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Found 657 results

  1. For a small multiplayer mission I want the players to destroy 4 pumps via hold action. When its done there should be smoke emerging from the trigger which i moved into the pump. smoke = "test_EmptyObjectForSmoke" createVehicle (getPos this); I tried this command in the "on activation" box but it doesn't work. I'm not big on scripting so if someone knows a way to overcome this issue i'd be thankful for answers.
  2. FYI: Yes, I have googled and researched a lot about the issue I am having. Arma Discord, Enfusion Discord, ChatGPT, Bard, Forums and so much more and it appears that the coverage about my issue is either very hard to find or there isn't much on it. What have I done so far? Reinstalled the server. Restarted multiple times. Changed scenarios multiple times. What issues was I having before? My previous issue was that my server couldn't be connected too, Arma Reforger Server application was not listening on the correct port, I am unaware at this current time whether this is an issue with my hosting company (OVH), as we did research that they were using a switch. (Yes, I have opened the ports fully through the windows firewall for UDP port 2001, 17777, 50000-65000, 5678; however, this did not seem to work, it's as if the application itself is refusing to listen on that port). I am unaware of whether this issue is fixed yet or not as we cannot even get the server to appear online. What issue am I having now? I am receiving A LOT of script errors (logs attached below), these errors are now appearing to stop the server from fully becoming online and causing the server to crash upon start-up. What type of environment am I working on? Windows Server 2019 OVH Bare Metal Cloud Dedicated Server (AMD Ryzen 9 5900X - 12c/24t - 3.7 GHz/4.8 GHz, 64 GB ECC 3200 MHz, 2×1.92 TB SSD NVMe (Soft RAID), 500mbps up/down public bandwidth, 100mbps up/down private bandwidth) No mods installed or in my configuration. Latest version on both client and server. StartArmaReforgerServer.bat file attached. https://pastebin.com/UA0CJULZ UpdateArmaReforgerServer.bat file attached. https://pastebin.com/v3Xw9BUB config.json file attached. https://pastebin.com/De6pEbMH console.log file attached (server). https://pastebin.com/VriF7APR error.log file attached (server). https://pastebin.com/KGv8VBkJ script.log file attached (server). https://pastebin.com/ix9Bq5zp Arma Reforger Server folder structure. https://imgur.com/a/3sFImFE Any and all help would be appreciated, I have been at this for straight hours over days now.
  3. making my own server and looking for someone to create a mission cycle/ building a home base for a vietnam server i already have a map that i want to use for the server if anyone can do this please contact me on here or steam WalmartFleshlight need to see your steam account to see what you have created already and we can go from there or if you know someone who can do this please send them a message to contact me as well all other stuff will be discussed when in a call
  4. One more basic script for your PvP or TvT missions. 🙃 SD is an Arma 3 script that's a smart protection against damage for players, vehicles, and AI units when they are within pre-defined zones. The protected zones have automatic removal of wrecks and rolled-over vehicles, in addition to small automation relating to the protected zone's integrity. Super-Dome script works both at the server layer and on each player's machine, allowing the editor to turn resources ON and OFF. Creation concept: turn specific game zones into safe places for players, areas proof against their enemies and themselves. How to install / Documentation: https://github.com/aldolammel/Arma-3-Super-Dome-Script/blob/main/_SD_Script_Documentation.pdf What to expect from SD script: No dependencies from mods or other scripts; SD works with two layers: player protection is managed by client-side, meanwhile vehicles and AI units by server-side; NEW! No need to set variables on Eden or anywhere else; Set up to 10 protected zones easily with drag-and-drop Eden markers; Turn ON/OFF the protected zones to cover all vehicles and static-weapons (turrets) inside; Turn ON/OFF the protected zones to cover all AI units inside; Turn ON/OFF the protected zones to cover all players by side; NEW! Support to Eden Respawn Vehicle Module; Auto-removal for wrecks and rolled over vehicles in the zone; IMPROVED! Smart speed limit (to disable the protection and accept hard collisions) and wreck delete when inside the zone; IMPROVED! Debugging: friendly feedback messages; Debugging: automatic errors handling; IMPROVED! Full documentation available. Check the file above on GitHub. Dependencies: None. Download: From Github: https://github.com/aldolammel/Arma-3-Super-Dome-Script From Steam Workshop (missions with no respawn): https://steamcommunity.com/sharedfiles/filedetails/?id=3068011817 From Steam Workshop (missions with respawn): https://steamcommunity.com/sharedfiles/filedetails/?id=3078633743 Missions running it: Tanks & Helicopters Light; - - - - - - - - - - - Changelog: Nov, 11th 2023, v1.5.1: changelog. Known issues: Bug > At dedicated-servers running maps with Eden Vehicle Respawn module working sometimes protected vehicles are not really protected. (WIP) Bug > when Eden Vehicle Respawn Module is working with lot of vehicles, Super-Dome nor that module works fine; Not support vehicle respawn: after the original vehicle blows up, the new copy won't be protected anymore; When a vehicle rolls over 2 or more times inside the protected zone, the anti-rollover system stops working properly (Hot fix soon).
