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Found 551 results

  1. Hello one more time chaps, The reason I'm disturbing you today is that I can't make respawn place. Every time I die the mission fails and I have to start it from the beginning but I'm peaty sure I made everything right. 1. Placed the playable characters 2. Made the empty marker and named it respawn_west ("west" - because I'm playing with NATO forces) 3. Opened the attributes > multiplayer and configured the "Respawn on Custom Position" It still doesn't work. Can anyone advise me something?
  2. Hi. I have a script that handles a group of 3 units. One of the group is a leader , another is just a rifleman and the third one is a gunner of a static weapon. In a script I can select the leader by the following code: _leader = leader _group //(_group is not defined here but lets pretend it is) I can select the rest of the units with: _restofunits = (units _group - [_leader]); This way I have 2 units left, but I need to select one of them, what would the code be ?
  3. Hello! I want to add an action to all corpses in the map, but apply it only once. I have a trigger that adds addAction to all corpses every second, but the problem is that it creates duplicate entries. Is there some easy way I can mark these corpses so that they will be ignored for addAction in further triggers? Some IF sentence or something? Here is the code I have been using in my trigger: { _x addAction["Loot","Cash150.sqf","",0,false,false,"",'(alive player) && player distance _target < 3'];} forEach allDeadMen;
  4. hi all! to cut it short....are 16 years that i suffer from missing features like "attach mines to vehicles" and so on, and i tried to post on general topic a possible solution, but topic was closed asap, seems they like bugs, not solutions! ...so...i'm searching a script maker, good enought to understand/create complex script for MP with JIP in mind, that help me to merge togheter already existing and working scripts, adapt them to the needs, and make sure they all works for good in a MP/JIP environment. obviously, for your time i will offer a generous donation, and the glory will still be yours !! note that i will not asking impossible or too complex features, just already existing ones to be merged togheter (i understand it may mean in some cases to rewrite the script, but thats why i need your help!) in fact i made most of them work togheter, but i lack scripting skills, and i feel its kind of "not efficient" and wish to make them more streamlined! as examples, i will need to merge scripts that: enable charges to be attached to objects and vehicles, and underwater. interact with ambient objects , like move a box. set hand grenades launch force ecc... if interested, please contact me at ddelfino@hotmail.com thanks for your time guys!
  5. Greets guys (and girls if there are any) ! I need a script bu which only pilots can use choppers and planes. Can anyone explain how to do that? Thanks
  6. Hello everyone. I don't know how to desribe my problem in the title, my English isn't good enough on that.. I want let the script to randomly pick a marker. My problem is that the markers are being created dependant on the amount of towns on the map. It detects all towns and creates an invisible marker at each, with name "Mark_1", "Mark_2", etc... I need to know how can I let my script at first count all created markers (as each map has a different amount of villages) and then randomly pick one of these markers. The markers are being created as follows (a part of the script): towns.sqf /* Location finder for towns, villages and cities Places triggers and/or markers at these locations */ // Get each locations of villages or cities and create trigger/marker // Original script for finding locations by BrotherhoodOfHam // Final script by Godis if (!isServer) exitWith {}; //#define MARK #define OFFSET 0 _locations = (nearestLocations [[0,0,0], ["NameCity", "NameVillage", "NameCityCapital"], 40000]); { _xy = size _x; _trig = createTrigger ["EmptyDetector", position _x]; _trig setTriggerArea [ (_xy select 0) + OFFSET, (_xy select 1) + OFFSET, direction _x, false ]; _trig setTriggerActivation [ "WEST", "PRESENT", true ]; _trig setTriggerStatements [ "this", "hint 'Entered Village: Watch out in this area';", "hint 'Leaving Village...';" ]; //#ifdef MARK _mkr = createMarker [format ["Mark_%1", _forEachIndex], position _x]; _mkr setMarkerShape "ELLIPSE"; _mkr setMarkerAlpha 0.0; _mkr setMarkerSize [ (_xy select 0) + OFFSET, (_xy select 1) + OFFSET ]; //#endif } forEach _locations; // Now place units I thought I could just add a counter to towns.sqf, so I would get the total amount of all created markers stored in a variable, like: all_markers = 0; // Content of towns.sqf here (create markers) all_markers = all_markers + 1; // count each marker and store number in 'all_markers' But this would need another check for this variable's value, and also another code to select one of them according to the amount of created markers. I think it's kind of inconvenient. There must be another easier way to archive that, I guess. Is there any code I can use to get that in only a few lines? At the end I just need to: 1. find the amount of markers with name Mark_1, Mark_2, Mark_3, etc, etc 2. Randomly select one of these (i.e. to make it visible by setMarkerAlpha or sth else) Thanks in advance.
