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Found 655 results

  1. Hi everyone, I've created this script to create a random weather and random forecasts each time you start a mission. It automatically passes all weather data to clients. The script is able to filter different kinds of weather based on supported terrain position: - Mediterranean islands; - Europe; - Middle east; Just put the script in the mission directory with the name you prefer and call it from the init.sqf file with the following. init.sqf if (isServer) then { [] execVM "nameYouPrefer.sqf"; }; Hope you enjoy. randomWeather.sqf /* Sets random weather and forecasts based on "real" world positioning. It supports add-ons maps. * Ombra 12/06/2020 * latest update 18/02/2022 */ CONST_MAX_RAIN_LEVEL = 0.6; //To avoid fps issues CONST_MAX_FOG_LEVEL = 0.6; //To prevent annoying fog _currentMap = worldName; _probabilityFog = random[0,0.5,1]; _probabilityRain = random[0,0.5,1]; //Declaring variables _currentOvercastCoef = 0; _forecastOvercastCoef = 0; _currentRainCoef = 0; _forecastRainCoef = 0; _currentFogCoef = 0; _forecastFogCoef = 0; _windSpeedN = 0; _windSpeedE = 0; _windDirection = 0; switch (_currentMap) do { //Calculating weather for desert terrains case "MCN_Aliabad"; case "takistan"; case "zargabad"; case "Mountains_ACR"; case "fallujah"; case "kunduz"; case "Shapur_BAF": { //Probability of 30% for deserts to encounter overcast (and therefore rain) if (_probabilityRain > 0.7) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _forecastOvercastCoef = random[0,0.5,1]; //Current rain only if overcast > 0.6 if (_currentOvercastCoef > 0.6) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; _currentFogCoef = 0; _forecastFogCoef = 0; //Some wind like sandstorms _windSpeedN = random[0,10,30]; _windSpeedE = random[0,10,30]; _windDirection = random[0, 180, 360]; }; //Calculating weather for european terrains (Vanilla and CUP) case "Bootcamp_ACR"; case "Woodland_ACR"; case "chernarus"; case "chernarus_summer"; case "Chernarus_Winter"; case "ProvingGrounds_PMC"; case "Enoch": { //Probability of 60% for northern EU to encounter overcast (and therefore rain) if (_probabilityRain > 0.4) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.6) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; //Probability of 30% for northern EU to encounter fog if (_probabilityFog > 0.7) then { _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; } else { _currentFogCoef = 0; }; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; //Not much wind in continental land _windSpeedN = random[0,10,20]; _windSpeedE = random[0,10,20]; _windDirection = random[0, 180, 360]; }; //Calculating weather for mediterranean terrains case "Stratis"; case "Altis"; case "Malden": { //Probability of 50% for northern EU to encounter overcast (and therefore rain) if (_probabilityRain > 0.5) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.6) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; //Islands are windy _windSpeedN = random[0,20,40]; _windSpeedE = random[0,20,40]; _windDirection = random[0, 180, 360]; }; case "Tanoa": { //Probability of 80% for jungle areas to encounter overcast (and therefore rain) if (_probabilityRain > 0.2) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.5) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; //Probability of 20% for jungle areas to encounter fog if (_probabilityFog > 0.8) then { _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; } else { _currentFogCoef = 0; }; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; //Islands are windy _windSpeedN = random[0,20,40]; _windSpeedE = random[0,20,40]; _windDirection = random[0, 180, 360]; }; default { //Probability of 50% as default if (_probabilityRain > 0.5) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.5) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; //Probability of 30% to encounter fog if (_probabilityFog > 0.7) then { _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; } else { _currentFogCoef = 0; }; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; _windSpeedN = random[0,10,20]; _windSpeedE = random[0,10,20]; _windDirection = random[0, 180, 360]; }; }; //Setting weather 0 setOvercast _currentOvercastCoef; 0 setRain _currentRainCoef; 0 setFog _currentFogCoef; setWind [_windSpeedN, _windSpeedE, false]; 0 setWindDir _windDirection; forceWeatherChange; //Setting forecast 3600 setOvercast _forecastOvercastCoef; 3600 setRain _forecastRainCoef; 3600 setFog _forecastFogCoef; Up here it is posted as script but it can also be used as function: [] spawn YourTAG_fnc_randomWeather; Call the script file fn_randomWeather.sqf and place it in a scenario subfolder names functions. Then edit the description.ext file by putting standard function declaring: description.ext class CfgFunctions { class YourTAG { tag = "YourTAG"; class functions { file = "functions"; class randomWeather {}; }; }; }; If you use it in a function way you MUST call it from init.sqf in this way: if (isServer) then { [] spawn OFF_fnc_randomWeather; };