  5. I would really like to know how to develop a script/addon/texture/interface for a retina and fingerprint scanner. The idea is contextualized in the attached video. https://www.youtube.com/watch?v=lCvQxbfGHvw
  6. Hi everyone, I am trying to make a script that makes a helicopter with a squad arrive to disembark and defend the area. Everything works except that the helicopter is not going away, it stays where it landed!!! The scripts uses other custom functions which names are pretty straightforward, so I guess you'll be able to help anyways. It automatically defines side, faction, helicopter type, infantry, what I am struggling with are the waypoints. Everything looks correct to me. Thanks in advance. FWK_fnc_enemyQrfAir: //Helicopter QRF of _side from random far start position to _destination params["_destination"]; //Spawning transport _startPos = [_destination, 3000, 5000] call FWK_fnc_getRandomAOLocation; _landingPos = [_destination, 25, 75] call FWK_fnc_getRandomAOLocation; _heloType = selectRandom FWK_EnemyHeloArray; _helipad = "Land_HelipadEmpty_F" createVehicle _landingPos; _spawnHelo = [_startPos, random 360, _heloType, FWK_EnemySide] call BIS_fnc_spawnVehicle; _heloObj = _spawnHelo select 0; _heloGrp = _spawnHelo select 2; //Spawning units in transport based on free seats _cargoSize = _heloObj emptyPositions "cargo"; _groupUnitsArray = + FWK_EnemyInfantryArray; _groupUnitsArray resize _cargoSize; _qrfGrp = [_startPos, FWK_EnemySide, _groupUnitsArray] call BIS_fnc_spawnGroup; { _x moveInCargo _heloObj } forEach units _qrfGrp; //Helo waypoint and unload _landWp = group _heloObj addWaypoint [_helipad, 0]; _landWp setWaypointType "TR UNLOAD"; _landWp setWaypointSpeed "FULL"; _landWp setWaypointBehaviour "CARELESS"; _landWp setWaypointStatements["true", "(vehicle this) land 'GET OUT';"]; //Go away waypoint for helo _awayWp = _heloGrp addWaypoint [[0,0,0], 0]; _awayWp setWaypointType "MOVE"; _awayWp setWaypointSpeed "FULL"; _awayWp setWaypointBehaviour "CARELESS"; _awayWp setWaypointStatements["true", "[vehicle this] spawn FWK_fnc_deleteVehicle;"]; _heloGrp setCurrentWaypoint _landWp; //Waiting for all troops to disembark waitUntil { {_x in _heloObj} count (units _qrfGrp) == 0; }; hint "sbloccato"; _heloGrp setCurrentWaypoint _awayWp; //Defend waypoint for QRF _defendWp = _qrfGrp addWaypoint [_destination, 20]; _defendWp setWaypointType "SENTRY"; _defendWp setWaypointSpeed "FULL"; _defendWp setWaypointBehaviour "COMBAT"; _defendWp setWaypointStatements["true", ""]; _qrfGrp setCurrentWaypoint _defendWp;
  7. Hi there, you did a great job on the Mac port. I use it on an M1 MacBook Air. It's very smooth. I can't find the files and folders for my missions and scenarios I'm working on in the editor. Where are the folders? I can export the missions to the missions folder. But then of course I can't edit them anymore. Any ideas? The "show scenario folder" option in the editor doesn't do anything either. Therefore it's not possible to add scripts to the missions... hmmpff
  8. Hello everyone, I made a little script to simulate a missile POV while in flight for a cutscene. Basically i move an invisible target via keyframe animation to have a smooth trajectory, while a script creates the camera that follows the invisible target with a while cycle, and it works perfectly. Now, i would like to add a shakyness effect in the moments right after launch for more realism, however when i try to add the addCamShake command in the launch keyframe my custom camera doesn't shake at all. The player camera shakes just fine, so the command is working, but not on the camera i want it to. I think it has something to do with the addCamShake not taking the camera variable name, like other camera manipulation commands (camSetTarget, camSetPos etc.), however i'm also using the setCamUseTi command and it works fine. Is there any way to add shake to a custom camera? Thanks
  9. My script for ORBAT is right, the unit symbols appear on the map, but when I click on them it only shows the highest unit and does not show the command branch. How do I solve this? Is it a Arma bug? Error that shows in the bottom left corner of the screen, inside ORBAT: My description.ext: The "text" names may be strange, but that's because I use Arma in another language.
