Jump to content

Search the Community

Showing results for tags 'script'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
    • ARGO
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Virolahti
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Saint Kapaulio
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • SOS GAMING's TS³ Viewer
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL


Jabber (xmpp)








Steam url id







PlayStation PSN














Found 551 results

  1. From the old days I remember there was a script which denied the shared markers on the map through indefinate range using chat. I have searched days now but cant find it. What I want to achieve is that markers are and stay local, until shared by direct interaction with a player. Even better would be that the markers are saved in the mapitem. Stopping people from sharing is simple, by disabling the chat channels. Does anyone know of have such a script? And Im an OK scripter myself. So maybe someone can give me a push in the right direction
  2. GF Vehicles Configurable Loot Script by GEORGE FLOROS [GR] Description: GF Vehicles Configurable Loot Script , spawn Weapons , Mags , Items , to every vehicle , 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 Vehicles Configurable Loot 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 Script. There is included , a ready Loot List for vanilla and Ravage. one pic: 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=40046 Armaholic download GF Vehicles Configurable Loot Script
  3. So i've been quite busy with a Zeus mission and already have multiple pieces of code inside of it. These pieces of code are all taken from submissions either on the forums or armaholic. I have no clue what it all means. When I test my mission in Singleplayer all the code runs fine and everything does what it's supposed to do. But whenever I try to test it in Multiplayer some of the stuff stops working. I'll just note the scripts that i'm using here: Enigma Civilians: Works Player keeps loadout on respawn: Works Show/hide certain markers to certain logged players: Semi works. Markers will hide but not re-appear. INCON Undercover: Does not work. Will only show a hint saying "Initializing Undercover" I've been working on fixing this for days but have not had a single succes. If anyone knows a solution or is willing to help would be awesome!
  4. Hello I have 10 extra mission at my wasteland server. but 4 of them isn´t working, can you mayb help me out. have tryed 2 days now and my hair is grey right now. have tryed with _nbUnits and without. from log: 16:44:32 "WASTELAND SERVER - Extra Mission started: Weapon Smugglers" 16:44:33 Error in expression <eGroup CIVILIAN; [_aiGroup,_missionPos, _nbUnits] call smugglerGroup; _aiGroup > 16:44:33 Error position: <_nbUnits] call smugglerGroup; _aiGroup > 16:44:33 Error Undefined variable in expression: _nbunits 16:44:33 File mpmissions\__cur_mp.Malden\server\missions\extraMissions\mission_Smugglers.sqf, line 49 mission_Smugglers.sqf, line 49 [_aiGroup, _missionPos, _nbUnits] call smugglerGroup; smugglerGroup.sqf: if (!isServer) exitWith {}; private ["_group", "_pos", "_leader", "_man2", "_man3", "_man4", "_man5", "_man6", "_man7", "_man8", "_man9", "_man10"]; _group = _this select 0; _pos = _this select 1; // Leader _leader = _group createUnit ["C_man_polo_1_F", [(_pos select 0) + 10, _pos select 1, 0], [], 1, "Form"]; _leader addUniform "U_IG_leader"; _leader addVest "V_TacVestIR_blk"; _leader addBackpack "B_AssaultPack_blk"; _leader addMagazine "30Rnd_556x45_Stanag"; _leader addWeapon "arifle_TRG21_F"; _leader addPrimaryWeaponItem "optic_Holosight"; _leader addMagazine "30Rnd_556x45_Stanag"; _leader addMagazine "30Rnd_556x45_Stanag"; _leader addMagazine "Titan_AA"; _leader addWeapon "launch_Titan_F"; _leader addMagazine "Titan_AA"; _leader selectWeapon "launch_Titan_F"; Mission: // ****************************************************************************************** // * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 A3Wasteland.com * // ****************************************************************************************** // @file Name: mission_Smugglers.sqf // @file Author: JoSchaap, AgentRev, LouD if (!isServer) exitwith {}; #include "extraMissionDefines.sqf"; private ["_positions", "_smugglerVeh", "_vehicle1", "_vehicle2", "_boxes1", "_currBox1", "_box1", "_boxes2", "_currBox2", "_box2", "_cashrandomizera", "_cashamountrandomizera", "_cashpilerandomizera", "_casha", "_cashamounta", "_cashpilea", "_cashrandomizerb", "_cashamountrandomizerb", "_cashpilerandomizerb", "_cashb", "_cashamountb", "_cashpileb", "_cash1", "_cash2"]; _setupVars = { _missionType = "Weapon Smugglers"; _locationsArray = MissionSpawnMarkers; _nbUnits = if (missionDifficultyHard) then { AI_GROUP_LARGE } else { AI_GROUP_MEDIUM }; }; _setupObjects = { _missionPos = markerPos _missionLocation; _smugglerVeh = ["B_G_Offroad_01_armed_F"] call BIS_fnc_selectRandom; _vehicle1 = [_smugglerVeh,[(_missionPos select 0) - 5, (_missionPos select 1) + 10,0],0.5,1,0,"NONE"] call createMissionVehicle; _vehicle1 setVariable [call vChecksum, true, false]; _vehicle1 setFuel 1; _vehicle1 setVehicleLock "UNLOCKED"; _vehicle1 setVariable ["R3F_LOG_disabled", false, true]; _vehicle2 = [_smugglerVeh,[(_missionPos select 0) - 5, (_missionPos select 1) - 10,0],0.5,1,0,"NONE"] call createMissionVehicle; _vehicle2 setVariable [call vChecksum, true, false]; _vehicle2 setFuel 1; _vehicle2 setVehicleLock "UNLOCKED"; _vehicle2 setVariable ["R3F_LOG_disabled", false, true]; _boxes1 = ["Box_IND_Wps_F","Box_NATO_Wps_F","Box_IND_WpsLaunch_F"]; _currBox1 = _boxes1 call BIS_fnc_selectRandom; _box1 = createVehicle [_currBox1,[(_missionPos select 0), (_missionPos select 1),0],[], 0, "NONE"]; _box1 allowDamage false; _box1 setVariable ["R3F_LOG_disabled", true, true]; _boxes2 = ["Box_IND_Wps_F","Box_NATO_Wps_F","Box_IND_WpsLaunch_F"]; _currBox2 = _boxes2 call BIS_fnc_selectRandom; _box2 = createVehicle [_currBox2,[(_missionPos select 0) - 5, (_missionPos select 1) - 8,0],[], 0, "NONE"]; _box2 allowDamage false; _box2 setVariable ["R3F_LOG_disabled", true, true]; _aiGroup = createGroup CIVILIAN; [_aiGroup,_missionPos, _nbUnits] call smugglerGroup; _aiGroup setCombatMode "RED"; _aiGroup setBehaviour "COMBAT"; _missionPicture = getText (configFile >> "CfgVehicles" >> _smugglerVeh >> "picture"); _missionHintText = format ["A group of weapon smugglers have been spotted. Stop the weapon deal and take their weapons and money.", extraMissionColor]; }; _waitUntilMarkerPos = nil; _waitUntilExec = nil; _waitUntilCondition = nil; _failedExec = { // Mission failed { deleteVehicle _x } forEach [_box1, _box2, _vehicle1, _vehicle2]; }; _successExec = { // Mission completed { _x setVariable ["R3F_LOG_disabled", false, true] } forEach [_box1, _box2]; { _x setVariable ["A3W_missionVehicle", true] } forEach [_vehicle1, _vehicle2]; //Random fake - real money _cashrandomizera = ["money","cmoney","money","cmoney"]; _cashamountrandomizera = [1000,1500,2000,2500,3000,3500,4000,4500,5000]; _cashpilerandomizera = [3,5]; _casha = _cashrandomizera call BIS_fnc_SelectRandom; _cashamounta = _cashamountrandomizera call BIS_fnc_SelectRandom; _cashpilea = _cashpilerandomizera call BIS_fnc_SelectRandom; for "_i" from 1 to _cashpilea do { _cash1 = createVehicle ["Land_Money_F",[(_lastPos select 0), (_lastPos select 1) - 5,0],[], 0, "NONE"]; _cash1 setPos ([_lastPos, [[2 + random 3,0,0], random 360] call BIS_fnc_rotateVector2D] call BIS_fnc_vectorAdd); _cash1 setDir random 360; _cash1 setVariable [_casha, _cashamounta, true]; _cash1 setVariable ["owner", "world", true]; }; _cashrandomizerb = ["money","cmoney","money","cmoney"]; _cashamountrandomizerb = [1000,1500,2000,2500,3000,3500,4000,4500,5000]; _cashpilerandomizerb = [3,5]; _cashb = _cashrandomizerb call BIS_fnc_SelectRandom; _cashamountb = _cashamountrandomizerb call BIS_fnc_SelectRandom; _cashpileb = _cashpilerandomizerb call BIS_fnc_SelectRandom; for "_i" from 1 to _cashpileb do { _cash2 = createVehicle ["Land_Money_F",[(_lastPos select 0), (_lastPos select 1) - 5,0],[], 0, "NONE"]; _cash2 setPos ([_lastPos, [[2 + random 3,0,0], random 360] call BIS_fnc_rotateVector2D] call BIS_fnc_vectorAdd); _cash2 setDir random 360; _cash2 setVariable [_cashb, _cashamountb, true]; _cash2 setVariable ["owner", "world", true]; }; _successHintMessage = format ["The smugglers are dead, the weapons and money are yours!"]; }; _this call extraMissionProcessor; what am i doring wrong?
