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Found 551 results

  1. GF Auto Random Loadout Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Random Loadout Script , it will detect the enabled Mods , without editing lists. 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 Random Loadout 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: It will detect the enabled Mods , without editing lists. There are 3 options available : 1 = Load every Mod + Bohemia items , 2 = Load every Mod - No Bohemia items , 3 = Load Bohemia items Only There is an exclude list available or add in the init of a unit: this setVariable ["Var_GF_ARL", true]; Extended options about the loadouts , are available. It 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: v1.1 Added Custom items array. Minor fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40307 Armaholic GF Auto Random Loadout Script - Mod
  2. I know that this has been asked before and I have tried everything that I found. My problem is that I'm not using waypoints, I'm using the unitplay for my flight path. I don't want to use a radio activation. I want to use the Condition field of a trigger or task. This is the code I have in Condition. {_x in H1} count (units group player) == {alive _x} count (units group player); This works when testing in editor both in SP & MP, but does not work on the dedicated server. What happens is the takeoff without waiting to be loaded. I have also tried.... if (isServer) then { {_x in H1} count (units group player) == {alive _x} count (units group player); }; When using the (isServer) they don't take off but when I get on the chopper it does not activate. Let me also add that I"m using two choppers and need to wait till both choppers are loaded before they can takeoff. For this I have a trigger for each chopper with the above code. Then I have another trigger with this code in the Condition... triggerActivated H1Loaded && triggerActivated H2Loaded && triggerActivated EngineStart; The EngineStart trigger is activated as the players move to the chopper. I then have two more triggers for the sqf's that have the flight path info. Again this all works in SP & MP it the editor but DOES NOT work on the dedicated server. Any help would be great, thanks in advance.
  3. GF Earplugs Script - Mod by GEORGE FLOROS [GR] With key interaction Description: GF Earplugs Script , mute or lower sound , 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 Earplugs 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: v2.1 Minor change on the code , to avoid loop. Thanks to HazJ. https://forums.bohemia.net/profile/773718-hazj/ v2.0 Added a picture notification when earplugs are in. Added an initPlayerLocal.sqf , in order to run the script from there. Mod Version is now included. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39897 Armaholic download GF Earplugs Script - Mod
  4. i tried attachTo, and tried many memoryPoints, none of them can make the object rotate and move perfectly with the weapon while the unit is running...
  5. GEORGE FLOROS GR

    GF Breath Script

    GF Breath Script by GEORGE FLOROS [GR] Description: GF Breath Script , breath particles , for Cold weather conditions. 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 Breath 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: Breath particle , for Cold weather conditions. The particles will spawn according the fatigue. 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: v2.0 Fixed , the cycle of breathing particle , depending on fatique. Added an exclude headgear list. v1.1 Fixed , the particle was spawned ,on dead units v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40267&n=last#bottom Armaholic GF Breath Script