  2. CSWR is an Arma 3 script that allows the Mission Editor to spawn AI units and vehicles (by ground or air paradrop) and makes those groups move randomly to waypoints forever in life, where spawn-points and waypoints are easily pre-defined by Mission Editor through Eden marker's positions. CSWR accepts faction loadout customization, including additional customizations for sniper teams and paratroopers. CSWR almost doesn't change any original Arma AI behavior, saving server performance and Arma 3 integrity. Creation concept: bring life to the mission through non-stop units' movements with some level of unpredictability without losing control of server performance and what AI units can do. Special thanks: To the old (but gold) "T8 Units" script for the inspiration over the years. How to install / Documentation: https://github.com/aldolammel/Arma-3-Controlled-Spawn-And-Waypoints-Randomizr-Script/blob/main/_CSWR_Script_Documentation.pdf What to expect from the CSWR script: No dependencies from other mods or scripts; Manually define which markers the faction can use as spawn-points; Create unlimited different types of spawn-points: Common spawn: for units and ground vehicles; Vehicle spawn: exclusive for ground vehicles; Heli spawn: exclusive for helicopters; Paradrop spawn: for units and ground vehicles; Sectorized spawn: all spawn types can be sectorized to be available only for specific groups/vehicles inside a faction; Spawn-points can be triggered by: Mission starts: right after the mission gets started; Timer delay: a down count; Trigger delay: when some editor's trigger is activated; Target delay: when a specific unit or vehicle or building is killed/destroyed; Once the spawn-points are created, the script will spawn the groups randomly through their faction spawns; There is no re-spawn. Death is death for units and vehicles spawned by CSWR; Vehicles with turrets spawned by CSWR, when damaged, their gunners never leave the vehicle, doing the last standing in combat until death; Manually define which markers will be used as one types of destinations (waypoints) for AI units and vehicles; Create unlimited different types of destinations: Move: groups will move randomly through your predefined move-markers; IMPROVED! Watch: sniper groups will search for the best high position to cover one of your predefined watch-markers; Hold: soldiers, civilians, or ground vehicles (mainly tracked ones) will set position facing a specific direction predefined by you with hold-markers; IMPROVED! Occupy: soldiers and civilians will search for a building around a predefined occupy-marker, and will go there, get in, and stay; IMPROVED! Sectorized destination: all destination types can be sectorized to be available only for specific groups/vehicles inside a faction; Once the destination markers are created, CSWR will take care of taking (or not) the groups there, randomly; Manually set the number of soldiers, who they are, their loadouts, who belongs in each group type, and even ground vehicles and helicopters; Add or remove Night-Vision-Goggles and Flashlights for one or more factions, easily through "True" or "False" management; There are 7 infantry templates and 8 vehicle templates to customize (with modded or vanilla things) for each faction; Define easily how many AI groups are in-game, what squad types they belong to, and their behavior: safe, aware, stealth, combat, chaos. For more details, check the documentation; IMPROVED! Available white and blacklist for buildings and ruins when groups are using Occupy movements; All vehicles and units spawned by CSWR can be (ON/OFF) editable by Zeus; Set if the CSWR should wait for another script load first on the server; Debugging: friendly error handling; Debugging: hint monitor to control some AI numbers; IMPROVED! Debugging: full documentation available. . Video demo: Check the file above on GitHub. Check the file above on GitHub. Link on this post header. (Above) Editor set if all one side can use night vision goggles (or just parachuters, or only sniper teams), or only flashlights, or both gears or none. If flashlights are available they need to be on all the mission long or just when each AI decides. (Above) WATCH destination (specific for sniper groups) is working much better with high natural terrains, regardless of whether the map is an official one. (Above) Group executing OCCUPY destinations can get in high towers with better distribution positions inside. (Above) Group executing OCCUPY, if they select an acceptable ruin/destroyed building, the group will