  7. I've added an artillery script to an MP mission but I can't get the SADRAM to work. The arty is virtual so it creates the shell at the marker. I'm not sure if the SADRAM has to be shot from a cannon for it to work. I've set the spawn height a bit higher because of the nature of the round. I can see it fall and hear an explosion but what I target does not take any damage. I'm using this to place the shell: _shell = "ARTY_Sh_105_SADARM" createvehicle [0,0] _shell setpos [ _pos select 0, _pos select 1, 200] I know I've been on servers using arty scrips with the SADRAM but I can't recall where and I can't seem to find one like that from searching. So another solution would be if any one could point me in the direction of a script with that feature.
  8. Hey guys, I am working on a script to spawn groups of AI around a marker. I am executing the script only on the server and the AI is spawning but not shooting even though that they are reacting to the player. They have ammo and their behaviour changes to Combat. I did some testing and found out if the script is executed on the client the AI shoots on the player, but only the AI which got spawned by the player. So each AI is shooting a different player. This also overflows the objective with AI because every player spawns a new group. As far as I know the "brain" of the AI is the computer which spawned it. Is it possible that a server setting is wrong? I am also using 3 headless clients. This is my code: That's how I call the script: [[[_mainobjective],"scripts\mainobjectives\setUpBigTown.sqf"],"BIS_fnc_execVM",false] call BIS_fnc_MP; Spawning the group: _pos = [getMarkerPos (markers select _mainobjective), 0, 400, 1, 0, 1, 0] call BIS_fnc_findSafePos; _grp = [_pos, AIHQ, 5] call BIS_fnc_spawnGroup; _grp setBehaviour "SAFE"; Does anyone have an idea why the AI is not shooting? or how to fix that? Trying to fix that issue for days now and were not able to find any other post. Excuse me if I overlooked any post. Thank you guys in advance for any reply.
  9. Hi everybody, I'm trying to spawn a vehicle with crew via script and add one or more waypoionts to it. eerything works fine if the spawnd unit is an infantry group. But if the group contains a vehicle it dosen't work. After searching the net for a solution I found dozends of topics bout it. But they all didn't help me with my problem. Here is the script I use: --------------------------------------------------------------------------------------------------------------------------- if(!isServer)exitWith{}; G001 = createGroup east; _veh = createVehicle ["CUP_O_BMP_HQ_RU",getMarkerPos "X1",[],0,"NONE"]; [ _veh, [ ["CUP_O_RU_Soldier_VDV_EMR","driver"] ] ] call BIS_fnc_initVehicleCrew; WP001 = G001 addWaypoint [getMarkerPos "X1a", 0]; WP001 setWaypointType "MOVE"; WP001 setWaypointSpeed "LIMITED"; WP001 setWaypointBehaviour "SAFE"; ------------------------------------------------------------------------------------------------------------------------------ The vehicle spawns after I have activated the script, but the unit doesen't care about the waypoint. I'm pretty shure I have forgotten something, but I really don't know what. Maybe one of you can help me with that. Thanks for helping me Greetz Joa
  10. _video = ["video\Salutas_outro.ogv"] spawn BIS_fnc_playVideo; waitUntil {scriptDone _video}; This script have i put inside a trigger on ACT : _video = ["video\Salutas_outro.ogv"] spawn BIS_fnc_playVideo; waitUntil {scriptDone _video}; i get a error but the video plays fine.. hopes somebody can help Thanks..