  6. Behold: JBOY Longboat. The first of many scripts to be released as the mission series Last Tango In Tanoa progresses. This script converts an assault boat into a Tanoan civvie long boat. Great for fishermen, pirates and insurgents. You can see this boat in action in my new mission Last Tango In Tanoa - Episode 1. Please try that mission and rate and comment on steam. Your comments and ratings motivate me to finish the next episodes and create more scripts. How to use this script: Place an empty assault boat object Place a call to this script in the object's init line. Here's some sample calls: // Converts assault boat to an empty longboat _d = [this,""] execvm "Scripts\JBOY_LongBoat.sqf"; // Creates an empty longboat, with no mounted weapon _d = [this,"B_HMG_01_F"] execvm "Scripts\JBOY_LongBoat.sqf"; // Creates an empty longboat, with a mounted weapon on the front // Converts assault boat to a longboat with crew already on board: _d = [this,"B_T_Static_AT_F", units group player] execvm "Scripts\JBOY_LongBoat.sqf"; _d = [this,"B_T_Static_AT_F", [unit1, unit2, unit3, unit4]] execvm "Scripts\JBOY_LongBoat.sqf"; Download demonstration mission: https://www.dropbox.com/s/qn8jsuxmkj3u59b/JBOY_Longboat.Tanoa.zip?dl=0 Crew Size: If longboat has a mounted weapon, then maximum crew size is 4 (driver, 2 passengers, gunner). If longboat does not have a mounted weapon, then maximum crew size is 3 (driver, 2 passengers) Types of Mounted Weapons supported: B_HMG_01_F B_GMG_01_F B_T_Static_AT_F B_T_Static_AA_F Script:
  7. GF Drop Loot Script by GEORGE FLOROS [GR] Description: GF Drop Loot Script , Enemies , will drop items or add to their inventory , when killed , configurable . 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 Drop Loot Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included in the description.ext and 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: The Loot is configurable 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: v2.0 Code optimization, added configurable items inside uniforms, added setting options and small additions inside the script, changed the name of all the scripts , starting now with GF . Version 1.0 - first release Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39889 Armaholic download GF Drop Loot script
  8. As part of the Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine tread and this post: https://forums.bistudio.com/forums/topic/172933-mission-template-stand-alone-gaia-make-missions-fast-by-using-mcc-gaia-engine/?do=findComment&comment=3242519 Edit: I lost the original mission and when I went to re-create it I deciced the description needed an update. This is the result: I said I would post the current interface I use for running the GAIA system and adding groups to GAIA. I'm releasing it as a quick simple mission you can open in Eden to have a look at. https://1drv.ms/u/s!AnX2_vGoXf5F9gzTinvXW7GUQB2o Unpack the zip file to the where your Eden missions are stored. Usually one of: C:\Users\win-username\Documents\Arma 3 - Other Profiles\arma-profile-name\missions C:\Users\win-username\Documents\Arma 3 - Other Profiles\arma-profile-name\mpmissions Then open it in the Eden editor. The mission does not need any mods but note it does not like running with MCC. The mission only has OPFOR units and a single civilian (and helicopter) you can use to observe the behaviour of the GAIA controlled units. Note in particular the placed static HMG and static AT that the squad nearby will occupy as they are give the STRI_GAIA_FORTIFY command. Adding to a Current/New Mission Start by creating a mission in the editor and saving it. Now copy the gaia, Mission and Stri folders from the template mission's root directory (gaia_stri_temp.Stratis). Then you need to add the following to the description.ext file (if you don't have one then you can copy the file from the example mission and skip the next bit). Then add the following line to the file inside the CfgFunctions class declaration: // Mission scripts. #include "Mission\miss_functions.hpp" // Library scripts. #include "Stri\stri_functions.hpp" If you don't have a CfgFunctions in your file you will need to add: class CfgFunctions { // Mission scripts. #include "Mission\miss_functions.hpp" // Library scripts. #include "Stri\stri_functions.hpp" }; Then you need to create an init.sqf or edit your current one: Add the following line near the start of the file. #include "Mission\Gaia\gaia_gaia.hpp" Now we want to initialise the GAIA system but we only want this to run on the server (or dedicated server) so add the following: if ( isServer ) then { // Initialise GAIA system. [] call miss_fnc_gaia_init; }; // if ( isServer ). Finally any units you want to be controlled by GAIA will need to be added using the miss_fnc_gaia_addGroupToGaia function. These can be groups created in the editor or spawned using your own code. Again you probably only want this code to run the code