always get in a crouch in this kind of position. (Above) Even heavy ground vehicles can be paradropped. (Above) All groups paradropped, when touched the ground, they will focus on regrouping with their squad leader before starting their missions. (Above) Helicopters automatically identify where all safe and not busy helipads are to land if they need to rearm, repair, refuel, or heal their wounded crew. Dependencies: None 😉 Download: - On GitHub: https://github.com/aldolammel/Arma-3-Controlled-Spawn-And-Waypoints-Randomizr-Script - On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2740912514 Missions using it: Tanks & Helicopters (light): https://steamcommunity.com/sharedfiles/filedetails/?id=2424050518 Escape from Kherson: https://steamcommunity.com/sharedfiles/filedetails/?id=2878171355 Ukrainian ATGM Team: https://steamcommunity.com/sharedfiles/filedetails/?id=2847369831 Fake SDF in Syria: https://steamcommunity.com/sharedfiles/filedetails/?id=2728537885 Tanks Theater: https://steamcommunity.com/sharedfiles/filedetails/?id=2160397214 ISIS VBIED: https://steamcommunity.com/sharedfiles/filedetails/?id=2732654349 - - - - - - - - - - - Changelog: Apr, 14th 2024 | v6.5.2: news, fixes and notes. Known issues: - Watch > Sniper groups still not considering buildings when no natural highlands to take a position for overwatching; - Occupy > If you hide a building and the building can be occupied, the groups will consider that hidden building as a regular place to occupy; Paradrop > When parachuters are civilians, they're crouched right after landing and stay like this forever. - Move Hold > Sometimes tracked vehicles are not facing exactly the marker direction configured by the editor; - - - - - - - - - - - Video tutorials:
  3. Hello everyone, Hope this script helps you in your missions. Feel free to improve my code but, please, don't re-post it on Workshop. Use this thread to share your advice and, if possible, already with your code ideas for fixing/improvement (will be very much appreciated). New features? Why not? Cheers. What to expect from this script AI: With just one unit, it's automatically able to... ...act through a VBIED with its specific behaviors; ...act as a deadman trigger with its specific behaviors; ...act as a suicide bomber with its specific behaviors. Demo: suicidalDoctrine.sqf: Features rules of VBIED method: A suicide operator steers the vehicle bomb (VBIED) to a target and, at the right moment, a remote detonation trigger is pressed by the suicide. All method behaviors are described on the Github readme file. Features rules of Deadman Trigger method: A suicide operator wears a suicidal belt/vest and detonates themselves by releasing a reverse-pressure trigger. All method behaviors are described on the Github readme file. Features rules of Classic Suicide Bomber method: A suicide operator wears a suicidal belt/vest and detonates themselves by releasing a reverse-pressure trigger. All method behaviors are described on the Github readme file. Dependencies: CBA mod; ACE mod; Download: From Github: https://github.com/aldolammel/Arma-3-Suicidal-Doctrine-Script From Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2739692983 Changelog: 2022-Feb-17, v1.3: news, fixes and notes. Known issues: In Deadman trigger method, when the suicidal is their belt/vest deactivated and, by long distances, they got a non-lethal shot, the suicidal should turn the vest detonation system on, but it's not happening. Although the functionality to lock the steering wheel if the suicide isn't allowed to drive is working, the suicide still insists on being seated in the driver's position. Expected behavior: change to passager seat.
  4. As you can see by the title, I'm trying to make a custom support CAS menu by utilizing the CfgCommunicationMenu. The script that activates after u call in support would make the player say something with apex subtitles and send in chopper support. Problem is, that it seems like the script only activates to whoever calls in the support. What I mean is that the player who called in chopper support would see the apex subtitles and the chopper incoming for CAS. But to the other players, they won't see the apex subtitles and only see the chopper incoming. Is there any way to make the script activates for all players by utilizing the CfgCommunicationMenu? I'm still considered a rookie when it comes to scripting, so expect me to be a little dumb. And this is one of my first posts on the forums.
  5. Trying to call a sound file for players near an Object named Clone1 Clone1 say3D ["Incoming", 50, 1, false, 0]; from say3D [sound, maxDistance, pitch, isSpeech, offset] is the syntax used but I still cannot seem to get it to work. I know the pathing to the sound works because I can hear it with a simple trigger command.