  11. Hey guys, I am using the vehicle respawn script by Quicksilver and though its working fine for me I would like to get it to show a notification upon respawning the vehicle like the default BIS spawner does. This is the script: /* @filename: fn_vMonitor.sqf Credit: Tophe for earlier monitor script Author: Quiksilver Last modified: 23/10/2014 ArmA 1.32 Description: Vehicle monitor. This code must be spawned, not called. Ex. ______________________________________________________*/ if (!isServer) exitWith { /* GO AWAY PLAYER */ }; //======================================== CONFIG private ["_v","_t","_d","_s","_i","_sd","_sp","_ti","_u"]; #define DIST_FROM_SPAWN 150 _v = _this select 0; // vehicle _d = _this select 1; // spawn delay _s = _this select 2; // setup _i = _this select 3; // init _t = typeOf _v; // type _sd = getDir _v; // spawn direction _sp = getPosATL _v; // spawn position sleep (5 + (random 5)); [_v] call _i; //======================================== MONITOR LOOP while {true} do { //======================================== IF DESTROYED if (!alive _v) then { if (({((_sp distance _x) < 1.5)} count (entities "AllVehicles")) < 1) then { _ti = time + _d; waitUntil {sleep 5; (_ti < time)}; if (!isNull _v) then {deleteVehicle _v;}; sleep 0.1; _v = createVehicle [_t,[(random 1000),(random 1000),(10000 + (random 20000))],[],0,"NONE"]; sleep 0.1; waitUntil {!isNull _v}; sleep 0.1; _v setDir _sd; sleep 0.1; _v setPos [(_sp select 0),(_sp select 1),((_sp select 2)+0.1)]; sleep 0.1; [_v] call _i; }; }; sleep (5 + (random 5)); //======================================== IF ABANDONED if ((_v distance _sp) > DIST_FROM_SPAWN) then { if (isMultiplayer) then {_u = playableUnits;} else {_u = switchableUnits;}; if (({(_v distance _x) < PARAMS_VehicleRespawnDistance} count _u) < 1) then { if ((count (crew _v)) == 0) then { _v lock 2; _v allowDamage FALSE; _v setPos [(random 1000),(random 1000),(10000 + (random 20000))]; _v enableSimulationGlobal FALSE; _v hideObjectGlobal TRUE; waitUntil { sleep (5 + (random 5)); (({(_sp distance _x) < 1.5} count (entities "AllVehicles")) < 1) }; _v enableSimulationGlobal TRUE; _v hideObjectGlobal FALSE; _v allowDamage TRUE; _v lock 0; _v setDir _sd; sleep 0.1; _v setPos _sp; sleep 0.1; _v setDamage 0; sleep 0.1; _v setVehicleAmmo 1; sleep 0.1; if ((fuel _v) < 0.95) then {[[_v,1],"setFuel",true,false] spawn BIS_fnc_MP;}; if (isEngineOn _v) then {_v engineOn FALSE;}; sleep 0.1; if (isCollisionLightOn _v) then {_v setCollisionLight FALSE;}; sleep 0.1; if (isLightOn _v) then {_v setPilotLight FALSE;}; sleep 0.1; }; }; }; sleep (20 + (random 20)); }; And this is the part that goes into the vehicles init line. I have gone over it and tried various ways to get it to show a notification but to no avail. 0 = [this,30,FALSE,QS_fnc_vSetup02] spawn QS_fnc_vMonitor; Please, any help? thanks :)
  12. Hi! As the title says, I can't figure out how to use Murklor's AI Spawn Script. I'm a total noob in scripting, therefore I can't really understand what should I do. I'd gladly use some detailed instructions on how to use this script or a description of another way to despawn editor-placed units and spawn them later using trigger, while maintaining all the setup like waypoints etc. Murklor's script on Armaholic: http://www.armaholic.com/page.php?id=26909
  13. Hi, I am working on my first mod which is supposed to add a new support module for zeus that works like the mortar or howitzer one but drop a huge smoke for cover purpose. My idea was to pop a first particle effect above the module placed (40 or 20 meters above) to simulate the shell detonating and the smoke falling to the ground. Then pop up a second particle effect on the ground to simulate the smoke coming back up and creating an effective cover (a wall of smoke). I used this mission and this wiki to test the different particles effects and then writing the correct "ParticleArray" in my script : I have the first part ready, I can place the module with zeus and the script is executed without any error but no smoke is displayed at all and I can't figure out why. Can anybody