on the server server so use something like this: // Only run code on server. if ( isServer ) then { // Create groups command array. _gaiaGroups = [ [ ALPHA_1_1, "0", STRI_GAIA_FORTIFY, STRI_GAIA_DISABLE_CACHING ], // Squad defending Agia Marina, North side by radio tower. [ ALPHA_1_2, "1", STRI_GAIA_DEFEND, STRI_GAIA_DISABLE_CACHING ], // Recon squad will patrol town, starting in the military range in the // South East of Agia Marina. [ ALPHA_1_3, "1", STRI_GAIA_DEFEND, STRI_GAIA_DISABLE_CACHING ], // Recon squad will patrol town, starting by the breakwater on the // North West side of Agia Marina. [ ALPHA_1_4, "2", STRI_GAIA_PATROL, STRI_GAIA_DISABLE_CACHING ] // IFV squad patroling the areal around Agai Marina. ]; // Add placed untis to GAIA system. { _group = _x; // Add the group to the GAIA system. _group call miss_fnc_gaia_addGroupToGaia; } forEach _gaiaGroups; }; // if ( isServer ). Note: In the above example we are adding groups created in the editor. To set the group variable name you have to set the properties of the group by right clicking the Alpha 1-1 tag above the list of units in the group and selecting Attributes... and setting the Variable Name field. #include "Mission\Gaia\gaia_gaia.hpp" #define STRI_GAIA_ENABLE_CACHING true #define STRI_GAIA_DISABLE_CACHING false // Initialise the GAIA system. [] call miss_fnc_gaia_init; // Add the AI to GAIA. { [_x, "0", STRI_GAIA_FORTIFY, true ] call miss_fnc_gaia_addGroupToGaia; } forEach [ ENEMY_1 ]; // Report that the systemChat "Game init.sqf complete"; The interface is just 3 functions: miss_fnc_gaia_init - This does the GAIA initialisation, a background task to run GAIA. Call this before trying to add groups to GAIA. e.g: // Initialise GAIA system. [] call miss_fnc_gaia_init; miss_fnc_gaia_addGroupToGaia - This does what is says on the tin. It adds a group to GAIA, allowing a full set of controls. i.e. You can set the marker, the command and weather caching of the group is to be used. It has up to 4 parameter that are passed to it: The group you want to add to GAIA. The marker that specifies the area where the command will be applied. The command. For this you should use either STRI_GAIA_FORTIFY (GAIA's "FORTIFY"), STRI_GAIA_DEFEND (GAIA's "NOFOLLOW")or STRI_GAIA_PATROL (GAIA's "MOVE"). Whether caching is enabled. This parameter is optional and can be set to STRI_GAIA_ENABLE_CACHING, STRI_GAIA_DISABLE_CACHING. If the parameter is not passed then STRI_GAIA_ENABLE_CACHING is assumed. e.g. Typically: [ ALPHA_1_2, "1", STRI_GAIA_DEFEND, STRI_GAIA_DISABLE_CACHING ] call miss_fnc_gaia_addGroupToGaia; [ _patrolGroup "2", STRI_GAIA_PATROL, STRI_GAIA_DISABLE_CACHING ] call miss_fnc_gaia_addGroupToGaia; Both the following will result in GAIA caching being disabled: [ ALPHA_1_1, "0", STRI_GAIA_FORTIFY, STRI_GAIA_ENABLE_CACHING ] call miss_fnc_gaia_addGroupToGaia; [ _fortifyGroup, "0", STRI_GAIA_FORTIFY ] call miss_fnc_gaia_addGroupToGaia; miss_fnc_gaia_nextMarker - This is meant to be used as part of a automatic placement system and will generate a new marker name for the next GAIA marker zone. e.g. _nextGaiaMrk = [] call miss_fnc_gaia_nextMarker; This makes it easier to create markers in a script and give them a name. Good luck! S
  9. GF Custom Loot Position Spawn Script by GEORGE FLOROS [GR] Description: GF Custom Loot Position Spawn Script , spawn Weapons , Mags , Items , to the desired position , configurable script. 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 Custom Loot Position Spawn Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , inside the 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 Scripts. Open this mission to the 3D editor and copy paste ( ctrl c - ctrl v ) the item "Land_BakedBeans_F" , wherever you want , the loot to be spawned . There is included a ready Loot List for a vanilla and Ravage. You can also spawn objects. More about , in the info folder inside Information.txt file. 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: Version 1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39904 Armaholic download GF Custom Loot Position Spawn Script pics:
  10. GF Ravage Status Bar script by GEORGE FLOROS [GR] Hello to all Ravage Players! Description: GF Ravage Status Bar Script , configurable . 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 Ravage Status Bar Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included in the description.ext and 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 : 1.Players in the server 2.Health 3.Hydration 4.Nutrition 5.Direction 6.Kills 7.Money 8.Radiation 9.FPS 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: v2.0 Code optimization, everything will work without any delay, the status is adjusted for 1920x1080, minor changes, changed the name of all the scripts , starting now with GF . v1.0 Requirements: @CBA http://www.armaholic.com/page.php?id=18767 @Ravage Mod http://www.armaholic.com/page.php?id=29638 Download: Armaholic GF Ravage Status Bar script Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39883 - Ravage Wikia http://ravage.wikia.com/wiki/Adding_a_status_bar
  11. GF Auto Loot Road Crash Script - Mod by GEORGE FLOROS [GR] Description: Spawn Random Road Crash , will detect the enabled Mods , without editing lists,for loot and vehicles. 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 Road Crash Script - Mod 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/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 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/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: Spawn Random Road Crash , will detect the enabled Mods , without editing lists,for loot and vehicles. 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. It is possible to spawn normal alive vehicles , with crew or not or just wrecks. NOTE : The normal vehicles , might also not spawn loot at all , due to the vehicle destuction. There are Blacklist Zones available , 5 from default and a safe distanse from players. It is possible to spawn an Enemy Patrol group , with custom units. More information inside the GF_Auto_Loot_Road_Crash.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=40354 Armaholic GF Auto Loot Road Crash Script - Mod
  12. Hello, everyone. I need a script that gives a PC/tablet/laptop the ability to get used in game. I played such a campaign - Underdogs. I was able to switch on PC and the option was called the same way. The other options were: pull monitor cable from PC, Insert USB stick into PC etc. The task was to use the PC and download data using USB. After a minute or so I was able to "pull out" the USB stick and the task was completed. What can I do about this? I guess I have to use this addAction or something like it, which would show me the possible commands, but I also need the other following actions (scripts) for activation. And one more thing - when the PC was activated via the option, a screen building was shown on the display. Another one showed up after inserting the USB stick. So, this is somehow connected to: this setobjecttextureglobal [o, "..."] - which is used to put textures/pictures on a custom screen, that can be named and you can use the name instead of "this". Thanks in advance. Cheers.
  13. Hello, I'm incredibly new to scripting and have no idea really what I'm doing but by reading forums I've gotten this far. So, I play OPTRE with some friends a lot. We decided that the default armaments on the Pelican weren't really all that hot, so we used commands in the Pelican's init in EDEN to spawn it with some extra firepower. The problem lies in the fact that I have the vehicles sync'd to the Vehicle Respawn module. Whenever they automatically respawn at base, they respawn with default armaments, not the 30mm cannons nor JIAN missiles we added in EDEN. Is it possible to add the custom weapons every time they spawn via a script? What I use currently for them is the following: "this addWeaponTurret ["gatling_30mm",[0]]; this addMagazineTurret ["250Rnd_30mm_HE_shells",[0]]; this addMagazineTurret ["250Rnd_30mm_HE_shells",[0]]; this addMagazineTurret ["250Rnd_30mm_APDS_shells",[0]]; this addMagazineTurret ["250Rnd_30mm_APDS_shells",[0]]; this addMagazineTurret ["250Rnd_30mm_APDS_shells",[0]]; this addMagazineTurret ["250Rnd_30mm_APDS_shells",[0]]; this addWeaponTurret ["missiles_Jian",[0]]; this addMagazineTurret ["4Rnd_LG_Jian",[0]]; this addMagazineTurret ["4Rnd_LG_Jian",[0]]; this addMagazineTurret ["4Rnd_LG_Jian",[0]]; this addMagazineTurret ["4Rnd_LG_Jian",[0]]; this addMagazineTurret ["4Rnd_LG_Jian",[0]];" Any help on compiling an SQF to spawn the vehicles with these armaments would be much appreciated. Thank you!