  5. So I got a problem with my server. I'm renting through Host Havoc and we are trying to set up an Antistasi server. When I put the Antistasi pbo file into the mpmissions and type in that I want to run it, it doesnt work. So we tryed something else and went to the Antistasi server and tryed doing some copy and paste fun...... Well we got the game to run the base Antistasi but vehicles don't spawn now and when you go to buy vehicles it doesn't work? With that being said we haven't added the RHS mods yet not sure if Antistasi needs it or not? Lastly does anyone know a better server renting site that is easier to use than host havoc? Thanks all who respond
  6. v1_002. You can find blacklist|whitelist for objects dragging at top of file; v1_001 to disable ability to drag something: this setvariable['st_a',false]; (editor's example) Notes: (all through standard action menu) (when killing enemy hold crosshair (or place (on screen) where it would be) on the enemy) Download. Just insert in your mission's folder (supporting any type of session, any mission, any mods). Problems: have few MP issues, will fix them when will can get to it. (if understanding can change something) Some problems, wishes -> post here.
  7. Hi everyone ! I want to move an UAV ( with ~ 2/4 meter precision ). I used this script VEH = createVehicle ["B_UGV_01_rcws_F",position player, [], 1, "NONE"]; createVehicleCrew VEH; VEH setCombatMode "BLUE"; VEH setBehaviour "STEALTH"; VEH move position player; VEH disableAI "ALL"; VEH enableAI "MOVE"; But the vehicle stop at 20 meter of the position where he should be . I tried also with waypoint and i have the same issues Thank :)
  8. Hi, I need help! when I start the dedicated server using TADST, with the mod ASR_AI3, which I try to access a mission, it tells me the following error: Script \userconfig\asr_ai3\asr_ai3_config.sqf not found and take me out how can I solve that? try applying -filePatching, but nothing Can somebody help me?
  9. I need help. I recently started doing things related to ARMA 3 and not where I can not find information on the command \ tag on the visual display of the screen during the game. Help please
  10. This script , is for replacing automatically , the Buildings in any map. //["Building to replace","replaced Building"] myBuildings = [["Land_i_Stone_HouseSmall_V3_F","Land_HouseV_1I4",0], ["Land_i_House_Big_02_V3_F","Land_HouseV_1T",0], ["Land_i_Stone_HouseBig_V2_F","Land_HouseV_2T2",0], ["Land_i_House_Big_01_V1_F","Land_HouseV2_01A",0], ["Land_i_Shop_02_V1_F","Land_HouseBlock_C2",0], ["Land_i_Shop_02_V3_F","Land_HouseBlock_C5",0], ["Land_Slum_House01_F","Land_Shed_W4",0], ["Land_Hut06","Land_Shed_W02",0], ["Land_i_Shop_02_V2_F","Land_HouseBlock_B5",0], ["Land_Slum_House03_F","Land_HouseBlock_B3",0], ["Land_i_House_Small_01_V3_F","Land_HouseBlock_B4",0], ["Land_i_House_Small_01_V2_F","Land_HouseBlock_A1",0], ["Land_Kiosk_gyros_F","Land_HouseBlock_C4",0], ["Land_d_House_Big_01_V1_F","Land_HouseBlock_C3",0], ["Land_Unfinished_Building_01_F","Land_HouseBlock_B6",0], ["Land_Factory_Main_F","Land_Ind_Pec_03a",0], ["Land_MilOffices_V1_F","Land_a_stationhouse",0], ["Land_i_Stone_HouseBig_V3_dam_F","Land_HouseV_3I2",0], ["Land_i_Shed_Ind_F","Land_Shed_Ind02",0], ["Land_CarService_F","Land_Repair_center",0], ["Misc_Cargo1Bo_civil","Land_Shed_M02",0], ["Land_i_Stone_HouseBig_V2_dam_F","Land_HouseV_1L1",0], ["Land_i_Stone_HouseBig_V1_dam_F","Land_HouseV_1I1",0], ["Land_FuelStation_Build_F","Land_Misc_WaterStation",0], ["Land_Chapel_V2_F","Land_Church_02a",0], ["Land_i_Stone_Shed_V3_F","Land_HouseV_2L",0], ["Land_Chapel_V1_F","Land_HouseV_2I",0], ["Land_i_Barracks_V1_F","Land_Mil_House",0], ["Land_Mil_Barracks_i","Land_Mil_Barracks",0], ["Land_Cargo_HQ_V3_F","Land_Mil_Barracks_L",0], ["Land_Airport_Tower_F","Land_Mil_ControlTower",0] ]; for "_i" from 0 to(count myBuildings-1) do { _CurrentBuilding = (myBuildings select _i) select 0; _ReplacementBuilding = (myBuildings select _i) select 1; _DirectionOffset = (myBuildings select _i) select 2; { systemchat format["getPosATL: %2 getDir: %4 _CurrentBuilding %5",getpos _x, getPosATL _x, getPosASL _x, getdir _x, _x]; //diag_log format["getPosATL: %1 getDir: %2 _CurrentBuilding %3 _ReplacementBuilding %4 _x %5", getPosATL _x, getdir _x, _CurrentBuilding, _ReplacementBuilding, _x]; hideObjectGlobal _x; _myReplacement = createVehicle [_ReplacementBuilding, getPosATL _x, [], 0, "CAN_COLLIDE"]; _myReplacement setDir (getdir _x) + _DirectionOffset; _myReplacement setPosATL (getPosATL _x) ; _myReplacement enableSimulationGlobal false; } forEach nearestObjects [markerpos "center", [_CurrentBuilding], 25000]; }; hint "Replacmentscript end"; Thanks! and also for trees (p3d) replacement:
  11. I dont know why but everytime I run this script and I'm in zeus interface, it kicks me out of the interface and does not let me get in again. I'm loggin in to the zeus interface via #adminLogged. script: { if (typeOf _x == "B_Boat_Transport_01_F" || (!alive _x) ) then { deleteVehicle _x; }; } forEach entities [[], [], false, false]; Hope someone can help me, because the script does what i want it to do but it keeps doing this annoying kicking
  12. So as the title states I'm curious what you all think about efficiency/optimizations when it comes to writing a lengthy script/mod for a mission. My current scripted mod is AC-C4I (Air Craft Command, Contol, Computers, Communications, & Intelligence). It has to do with sensors and targeting. The scripts have a lot of "waitUntil" commands for locking the targeting camera to screenToWorld amongst other functions. What would be the most efficient way to write this/integrate it into a mission. I can write the whole thing in one file and "call compile preprocessFileLineNumbers" on init. I can create a CfgFunctions.hpp and add it to the description.ext, or I could make it an FSM. I'd love to hear from you guys. Thanks.
  13. I've created a small script for lowering bollards and then raising them again but when I use the action on the bollard I receive the error that line 6 is missing a semicolon. _type = ["Land_Bollard_01_F"]; _playerCalling = vehicle player; for [{_i=0},{_i < (count _bollards)},{_i=_i+1}] do { __bollards = _this nearObjects [_type select _i, 15]; {setDamage 1;} forEach _bollards; }; hintSilent "Barrier Opened"; waitUntil {_playerCalling distance _type > 10}; for [{_i=0},{_i < (count _bollards)},{_i=_i+1}] do { __bollards = _this nearObjects [_type select _i, 15]; sleep 1; {setDamage 0;} forEach _bollards; }; hintSilent "Barrier Closed"; sleep 5; hint ""; I've tried to figure out what the problem is for an hour now but I can't work it out. Any help at all is appreciated.