  6. Good night, I'm starting this part of the script and I have a doubt that for you it will be silly, there is an animation in arma3 and I would like to put a shortcut key | Keybinds (Shift+5) to use it, is it possible? thank you guys animations like : InBaseMoves_HandsBehindBack1
  7. The Prairie Fire DLC has ambient talking for US aligned soldiers and VC soldiers, plus fun death screams all built into their ambient talking function. I love the VC talking and the death screams, but I don't want my US soldier AI to be talking. Prairie Fire allows you to turn off ALL ambient talking. But I want to turn off only the USA talking. This script will do just that by removing the USA ambient sound file names from the vn_sam_masteraudioarray array. Put this call in your init.sqf. [] call override_vn_sam_masteraudioarray; Create a script called override_vn_sam_masteraudioarray.sqf in your mission directory, and put this code in it:
  8. za0

    Variable

    I have 10 units. Their variable names are: s1, s2, s3, s4, s5, s6, s7, s8, s9, s10. I want to make all of them be in just one name. How do I set this variable?
  9. JBOY Ambient AI Interaction Framework This script framework makes it super easy for mission maker to make bases, villages, market places come alive with ambient AI activity. The video is long so feel free to play it at 2x speed to get the gist. I think this is the most useful thing I've created for ARMA... Download sample missions: Prairie Fire example mission (has Prairie Fire DLC object dependencies) Vanilla ARMA example mission (no Prairie Fire DLC object dependencies) Highly Recommended you use Polpox mods to see more fun animations and mimic expressions (but not required) - Polpox Artwork Supporter and Polpox Base Functions Features: Create new activity areas by copying sample market center, trigger and destination objects and pasting them into your mission (in Editor). Copy and paste as many "seller" units as you want. Sellers will stay in place and wait for "shopper" units to arrive and interact with. Copy and past as many "shopper" units as you want. Shoppers will randomly move from destination to destination and perform activity specific to the destination. Destination activities supported so far: Go to destination and chat with nearby unit(s) Sit in chairs and chat BBQ merchant interaction Gun merchant interaction Take a shower (Prairie Fire specific) Use latrine Pee outside Target practice at shooting range Bayonet and melee practice on hanging meat Exercise (kneed bends and pushups) Marital arts kata Repair vehicle tire Repair under vehicle Use modern outhouse/portalets Toss garbage in barrel Ambient conversation occurs using in-game voice files, and language specific (i.e., english, french, chinese, etc.) Units' simulation is enabled/disabled by player presence in trigger area. So FPS only affected when player near. Very extensible: its fairly easy for a scripter to create new activities and add to the framework. How to populate your own area with ambient activity. How to code new activities and add to framework: Credits: @M1ke_SK for super cool Leak script. Savage Game Design for awesome Prairie Fire DLC (I'm using their objects, melee gestures, voice files, and waterfall script for the shower). If you haven't bought Prairie Fire, you should! @POLPOX for his brilliant Gestures and Mimics
  10. Hello everyone, I made this script and it's working quite well. addMissionEventHandler ["Draw3D", { drawIcon3D ["\a3\ui_f\data\igui\cfg\simpletasks\types\move_ca.paa", [0.73, 0.24, 0.11, 1], getPos operatorOpf, 1, 1, 0, "", 0, 0, ""]; }]; With it I'm able to constantly ping a defined player. Now I'm struggling with the script being executed ever minute and then show the ping for five seconds. After that the script should stop for again one minute and so on. Has someone an idea?
  11. Good morning, I would like to know if it is possible to put a video in a workshop mod and then show it on a server to all players. Currently I know how to create a mod in the workshop to put custom music but I would like to know if it is possible and how to put a video in the mod to subsequently put a command on a server to be played to all players. I have tried to search but I have not found a way, if anyone knows how to do it I would be very grateful.
  12. Hello everyone, I managed to build my own 1v1 map with some additional handy scripts. Now I want to add something else but I didn't manage to find anything on the internet to start with. We realized while playing the game that it would be useful if the enemy player would get pinged on his current location. So my question is if someone has an idea. Quick description: Every minute a position marker (like the tacitcal ping (strg+t)) appears ingame on the position of the enemy player and remains there for 5 seconds. Addition: It would be the best if you could turn this option for the position marker on and off. I would appreciate it if someone can help me.
  13. JBOY Punji and Willy Pete Victim FX Here's some fun visual effects to make your awesome Prairie Fire missions a little more visceral: Download the sample mission here Issues: Untested in Multiplayer. If one of you guys wants to test that out for me and give me feedback, that would be great. To implement in your missions, copy the JBOY folder from the sample mission into your mission folder, and copy the lines from the init.sqf into your init.sqf. Credit: Thanks to @HallyG for the blood spray particle fx.