  14. Hello everyone, I have been looking around carefully and all over, but not managed to come across the specific script or code that I want for my mission. I was wondering if anyone knew a script or code with a specific use. - when you interact with an object in-game with a variable name to it, you get an option in scroll menu to activate it - when you activate it, you are sent into the cargo/passenger seat of a specific vehicle with a specific variable name Thanks in advance
  15. Hi. I have some problem to make this script run on Dedi Server. I want to spawn a group and hunt the player/team that activate the trigger. The spawn is correct and they are directed to the position of the one that activated the trigger. The update of the player's position also works correctly. The problem is that the _BadGuys are not deleted if the one that activated the trigger moves away more than 700 meters. I placed a trigger, with OnAct: null = [thistrigger,thislist] execvm "hunter_on foot.sqf"; and the script: _posTrigger = _this select 0; _TeamActTrigger = _this select 1; _1stManTeamActTrigger = _TeamActTrigger select 0; if (isserver) then { if (count allunits < 90) then { //verify that there are no more than 90 units on the map before spawn group _spawn = position _posTrigger ; _BadGuys = createGroup EAST; _BadGuys = [_spawn, EAST, ["O_G_Soldier_SL_F","O_G_Soldier_lite_F"],[],[],[],[],[],260] call BIS_fnc_spawnGroup; _chief = leader _BadGuys; _chief move (position _1stManTeamActTrigger); _BadGuys setCombatMode "RED"; _BadGuys setBehaviour "AWARE"; _BadGuys allowFleeing 0; /////////////////////////////////////////// //Original Script below: anthonyfromtheuk// /////////////////////////////////////////// //If the distance with the player is greater than 700 the team is deleted 0 = _BadGuys spawn { while {true} do { sleep 3; if ((_1stManTeamActTrigger distance (leader _this)) > 700) exitWith { {deleteVehicle _x} forEach units _BadGuys; }; }; }; //UPDATE the player's position and start moving to the new position while {true} do { _chief = leader _BadGuys; if ((unitReady _chief) && {(alive _chief)}) then { sleep 5; if (({ alive _x} count (units _BadGuys)) != 0) then { _chief = leader _BadGuys; _chief move (position _1stManTeamActTrigger); _BadGuys setCombatMode "RED"; _BadGuys setBehaviour "AWARE"; _BadGuys allowFleeing 0; }; }; }; }; }; Any clues? Thanks!
  16. Hello, guys. I want to create a coop mission. For now, all tasks are going to be for destruction. A friend gave me such a script: BIS_fnc_setTask and BIS_fnc_taskSetState: ["soTaskDemo",true,["Destroy the SAM","Demolition","destroy"],[],"Assigned",0,true,true,"destroy",false] call BIS_fnc_setTask; while{(alive soDemoTarget)}do{sleep 3}; ["soTaskDemo","SUCCEEDED",true] call BIS_fnc_taskSetState; This script creates an MP task named "soTaskDemo". It is completed when an object called soDemoTarget is not alive. ["soTaskDemo","SUCCEEDED",true] call BIS_fnc_taskSetState; This script sets the state to complete. But I don't understand where to put each part of the script, I tried with a trigger and I got an error and just 1 notification for Task completed, although I also created an object named like in the script. Please, tell me where to put what. And what else should I do/create, step by step, to succeed. I know that in MP or Coop I don't need to create the Create Task module and it should work only with scripts. Do I put this script in any .sqf file or what? No idea, so I'd appreciate any help. Thank you. Cheers!
