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Found 655 results

  1. Hello there to Everyone ! I 'm trying to replace the a3 Trees (with the CUP ones) , but i can't find the classnames. I 'm using the following script to replace the Buildings and i would like to do that , with more objects of the map, except , if there is another way. //["Building to replace","replaced Building"] myBuildings = [["Land_i_Stone_HouseSmall_V3_F","Land_HouseV_1I4",0], ["Land_i_House_Big_02_V3_F","Land_HouseV_1T",0], ["Land_i_Stone_HouseBig_V2_F","Land_HouseV_2T2",0], ["Land_i_House_Big_01_V1_F","Land_HouseV2_01A",0], ["Land_i_Shop_02_V1_F","Land_HouseBlock_C2",0], ["Land_i_Shop_02_V3_F","Land_HouseBlock_C5",0], ["Land_Slum_House01_F","Land_Shed_W4",0], ["Land_Hut06","Land_Shed_W02",0], ["Land_i_Shop_02_V2_F","Land_HouseBlock_B5",0], ["Land_Slum_House03_F","Land_HouseBlock_B3",0], ["Land_i_House_Small_01_V3_F","Land_HouseBlock_B4",0], ["Land_i_House_Small_01_V2_F","Land_HouseBlock_A1",0], ["Land_Kiosk_gyros_F","Land_HouseBlock_C4",0], ["Land_d_House_Big_01_V1_F","Land_HouseBlock_C3",0], ["Land_Unfinished_Building_01_F","Land_HouseBlock_B6",0], ["Land_Factory_Main_F","Land_Ind_Pec_03a",0], ["Land_MilOffices_V1_F","Land_a_stationhouse",0], ["Land_i_Stone_HouseBig_V3_dam_F","Land_HouseV_3I2",0], ["Land_i_Shed_Ind_F","Land_Shed_Ind02",0], ["Land_CarService_F","Land_Repair_center",0], ["Misc_Cargo1Bo_civil","Land_Shed_M02",0], ["Land_i_Stone_HouseBig_V2_dam_F","Land_HouseV_1L1",0], ["Land_i_Stone_HouseBig_V1_dam_F","Land_HouseV_1I1",0], ["Land_FuelStation_Build_F","Land_Misc_WaterStation",0], ["Land_Chapel_V2_F","Land_Church_02a",0], ["Land_i_Stone_Shed_V3_F","Land_HouseV_2L",0], ["Land_Chapel_V1_F","Land_HouseV_2I",0], ["Land_i_Barracks_V1_F","Land_Mil_House",0], ["Land_Mil_Barracks_i","Land_Mil_Barracks",0], ["Land_Cargo_HQ_V3_F","Land_Mil_Barracks_L",0], ["Land_Airport_Tower_F","Land_Mil_ControlTower",0] ]; for "_i" from 0 to(count myBuildings-1) do { _CurrentBuilding = (myBuildings select _i) select 0; _ReplacementBuilding = (myBuildings select _i) select 1; _DirectionOffset = (myBuildings select _i) select 2; { systemchat format["getPosATL: %2 getDir: %4 _CurrentBuilding %5",getpos _x, getPosATL _x, getPosASL _x, getdir _x, _x]; //diag_log format["getPosATL: %1 getDir: %2 _CurrentBuilding %3 _ReplacementBuilding %4 _x %5", getPosATL _x, getdir _x, _CurrentBuilding, _ReplacementBuilding, _x]; hideObjectGlobal _x; _myReplacement = createVehicle [_ReplacementBuilding, getPosATL _x, [], 0, "CAN_COLLIDE"]; _myReplacement setDir (getdir _x) + _DirectionOffset; _myReplacement setPosATL (getPosATL _x) ; _myReplacement enableSimulationGlobal false; } forEach nearestObjects [markerpos "center", [_CurrentBuilding], worldsize]; }; hint "Replacmentscript end"; Thanks to everyone!