  14. well, i'm trying to create a ww2 scenery with parachute jump. And for that I'm using the IFA3_LIB mod. The C-47s from there have the normal sitting position and also the standing up position which is when you are about to jump. I wanted to make the player not have to worry about clicking anything when jumping, so I got this script so that the jump could be done alone: Now an important detail, this script works perfectly when the plane's crew is seated (in game they appear as: crew) But before the jump takes place/the above script runs, I put in another script that makes the entire crew that was seated to stand up, and therefore be in the standing up position. In this case, when the plane reaches the trigger with the jump script, everyone standing inside the plane is still inside the plane... :l I believe maybe that's why: since when they are standing they are apparently no longer considered "crew". But I don't know, I don't know much about scripts, I was wondering if there is another variety to use in forEach other than "crew" that works for this case... An example of all units jumping out of the plane except the pilot would work but I don't know how to do it. Challenge launched! xD Thanks in advance guys!
  15. Is it possible to detect if a player has damaged a unit but another unit has killed that unit (kill assist)? I am using a Killed event handler for the unit that is killed & trying to combine that with a HitPart event handler but I can't get my head around the logic. in HitPart EH: playerShooting = (player isEqualTo _shooter); unitShot = _target; in Killed EH: if (playerShooting) //Obviously player is not the shooter when the unit is killed then { if ((_killed isEqualTo unitShot) && !(vehicle player isEqualTo _killer)) then {....blah blah Kill Assist}; }; also tried to use ((damage _target) < 1), but this is not true when _target is killed. Is there a way to check if the player dealt the damage?
  16. When using execVM (which I do almost never do) I use the following syntax: someParam execVM "someScript.sqf"; Are there circumstances where you have to do the following with execVM: null = someParam execVM "someScript.sqf"; I ask because today I found someone saying a script would not work without using the latter syntax: https://forums.bohemia.net/forums/topic/189445-exec-or-execvm-call-or-spawn/?do=findComment&comment=3001417 In the past I have played around with scripts that use the latter syntax and changed them to my syntax without any apparent issue. I do appreciate that execVM does return a value (a script handle) that can be used with the scriptDone and terminate commands.
  17. I'm using Ace mod and there is that plasma sack with the id as follow: ACE_plasmaIV_250 Well, I'm trying to remove it from my inventory when I reach the trigger area with the command : this removeItem ACE_plasmaIV_250; ...but nothing happens I've also tried use: this removeItemFromBackpack ACE_plasmaIV_250; with the item in my backpack but still nothing happens... :l Any idea? tks in advance!
  18. Hello everyone.. I was trying to test something since I got down by A.A vehicles and units all the time when I'm in the chopper, so... I was thiking about 2 things.. 1 - I was trying to make a "script" that if a locked-on missile is fired, then it loses its target immediately after CM is launched. But I can't get it work... can anyone tell me what is wrong with this code? vehicle player addEventHandler ["IncomingMissile", { "cmImmunity = 0"; }]; ]; 2 - since I didn't get the first one to work I manage to do this script below. I learned that when you CM in the exact moment a missile is fired, you can avoid them. but this code doesnt work either.. this addEventHandler ["IncomingMissile", {params ["_target", "_ammo", "_vehicle", "_instigator"];[_target, "240Rnd_CMFlareMagazine"] call BIS_fnc_fire;}]]; I know there are briliants minds here.. and I hope you guys could help me. Thanks in advance.
  19. Hi everyone. I wish to disable trigger activation if my unit is dead. So that's my code on my trigger : Condition : if(! alive SB ) then {west countSide (getPos SB nearEntities 10) >0}; Activation : bombornullanyvariablename = "R_80mm_HE" createVehicle getPos SB; But that dont work, when my Unit "SB" is dead, if i near of this, i explode. thanks for your help
  20. Hello dear people, this is my first forum topic and please dont kill me if I do everything wrong! I am a beginner server administrator and trying to get some things to work. I rented a A3Wasteland server and got it running with https://github.com/MayhemServers/MAYHEM_A3Wasteland.Altis mission. Now theres an addons folder and I try to get some of them working but nothing I tried was a success. For example the buryDeadBody addon can someone explain how to get it running? Im thankful for any help and tipps 😃 Also theres an AI_Spawner folder but I dont get it running too. We hoped to have a nice Wasteland server with occasionally spawning AI troops to support or attack. Im trying my best but its hard. Thank you guys in advance. Nils
  21. Hello people, I'm new to the forum and Arma 3, I've never worked with scripts or codes and I really appreciate it if you can help me. I'm having fun with the game editor doing cinematics and I wonder if it would be too complicated a script for the following situation; Imagine an AH-64 or AH-1Z and 3 targets (t1 to t3), a delay of 10 seconds (to open and set GCam) then the helicopter shoots at t1 with machine gun, t2 with hellfires and t3 with rockets. Would it be possible? Thanks for the help.