  17. GF Blood Stains and SFX Script by GEORGE FLOROS [GR] WARNING!!! This AddOn increases seriously the gore factor in ArmA. It is not recommended for use by children under the age of 15 years. Description: GF Blood Stains and SFX Script , configurable scripts. 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 Blood Stains and SFX 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 and description.ext , 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: Everything is created as a standalone script , in order to have the possibility , to use also the desired scripts only. 1. GF_Bleeding script : This is including 100 different type of Blood. The Bleeding starts when the health is on 40% , for some random time and amount of Blood. 2. GF_Blood_Pool script : This is including 30 different type of Blood , when a unit is killed. There is an option for normal size Blood Pools and Large. There is an option to spawn Flies when killed . 3. GF_Blood_Pool_BIS_Blood script This is including the BIS Blood from BIS Orange DLC , when a unit is killed. There is an option to spawn Flies when killed . 4. GF_Blood_shot script : This is including 35 different type of Blood , for every shot dealt. 5. GF_Particles script This is including a Blood particle when bleeding or killed. 6. GF_SFX scripts This is including some custom and game SFX . GF_SFX_Bullet_Impact for the bullet impact at the bodies . GF_SFX_Killed hear a pain sound when killed . GF_SFX_Screaming for the units when they are getting shot . 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: v.4.0 Updated the included GF Cleanup Script. v.3.0 Code Performance and optimisation, - there was a stuck running the codes in SP and Fps drop Now fixed and several minor fixes. Updated the included GF Cleanup Script. v.2.0 The Known issue , is now fixed, added Custom Scream Sounds for GF_SFX_Screaming, added Lip movement for GF_SFX_Screaming, added more sounds for GF_SFX_Bullet_Impact, added more sounds for GF_SFX_Killed, added an SFX sound for Flies, added some extra options, code optimisation and minor fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40082 Armaholic GF Blood Stains and SFX Script
  18. Hi Completely new to scripting, what i'm trying to do is set a trigger to perform a module its synced to when the player enters a vehicle. What I have done in the condition field of the trigger is... man1 in car1. Despite this however nothing still happens and I couldn't find much information in order to execute this properly. Is there anything missing I need to add or create an sqf file to perform this action? Thanks for reading.
  19. GF Crashsites Script by GEORGE FLOROS [GR] Description: Spawn Random Crash sites , at Random position, including configurable loot, to spice it a little bit.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 Crashsites 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: You can select the number of Crash sites to spawn. The type of Wrecks at the crash sites. The type of loot is configurable. The position of the loot placed. 5 different kind of loot lists. It is possible to change the Crater. It is possible to change the Smoke effect. I tried to fix everything more clear , for everyone to be able to edit this , by their own needs. For the rarity of the items : you can adjust this , by putting double (or more) items (x2) of this kind that you want more. For the ammount of the items : you can adjust this , by changing the last number on theese lines: //lootitems5 items 2 Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG lootitems5 = "groundweaponHolder" createVehicle _lootPos5; lootitems5 addItemCargo [_items_loot2, 2]; 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: v4.0 Code optimization, added options to: cut the grass around the Crashsites, create a Marker for the Crashsites, added some options and small additions inside the scripts , changed the name of all the scripts , starting now with GF . v3.0 Fixed an error to spawn correctly the Attachments There is availale loot for Unsung , CUP , Ravage and combination of this CUP mod http://cup-arma3.org/ Ravage mod http://www.armaholic.com/page.php?id=29638 v2.0 Change the Smoke particles Added a second file , with loot for the Unsung mod http://www.armaholic.com/page.php?id=29948 v1.0 Forum topic: - BI forums https://forums.bistudio.com/forums/topic/212505-crashsite-script/?do=edit - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39709&n=last#bottom Armaholic GF Crashsites Script
