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Found 4 results

  1. Has each single ai unit (individual) begin the mission with their weapons holstered. This will cause the ai to unholster their guns when they detect hostiles within their vicinity. Object: Init Init: this removeWeapon (primaryWeapon this); null = [this] spawn {_unit = (_this select 0); sleep 1; _unit action ['SwitchWeapon', _unit, _unit, 100];}; Picture
  2. GF Holster Script - Mod by GEORGE FLOROS [GR] With key interaction Description: GF Holster script , holster your weapon with a key interaction , configurable key bindings. 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 Holster script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , 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: Configurable key bindings and notification available. The key bindings can be found here: https://community.bistudio.com/wiki/DIK_KeyCodes Credits & Thanks: 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: 2.0 Fixed working after save in SP + MP. There is also a Mod version available. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39896 Armaholic download GF Holster Script - Mod
  3. So I have found a holster script online and added it to my server. I added the player execVM "WeaponHolster.sqf"; to the OnPlayerRespawn.sqf file and the holster option is there when you first load in but after some time or seems like use the arsenal the option disappears. Can I get some help here is the script. /* [] execVM "weaponholster.sqf"; Execute this somehow either in-game debug console or with a onPlayerRespawn.sqf */ _unit = player; _unit addAction [ "Holster", {(_this select 1) action ["SwitchWeapon",(_this select 1),(_this select 1),100];}, true, 1, false, false, "", "(!(currentWeapon _target == '') && (count weapons player > 0))" ];
  4. Hi, I'm trying to get a trigger condition that allows my player character to remain undercover per-se, in the sense that unless he uses a weapon or otherwise acts aggressive, bad guys won't shoot at him. I'm making a 007 campaign and it takes place on Altis/Stratis/other maps. Good secret agents should be able to operate right under the enemy's nose without detecting. Is there a trigger condition that can enable the OPFOR to attack my character if I violate it? (the condition). Such as sending a truckload of thugs? This kind of ties into part two: A good villain will eventually identify his target and to be initially discreet, send a plainclothes hitman after him. I need a script/trigger that will assign a civilian a holstered pistol, then send him to to the player and only pulling the weapon out to engage when danger close. (AKA two-three meters.) Somebody please help me, I don't want to lose my spark of creative energy. It's derailed all of my previous campaigns. (is this in the wrong section?)
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