  22. Hello, In short: I want some markers to follow there "attached" unit and change color when the state of the player changes. When i test this in local MP it works, however when i test it on our dedicated server de markers snap back to there starting position and sometimes the color does not update at all. Im wondering if it has something to do with double while {} do loop (see codes below) and i dont know how to fix it. I've learnd some basic coding from and for Arma 3 mission making so i dont know all the in's and out's. My question is if its possible to make the code "server friendly" or if its possible at all. Senario: PvP senario 3 man (BLUEFOR) against 23 man (independent). Where the 3 guys have better gear and know there enemy's location. The 23 man have some POI map markers only visible to them, the 3 man on the other hand see the location and state of the 23 man. The 23 man all have unique namers aka Unit_1 etc. Together with 23 Dot markers with the variable "west_Unit1M" etc. To make the map markers visible to only there side I found the following post. https://forums.bohemia.net/forums/topic/211668-markers-only-visible-to-one-side/ The code is in the Init.sqf of the mission folder. Init.sqf: [] spawn { while {!isDedicated} do { waitUntil { sleep 1; alive player }; { _arr = _x splitstring "_"; _pre = _arr select 0; if (_pre in ["west", "east", "GUER", "CIV"]) then { if (format["%1", side player] == _pre) then { _x setMarkerAlphaLocal 1; } else { _x setMarkerAlphaLocal 0; }; }; } count allMapMarkers; }; }; Now for the Bluefor guys i wanted them to see the "state" of the enemy with colored markers as shown below. Red = Alive Yellow = Unconscious and Green = Dead and it deletes the marker after 60sec. Im wondering if the Update_Marker.sqf needs a [] Spawn { like the code in the Init but im not sure if i need to account for the _u and _m. Init of unit named Unit_1: (next is Unit_2 with marker "west_Unit2M" etc.) [this,"west_Unit1M"] execVM "Update_Marker.sqf"; Update_Marker.sqf: //Update marker color _u = _this select 0; _m = _this select 1; while {alive _u} do { _result = incapacitatedState _u; if (_result == "UNCONSCIOUS") then { _m setMarkerColor "ColorYellow"; } else { _m setMarkerColor "ColorRed"; _m setMarkerPosLocal getPos _u; }; sleep 1; }; _m setMarkerColor "ColorGreen"; sleep 60; deleteMarker _m; I hope this makes sense and that someone can help me. Kind regards, Ben edit: Someone from my comunity recommended the Soldier Tracker script https://forums.bohemia.net/forums/topic/173952-soldier-tracker-map-and-gps-icons/ But as far as i could see it only made Blufor markers for Bluefor units that only they could see. I could not find a way to make Bluefor markers that follow Bluefor units that are only visible to the Independant side.
  23. Guys, good afternoon! (or good night or good morning :]) I have a question about how I can create a script to activate a trigger to spawn a group of enemies. I believe that to activate the trigger I have to use this script: private _trigger1 = createTrigger ["EmptyDetector", _triggerMarker]; _trigger1 setTriggerActivation ["east", "not present", false]; _trigger1 setTriggerStatements [_opfor1 = [getMarkerPos _spawnTes1, EAST, _opfor1] call BIS_fnc_spawnGroup]; _trigger1 setTriggerTimeout [10,10,10]; However I would like this group of enemies to be deleted when the player leaves the area... I keep in mind that for that I would have to use the script "this && !(player in thisList) deletVehicle _opfor1" but I don't know where I would put it this command since I didn't find anything about something like "setDeactivation". Does anyone have any idea how I could do this? I appreciate the help!
