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Found 652 results

  1. I have got a script that works by calling it like this: guard = [op1] execVM "HousePatrol.sqf"; is there a way to call this script for multiple units at the same time so as not to write: guard = [op2] execVM "HousePatrol.sqf"; guard = [op3] execVM "HousePatrol.sqf"; ...
  2. Hey guys, quick question. I want to migrate from using the steam mod version of v-com to the script to make preparations for a server. I haven't found any guides online or an instruction set on the git hub to do so. After downloading it I performed what would seem pretty straight forward copy and pastes. but loading up a test mission and all i get is errors for about 5 mins after initializing the script. Anyone know the proper way to load the script version?
  3. Dear all, I've created a gui interface that allows to run some scripts during mission, simply pressing a button. In one of them, by pressing the buttom, the sqf starts, it opens the map and with a map-click creates a marker area where some AI units are spawned. Parameters are directly included in the sqf (area dimension, number of units...). Now I'm forced to define them before the mission. I would like to improve it implementing a dialog box in which directly type the parameters (five number inputs) to be passed to the sqf. So in summary, you click on button, open the dialog window, type the five numbers and then click a "start" button to run the script, passing those numbers. I'm new in scripting and can't find clear information on how to do it. Any help or advice? Thanks in advance
  4. FILE PLS 1.01 (Dropbox, APL-SA license) INTRODUCTION Lately had fun with some procedural maze/labyrinth algorithms, let others have fun too! PLS script takes as input a position, dimensions, wall segment class and used algorithm. Four algorithms implemented: Randomized Kruskal's: fast, somewhat biased towards short dead ends ("kruskal"). Randomized Prim's: also fast and biased towards short dead ends ("prim"). Wilson's: slow, but unbiased/uniform results ("wilson"). Randomized Pseudo Prim's: Prim's with distinctive bias towards long open diagnonals due to additional condition not present in the original algorithm ("pseudoprim"). WIKI article CODE Initialization: [(player modelToWorld [0,10,0]),120,120,"Land_PillboxWall_01_6m_round_F","kruskal"] call RYD_LAB_ConfusedMinotaur; //[Bottom left corner position, x dimension (final dimension will be matched up to wall segment's bounding box real dimension), y dimension (ditto), wall segment class, used algorithm ("kruskal", "prim", "pseudoprim" or "wilson")] Source:
  5. So like when I enter a trigger I want that the AI that is sitting in a artillery raise the barrel by some degrees and then shoot. If anyone knows another way make a AI shoot with a artillery on a target from like 200m please tell me. Why do I need this? I am trying to make a mission with a BM-21 artillery and I want it to shoot at a target inside of the minimum shooting range like 100m away or something like that. I can use doArtilleryFire but it will only work if the target is above the minimum shooting range
  6. Hi, I'm using a trigger to spawn AI (CSAT) boats and make them move to a waypoint (to chase the blufor boats) and I am getting a "generic code error" when I try to do this. The code I have so far is as follows: group_2 = creategroup east; enemy2 = group_2 createVehicle ["O_Boat_Armed_01_hmg_F ",getmarkerpos "spawn2",[],0,"form"]; enemy2 domove (getmarkerpos "waypoint2") This code is situated in the activation section of the trigger. I have a dot marker set as spawn2 and a circle marker set as waypoint 2 (as I'm spawning a load of ground units at the same time who spawn at spawn1). Any help is greatly appreciated. Thanks
  7. A bang stick in ARMA? Has JohnnyBoy truly "jumped the shark" this time? No, its true... Via a script call, you can give a unit a bang stick. Features: Use action menu to thrust stick at enemy (shark, tuna, or human). Should take down a stinkin' zombie also I reckon! (untested on zombies though) Bang stick tip explodes on impact with flash effect, kills victim, tip disappears, and tip smokes after usage Reload bang stick explosive tip from 3 shotgun shells mounted on stick. Has reload animation, shell visually taken in hand, and loading sound fx. Actions to drop stick or pick up stick. Looks crude because they are hand-made by Tanoan natives. 😉 Notes: It can be a little wonky for detecting impact on thrusts sometimes. This is fun with Feint's sweet shark mod. But unfortunately, THA Great White shark mod no longer works (this was really fun to use on great whites). The script isn't perfect but will work pretty well in limited scenarios. Download: demo mission link (Demo mission requires Feint's awesome shark mod) Credits: @HallyG thanks for the great underwater blood and bubbles scripts @Feint for the super sweet Shark mod shown in demo