  20. Hello! I'm new to Arma scripting but having a background in scripting for web apps and such I find this to be such a good hobby. Anyways, I'm currently trying to spawn some opfor units on a specified location (Which I have done correctly or at least works). After they all spawn I want them to start patrolling the area within a specified range from they're spawn location. Now, I have looked at numerous youtube videos and found a couple of scripts on the internet that i could just copy and paste; But I'm really trying to learn and not have to hack my way during every scenario. Could someone please review my code and point out what I'm doing wrong and correct it so I can try to learn the logic behind the corrections? So far this is what I'm trying... Spawn units on location (infSpawn) from designated list array (_opUnitList) Use a selector variable to pick from list, then updating the selector to reflect the value of the next object in array. After each unit spawns that unit is added to a second list of spawned units (_opUnitSpawned) From the spawned list, use a forEach to cycle through and assign them the patrol task. Everything is working besides the patrol task. I get the "Error Undefined variable in expression: _grp from SpawnGroups.sqf line 40" _opUnitList = [ "CUP_O_TK_INS_Soldier", "CUP_O_TK_INS_Mechanic", "CUP_O_TK_INS_Soldier_FNFAL", "CUP_O_TK_INS_Bomber", "CUP_O_TK_INS_Soldier_MG", "CUP_O_TK_INS_Sniper", "CUP_O_TK_INS_Soldier_TL", "CUP_O_TK_INS_Commander", "CUP_O_TK_INS_Soldier_AT", "CUP_O_TK_INS_Guerilla_Medic" ]; _opUnitSpawned = []; _total = (count _opUnitList); _rnd = 0; for [{_x = 1}, {_x <= 10}, {_x = _x + 1}] do { _pick = _opUnitList select _rnd; hint "Spawning Soldier"; sleep 0.5; grp = createGroup east; _newSoldier = _pick createUnit[position infSpawn, grp]; _opUnitSpawned = _opUnitSpawned + [_pick]; _rnd = _rnd + 1; }; { [group this, position infSpawn, 50] call bis_fnc_taskpatrol; } forEach _opUnitSpawned; hint "Done!";
  21. Good day, community, I do need some help. I'm using RHS for my survival scenario. After quite a break, I returned to Arma and found out that they've added integrated large number of different ammunition types to the weapon configs - great job, actually, love the depth of it. But since you couldn't merge different types of ammo in one magazine (using Outlaw MagRepack), constantly scavenging and swapping weapons, after just an hour of gameplay, I ended up with like 20 different full and half-empty AK mags, which also clogged scroll menu. Basically, I would like to revert it back to single type of magazine (say "rhs_30Rnd_545x39_AK") while keeping whole range of weapons . So, first idea was to make a script that constantly roams through player's inventory and replaces "wrong" types of mags with the one I need. waitUntil {!isNull player}; private ["_magazinesAmmo","_needReplace","_ammoCount"]; while {true} do { sleep 1; _magazinesAmmo = magazinesAmmo player; { sleep 1; _needReplace = "rhs_30Rnd_545x39_7N10_AK" in _x; _ammoCount = _x select 1; if (_needReplace) then { player removeMagazine "rhs_30Rnd_545x39_7N10_AK"; player addMagazine ["rhs_30Rnd_545x39_AK",_ammoCount]; }; hint format ["%1\n%2\n%3",_x,_needReplace,_ammoCount]; } forEach _magazinesAmmo; }; With that I managed to replace one type of mag with another. But then I kinda get lost in arrays and their nesting. Also I couldn't find the way to remove specific mag (with selected number of ammo), so problem might be with removing/adding magazine with wrong number of ammo. What I need is to get it working with arrays of pairs like: [ [["wrong_mag_calA_01","wrong_mag_calA_02"],"right_mag_calA"], [["wrong_mag_calB_01","wrong_mag_calB_02"],"right_mag_calB"] ]; Maybe, there's another way, like changing CfgMagazines somehow, so all the RHS weapons simply spawn with one type of magazine each, but I've currently have no idea how to make that. Any help or advice appreciated. Thank you.
  22. Hi, im looking for a script that does as the title says. Thanks.
  23. Reserved slot script for arma 3 mission working on mp and sp https://github.com/alezm00/AZM_Functions/tree/master/res_slot.Tanoa https://github.com/alezm00/AZM_Functions/ put [] execVM "Reservedslots.sqf"; in the init.sqf then open the file reservedslots.sqf and edit the main functions [Arma3 UID, slot variable name] call AZM_RESERVED_SLOT;
  24. GF Visors Script - Mod by GEORGE FLOROS [GR] Description: GF Visors , will simulate wearing helmets and goggles. 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 Visors 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 and description.ext , 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 Visors , will simulate wearing helmets and goggles, by displaying an image and there are available options for collorcorrections and fade sound. There is an option to force 1st person view when wearing this gear. There are 4 different displays and it is possible to add more. 2 helmet displays and 2 goggles. The list of the selected gear ( classnames ) is custom and can be modified , so it will work with every addon. 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=40329 Armaholic GF Visors Script - Mod
  25. Does anyone have a script or an immersive way to skip time? I would like for everyone to be able to change the time, either by adding an action to deployed sleeping bag (like zues has with spawn points), or a simple, if you sit down you get an addaction to skip the time 2 hours forward. It would be amazing if there was a fallout kind of way to skip time, with a slider and everything.
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