  14. Hi! I'm having issues spawning in ACE3 IED's with pressure plate activation on. Currently there's 50 IED's that spawn in, they're simulated objects and should (?) work with pressure plate, yet they don't. Here's the faulty script: if (!isserver) exitwith {}; //Theres a marker called center in the middle of the map _centerMrk = "center"; _dist = 25000; _center = getmarkerpos _centerMrk; _counter = 0; _rDist = 5.75; // Objects used as IEDs _iedList = [ "ACE_IEDLandBig_Range", "ACE_IEDLandSmall_Range", "ACE_IEDUrbanBig_Range", "ACE_IEDUrbanSmall_Range" ]; while {_counter < 50} do { //Create position on map for IED _list = _center nearRoads _dist; _iedType = _iedList select (floor random (count _iedList)); _road = _list select (round random (count _list)); _roadDir = getDir _road; _newDir = _roadDir; _dir = _newDir; _pos = getpos _road; _posx = _pos select 0; _posy = _pos select 1; _tx = (_posx + (_rDist * sin(_dir))); _ty = (_posy + (_rDist * cos(_dir))); _iedPos = [_tx,_ty,0]; //Create IED _trgMan = createVehicle ["I_C_Pilot_F", _center, [], 0, ""]; _ied = createVehicle [_iedType, _iedPos, [], 0, ""]; _ied setDir (random 360); _ied setPos getPos _ied; //So far so good, this is where I have to add some type of way to trigger them because they dont work by themselves like if you place them with zeus [_trgMan, _ied, "PressurePlate"] call ace_explosives_fnc_connectExplosive; deleteVehicle _trgMan; //Add IED to list _counter = _counter + 1; }; If anyone with knowledge about ACE3 could help me out that'd be highly appreciated. //Green
  15. Interesting problem I know. It probably is something quite simple but I can't figure it out. Now, I'm fairly new to scripting (about six months) so I'm not 100% sure what I should do. The basic premise is that the player has a UAV with an M136 launcher on it. The drone then fires that launcher. Got that part down. I've even got it so that the drone rearms when it goes back to "Home". Now, what I'd like to do is to have the players rearm it in the field. They can have a launcher on their back, bring the drone to them and then attach the launcher onto the drone. The drone has a new launcher and the player looses theirs. Here is the code that I have so far. I know that it must be very simple but any help is very much welcome in advance. For you're consideration, I'm using ACE, CBA, RHS (All four modules) and more quality of life mods. Nothing that would effect scripting in any way.
  16. Hello everyone, I need help for creat a simple module. Indeed, i need creat a addon as ALiVE. but i need edit config.sqf I need simple example module. (more information that bohemia) help plz ?
  17. Evening folk. So I've always been interested in scripting and general mission making for Arma even since I first played the series. Recently I choose to actually take steps to learn the above and attempt to make a mission (Of which is going decently well) Now while making the mission in question I've came to a point where I want to be able to make multiple objects at once disappear upon the chosen action being activated using the addAction command within an INIT; I've managed to with the following to make one rock disappear using the hideObject command but I'm unsure how I'd make multiple variables do the same using the same action command. rock1 addAction ["Move big fucking rock", "hideObject rock1"]; I presume this is very simple... Very, but I'm like stated above amateur at best so I'm using every moment to learn. Any help?
  18. Ok, that's a bit of a complex problem. As far as I know arma uses 2 kinds of variables: private and global and that will be the biggest problem here. I'm trying to call a script from a object (Data Transmiter) that will add a Hold Action to it. No problem for now and works as intended for a single Data Transmiter. But when I use the same script for a second Data Transmiter only the second one will work. Why that happens? Because some parts of the code requires global variables. So, how can I fix it? I honestly have no idea. That's the code for reference, just call it with a handle = [this] execvm "name of the file.sqf" and should work. //select object name and apply to global _datalinkname = this select 0; datalinkname = _datalinkname; //params ["_datalinkname"]; //Set Datalink Color [datalinkname,"blue","orange","red"] call BIS_fnc_DataTerminalColor; //open/arm function fn_potato = { [ datalinkname , "Hack DataLink", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", { systemChat "Start Hacking"; }, { playSound3D ["a3\sounds_f\sfx\beep_target.wss", datalinkname, false, getPosASL datalinkname, 1, 1, 0] }, { [datalinkname, 3] call BIS_fnc_DataTerminalAnimate; sleep 5; hint "after 5 sec..."; playSound3D ["A3\Sounds_F\sfx\alarm.wss", datalinkname, false, getPosASL datalinkname, 1, 1, 0]; datalinkname call fn_potato2 }, {}, [], 3, 0, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, datalinkname]; }; //close/disarm function fn_potato2 = { [ datalinkname , "Hack DataLink", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", { systemChat "Start Hacking"; }, { playSound3D ["a3\sounds_f\sfx\beep_target.wss", datalinkname, false, getPosASL datalinkname, 1, 1, 0] }, { [datalinkname, 0] call BIS_fnc_DataTerminalAnimate; sleep 5; hint "after 5 sec..."; playSound3D ["A3\Sounds_F\sfx\alarm.wss", datalinkname, false, getPosASL datalinkname, 1, 1, 0]; datalinkname call fn_potato }, {}, [], 3, 0, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, datalinkname]; }; //calls first function datalinkname call fn_potato;
  19. Hi , i am looking for a script to building a bunker in few minutes, i wanna do a place where you use a addaction "build defense", than you wait few minutes and spawn a bunker in a specific position,. If posible, also create a task at beginning building and suceedees task at end of the time. Can anyone help me pls¿?¿¿ Thanks you very much!!
