Pack-Up MHQ" action, and vice-versa. The state it's in will need to apply to JIP players as well (e.g. If it's deployed, JIP should be able to pack it up). Other features are intended of course, but not yet scripted. Am I doing something wrong with setting up the actions, or should I just be coding it with a different method?
  22. Hello! I want to add an action to all corpses in the map, but apply it only once. I have a trigger that adds addAction to all corpses every second, but the problem is that it creates duplicate entries. Is there some easy way I can mark these corpses so that they will be ignored for addAction in further triggers? Some IF sentence or something? Here is the code I have been using in my trigger: { _x addAction["Loot","Cash150.sqf","",0,false,false,"",'(alive player) && player distance _target < 3'];} forEach allDeadMen;
  23. Basically when player take item, it will give him action, for example if he take radio to inventory, he can call air-strike with action menu. I am using eventHandler "Take" to add addAction to player. Question: How to remove added action when user "TakeOut" item from inventory? I did not find magic eventHandler for that. Ideas: - loop to unit and constantly checking if item is in inventory - InventoryClosed eventHandler Edit: I managed with 1st idea (loop), but still searching for optimal solution.
  24. Hey guys, I've been playing a bit of the OPTRE mod, and I've talked with one of their devs about a way to attach a vehicle to a helicopter. I have a bit of experience in the 3D editor, and I'm familiar with everything up to more advanced scripting. The way it works is it attaches the MRAP vehicle to the underside of the helicopter, no ropes or anything. The line looks like this, with ___Name being the vehicle names: mrapName attachTo [heloName, ([(typeOf mrapName)] call OPTRE_fnc_PelicanAttachToPoints)] This works if you name the two vehicles, and activate the function, I've done a trigger and addAction, BUT, I want to find out how to run this WITHOUT having to name the vehicles before hand. I am guessing it would be some "find the ID of the MRAP, attachTo, find ID of helo" kinda thing. I would have to think normal sling loading has to do this to an extent, right? Find the closest vehicle, and attach the ropes...I just thought I'd ask if anyone knows where I could start looking for a way to do this. Thanks for any help -Envak
  25. Hello. How do I get the same vehicle crew to respawn after it has been destroyed? For example: I have a helicopter placed in the editor called "uh80_alpha" with the initialization BIS_grpAlphaUH80 = group this;clearItemCargoGlobal uh80_alpha; clearWeaponCargoGlobal uh80_alpha; clearMagazineCargoGlobal uh80_alpha; clearBackpackCargoGlobal uh80_alpha; It is an insertion chopper, How can I get it to respawn exactly how I placed it in the editor with the name and initialization after it has been destroyed? Side question: Is there an easier way to remove all of the vehicles inventory? (Instead of - clearItemCargoGlobal uh80_alpha; etc.)
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