  2. DESCRIPTION: This is a script which enhances the in-game VOIP by adding radio effects when communicating with other players, while factoring distance during transmissions. No mods or third-party programs required. Setup is easy! VIDEO: (Very outdated, will recreate soon™️) SCREENSHOTS: FEATURES: Doesn't require any mods Doesn't require any third-party programs Script will initialize only if TFAR & ACRE2 aren't enabled Tiny file size (130 KB) No performance impact Admin/clients don't have to download anything to play your mission No custom files; AFAR reuses all Arma content Adds interesting depth to VOIP, which it has lacked for so long Using VOIP in-game will broadcast radio noise to friendlies with a radio within radio range Players not in range cannot hear you or your radio noise Incapacitated / dead players cannot use radio (Optional) Compatible with land, sea, and air vehicles Compatible with Arma's End Game respawn templates Compatible with Arma's End Game Spectator Compatible with Arma's Dynamic Groups Compatible with Zeus Easy to configure with the "AFAR\CFG.sqf" In-game radio interface includes options to customize settings locally More information in the "ReadMe.txt" TO DO LIST: Voice clipping due to signal interference Release a separate standalone mod version KNOWN BUGS: (Upcoming Change-Log) High ping players, server, or desync can cause code delays AFAR's displayEventHandlers are paused for client, while a display other than 46 or 312 is active CREDITS: • Phronk: Script Creator • Bohemia Interactive: Radio model, audio, animation, and BIS_fncs CONTRIBUTIONS: • Dedmen: Added important VON script commands to Arma 3 • DirtySanchez: Helped organize functions • Metalman [EXP]: Helped optimize code initialization TESTERS: • Genesis92x • Harris • LightHouse • MorpheousMike • Moser • newgen • PRYMSUSPEC • Task Force Ronin INSTALLATION: (03SEP2021) - v0.98 Download Link (Google Drive) Download Link (Steam Workshop) Download Link (Armaholic) CHANGE-LOGS:
  3. 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.
  4. 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
  5. 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
  6. Hello, community. Here is what I want to achieve: - I want to combine 3 different animations into one; - the player should be able to play these 3 animations sequentially; QUESTION 1: Should these animations be united as one and used all together in one script or QUESTION 2: Perhaps they could be used individually with a “wait until” command between them, so the script “should wait” until the first one is completed in order to perform the second one and when it is over, the third one will be played as well. ANIMATIONS: 1. The player waking up being wounded and then stands up after X seconds. 2. The player then looks around like in another script we already well know where he can set up a camp, sleep and then wake up in X hours. 3. The player then moves along an invisible way with his weapon in his right hand like in a cinematic intro. I have reworked this last animation’s content making it stop functioning when: player distance obj1 <X. This means I need to stop all these animations, when they are completed, with this part above, used in a trigger’s “On Activation” field. Animations: Nr. 1 - should be put in player’s init field: [this, "PRONE_INJURED"] call BIS_fnc_ambientAnim; 0 = this spawn {waitUntil {time > 10}; _this call BIS_fnc_ambientAnim__terminate; _this switchMove "AinjPpneMstpSnonWnonDnon_rolltofront";_this playMove "AmovPknlMstpSnonWnonDnon"}; Nr. 2 - should be activated by: player addAction ["<t color=""#F8FF24"">" +format["Set Up Camp"],"Camp_Script\spawn.sqf"]; Here you can find the files for this script: http://www.armaholic.com/page.php?id=28555 Nr. 3 - in a trigger or in playerinit.sqf: player disableAI "move";_nul = [] spawn {player switchMove "Acts_PercMwlkSlowWrflDf2";player disableAI "ANIM";waitUntil{(player distance target1) < 8};player switchMove "";}; [1, 60,true,true] call BIS_fnc_cinemaBorder; - target1 one is the object that the player needs to reach and when he does, the animation stops working. So, friends, how can we combine these 3 animations into one? Thank you in advance! Happy scripting and cheers!
  7. 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.