  10. I have a problem when I try to place an "ORBAT" on my map. However, I've already tried several things and nothing worked, what could it be? (My EXT document): class CfgORBAT { class 2ndDivision { id = 2; idType = 0; side = "West"; size = "Company"; type = "Infantry"; commander = "Baller"; commanderRank = "Major"; text = "%1 %2 %3"; textShort = "%1 %3"; color[] = {0,0,1,1}; assets[] = {"B_officer_F, 1"}; } class 1stSquad { id = 1; idType = 0; side = "West"; size = "Squad"; type = "Infantry"; commander = "Caos"; commanderRank = "Lieutenant"; text = "%1 %2 %3"; textShort = "%1 %3"; color[] = {0,0,1,1}; assets[] = {"B_officer_F, 1"}; }; }; }; ------------------------------------------------- (My ORBAT GROUP looked like this): CfgORBAT Path: [missionConfigFile >> "CfgORBAT" >> "2ndDivision" >> "1stSquad"] call BIS_fnc_ORBATGetGroupParams; CfgORBAT Ceiling: [missionConfigFile >> "CfgORBAT" >> "2ndDivision"] call BIS_fnc_ORBATGetGroupParams; (First error:): '...) then {_tiers = -1;}; _class =, _class [*]param [0, configfile, [configfile]]; _stop...' Error type Strings, waiting Config entry File A3\modules_f\StrategicMap\Functions\fn_moduleStrategicMapORBAT.sqf..., line 16. ---------------------- (Second error, bottom left): [BIS_fnc_ORBATGetGroupParams] class not found.
  11. Are there smarter ways to know if my object is a trigger OR a visible object that can be killed/destroyed? My current solution looks not fancy at all, but works: // If the object is a trigger, when triggerActivation command is used, it returns this array: [by, type, repeating] if ( count (triggerActivation _myObject) == 3 ) then { systemChat "The obj is a trigger!"; } else { // If the object is a unit or a building or vehicle, triggerActivation command will return an empty array: [] systemChat "The obj is a visible object that can be destroyed or killed!"; }; Wiki of triggerActivation. Wiki of count.
  12. I'm trying to create a mission, everything works so far except the AI, which doesn't want to get out of the vehicle once it reaches the given position. The situation is that once one of the players identifies the High-Value Target (HVT), the HVT will walk up to a car and get in as a passenger. The driver will then drive to the designated position, but the problem is that the HVT doesn't get out of the car regardless of any command given to him via SQF/trigger or even through waypoints.
  13. Hi I hope you're doing well. I have a problem with a Jet from a mod : the Rafale from the AMF ( french army ) mod. When it comes to JDAM/GBU strike, its a nightmare. The Locking/targeting cone is very small, and the pod is "locked" : once you reach the point you're locked on, when you're above it, the pod won't be able to keep locked on that point, like if it was not able to rotate more.  I would like to know if and how its possible to modify that, like Can WE give it the same values and pod as the A164 Wipeout for example ? Thank you for your help
  14. Hi I hope you're doing well. I have a problem with a Jet from a mod : the Rafale from the AMF ( french army ) mod. When it comes to JDAM/GBU strike, its a nightmare. The Locking/targeting cone is very small, and the pod is "locked" : once you reach the point you're locked on, when you're above it, the pod won't be able to keep locked on that point, like if it was not able to rotate more. I would like to know if and how its possible to modify that, like Can WE give it the same values and pod as the A164 Wipeout for example ? Thank you for your help
  15. Hi everyone! I've finished working on my little mod, but when I'm trying to launch it, Arma III says: "Preprocessor failed with error - Invalid file name(empty filename)". And after launching my mod doesn't work. What did I do wrong? My mod contains only mod.cpp and Addons folder with pbo file. The file has only one file - config.cpp.
