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Found 657 results

  1. Hello everyone! I have a problem with scripting for dedicated servers. I have a mission for Multiplayer, but there is an AI bot that should get in a helicopter and fly to some waypoint, land and get out. I used the following script for that and it worked. But I've tried to use it now and it works appropriately only in Eden Editor or hosted server. Please help me what am I doing wrong. Also I'm trying to move an object (hedgehog) with the scripts presented below, but there is a strange behavior. They are rotating before move and are moving with delay. I have this code in init.sqf file Thank you in advance! if (!isServer) then { border1 addAction ["<t color='#0000FF'>Lock western way</t>", { [] call moveToWest; }]; pilot1 addAction ["<t color='#00FF00'>Go!</t>", { [] spawn goToAirport; }]; }; moveToEast = { removeAllActions border1; border1 addAction ["<t color='#0000FF'>Lock western way</t>", { [] call moveToWest; }]; if (!isDedicated) exitWith {}; [30, [], { border1 setPos [11310.616, 5955.567, 0]; border1 setVectorDir [0.152, 0.764, 0]; }, {}, "Moving blocks..."] call ace_common_fnc_progressBar; }; moveToWest = { removeAllActions border1; border1 addAction ["<t color='#FF0000'>Lock eastern way</t>", { [] call moveToEast; }]; if (!isDedicated) exitWith {}; [30, [], { border1 setPos [11280.235, 5917.037, 0]; border1 setVectorDir [359.389, 2.748, 285.230]; }, {}, "Moving blocks..."] call ace_common_fnc_progressBar; }; goToAirport = { removeAllActions pilot1; if (!isDedicated) exitWith {}; pilot1 assignAsDriver helicopter1; [pilot1] orderGetIn true; waitUntil {pilot1 in helicopter1; }; sleep 5; _grp = group pilot1; _wp1 = _grp addWaypoint [getMarkerPos "wmt_west_heli_target", 0]; _wp1 setWaypointType "MOVE"; _wp2 = _grp addWaypoint [getMarkerPos "wmt_west_heli_target", 0]; _wp2 setWaypointType "GETOUT"; };
  2. Hello, so I've created my fairly long mission in the Eden Editor and everything worked fine until the point where I wanted the player to load 2 Marshalls in 2 Blackfishes it for the purpose of my mission can't matter in which the blackfish the marshalls are. I've already tried a few things like this: (Marshall1 in Blackfish1 OR Marshall1 in Blackfish2) AND (Marshall2 in Blackfish2 OR Marshall2 in Blackfish1) That evidently didn't work hence this post. I also because of the tests I made found out that marshalls aren't actually inside the blackfishes. I did my own research but either I couldn't understand it or it didn't fit my needs. Hopefully somebody here can help me with this. Thank you in advance.
  3. GF Gunlights Script by GEORGE FLOROS [GR] Description: GF Gunlights Script , configurable script for AI. 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 Gunlights Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF Gunlights Script , configurable script for AI. The usage of the flashlight will vary , according the behaviour of the current AI , as ex : "AWARE" , the time of the day and the indoor usage You can add in the init of a unit to exclude : this setVariable ["Var_GF_Gunlights", true]; 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: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40279 Armaholic GF Gunlights Script
  4. Hi all sorry im again :D I would Give a unit a init over this trigger below when he join my group. The Condition of the trigger are : ({alive _x} count units mygroup) < 2 And in on Activation i would give the group member this in the init : dummy = [this, units (group this)] execVM "automedic.sqf"; This is for a script that force ACE 3 Ais to revive me . I know i can normally set :dummy = this ............. in the init field of my group member BUT the group member existing not before , i recuit them with the Ravage recuit script and want to give them the init when he joining me. Its that possible to make that over this Way ? I only found ways to spawn units with a init but nothing over joing player goup . Tanks again for Reading and hopfully try to help me ! :)
  5. Hello all , I wanna simple compile my scripts to get more performance and i found this : Init.sqf: this= call compileFinal preprocessfilelinenumbers "Path/myscript" Can i use this ?