please take a look at my code? Config.cpp class CfgPatches { class rcdc_SmokeBarrage { name = "Smoke Barrage"; author = "Redleouf"; url = "https://github.com/boulayb/"; // author[] = { "Redleouf" }; // authorUrl = "https://github.com/boulayb/"; // version = 1.0.0; // versionStr = "1.0.0"; // versionAr[] = {1,0,0}; requiredVersion = 1.60; requiredAddons[] = { "A3_Modules_F", "A3_Modules_F_Curator" }; weapons[] = {}; units[] = { "rcdc_Module_SmokeBarrage" }; }; }; class CfgVehicles { class Logic; class Module_F : Logic { class ModuleDescription { class Anything; class EmptyDetector; }; }; class rcdc_Module_SmokeBarrage : Module_F { scope = 1; scopeCurator = 2; category = "Supports"; displayName = "Smoke Barrage"; // icon = "\rcdc_SmokeBarrage\data\iconBarrage.paa"; function = "rcdc_fnc_moduleSmokeBarrage"; functionPriority = 1; isGlobal = 1; isTriggerActivated = 1; isDisposable = 1; is3DEN = 0; side = 7; class ModuleDescription: ModuleDescription { description = "Smoke Barrage"; }; }; }; class CfgFunctions { class rcdc { class Supports { tag = "rcdc"; file = "\rcdc_SmokeBarrage\functions"; class moduleSmokeBarrage {}; }; }; }; fn_moduleSmokeBarrage.sqf _logic = param[0, objNull, [objNull]]; _activated = param[2, true, [true]]; if (_activated) then { hint "smoke dropped"; _pos = [position _logic select 0, position _logic select 1, 40]; _source = "#particlesource" createVehicleLocal _pos; _source setParticleCircle [ 0, // circle radius [0, 0, 0] // x y z velocity ]; _source setParticleRandom [ 0, // lifetime 0 for no random [0.25, 0.25, 0], // x y z position [0.175, 0.175, 0], // x y z velocity 0, // rotation velocity 0.5, // scale [0, 0, 0, 0], // r g b a color 0, // direction period 0, // direction intensity 0 // angle ]; _source setParticleParams [ ["\A3\data_f\cl_basic.p3d", 1, 0, 1, 1], // sprite, scale, anim start, nb of frames to play, loop "", // deprecated anim name "Billboard", // particle type 1, // timer period for onTimer script 5, // particle lifetime _pos, // x y z position [0, 0, 0], // x y z velocity 0, // rotation velocity 1, // weight -1, // volume (-1 makes the smoke go down without velocity) 0.1, // rubbing (bigger value makes the smoke move more) [2, 10, 4], // scale [[1, 1, 1, 1]], // r g b a color changing along the lifetime [0.08], // animation speed for each anim state 1, // random direction period 0, // random direction intensity "", // onTimerScript "", // DestroyScript _logic, // follow 0, // angle true, // on surface -1, // bounce on surface (disabled to save performance) [[0, 0, 0, 0]] // emissive color ]; _source setDropInterval 0.05; _source attachto [_logic, [0,0,0]]; hint "done"; }; true
  14. Hi, I want to script something but i am not really good at coding, First of all i want that when the player connect the menu will open automatically, and in this menu he can click to buttons that go to my team website, read all the rules, and when he click on close the menu button it open a web page of invite.teamspeak ? Did you think this is possible ? And if yes can some good peoples help me ? :) ps : sorry for my english i'm french
  15. I am trying to make an addon that will make a small hud appear as soon as you enter particular vehicle. I have made the hud itself via script using rsctext. I only need the code for the init.sqf so that: 1) playable unit enters mortar as gunner (only mortar no other vehicle) - script starts 2) playable unit exits mortar - script stops I need this to work with all mortars placed on the map for all playable units, without any naming etc. (of course each player must see the hud individually). Please advise if it is possible to do and the code to do it if possible. Thank you,