  8. GF Auto Loot Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Script , will detect the enable Mods , without editing lists. 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 Auto Loot 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: GF Auto Loot Script , will detect the enabled Mods , without editing lists. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only There is a Possibility option available. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the loot from spawn. The loot will spawn also , at the spawned or placed in editor Buildings. There 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: v3.1 Fixed , working now also on Dedicated , with auto init. v3.0 A lot of the previous code is reedited. Added option for the spawned items number. Code optimization. v2.0 It is possible to add your custom item list. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only Changed the codes for the search of the configs. Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40299 Armaholic GF Auto Loot Script - Mod Thank you very much Realthinged , i hope you like it ! You can add a case 4 : case 4 : { /* ________________ How to disable a certain mod : ________________ example 1 : (!(getText( _x >> 'author' ) == 'The CUP Team')) example 2 : (!(getText( _x >> 'DLC' ) == 'CUP_Weapons')) */ //________________ Load every Mod / No CUP Loot ________________ _CfgWeapons = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x>> 'scope') > 1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; "getNumber (_x >> 'scope') >= 2 && {getNumber (_x >> 'type') in [256,16,2*256,3*256,6*256] && {_CfgWeapons pushBack (configName _x);false}}"configClasses (configFile >> "CfgMagazines"); _CfgGlasses = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; _cfgArray_backpack = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; _Loot_case = "Load every Mod - No CUP Loot"; _Select_Loot_Loaded = true; }; or if you want to exclude completely the weapons for example : go to this line : //________________ To disable the weapons completely , you can delete for example the: _CfgWeapons ________________ GF_Auto_Loot_with_userconfig_cfgArray = _CfgWeapons + _CfgGlasses + _cfgArray_backpack;
  9. Compilation List of my GF Scripts - Mods by GEORGE FLOROS [GR] 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 . Below are the links and the download button , for every of my available GF Scripts . This list , will always be up to date. For anything that you might want , feel free to ask , if it's possible to do something for this , after all the arma series generally , has a good and helpfull community! Thank you Guys , for the whole support ! and off course . . . have FUN !
  10. VASS - Virtual Arsenal Shop System Introduction VASS provides a simple to setup shop system and is the successor to the Arsenal Shop. The system provides several functions to handle traders and items. As of now it does not come bundled with an economy system but the implementation of an external one is easily possible. Setup Enable system: Download the GitHub repo: https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System Check the example mission (Mission.VR) Copy the VASS folder to your mission Add the lines from the description.ext Add trader: Execute the addShop function: [this] call TER_fnc_addShop Add an inventory with the addShopCargo function: [this, ["itemclass0", 15, 5, ..., "itemClassN", price, amount]] call TER_fnc_addShopCargo For easier setup of this cost table I have created a mod that does this task with a user interface: https://steamcommunity.com/sharedfiles/filedetails/?id=1760193128. The settings can be changed by opening the object's attribute window and scrolling down to the "VASS" section. Handle money: Edit the TER_fnc_VASShandler in "VASS\fnc\fn_VASShandler.sqf" Change the getMoney and setMoney functions to match your economy system Documentation GitHub will have a wiki on all aspects of the system. In addition to that all relevant functions have a header at the beggining of the file to show you what arguments they expect and what they do. Further links GitHub: https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System VASS 3den mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1760193128 BI forums: https://forums.bohemia.net/forums/topic/219677-release-virtual-arsenal-shop-system/ Screenshots That's all for now and I hope that you find this useful! 7erra DISCLAIMER - This post was edited nearly a year after the original post. Don't expect comments from the previous discussion (up until page 5) to be applicable to the new system
  11. 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?