  6. GEORGE FLOROS GR

    GF Weather Script

    GF Weather Script by GEORGE FLOROS [GR] Description: GF Weather Script , simple and configurable to set your desired values. 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 Weather 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 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: Simple and configurable to set your desired values. 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=40261 Armaholic GF Weather Script
  7. Hi all: I have been doing missions where always in the initServer.sqf I do conditionals for missions in the following way: initServer.sqf private _run = true; private _files = datosInfo; // files private _doc_adquirido = true; //notifications documents adquires objetivoSecundario = 0; publicVariable "objetivoSecundario"; //Markers _mrk1 = createMarker ["mrk1", icon1]; //Creation Marker _mrk2 = createMarker ["mrk2", icon2]; //Creation Marker _mrk3 = createMarker ["mrk3", icon3]; //Creation Marker _mrk4 = createMarker ["mrk4", icon4]; //Creation Marker while {_run} do { //Mision One if (!alive _files && _doc_adquirido ) then { objetivoSecundario = objetivoSecundario + 8; publicVariable "objetivoSecundario"; ["objSecond", ["Members Add 8 PTS!"]] remoteExecCall ["BIS_fnc_showNotification"]; //Markers _mrk1 setMarkerShape "ICON"; _mrk1 setMarkerType "mil_unknown"; "mrk1" setMarkerColor "ColorWEST"; //"mrk1" setMarkerText "Conseguir Archivos."; _mrk2 setMarkerShape "ICON"; _mrk2 setMarkerType "mil_unknown"; "mrk2" setMarkerColor "ColorWEST"; //"mrk2" setMarkerText "Conseguir Archivos."; _mrk3 setMarkerShape "ICON"; _mrk3 setMarkerType "mil_unknown"; "mrk3" setMarkerColor "ColorWEST"; //"mrk3" setMarkerText "Conseguir Archivos."; _mrk4 setMarkerShape "ICON"; _mrk4 setMarkerType "mil_unknown"; "mrk4" setMarkerColor "ColorWEST"; //"mrk4" setMarkerText "Conseguir Archivos."; _doc_adquirido = false; }; //END MISSION CONDITIONAL. }; //END WHILE But now I realize that in a bad way I'm doing it wrong, because the server will stay working only that conditional, leaving aside any process that is part of this, since additional scripts for the server do not work for me when I use the while and until the process finishes, but is there another way to execute a conditional when it is fulfilled in initServer.sqf without using while? to make the server continue to work on other scripts and not make a practically infinite loop?
  8. Hi all , Im search a Dynamik Ai script that spawns the Ai arround the player and patrol inside a Radius . I know i can spawn AIS with triggers an let them patrol but i think thats its not a good way to create a Escape scenario on an big map Like Altis . Know anyone a good configurable script ? That's it, Big THX for read ,help and your Time !
  9. Evening people So I'm currently in the process of making a missions which is coming along rather well but I've now ran into a problem (which I was aware would happen), and I'm unsure how to go about it. Context: Upon spawning there two sides "west" & "civilian" When the CivPop players spawn I wish for one of them at random to be selected to have a certain option and also be hinted they are the chosen player. The option I wish for them to have is an "AddAction" which when activated will execute a script.In that script I wish for it to force that unit to switch Side to "east", change their loadout, play a sound file, hint to "west", and then remove action. Currently I have a onPlayerRespawn.sqf file with the following (Var shooter is currently on "east" side) sleep 5; shooteraction = shooter addAction [ "<t color='#C00000'>BEGIN CARNAGE</t>", "shooter.sqf" ]; Within the shooter.sqf is the following shooter say3d ["pumped", 25, 1]; shooter removeAction shooteraction; All of the above code works fine, it's quite simple, I've got the sound file to play fine and the action to be removed; but now how would I go about the rest. Upon spawning: Choosing random CivPop player to have said option and hint informing them upon spawning When activated: Forcing chosen player to side "east" Forcing chosen player to change loadout to what I list To play the above sound file and finally remove action Any help would be great. I'm still quite Amature to development for Arma but I have a passion to learn. Sadly I'm stumped .
  10. GF ColorCorrections Script by GEORGE FLOROS [GR] Description: GF ColorCorrections Script , 14 themes available. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Kill info Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerLocal.sqf and in the 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: GF ColorCorrections Script , 14 themes available. There are incuded also missions parameters. To add them : Copy in the descripion.ext : #include "Mission_Parameters.hpp" and add the Mission_Parameters.hpp in your mission files. Or copy , in your descripion.ext : class Params { class GF_ColorCorrections { title = "Color Correction theme Selection:"; values[]={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}; texts[]={ "Disabled", "Realistic Color Correction theme", "Post Apocalyptic theme", "Nightstalkers theme", "OFP Gamma theme", "Golden autumn theme", "Africa theme", "Afghan theme", "Middle East theme", "Real Is Brown theme", "Gray Tone theme", "Cold Tone theme", "Winter Blue theme", "Winter White theme", "Mediterranean theme" }; default=1; }; }; 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=40260 Armaholic GF ColorCorrections Script
  11. GF Ravage Static Traders Script by GEORGE FLOROS [GR] Description: GF Ravage Static Traders 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: 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: Spawn Static Traders on random or certain position, for Ravage mod. Configurable script. #Caution : in order to get this work you need to add in the Editor, a Ravage Ai module. 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 Requirements : Community Base addons A3 Ravage Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40162 Armaholic GF Ravage Static Traders Script
  12. Hi all, I have a problem that does not allow me to live in peace, I try to make an event that when a vehicle receives an amount of damage a variable is TRUE and I mark a specific action, but every time I enter the map to try the script something It goes wrong and I do not know what it would be. Someone help me? here the script that I have made. //initDamageVeh.sqf _granDamage = false; dispo1 addEventHandler ["Hit", { params ["_unit", "_source", "_damage", "_instigator"]; dispo1 setdamage 0.10; veh = getDammage dispo1; if (veh => 0.30) then { _granDamage = true; }; }];
  13. Actually, i would like to find a way ( script ) in order to transform any normal vehicle into a drone, drivable via a drone terminal as any drone ( Mq-12 Falcon, AR-2 Darter, etc... ) if indeed that is possible . . Plus, I read a topic about this : But I can't figure out how to do it properly . Is there someone can enlighten me on the subject, it will be so kind from you . Thanks in advance .