  16. Hello everyone, I've been thinking about implementing some sort of AI radio chatter based on AI generated voices (for my future maps). I'm fairly new to ARMA scripting but so far I've found it pretty interesting. My plan is to convert some text to voice via any of the numerous voice AI generators available, and then to use it with the Conversations system/framework to give indications or to notify the player about some scripted events, for example. I prefer this alternative to recording my own voice since I'm not the most expressive human being 🙂 and my microphone is not the best. So far I've found an easy YouTube tutorial for creating a basic conversation between AIs, but only for natural voice (with no radio effect). My only issue is that I have no idea how to implement the radio chatter effect. I haven't yet found an AI voice generator which also applies specific effects to the generated voice. Does arma provide any tool for applying this effect or do I have to manually edit the natural voice, in Audacity for example? Also, is it mandatory to have an actor in order to "emit" a voice/radio chat?
  17. Hey guys, been looking around in the days for something like a script that affects all AI units on the map, both that gets spawned in at all times, and AI units that has been there since mission start, both SP and MP. Something like a timer that when, say all AI when they have been Alert or in Caution for 2 minutes, they will eventually go down to SAFE again, and have LIMITED movement of walking - if they have not been engaged with any hostiles. Each time they become cautious and alerted, it will be a certain period of time before all of them will switch back to SAFE and LIMITED movement when they have had no engagements. As if the threat is over and the AI can relax again. Civilians will calm down and return to their SAFE and LIMITED behaviors. Soldiers will be at ease and return to their SAFE and LIMITED behaviors. Like on repeat if they end up getting alerted several times. Any tips or pointers are greatly appreciated,
  18. Hi, I'm changing the player's vehicle with a script, and I want the turret of the new vehicle to face the same way as the old one did. Before changing the vehicle, I'm getting the old turret's aiming position with this: _turretDirection = eyePos vehicle _x; And to make the new turret rotate I tried this : _veh unitTurret(_x) lookAt _turretDirection; and this: _x lookAt _turretDirection; but it doesn't work.
  19. Hi guys, im trying to make a spawner for accessories (in this case its ACE_Wheel) with an action. So i made this : this addAction ["Take A Wheel",{"ACE_Wheel" createVehicule getMarkerPos "Marker10"}]; This dont work because it needs ";" and it give me headhache .... Can someone have a solution ? And the way "HideObjectGlobal" isnt a solution for me because i would like to made a spawner for wheels and tank tracks for players on my MP mission (ACE MOD) If possible even to put the object on my hand directly 🙂
  20. Hi, can someone share a script for delivering an item to the zone. I explain - I need the player to pick up the document and then when he entered the zone (trigger) the mission was completed. ("Item_FileTopSecret") the name of the object.
  21. Greetings, I'm one of those people who comes up with incredibly niche ideas without having much experience in scripting, so I was hoping someone here could help me. I have a script that jams the TFAR radio, and ideally the players' radios would go back to working correctly once the jammer is destroyed. However, I've run into a couple of problems. The first is that the players inside the jammer range can hear radio transmissions from outside of it, which isn't a huge problem so if it can't be fixed then so be it. The second problem is that, even though the players' radios go back to working once they are outside the range of the jamming script, they do not go back to working if the jamming entity is destroyed while they are inside of it. You can imagine how this might be an issue. Code posted below, and I greatly appreciate any help that can be given. YourFunctionName = { _unitInJammerArea = []; params ["_jammer"]; while {alive _jammer} do { _unitInJammerArea = nearEntities [_jammer, ["Man"], 200]; _allUnits = allPlayers - entities "HeadlessClient_F"; _notInJammerArea = _allUnits - _unitInJammerArea; if !(count _notInJammerArea isEqualTo 0) then { { _x setVariable ["tf_receivingDistanceMultiplicator", 1]; _x setVariable ["tf_sendingDistanceMultiplicator", 1]; } foreach _notInJammerArea; }; if !(count _unitInJammerArea isEqualTo 0) then { { _x setVariable ["tf_receivingDistanceMultiplicator", 0]; _x setVariable ["tf_sendingDistanceMultiplicator", 0]; } foreach _unitInJammerArea; }; sleep 5; }; { _x setVariable ["tf_receivingDistanceMultiplicator", 1]; _x setVariable ["tf_sendingDistanceMultiplicator", 1]; } foreach _unitInJammerArea; };
  22. Hello, this is a simple script to make some (random) units of a side surrender in given area and range Does it work in Multiplayer? Yes, MultiPlayer and SinglePlayer. What does this script do? Makes some (random) units of a side surrender in given area and range How do I use this script? Place the script in a trigger by giving 3 parameters: - Position - Range - Side How do I call the script? From a trigger or a script: [getMarkerPos "markerName", 1000, east] execVM "surrender.sqf"; surrender.sqf //Uncomment the following if used as function params["_position","_distance","_side"]; //Uncomment the following if used as script _position = _this select 0; _distance = _this select 1; _side = _this select 2; _unitsToSurrender = [_position nearEntities ["Man", _distance], {side _x == _side}] call BIS_fnc_conditionalSelect; { if ((random 1) > 0.5) then { _x setCaptive true; _x action ["surrender", _x]; }; } forEach _unitsToSurrender;
  23. Hello everyone, I've been playing arma for about 11 years now and I've seen some pretty cool AI mods, however, I've noticed a lot of the really well functioning mods and scripts that were an absolute asset in ARMA 2 haven't been succesfully ported over to ARMA 3 and I wanted to remedy that. With that said, I wanted to create an AI medevac module that takes seriously wounded troops off of the battlefield and back to a pre-determined base/ area. For revival or death (50/50 percentage based on location of damage and severity). I know it can be done since there were a few good ones for arma 2 (especially the 9 line medevac module) any advice and or tips for me as I undergo this? Anyone want to partner up? Thank you all in advance for the comment's, suggestions, berations etc...