  8. Hi Guys, i'm searching for a simpler way to rotate objects in 3d Space (yaw, roll, pitch). I never try the tranformation and rotation matrix to solve my problem. My Work: I started to work on worldToModel that takes an "Object Model Box 3D Space (named _ModelOrign) as a Parameter and puts "3D World Coordinades" (named _position) of another Object in this model space. private _modelOrign = _this select 0; private _objectOrign = _this select 1; private _position = _modelOrign worldToModel getPosWorld _objectOrign; So I can easily take the saved _position and apply to a targeting Object (named _modelTarget) that is differend rotating in 3D as the Object _modelOrign. Then I just execute the finction modelToWorld and voila the _position is rotating to the rotated _modelTarget in Model Box 3D Space as well. Nice and easy. privat _objectTarget = _this select 0; privat _modelTarget = _this select 1; privat _position = _this select 2; _objectTarget setPosWorld ( _modelTarget modelToWorld _position ) Orientation: to get the orientation of _objectOrign in 3D Space, i used vectorDir and vectorUp of _ modelOrign to get this orientation and apply it to this _objectOrign with the oriantation itsself. Wiki Source: Euler_angles Problem: I've have no idea to combine these two orientations vectors of _modelOrign and _objectOrign to get this problem of the orientation solved. I never used the transformation and rotation matrix. There sould be an easier way to do this. BIS serve an function BIS_fnc_setPitchBank in the past but I've heard that it is not precisely :/. I've never try it out. I'm sceptic about the documentation of vectorModelToWorld explains that it only use vectorDir and not vectorUp. I never try it. im very sure that there is a modern simpler way to solve this problem by a bunch of Arma 3+ vector functions for example addTorque but I do not understand the explanation at all, i'm not english. thank you
  9. This script allows scripters to re-use all the voice command phrases in Arma. This is especially useful for AI type mods where scripts are making AI perform tasks, and you want to hear the audible commande like "Move Up", "Set Charge", "Detonate Charge", "Frag out", etc. Features: Unit's ingame language is used (i.e., English, French, Russian, Persian, etc). Sound file may be played loud or soft depending on unit's current behavior (Normal, Combat, Stealth) Lip animation Download sample Mission: Here. Credit: @Larrow for his badass utility for finding sound file paths. Use this tool to find additional sound paths to add to this script. If you add more paths to this script, please post them in this topic, so I can add them to my script. Boring Video of Demo Sample init.sqf script from mission showing how to call the script: The JBOY_Speak script (so you don't have to download demo mission to see it)
  10. Hi all, I am looking for a solution or some guidance to understand how I can pull arrays of loot (e.g. weapons, gear,...) from a separate file into a .sqf file. What I want to do: - create a master file with arrays of items, weapons, or structures - create scripts (e.g. LINK)that spawn loot that can access those master files - have one single file where I can alter those arrays without having to update the arrays in each single script an example for an array that is currently in each of my scripts and that I would like to export into a master file and then acces from such master file: _itemsArray =[ "rvg_canOpener", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_milk", "rvg_rice", "rvg_hose", "rvg_guttingKnife", "rvg_tire", "rvg_purificationTablets", "rvg_flare", "rvg_matches", "rvg_Geiger", "rvg_toolkit", "rvg_antiRad", "muzzle_snds_B", "muzzle_snds_L", "acc_flashlight_pistol", "optic_DMS" ]; Any input is very welcome;) thank you and cheers vandeanson
  11. Hello everyone. Let's say I'm running a mission that currently has over 1000 running scripts (diag_activeScripts#0 > 1000): for"_i" from 0 to 1000 do { [] spawn { while {true} do { for "_i" from 0 to 50000 do {true} } } } Each iteration of every script requires about 20 ms to complete, which is well above the scheduler's execution time limit (3 ms). This practically means that if my game is running @60 FPS (16.6 ms per frame) and I have a script at the 1001st position in the queue, it will be executed at least over ~17 seconds later! And this is just the first iteration of my script. There will be a ~17s delay between each iteration. This is only a stress test of course, but still I'd rather my scripts were executed ASAP. I don't mean like 'call', because my scripts are way too demanding for calling. They have to be executed in the scheduled environment. I can think of a dirty method (using a perFrame eventHandler, and executing the code bit by bit), but I was hoping for a more straightforward solution. Does anyone know a way?