  12. Engima's Civilians v0.90.40 by Engima Description: Engima's Civilians is a script that adds dynamic civilians to an Arma 3 mission. Civilians spawn near player(s) and are removed again when they are far away. Works on maps with enterable buildings. You can customize how many civilians there will be, civilian units classes, the maximum number of groups to use, minimum spawn distance, maximum spawn distance, and blacklist markers to define areas where no civilians will be. You also add callbacks if you want to do something when units spawn or being removed. Script works in singleplayer, multiplayer, hosted, dedicated, for JIPs, and on any map with enterable buildings. Media: Youtube video - How to create a quick mission with civilians. https://youtu.be/OVirxev6wjw Download: Download Link at Armaholic. Also released as CPack Engima.Civilians for the TypeSqf Editor. Installation: Manually: 1. Copy folder "Engima" to root of your mission folder. 2. Create the file "init.sqf" in your mission folder (if you don't already have it). Add the following line to the top of the init.sqf: call compile preprocessFileLineNumbers "Engima\Civilians\Init.sqf"; 3. Customize the script in the file "Engima\Civilians\ConfigAndStart.sqf". TypeSqf 1. Open the CPack console and run command "install Engima.Civilians". Usage: Here is the simplest example that starts the civilian script with all default parameters. This code is to be put in Engima\Civilians\ConfigAndStart.sqf. [] spawn ENGIMA_CIVILIANS_StartCivilians; Here is an example that uses all parameters and first saves them in a variable named "_parameters". The function call (or spawn) that starts the civilian script is beneath. This code are to be put in Engima\Civilians\ConfigAndStart.sqf. // Set civilian parameters. _parameters = [ ["UNIT_CLASSES", ["C_man_1", "C_man_1_1_F", "C_man_1_2_F"]], ["UNITS_PER_BUILDING", 0.1], ["MAX_GROUPS_COUNT", 100], ["MIN_SPAWN_DISTANCE", 50], ["MAX_SPAWN_DISTANCE", 500], ["BLACKLIST_MARKERS", []], ["HIDE_BLACKLIST_MARKERS", true], ["ON_UNIT_SPAWNED_CALLBACK", {}], ["ON_UNIT_REMOVE_CALLBACK", { true }], ["DEBUG", true] ]; // Start the civilian script _parameters spawn ENGIMA_CIVILIANS_StartCivilians; Documentation and a complete reference of set up parameters can be found in file "Engima\Civilians\Documentation.txt". How to update from older version: Manually: 1. Back up your own customization file (Engima\Civilians\ConfigAndStart.sqf). 2. Replace the folder Engima\Civilians with the corresponding folder in the download package. 3. Replace the original ConfigAndStart.sqf with your own ConfigAndStart.sqf that was backed up in step 1. TypeSqf: 1. Open the CPack console and run command "update Engima.Civilians". Change log: v0.90.40 - First version. Requirements: Arma 3. Other releases Engima's Traffic Engima's Simple Tasks The ASCOM protocol
  13. 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,
  14. 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.
  15. Dear follow Arma addicts, can anyone point me towards a performance conscious script for: 1) Replacing all the non tracer ammunition from both player and ai with tracer ammunition, both at their weapons and inventories. 2) I believe tracer ammunition effects only happens when the magazine is almost empty. Is there any way to make every round have (or simulate) tracer effects? Basically I want to simulate old school battlefield games (BF2, BF3) were all rounds have tracer like effects that help players identify the origin and location that fire is coming from. (I need to up the feedback and gameplay friendliness of my mission while compromising some realism). Thank you in advanced!
  16. Hello there to Everyone! I was searching , on how to disable the option for opening the backpacks of others. So for anyone interested , this is the code: The best solution so far is here thanks to Grumpy Old Man :
  17. GEORGE FLOROS GR

    GF Missions Script

    GF Missions Script by GEORGE FLOROS [GR] Description: GF Mission 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 Mission 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/ Notes: This is a standalone Mission Pack , that will give more depth in a mission. It is working in every map. It will generate missions on random. This script is also including DAC Script version. ** CAUTION ** The player variable names , must start with : s_1 , s_2 and so on up to s_70. Otherwise , they must be defined in the DAC/DAC_Config_Creator.sqf Feel free everyone , to post your missions (scripted , MP compatible) in order to make this Misson Pack bigger ! 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 Silola , for his unique DAC mod/script. DAC V3.1 (Dynamic-AI-Creator) https://forums.bohemia.net/forums/topic/167033-dac-v31-dynamic-ai-creator-released/ Changelog: v3.0 Several Fixes. v2.0 added a lot of available options, added the EOS Script, added a custom spawn system, added more missions, addded a time out option, the missions that must be spawn in the desired position, added safe areas, added addactions, added the new GF_Set_Custom_Loadout script, which is modified for this purpose, scripts for the spawned enemies will allow everyone to select from an array for the classnames for ex: RHS units , vehicles , etc excluded GF_Police_and_Siren script , and there are a lot of changes on the whole script. This version is completely reedited. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40207 Armaholic GF Missions Script Extra usefull information from the topic , will be added at the post below:
  18. 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.
