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Found 551 results

  1. How can I do to buy if BIS_fnc_endMissionServer has been executed with conditionals? try doing the following: if (typeName BIS_fnc_endMissionServer == 1 ) exitWith { while {true} do { ["<t font = 'PuristaMedium'><t size = '1'><t color = '#00ffd8'>" + timedisplay + "</t>",-1,0.10,10,0,0,789] spawn BIS_fnc_dynamicText; sleep 10; }; }; but without success, can someone tell me how to compare this so that, for example, are stopped the chronometer all players ?
  2. Been playing with a group for a longer time now and noticed that people immediately know if players are dead or not just according to the way they go down when shot. I kind of wanted to add some uncertainty back to the gameplay when using ace medical. With this script players will not go into the ace death animation immediately when losing consciousness. Just like they are dying they ragdoll, but will snap to the ace death animation once the ragdolling is done, which pretty much means other players need to check the body to confirm death. This script only works for players, it can be expanded for AI as well if people want that. It works in SP and MP. Requirements: CBA ACE Known bugs: None right now, you tell me I guess. Media: Download: GitHub (Script version) Steam Workshop (Mod version)
  3. Hello everyone, I would like to know if someone explains to me, how can I do persistent scripts? that although a player to disconnect and reconnect the information continue to be provided since the server started? Example: A counter that is shown to the player, but when it is disconnected and reconnected can return to see the time, the same with the current time since it started? I have a counting clock, but my problem is that when someone disconnects and reconnects they can not see it anymore and if I do a JIP when the player reconnects the time starts again when the mission is not over yet. Does someone tell me how to solve it?
  4. Anyone good with particles who can help me? I am working on a script that gives visual feedback when hitting another aircraft. I used the rock shower as template https://community.bistudio.com/wiki/ParticleTemplates My plane emits stuff when hit, all fine. The issue I have is it won't stop. I want to make it emit things for 1-2 seconds. not a minute : ( Any ideas? Do I have to make my own emitter thingy to get access to the emitter lifetime - and if so how would that work? Already obsolete : ) Thx to Yax for help Code: Don't mind the particle model. Once it works I will make a nicer one.
  5. Hi guys, I would like you to help me with this: Minutes = 10; publicvariable "Minutes"; Minutesd = true; publicvariable "Minutesd"; waitUntil {!isnil "Minutes"}; while {(Minutesd) && (Minutes > 0)} do { [{hintSilent parsetext format ["<br /><t align='center' color='#FF0000' size='1.3' font='TahomaB' >%1</t><br />",[((Minutes)/60)+.01,"HH:MM"] call BIS_fnc_timetostring];},"BIS_fnc_spawn",TRUE,FALSE] spawn BIS_fnc_MP; Minutes = Minutes - 1; publicvariable "Minutes"; sleep 1; }; Minutes = 0; true; waituntil {(Minutesd) && (Minutes == 0)}; // Script "EVERYONEWON" call BIS_fnc_endMissionServer; How could I do so that time counts by hour, minutes, seconds, since this counter only drops from minutes, if I add hours it gives me an error and it drops the time directly as if they were seconds.
  6. Hello guys. I'd like to ask you if there's any way to allow player create new installations in asymmetric warfare in ALiVE. My idea is to make insurgent players allowed to create new intallations in area under their own control but also make it limited to not "spam" the server by installations. Also I have one more small question. Must be installations disabled manually or can it be just blown up? I always get "reward" for disabling it manually but never by blowing it up. I'd just like to allow players destroy installations by any way and get always some "reward". By "reward" I mean support points. Any ideas?