  12. Hi. On my mission I put some notifications with BIS_fnc_dynamicText function as tasks are accomplished, i.e., Kill the officer. Init.sqf if (isserver) then { officer_down = false; publicVariable "officer_down"; }; I have created a task with the module and named it "kill_officer" and a trigger. Trigger Condition: !alive officer On Activation: ["kill_officer","succeeded", false] call bis_fnc_tasksetstate; Task_Kill = ["<t font='PuristaBold' t size='0.90' t align='left'>The officer is dead!</t>",safeZoneX+0.10, safeZoneY+safeZoneH-0.15, 20, 1, 0, 888] spawn bis_fnc_dynamicText; officer_down = true; publicVariable "officer_down"; Notifications work perfectly when tasks are accomplished. The problem is when a player goes offline and reconnects in the middle of the mission, all the notifications together that have been completed so far appear again. It is clear that it is something related to JIP, but for more I look for information and read, I cannot understand how JIP really works The mission was played on a dedicated server. I would appreciate any help to fix this problem.
  13. This is some proof-of-concept scripts that move animals by attaching the animals to invisible AI units. Why do this? Because animals default movement is too slow. Arma vanilla dogs and rabbits run slower than men, which is lame. Also added some dust fx when animal moving fast. One downside is animals now make footstep sounds. That might be ok for large animals, but is silly for a chicken or a snake. Download Demo Mission Credit: I thank @haleks for the idea (its how he made Ravage rabbits fast) These scripts could be basis for building further scripts: Flock or herd of animals moving along as a group Sheep Dog herding a flock of Sheep Boar stampede Boar attacks Dogs chasing rabbit Etc. The demo mission contains these 2 script files: init.sqf JBOY_AninmalAIFuncs.sqf
  14. Hi everybody ! I come here to search some help ! Indeed I want to make a script with a big array who coutains all coordonate of home and the name of the owner. I know how do the array BUT I don't know how to make a script which gives the name of the owner of the house where my character is in arma 3. Basically I would like to search in my array let's call the _Home the owner of the house where is my character. If somebody can help me a little it could be nice ! Thanh kyou !!
  15. Good afternoon all! I am here today because I meet a problem ... Indeed I do not know how to retrieve in a script the content of a variable that was created in another script. In other words I have a script 1 which has a variable _chose and in script 2 I want to recover this variable _chose. Thank you for reading my few lines! and I hope you can help me ... Good bye !
  16. GF Auto Loot Airdrops Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Airdrops , will detect the enabled Mods , without editing lists,for loot. 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 Auto Loot Airdrops Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.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 colors 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: GF Auto Loot Airdrops , will detect the enabled Mods , without editing lists,for loot. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. There are Blacklist Zones available , 5 from default and a safe distanse from players. This is the new reedited version of the previous GF Airdrops script. More information inside the GF_Auto_Loot_Airdrops.sqf There is also included a mod version , posible to unpack and edit. 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 forums http://www.armaholic.com/forums.php?m=posts&q=40315 Armaholic GF Auto Loot Airdrops Script - Mod
  17. I've got a trouble scripting a veichle... I have a VTML Lince (like an US Humvee) with the turret..The animation of the turret (a Browning) doesn't work... (so does not rotate exc..) I used the model.cfg file in the Arma 3 Samples of the Car01 but I miss the part of the turret animations. Can anyone help me?
  18. The script I'm working on calls for random sqf selection. I found this, here, and I want to make sure I understand the function. Please advise if my comments to the script are correct. _script = [1,3] call BIS_fnc_randomInt; //defines a range for cases, actually says 1-3 or 1, 2, 3. Selects one randomly. switch (_script) do { // -- I think it says if "_script" is defined, do case 1 : { [] execVM "1.sqf"; }; //put script names here case 2 : { [] execVM "2.sqf"; }; case 3 : { [] execVM "3.sqf"; }; }; SwitchDo So I could, EMERGENCY = [1,3] call BIS_fnc_randomInt; switch (EMERGENCY) do { case 1 : { [] execVM "searchZONE.sqf"; }; case 2: { [] execVM "searchZONE2.sqf"; }; case 3 : { [] execVM "noEMERG.sqf"; }; }; Can I increase the probability of a script by using it for multiple cases? Or would I use something like selectRandomWeighted?
  19. So my goal is to make zeus blind from Blue players and i have med som progress. However it seems for some reason when i run my script to remove Blue players, the game adds them again. while {true} do { sleep 10; { if !((side _x) == east) then { ZM1 removeCuratorEditableObjects [[_x],true]; }; } foreach allUnits + vehicles; }; I am looking for any suggestions to how i can fix this. Thanks!
  20. So, im setting up a SP mission. Out of complete randomness the AI decided to shoot at my jeeps with their RPG. i found that so dope so I wanted to have that in the mission but it just wont replicate. I tried setting a Destroy waypoint on the vehicle - AI does nothing, just walks there. I tried setting them to open fire and combat state and just let them stand around (which was basiclly the same that happened when it randomly worked) but they wont shoot at it.... so what am I supposed to do to make this horrendous AI work the way i want? shouldnt it be self explenatory to enable the AI to shoot rockets at vehicles?!?!