  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 there, Vehicles Overhauling (VO) is a system of repairing, refueling, and rearming vehicles by proximity and with any asset of your choice. Also, the services are divided by doctrine: Ground, Air, and Nautical. Each doctrine and even service is easily turned Off or On, according to the editor's needs. If needed, the editor can allow repairing just for ground vehicles while unavailable for air ones, for example. Triggering or code via Eden Editor is needless. VO is configured through only one file, prioritizing implementation simplicity and quick change management that the mission editor might want. How to install / Documentation: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script/blob/main/vehicles-overhauling.VR/vehiclesOverhauling/_VO_Script_Documentation.pdf What to expect from VO script: Define what vehicle type have automatically access to ground, air or nautical services (rearm, repair, refuel); Define what service each station (asset) will provide: repair, refuel or rearm or all of them (full service); Every object/asset on Eden Editor can be traceable as station automatically, it's up to the mission-editor; Once defined which assets are stations, on Eden you just drag and drop the asset and the script will track them; All repair, refuel, and rearm Arma 3 and its DLCs assets are already tracked; All repair, refuel, and rearm RHS and CUP assets are already tracked; 100% compatible with CBA+ACE. No code or triggers is needed on Eden Editor; Just one file to set your mission needs easily: fn_VO_parameters.sqf; Script working as gold on hosted and dedicated servers; Demo: Main file > fn_VO_parameters.sqf: Dependencies: None! Download: From Github: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script From Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2758919670 Missions running it: Tanks & Helicopters (Light) Tanks & Helicopters Livonia Tanks Theater TvT Bradley Furious - - - - - - - - - - - Changelog: 2022-Oct-07, v2.2: news, fixes and notes here. Known issues: Critical > Dedicated Server > If two or more players are in the same armed vehicle, the vehicle will rearm two or more times after spend some ammo ------ (WIP) Critical > RHS on > Air Doctrine > RHS airplanes are NOT rearming properly. ------ (WIP) Important > ACE on > Repairing > if the vehicle got damage only in wheels/tracks, guns and/or turret, the repairing doesn't run; Minor > ACE on > Refueling > I'm trying to hide the pump hose; Minor > ACE on > Repairing > If the vehicle starts to cook-off with a repair station close, the vehicle gets repaired, but still cooking. Cheers, thy
  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 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...
  23. 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;
  24. Hello everyone, I've created this 2 scripts/functions because I was bored to find (for an hour) and kill the last enemy in a sector to get control of it, even though I had a hundred allies in it. I recommend to use both scripts as functions and not scripts, because both can be called multiple times and having functions can be a lot more handy if you guys are scripting. Does it work in multiplayer? Yes, MultiPlayer and SinglePlayer. What does this script/function do? This script accepts 2 parameters: - Position (center position of the sector) - Range (Ellipse range in meters) It calculates (by counting infantry of each side inside the sector) which side is owning the given sector and returns it as text. How does it calculate the infantry inside? It calls a second script which is getUnitsCount. This script can be also called by itself if you need it somewhere else, it accepts 3 parameters: - Position - Range - Side → of which you want to get the units count inside the area. If AI vehicles are inside the area, crew will be calculated. getUnitsCount returns the sum of the units, therefore an integer value. Return values - "west" → If BLUFOR are owning the sector; - "east" → If OPFOR are owning the sector; - "independent" → If Independents are owning the sector; - "civilian" → If no-one is owning the sector, which means not a single west, east or independent