  16. I am using the addaction menu to add quick on the fly troop management and vehicle assignment scripts. I have the troop management down solid. Units can come in and out of my group, and in and out of my high command module with the flick of the mouse wheel. However, the same cannot be said completely about assigning the vehicles. I got the assign part down, though I currently am not assigning drivers (yet). The problem is that when I choose to unassign one of my highcommand subordinates from their vehicle with my script, that vehicle is no longer eligible for reassignment or unassignment. My addaction for that car/tank/truck is just gone. Reactivating the script doesn't work. I can, however, reassign the group to another vehicle, however, if I unassign them, the same happens once again, vehicle is no longer eligible for reassignment. Just a note here, these groups were added under player with the "player hcSetGroup [group];". I do have a synced HCcommand module to my player, and a synced subordinate command module to the hc module on the map. addhcvehicle = { player addaction ["Assign to Squad 1", {mygrp1 addVehicle cursorTarget},nil,1,false,true,"",format ['(!(isnull cursortarget) && (alive cursortarget) && ({ alive _x } count units mygrp1 > 0) && ((side cursorTarget) == side player) && (locked cursortarget < 2) && !(cursorTarget isKindof "Man"))'],15,false]; }; null = []spawn addhcvehicle; removehcvehicle = { player addaction ["Remove from Squad 1", {mygrp1 leaveVehicle cursorTarget},nil,1,false,true,"",format ['(!(isnull cursortarget) && (alive cursortarget) && ({ alive _x } count units mygrp1 > 0) && (locked cursortarget < 2) && ({if (assignedVehicle _x == cursortarget) exitwith {true}}forEach units mygrp1))'],15,false]; }; null = []spawn removehcvehicle;
  17. Hi ! I searching for a member that can help and explain me how I can make a PBO file with a config.cpp to execute a script for each class Man ingame. I already know how to make a config.cpp, and already own the script file in SQS format. I just need help to know what to write in the config.cpp to define it to execute the SQS script for each class Man in the game. CBA dependency not needed, but that's not a problem to have it if it's better. Thanks a lot !
  18. Hello! I've scoured the animation sources for each of the vehicles that had some sort of door opening or closing mechanism. so i decided to add actions to them I'm not perfect at this, and I don't know if I should've done this differently. Hopefully however, this may be cool to someone else animateVehicles.sqf some of the condition fields broke on some vehicles, so for some vehicles there may be all the actions listed all at once. if someone could help me out with that, that'd be cool. Thanks.
  19. I downloaded a psd texture of the A-164 (here). The file comes with 4 files (copies of each, 1 .tga and 1 .psd): plane_cas_01_ext01_co & plane_cas_01_ext02_co. ext01 is the main body / cockpit of the A-164 and ext02 is the wings and tail. I've edited both textures and have created a mission file and placed both .jpegs into it. I've used this script on the A-164 int: this SetObjectTexture [0,"plane_cas_01_ext01_co"] this SetObjectTexture [0,"plane_cas_01_ext02_co"] however only one of the textures loads on the plane, looking like this: I know I'm doing something wrong, and I'm wondering how I can get both the body (ext01) and the wing textures (ext02) to load on the plane at the same time? Any help is appreciated, Thank You.
  20. WurschtBanane

    AI caching

    Hi, i am trying to find a good AI caching script. I tried this: The problem is, that it often does not spawn a few units of the squad, and often disables reappearing of the units when you kill the new sql... I also tried the vanilla simulation manager module, but it turns on the caching for ALL units (empty vehicles too) and does not seem to affect the performance too much. I am also concerned that it might not work for JIP-ing players. Can anyone help me with the script i am using or the simulation manager? If not, can you recommend a script for me (which is not too hard to use and works with JIP and everything)? I want to make my missions work for air support too, so that means if the units (even though its maybe not spawned) position is hit by a bomb, the unit is dead. If you can not recommend caching at all, is there a good AI spawning script out there that works with mods and makes waypoint placement and customization (like the synching with a CBA module) possible?