  7. Hello, I am a complete noob to scripting with virtually no experience in coding, so guidance would be much appreciated. Is there a way to use a script to equip an aircraft with a weapon that is not selectable in the dynamic loadouts menu? For example, equipping a BLUFOR A-164 Wipeout with an OPFOR Sharur AT missile? EDIT: For anyone else who finds this, I found sucess in this method: In a vehicles init field, enter: this setPylonLoadOut [PYLON NUMBER, "NAME OF MISSILE", true]; Example: this setPylonLoadOut [4, "ace_maverick_L_PylonRack_3Rnd", true];
  8. Hello everyone, I'm having trouble adding actions to an object. Locally everything goes well. the code below works well and the actions are displayed every 2 after the others. However once on the server, it displays the last action executed by the script ... please help? if (TerminalArsenal) then {[hds_terminal] spawn fnc_EstUnArsenal}; if (TerminalDeSaute) then {[hds_terminal,"Insertion",7] remoteExecCall ["fnc_EstUnTerminalDeSaut",2]}; if (TerminalDeGroupeIA) then {[hds_terminal,"Groupe:R.O.S",1] remoteExecCall ["fnc_EstUnTerminalDeGroupeIA",2]}; if (TerminalDeGroupeIARHS) then {[hds_terminal,"Groupe:R.H.S",2] remoteExecCall ["fnc_EstUnTerminalDeGroupeIARHS",2]}; if (TerminalDeGroupeIAPERSO) then {[hds_terminal,"Groupe:H.D.S",3] remoteExecCall ["fnc_EstUnTerminalDeGroupePERSO",2]}; if (TerminalMission) then {[hds_terminal,"Mission|Suivante",4] remoteExecCall ["fnc_EstunTerminalMission",2]}; if (TerminalDeNeutralisation) then {[hds_terminal,"Basculer Civil|Militaire",5] remoteExecCall ["fnc_JoueursNeutre",2]}; if (TerminalDeSauvegarde) then {[hds_terminal,"Sauver|Equipement",6] remoteExecCall ["fnc_SauvegardeEquipements",2]}; if (TerminalDeDebugger) then {[hds_terminal,"Nettoyer|Mission",5] remoteExecCall ["fnc_EstUnDebugger",2]};
  9. Hello everyone, I'm having trouble adding actions to an object. Locally everything goes well. the code below works well and the actions are displayed every 2 after the others. However once on the server, it displays the last action executed by the script ... please help? if (TerminalArsenal) then {[hds_terminal] spawn fnc_EstUnArsenal}; if (TerminalDeSaute) then {[hds_terminal,"Insertion",7] remoteExecCall ["fnc_EstUnTerminalDeSaut",2]}; if (TerminalDeGroupeIA) then {[hds_terminal,"Groupe:R.O.S",1] remoteExecCall ["fnc_EstUnTerminalDeGroupeIA",2]}; if (TerminalDeGroupeIARHS) then {[hds_terminal,"Groupe:R.H.S",2] remoteExecCall ["fnc_EstUnTerminalDeGroupeIARHS",2]}; if (TerminalDeGroupeIAPERSO) then {[hds_terminal,"Groupe:H.D.S",3] remoteExecCall ["fnc_EstUnTerminalDeGroupePERSO",2]}; if (TerminalMission) then {[hds_terminal,"Mission|Suivante",4] remoteExecCall ["fnc_EstunTerminalMission",2]}; if (TerminalDeNeutralisation) then {[hds_terminal,"Basculer Civil|Militaire",5] remoteExecCall ["fnc_JoueursNeutre",2]}; if (TerminalDeSauvegarde) then {[hds_terminal,"Sauver|Equipement",6] remoteExecCall ["fnc_SauvegardeEquipements",2]}; if (TerminalDeDebugger) then {[hds_terminal,"Nettoyer|Mission",5] remoteExecCall ["fnc_EstUnDebugger",2]}; Below the code of one of my actions params ["_UnObjet","_Message","_Ordre"]; _Message = format ["<t color='#353531'>H</t>|%1",_Message]; _Icone = "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa"; [_UnObjet, //L'objet sur lequel l'action est attachée | The object on which the action is attached _Message, //Titre de l'action | Action title _Icone, //L'icone qui est affiché à l'écran | The icon that is displayed on the screen _Icone, //L'icone de progression | The icon displayed on the progress screen "_this distance _target < 5", //Contion pour que l'action soit affiché "_this distance _target < 5", //Condition pour que l'action progresse {}, //Le code exécuté quand l'action commence {},//Le code exécuté quand l'action est entrain de progressé {ExecVM "atm_airdrop\atm_airdrop.sqf"}, //Le code exécuté dans l'action est terminée {}, //Le code exécuté si l'action est intérrompu [], //Arguments passed to the scripts as _this select 3 1, //Durée de l'action _Ordre, //Prioritée | Priority (ordre on the screen) false, //Supprimer quand l'action est terminé ? | if remove after down action false //Montrer dans l'etat d'inconscience ? | ] remoteExec ["BIS_fnc_holdActionAdd",0,_UnObjet]; //-2 : Tous le monde sauf le serveur In conclusion, this code is executed only by the server. however, the action is visible to all clients. Clients only see the last action that the server performs. locally all works properly. if the code is executed by the client, then yes it works, but each client will generate duplicates.