unit is inside the area, therefore civilians own it or it's currently contended (same units for each side) How do I call the script? [_positionParameter, _rangeInMeters] execVM "getCurrentOwnership.sqf"; How do I use it in a trigger? Simply put a trigger with the following condition, obviously on the right hand side instead of west you can use civilian, independent or east if you'd like to check if the given side has ownership of the area. It can be also called from other script if you like to do so. Make sure the trigger is ServerOnly!!!!! ([_positionParameter, _rangeInMeters] execVM "getCurrentOwnership.sqf") == "west" ----------------- SCRIPTS ----------------- getUnitsCount.sqf //Uncomment following if using as function //params [ "_position", "_distance", "_side" ]; //Uncomment following if using as script _position = _this select 0; _distance = _this select 1; _side = _this select 3; _infantrycount = 0; _countedvehicles = 0; _vehiclecrewcount = 0; _infantrycount = _side countSide ( [ _position nearEntities [ "Man", _distance],{ !(captive _x) && ((getpos _x) select 2 < 100) }] call BIS_fnc_conditionalSelect ); _countedvehicles = [ ( _position nearEntities [ ["Car", "Tank", "Air"], _distance] ), { ((getpos _x) select 2 < 750) && count (crew _x) > 0 } ] call BIS_fnc_conditionalSelect; _vehiclecrewcount = 0; { _vehiclecrewcount = _vehiclecrewcount + (_side countSide (crew _x)) } foreach _countedvehicles; //Return value (_infantrycount + _vehiclecrewcount) getCurrentOwnership.sqf (updated 08 march 2023) //Uncomment following if using as function //params["_position","_range"]; //Uncomment following if using as script _position = _this select 0; _range = _this select 1; _westCount = [_position, _range, west] call OFF_fnc_getUnitsCount; _eastCount = [_position, _range, east] call OFF_fnc_getUnitsCount; _indeCount = [_position, _range, independent] call OFF_fnc_getUnitsCount; _result = 0; if (_westCount > _eastCount && _westCount > _indeCount) then { _result = "west"; }; if (_westCount > _eastCount && _westCount < _indeCount) then { _result = "independent"; }; if (_eastCount > _westCount && _eastCount > _indeCount) then { _result = "east"; }; if (_eastCount > _westCount && _eastCount < _indeCount) then { _result = "independent"; }; if (_indeCount > _westCount && _indeCount > _eastCount) then { _result = "independent"; }; if (_indeCount > _westCount && _indeCount < _eastCount) then { _result = "east"; }; _result;
  25. What does this script do? This script creates a minefield with a random number of mines and IED, positioning them in a random way inside the given area. Does not include APERSTripMine (mines with cable) Does it work in multiplayer? Yes, it works in MultiPlayer and SinglePlayer Parameters _area → Marker → Set a marker area with the size you like in editor _minMinesCount → int → Minimum number of mines you want in the area _maxMinesCount → int → Maximum number of mines you want in the area How do I call the script? Just get into your init.sqf and place it like this, has to be server only. If you have multiple minefields you have to add multiple lines with each marker and number of mines. if (isServer) { ["MarkerName", 10, 30] execVM "randomMinefield.sqf"; }; Next improvements - Will use marker position and specified range manually instead of marker size which is not very handy. randomMinefield.sqf (thanks to Hypoxic125 for the error feedback) //Uncomment following if used as function //params["_area", "_minMinesCount", "_maxMinesCount"]; //Uncomment following if used as script _area = _this select 0; _minMinesCount = _this select 1; _maxMinesCount = _this select 2; _minesArray = ["ATMine","APERSBoundingMine","APERSMine","IEDLandBig_F","IEDUrbanBig_F","IEDUrbanSmall_F","IEDLandSmall_F"]; _minesCountInArea = random[_minMinesCount, _maxMinesCount/2, _maxMinesCount]; _areaDimensions = getMarkerSize _markerArea; _minesPositionRange = _areaDimensions select 0; //Creating random position and spawning mines for "_i" from 0 to _minesCountInArea - 1 do { _randomPos = [[_markerArea], []] call BIS_fnc_randomPos; _randomPos set [2, 0]; createMine[selectRandom _minesArray, _randomPos, [], 0]; }
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