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Found 657 results

  1. 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]};
  2. 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.
  3. 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
  4. 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.
  5. 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];
  6. 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
  7. 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?
  8. 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?
  9. 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
  10. 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"];
  11. GEORGE FLOROS GR

    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
  12. 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.
  13. 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?
  14. 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
  15. 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',..... ]}
  16. 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)
  17. 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.
  18. 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
  19. 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
  20. 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!
  21. 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?
  22. 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
  23. i'm not sure where it went from my Cloud, but since 1 of my HDDs died, doesn't seem that i have this script anymore . 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.-- outdated . 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.
  24. 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 :)
  25. 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?
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