  14. Just wanted to know if there was any way to make the VON louder through scripting as car engines etc are by default louder. Thanks in advance
  15. I'm trying to duplicate and reconfigure the AddEquipment.fsm from Arma 3s End Game, the reward system for successfully downloading an intel. It gives you new loadout classes as a reward. I've successfully editet the loadout itself, it appears as I want it to in the respawn menu and all. But I want to change how the notification appears. As you can see in the picture: I get 2 classes. One has an empty name " - ", and the other is "Recon Marksman". How can I change it, so it says " Soldier (AT)" instead of " just "-" " The whole .fsm is here: And here is where I editet mine:
  16. hello anyone I'm making a SP game and i want the player to contact a oldman for info in a town, when the player get in 2 mtr from the oldman i want the oldman to look at the player and the SUBTITLES is shown on screen but i want the script to jump to the subtitle in the EXITWITH if the player runs in to the oldman one more time. i have a trigger with this type: none ACT: none Repeat is ticked \/ COND :TRUE ACT : 0 = oldman spawn { waitUntil {sleep .1; player distance2d oldman < 2}; oldman lookAt player; oldman disableai "move"; _handle = execVM "TALK\oldman.sqf"; }; In my OLDMAN.SQF : // _handle = execVM "TALK\oldman.sqf"; if (oldmandone < 0) exitWith {_handle = [] spawn {["OLDMAN", "I have already given you my information.."] spawn BIS_fnc_showSubtitle};}; <-- i want this to be told to player if he turns to the oldman again in mission _handle = [] spawn {["OLDMAN", "Hello sir, if you go into the barn you will find"] spawn BIS_fnc_showSubtitle}; sleep 8; _handle = [] spawn {["OLDMAN", "some things that might could help you with your mission."] spawn BIS_fnc_showSubtitle}; sleep 8; _handle = [] spawn {["OLDMAN", "It is all we got, if you need anything else,"] spawn BIS_fnc_showSubtitle}; sleep 8; _handle = [] spawn {["OLDMAN", "you have to find it somewhere else."] spawn BIS_fnc_showSubtitle}; sleep 8; _handle = [] spawn {["OLDMAN", "Good luck, i have work to do.."] spawn BIS_fnc_showSubtitle}; sleep 5; oldmandone = oldmandone + 1; oldman enableai "move"; I think i have to make it run in a loop so it can do the exitwith but i don't know how to do it. can it be done in the trigger. i have tried with [ at the beginning by the if (oldmandone <0 and a ] call BIS_fnc_loop; but no joy Any one with a idea how to solve this problem for me.
  17. GF Heros Status Bar Script by GEORGE FLOROS [GR] Description: GF Heros 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 Heros 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 init.sqf and in the 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: 1.Players in the server 2.Health 3.Hydration 4.Nutrition 5.Direction 6.Magazines 7.Money 8.Body temperature 9.FPS Credits & Thanks: Special thanks to Heros for Heros Survive mod. 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 Requirements: @Heros Survive Mod http://www.armaholic.com/page.php?id=31161 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40240 Armaholic download GF Heros Status Bar Script
  18. Hi guys, Today I come to a query to know if I could make my first Script correctly, //init.sqf bluNums = west countSide allPlayers; while {true} do { { if (!alive player) then { bluNums = bluNums - 1; if (bluNums <= 6 && _downAllies) exitWith { detenerTiempo = true; "EVERYONELOST" remoteExecCall ["BIS_fnc_endMissionServer", 0, true]; _downAllies = false; }; }; } forEach allPlayers; }; This script was written to indicate to the system that when they have killed a number of blufor soldiers the game ends as lost, since there are 16 blufor but I wanted the counter to subtract to the global variable -1 and to reach 6 finish the mission, because I put a player counter. The script is fine? or do you see any failure or improvement? thank you very much
  19. 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 ?
  20. 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)
  21. 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?
  22. 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.
  23. 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.
  24. 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?
  25. 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];
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