  24. Hello! ETHICS is a full solution script for ARMA 3 that provides wide creation and management over statics kill zones like minefields, UXO zones, and trap zones. Built for single-player and multiplayer, ETHICS include kill zone doctrines such as land anti-personnel, land anti-materiel, naval anti-materiel, unexploded ordnance, and booby-trap. How to install / Documentation: https://github.com/aldolammel/Arma-3-Ethics-Minefields-Script/blob/main/ethics-minefields.Altis/ETHICSMinefields/_ETH_Script_Documentation.pdf What to expect from ETHICS script:   Drag and drop a marker on Eden to create a full and unique kill zone such as minefields; Also easy to build naval minefields, Unexploded ordnance zones (UXO), and Trap zones; Ethics control (ON/OFF) to avoid planting explosive devices through civilian areas; Topography control (ON/OFF) to avoid planting over rock clusters and mountains; NEW v1.5 UXO doesn't respect Ethics or topography rules, and can be dropped under the water; NEW v1.5 Boobs-trap doesn't respect topography rules and they are always hidden, never in the open; Anti-personnel (AP) landmines avoid roads and streets; Anti-materiel (AM) landmines can be planted (ON/OFF) only on roads and streets; Classic minefields can be also hybrid, bringing AP and AM mines features; Customize each doctrine's explosive with devices from RHS, CUP, or anyone mod; Set (or not) for each kill zone has a faction owner; NEW v1.7 Set (or not) for each kill zone a percentage of presence, controlling the kill zone spawn probability; Easy explosive devices amount management through the global intensity presets: lowest, low, mid, high, or extreme; Easy way to hide all markers on the map (ON/OFF), even to kill zone owners; Debugging: friendly error handling; Debugging: a hint monitor, and systemChat feedbacks for the mission editor; Debugging: full documentation available. Video demo: Soon. Script config: Dependencies: None 😉 Download: On GitHub: https://github.com/aldolammel/Arma-3-Ethics-Minefields-Script On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2926204522 Missions using it: Escape from Kherson: https://steamcommunity.com/sharedfiles/filedetails/?id=2878171355 Sharia in Raqqa: https://steamcommunity.com/sharedfiles/filedetails/?id=1849325560 Adsumus: https://steamcommunity.com/sharedfiles/filedetails/?id=1838939661 Tank hunting: https://steamcommunity.com/sharedfiles/filedetails/?id=2468255648 - - - - - - - - - - - Changelog: Feb, 11th 2023 | v1.8: news, fixes and notes. Known issues: UXO cosmetic smokes are not working properly on Dedicated Server (WIP); Dynamic Simulation looks not work properly with mines; Mines is not editable by the Zeus module yet;
  25. Hello! im trying to make a script that spawns 1-3 helicopters on a random location on a map and they starts to patroling. what i have so far is this : _vehicle = createVehicle [ "B_Heli_Light_01_F", player getPos[ 100, getDir player ], [], 0, "FLY" ]; createVehicleCrew _vehicle; this is spawning it in the air but i cant seem to find anything that makes it spawn random, this makes it spawn over the player head. i know that BIS_fnc_randomPos exists but cant seem to get it to work. i also need the script to add " [group _unit, getPos _unit, 1000] call BIS_fnc_taskPatrol; " to the helicopters init field to make it start patroling. and maybe if we are pushing it, maybe having to loiter a little around each waypoint i feel like i got almost all the pieces to the puzzle but have lost my glasses so i cant put it together... i hope you guys can help.
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