  10. Hello there to Everyone! I was searching , on how to disable the option for opening the backpacks of others. So for anyone interested , this is the code: The best solution so far is here thanks to Grumpy Old Man :
  11. Dynamic Shipwreck Spawner by Vandeanson After a few weeks people realized that all was lost in Chernarus. With the inland being too dangerous for traveling, many gathered as much supplies as they could, loaded it into their boats and took off into the open sea. Many did not make it through the harsh weather conditions and currents... Nowadays, lucky survivors might still stumble across the rusty remains of such endeavors, washed up along the shores, when wandering along Chernarus coastlines... Showcase Videos: Functions of the script - random selection of wreck placement at any shore (with v. 2.0, it is no longer needed to place markers) - random selection of lootable props to be placed around that markere wreck - the wreck will be deleted after 3600 seconds and the script will loop, starting from scratch How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "shipwreck.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - shipwreck.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> shipwreck.sqf 5. Move the shipwreck.sqf to your mission folder. ========================================= NO MARKERS NEED TO BE PLACED! shipwreck.sqf Dependencies: None except Ravage and CBA (if you want to use the ravage looting system) The script works without mods too. Changelog: v.2: - need for marker placement removed - complete randomization of object placement arround wreck - some clean up
  12. Hi people, I need a little help here; Some good person can tell me what script would help me insert an image centered on an intro outro Example: before starting the mission.
  13. Hey ! , i want to ask what is wrong with my scripts Im using Triggers in game to make AI artillery fire on area, at first it worked, then i wanted to test it out and nothing happened, when i came to them to test it, they just aimed and then took they aim to default position im using this script : _ammo = getArtilleryAmmo [gun1] select 0; _tgt = getMarkerPos "target1"; gun1 doArtilleryFire[_tgt,_ammo,10];
  14. Daniel Frič

    AI Artillery

    I want to ask what is perfect trigger script for AI artillery to fire at position, im using this one _ammo = getArtilleryAmmo [gun1] select 0; _tgt = getMarkerPos "target1"; gun1 doArtilleryFire[_tgt,_ammo,10]; At first it worked on my mission while testing, but then it stopped working, i dunno how and why, i tested it on another map and it worked like dafuq i srsly dont know what to do
  15. Hi there can anyone assist me with using layers to hide a selection of entities using boolean logic or variables for example. Right now I want to make a ship appear depending on the faction selected in the parameter screen. The wiki describes its many uses for the 3DEN layers like remove,add and set, it also describes the syntax but I'm finding it hard to get working correctly. Another thing I don't understand is, are the entities "linked" to the value -1 or is it "linked" to the "Enemy Base" String?
  16. Hello everyone, I have a question with the triggers, if I create an activator: How do I make that trigger belong to an owner, say that it only activates if a certain group or a certain object is present?
  17. Hey whats up, my team and i are currently looking for a scripter to help us work on a racing mod project. Most stuff is already done, the Script stands, the original scripter has got stuff to do irl so he cant work on it right now. Mainly needs some tweaks and stuff changed, so very little made from scratch. Cant say much about the project here since its not public yet, all i can say is that its something that hasn't been done before and is revloved around cars and racing. If you're interested feel free to dm me here, on discord Spekx#9186 or on Steam https://steamcommunity.com/id/Chrisisaboringnamebutwhatcanyado/ Teaser
  18. Hello fellow editors, Im working now for hours on a simple script that must activate a trigger. It works fine on my localhost, but not on my server. I can't get it to work. Could you please take a look at it and help me out. There are probatly hunderds of topics about this subject, but I seached for hours and can't figger it out. (Noob :P) ------------------------------------------------------------------------------------------ Talk script: // Quick animation. titleText ["You: You are not allow to stand here, please move back to the barrier","PLAIN DOWN"]; 10; sleep 8; titleText ["Civilian: Alright, ill go.","PLAIN DOWN"]; 10; Civbar1=true; _gen = _this select 0; _caller = _this select 1; _id = _this select 2; _gen playmove "AidlPercSnonWnonDnon_talk1"; ------------------------------------------------------------------------------------------ initServer: // ============= Variables Civbar1 = false publicVariable "Civbar1"; Civbar2 = false publicVariable "Civbar2"; Civbar3 = false publicVariable "Civbar3"; ------------------------------------------------------------------------------------------ Trigger: variable name: Civbar1 Condition: Civbar1 on Act: rocivbar1 enableAI "move"; rocivbar2 enableAI "move"; rocivbar3 enableAI "move"; trigger has a waypoint activation set ------------------------------------------------------------------------------------------ Civilian: variable name: rocivbar1 init: talk1 = this addaction ["Tell civilians to move behind barrier","Scripts\interaction\Civi\CivBar1.sqf"];

    GF Skinning Script