  21. Story A few weeks ago a buddy asked me to write a script for a helicopter to lift and transport cargo, the 'Helikopterfrachttransportskript', that finally provides the desired solution. At first I thought that there would be something out there already. However, according to his research there are no scripts or tutorials that let you have an AI helicopter reliably hovering over a cargo in ArmA 3 (having it meter-precise is imperative). This hovering and the whole process of picking up and setting down the cargo was supposed to look more realistic than just an attachTo. And so this script was written. It provides a precise hovering over the cargo, great looking attachment of the sling rope and picking up of the cargo as well as putting the load down in the same way at the target position. There are several routine integrated to avoid script errors in cases of explosions or deaths of the vehicle or AI. A description can be found inside the SQF file, how to execute the script. Have fun. Content It is a single ~250Code-Line-Big Script to let an AI controlled helicopter lift diferrent freight goods to a single destination. Purpose The aim of this script is to make it easier to lift freight goods from A to B without having to have a player pilot. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Translation: Dorsal Examples
  22. Hello there. I was creating a mission when there suddenly was a problem. vehicle player fire "168Rnd_CMFlare_Chaff_Magazine"; player fire "168Rnd_CMFlare_Chaff_Magazine"; vehicle player fire "CMFlareLauncher"; player fire "CMFlareLauncher"; vehicle player forceWeaponFire ["CMFlareLauncher", "CMFlareLauncher"]; player forceWeaponFire ["CMFlareLauncher", "CMFlareLauncher"]; _weapon = "CMFlareLauncher"; _mode = (getArray (configFile >> "cfgweapons" >> _weapon >> "modes")) select 0; if (_mode == "this") then {_mode = _weapon;}; vehicle player forceWeaponFire [_weapon, _mode]; _weapon = "CMFlareLauncher"; _mode = (getArray (configFile >> "cfgweapons" >> _weapon >> "modes")) select 0; if (_mode == "this") then {_mode = _weapon;}; player forceWeaponFire [_weapon, _mode]; _weapon = "168Rnd_CMFlare_Chaff_Magazine"; _mode = (getArray (configFile >> "cfgweapons" >> _weapon >> "modes")) select 0; if (_mode == "this") then {_mode = _weapon;}; vehicle player forceWeaponFire [_weapon, _mode]; _weapon = "168Rnd_CMFlare_Chaff_Magazine"; _mode = (getArray (configFile >> "cfgweapons" >> _weapon >> "modes")) select 0; if (_mode == "this") then {_mode = _weapon;}; player forceWeaponFire [_weapon, _mode]; neither of these version's worked and it really is necessary for the mission. I searched trough almost the whole internet without finding anything helpful. :/ I hope that someone can help me ^^
  23. Hello! Im looking for a command that gives the class type of a unit. Here is an example: hint format ["Hello %1, my name is %2 %3, what do you want?", name _caller, rank _unit, name _unit]; It then says: Hello Skanda, my name is SEARGEANT Michaels, what do you want? But i would like to have the class of the unit exported. In this case this is an Officer, but it could be a Grenadier or Medic or what ever Soldierclass. It should say: Hello Skanda, my name is Officer Michaels, what do you want? So I am looking for a variable that returns the classtype, not the classname or the name. Thank you for your help. Skanda
  24. Hi guys, I'm looking for a way to request a rocket artillery support from the Proteus submarine on a designated location in a multiplayer mission. I know the submarine is only an object but I was thinking if there is a way to create a M5 Sandstorm rocket launched to a location without the need of the M5 himself. Any ideas?
  25. Hi folks I've got an issue with trying to write a script that lets me keep doing an action until the point where I don't want to do the action any longer. A player has a camera in their gear. When they want to take a photo, the script fires up. The script makes them put away their current weapon, and an image of the back of a camera pops up on their screen. picture sharing Now the bit that has me stumped. I want to be able to have the player take as many photos as they want before putting the camera away. The script snippet I have for 'clicking' the camera is this: (The inputAction "Fire" is done by the player holding Left-Ctrl + Left mouse click). This works a treat in my script, but sadly can only be done once at the moment due to my lack of scripting know-how. I then have another script snippet which lets the rest of the script continue, thus closing the camera and letting the player get his weapon out again: (The inputAction "toggleRaiseWeapon" by default is a double tap of the Left-Ctrl key). The other problem here is that the player has to take a photo before the script continues on to the part where the player can put the camera away. What if the player opens the camera, but then decides to put it away without taking any shots. He/she can't in the script's current state. Here's the whole script currently: So in summery, I want the player to be able to point and 'click' the camera as many times and at as many objects as they want, then when they're ready, put the camera away. I hope that all makes sense. Any help with this is appreciated. Thanks heaps. Vapour
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