  20. Hello there Guys ! ***(not from the game settings)*** CASE 1 : I 'm trying to get rid of the game's default blood on the floor CASE 2 : and trying to locate the blood textures on the body (injured). pics: CASE 1 : the one on the left is custom CASE 2 : blood on the body (injured) ***(not from the game settings)*** any help , would be much appreciated! Thanks !
  21. This script requires ACE3. This script uses an APEX DLC vehicle. Demonstration: https://streamable.com/nodw1 Version 1 links: PasteBin MixTape HasteBin Usage: copy-paste the script into init.sqf or debug console. Ace interact with a friendly unit and ride him. Ace self interact to get off. Notes: This is just a simple script with no customization. Feel free to use this for inspiration, modify it at your own leisure. Credits: Tennessee Timmy - script nigel - ideas / assistance computer - assistance / QA
  22. FoxFort

    FLIR/Termal glow

    Hi Does anyone know what makes models/objects/stuff "glow" when looking via FLIR/Termal sights? That "heat" effect on live unit, is that done via material? How to make it? EDIT: Hmm, I made a mistake, wrong part of forum
  23. Recently I found using of VR garage from this mission. but in this, I can't set my direction of spawning vehicle. I asked to mission editor about this, but he can't do anything without BI garage(or vr garage) system changes. I think so too... is there any way to add set direction option to this https://community.bistudio.com/wiki/BIS_fnc_garage or this one https://community.bistudio.com/wiki/createVehicle ?
  24. Hello everyone, first time poster here, although I've been lurking and learning from other experienced community members. I have made a single-player mission which I'm pretty happy about the outcome. An icing on the cake would be to add radio chat between 3 entities - Player, Highway (AI) and Tower (AI). The mission is a carrier operation with 6 tasks - Take-off, Intercept Enemy Fighters, Intercept Enemy Helicopters, Destroy Anti-Air, Destroy Artillery, Land. I have created the text I wish to use in the mission but I simply have no clue how to make it appear after a certain thing has happened f.e when I fire an AMRAAM I want my guy to say "Fox Three" and when a missile hits - "Splash One!". Same thing with a BIM-9X but "Fox Two" instead as that is the correct term since it's an IR missile. List of enemy combatants: 4x To-201 Shikra (Bandit1/2/3/4) 1x CH-49 Mohawk (Condor) 1x WY-55 Hellcat (Vulture) 4x ZSU-39 Tigris (AA1/2/3/4) 3x 2S9 Sochor (SPG1/2/3) I tried compiling a description.ext script (note: I don't have actual sound files yet, I'd appreciate it if I can get an idea what Text-to-Speech I can use to make myself audio files and then convert to .ogg): And a radio.sqf script "Sleep 4" is short, it's a placeholder. I hope you can understand my query. Sorry for this really long post, TLDR: I need to have radio chat to be activated after doing a certain thing.
  25. Hello, I want to put FLyingpenguins flak script inside a Flakvierling 38, but, I can't seem to get it right. Anyone here with knowledge of how to make this a reality? Script: http://www.armaholic.com/page.php?id=28654 Init line: this removeMagazinesTurret ["LIB_80x_SprGr_FlaK_38", [0]]; this addEventHandler ["Fired", {deleteVehicle (_this select 6); _this execVM "Flak\flak.sqf";}]; Thank you so much in advance -Whale