    GF Skinning Script by GEORGE FLOROS [GR] Description: GF Skinning Script , 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 Skinning 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/ Recommended and/or optional addons and mods to use with GF Skinning Script: - Ravage mod - Heros Survive mod - dbo cows mod Notes: Configurable Script. It is working with every mod. You can skin animals or men or anything else modded. You can select the dropped items ( meat or anything ) to be from , Ravage or Heros Survive mod , or any other mod , by adding the classnames of the dropped items. Once you are close to the victim , you will get an addaction: "Skin and quarter the body". You can add your custom sounds when skinning , 3 sounds are included. 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 . Special Thanks to : Big thanks to Killzonekid , for his ArmA Scripting Tutorials. Haleks for Ravage mod. Heros for Heros Survive mod. Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40173 Armaholic GF Skinning Script
  20. I'm creating a script that makes the door of the vehicle open when someone tries to get in. inGameUISetEventHandler [ "Action", " if ((_this select 3) == 'GetOut') then { [] spawn { _player = player; _target = (vehicle player); _target animate ['Door_1_1', 1]; uiSleep 1; _player action ['GetOut', _target]; uiSleep 1; _target animate ['Door_1_1', 0]; }; true; }; if ((_this select 3) == 'GetInDriver') then { [] spawn { _player = player; _target = cursorObject; _target animate ['Door_1_1', 1]; uiSleep 1; _player action ['GetInDriver', _target]; uiSleep 1; (vehicle player) animate ['Door_1_1', 0]; }; true; }; " ]; While GetInDriver action is working as intended (the door opens, player gets in, the door closes), GetOut action, more specifically: _player action ['GetOut', _target]; Ignores uiSleep and plays just as the action is pressed. I'm struggling to understand why this is happening. I'd be glad if someone helped me out. Thanks.
  21. Hi guys, I have a mission which is that a helicopter breaks down and rushes to the ground, but I do not want players to take damage until the helicopter is destroyed, try the following: {_x allowDamage false;} forEach allPlayers; if (!alive gh1) then { waitUntil {isTouchingGround allPlayers}; sleep 5; {_x allowDamage true;} forEach allPlayers; }; but nothing happens, how can I make it work?
  22. Hello, i'm very newbie at scripting and stuff i wanna make some kind of CAS/Arty ordenance by pointing at the target (By binoculars for ex) or by putting the Mouse on the map i wonder if there is a function or a way to get that working, i know it exists cuz for example at the Campaign there is a mission when you point at the target or use the map to request mortar fire thanks in advance
  23. I was wondering if there is any way to require data from .json files inside q .sqf file. Or anything that covers that functionallity. The thing is: when a player buy a new custom loadout on the website, a post request is made with his ID to a file. Then, the if statemant checks the json file to watch for the player ID instead to watch for it on the array. the execVM function can do this? there is other way? Thank you all. //Default way for doing this if ((getPlayerUID player) in ["456789123"]) then { //Donators: Nobody DefaultMagazines = [{custom_items}]; DefaultWeapons = [{custom_items}]; DefaultBackpack = "{custom_item}"; DefaultBackpackWeapon = "{custom_item}"; }; //Exepected way loadout.sqf if ((getPlayerUID player) in {file.json} ) then { //Donators: Nobody DefaultMagazines = [{custom_items}]; DefaultWeapons = [{custom_items}]; DefaultBackpack = "{custom_item}"; DefaultBackpackWeapon = "{custom_item}"; }; //JSON with the buyers ID's file.json {[ '123456789','987654321', '159753468',..... ]}
  24. So, I was hoping to make some missions for my group where we can bring in prisoners for questioning to gain valuable intel. In order to do this however I need to have the enemy surrender sometimes. I tried googling around but I haven't managed to find anything yet. If there is some proper surrendering script out there that takes in variables such as how outnumbered an enemy is, if he's wounded etc. that would be cool but if not I would be completely find with a more simple script that makes the remaining enemies of one side (within a specific area) surrender when there are say... less than three of them left in that area. I found this topic discussing how to make enemies surrender when there are less than 10 of them in the entire map (from what I've understood of that topic) but I couldn't even get that to work it seems. Unfortunately I'm completely at loss when it comes to scripting so I would need help. In other words, I'm looking for a trigger/script with the condition "less than three OPFOR within this area" and the on activation "the last OPFOR within the area puts their hands on their backs and is set as captive". Any ideas anyone? If there are any other good surrender scripts/ideas I would like to hear them as well. We do use Alive though so anything that is relying on groups that are present when the mission starts etc. won't work I suppose. (My idea here was to have a minimum amount of enemies placed in these areas at start and then having more spawn by Alive, that way they won't just surrender right away or something)
  25. Hello, i am looking for how i can make an item full healer a player by interacting with it, ie: when our team members get med evac'd they can go to a tent, with a defibrillator, scroll and get the option to fully heal, allowing them to be ready for combat again.