  21. GF Kill info Script by GEORGE FLOROS [GR] Description: GF Kill info Script , 3 types of notification available. 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 Kill info Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerLocal.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: This killfeed script , has 3 types of notification available. The notifications will display , only when a player is killed. For AI kills display there is available this script : GF Headshot + Killfeed Script 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 forums http://www.armaholic.com/forums.php?m=posts&q=40259 Armaholic GF Kill info Script
  22. Just to place this into context - i made a mission where the players will be supported by some cruise missile fire, fired by the AI. There are 3 different targets, and 3 different MK41 VLS launch pads firing at each their target. I found this script/code and its been working very "on/off". It works every time in singleplayer, but only "occational" in multiplayer on a dedicated server - so im approachig you guys, the mighty Arma 3 oracle, to see if you guys can help me improve this code so that it'll work more predictably and reliably on dedicated servers too. This is the code im using: ------------------------------------------------ // This is the script I'm using in an .sqf ------------------------------------------------ west reportRemoteTarget [HAA1_0, 3000]; HAA1_0 confirmSensorTarget [west, true]; west reportRemoteTarget [T2, 3000]; T2 confirmSensorTarget [west, true]; west reportRemoteTarget [T1, 3000]; T1 confirmSensorTarget [west, true]; Cruise1 fireAtTarget [HAA1_0, "weapon_vls_01"]; Cruise2 fireAtTarget [T2, "weapon_vls_01"]; Cruise3 fireAtTarget [T1, "weapon_vls_01"]; ------------------------------------------------ // This is basically the information provided for each launcher ------------------------------------------------ west reportRemoteTarget [HAA1_0, 3000]; HAA1_0 confirmSensorTarget [west, true]; Cruise1 fireAtTarget [HAA1_0, "weapon_vls_01"]; While developing the mission, i do my fair share of testing on a dedicated server - first time i tried it, all 3 missiles fires and hits their targets. Next time i did some changes to the mission, although nothing to the settings of the targets/missiles or script - suddenly all 3 missiles fires, but 1 goes straight up - while 2 hit their target. And ofc, during the offical playthrough of the mission with my Arma 3 group, all 3 missiles fires but all 3 goes straight up and none of them seemingly targeting their targets. This was mildly put rather annoying. So in short, if any of you script-wizzes know how to help me out with this to have it work more predictably and reliably on a dedicated server it would be absolutely epic, and much appreciated.
  23. Hello all, I hope you are doing well. I am looking for a way to find out if a side is hostile towards a unit. I am getting some units in an area with inAreaArray and from those, I pick (or count) only the ones that are on the same side as the unit of interest. I have tried to "subtract" those two arrays in order to get what's left of the original array (the one returned by inAreaArray) but in this way, I also get civilians and possibly independent which may or may not be hostile to the unit of interest (the unit's side is not predefined). So, the question is... Do you smart ArmA forum's people have any bright idea of how I could solve the problem (I kinda see something EXTREMELY simple coming and this will be funny 8D).
  24. Hey there, I'm trying to get an object to provide a whitelisted player with the option to purchase ammunition once in close proximity. So far, I've written the following into the object's init: if (getPlayerUID player in _UIDList) then { this addAction ["Buy STANAG mag $100","purchasestanag.sqf"]}; The mentioned _UIDList simply reads as follows under init.sqf: _UIDList=["76561198090900291"]; Is there something crucial I'm forgetting to include? I'm very fresh to coding, so do excuse my ignorance. Any pointers are much appreciated.
  25. Good day, I am currently at a dead end of the MP mission I am trying to create for my unit, solely with ALiVE modules, I don't really use any MCC features but just wanted to leave it loaded in case I need to create a scenario while the mission is running. I wanted to add specific vehicle cargo (custom loadout) in a medevac vehicle(RHS Asset), such as ace medical items. So our medics can replenish their inventory from the vehicle. I did this by adding this in the vehicle's init field: In addition I also added scripts on some vehicles and units init field to assign as ALiVE Combat Support so that ALiVE would work with VCOM accordingly, I followed this steps from ALiVE's FAQ site. I followed what's in the red box: But when I start the mission, the mission loads twice and respawns the vehicles rendering all the scripts I've put useless. I can't figure out how to stop the vehicles from respawning when the mission loads the second time or to have the script run at a specific time so it would execute once the mission finishes loading "Completely". Here's a 5 min. video to show what I am trying to do. https://youtu.be/3nxOfavKnBY TIA! PS: I don't know how to title this since I'm not exactly sure what's happening to name it properly. So my apologies if it's misleading.
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