  24. When the normal Prairie Fire napalm effects end, there is no visible damage to trees, bushes, grass and buildings. This is bad for immersion. This script improves on that by detecting where the napalm bombs impact, and replacing trees, bushes and buildings with burnt and burning trees/bushes/buildings. These scripts work for airstrikes called via the Air Support module or airstrikes created via scripts. Download sample mission Credits: @aliascartoons for his excellent Fire scripts. All fires on trees, bushes, buildings, vehicles and men are created using his scripts. Thank you Alias! (I have modified these slightly to use arma sounds so the sample mission does not require his sound files or description.ext) @pierremgi for pointing me to the Prairie Fire airstrike scripts. How to add to your mission: ...I will add in these instructions tomorrow! 🙂
  25. Good morning guys (or good afternoon or good night)! I'm trying to create my first mission using scripts to spawn enemies, but I would like to make them spawn with random weapons and equipment. I looked in a few places for some references I could use and came up with this script I'm working on. However, I am having two problems with the script. The first is that enemies are spawning with the same weapons instead of random weapons. The second is that when they spawn they don't have ammo. Can anyone tell me what I'm doing wrong in the script and how can I fix it? Here's the script I'm using: private ["_group1","_spawnTes4","_weaponPrimary","_weaponSecondary","_magazinePrimary","_magazineSecondary"]; // Group 1 _group1 = ["CUP_O_RU_Soldier_TL_M_EMR","CUP_O_RU_Soldier_M_EMR","CUP_O_RU_Soldier_M_EMR","CUP_O_RU_Crew_M_EMR","CUP_O_RU_Medic_M_EMR","CUP_O_RU_Soldier_AR_M_EMR","CUP_O_RU_Soldier_Marksman_M_EMR"]; _spawnTes4 = "spawn4"; _group1 = [getMarkerPos _spawnTes4, EAST, _group1] call BIS_fnc_spawnGroup; [_group1, getMarkerpos "spawn3"] call BIS_fnc_taskDefend; _group1 setBehaviour (["STEALTH","SAFE"] call BIS_fnc_selectRandom); // Skill { _x setSkill ["spotDistance",0.8]; _x setSkill ["aimingShake",0.6]; _x setSkill ["spotTime",0.65]; } forEach (units _group1); _group1 allowFleeing 0; // Loadout _weaponPrimary = selectRandom [ "arifle_MX_F", "arifle_Katiba_F", "srifle_DMR_01_F", "SMG_01_F", "arifle_MX_khk_F", "arifle_AK12_F", "arifle_AKM_F", "srifle_DMR_07_blk_F", "LMG_Mk200_F", "LMG_Zafir_F" ]; _weaponSecondary = selectRandom [ "hgun_Rook40_F", "hgun_ACPC2_snds_F", "hgun_PDW2000_F", "hgun_P07_khk_F" ]; _magazinePrimary = getArray (configFile >> "CfgWeapons" >> _weaponPrimary >> "magazines"); _magazineSecondary = getArray (configFile >> "CfgWeapons" >> _weaponSecondary >> "magazines"); { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x removeItem "NVGoggles"; _x unassignItem "NVGoggles"; _x addWeapon _weaponPrimary; _x addPrimaryWeaponItem (selectRandom ["","","optic_Yorris","optic_MRD","CUP_optic_Kobra","optic_Aco","optic_ACO_grn","optic_Aco_smg","optic_ACO_grn_smg","CUP_optic_SB_11_4x20_PM","optic_Holosight","optic_Holosight_smg","optic_Arco","optic_Hamr","optic_Arco_AK_blk_F","optic_Arco_blk_F","optic_ERCO_blk_F","optic_MRCO","CUP_optic_PechenegScope","CUP_optic_PSO_1","CUP_optic_PSO_1_AK","optic_DMS","optic_SOS","CUP_optic_LeupoldMk4","optic_AMS","optic_KHS_blk","CUP_optic_PSO_1_1","CUP_optic_PSO_3"]); _x addPrimaryWeaponItem (selectRandom ["","","acc_flashlight","acc_flashlight_smg_01","acc_flashlight_pistol","CUP_acc_ANPEQ_15_Black","acc_pointer_IR","muzzle_snds_L","CUP_muzzle_snds_MicroUzi","muzzle_snds_M","CUP_muzzle_snds_KZRZP_AK545","muzzle_snds_H","CUP_muzzle_snds_KZRZP_AK762","muzzle_snds_B","CUP_muzzle_snds_KZRZP_SVD","CUP_muzzle_snds_SCAR_H","muzzle_snds_338_black","CUP_muzzle_snds_AWM","bipod_01_F_blk","bipod_02_F_blk","bipod_03_F_blk","bipod_02_F_lush","CUP_optic_ekp_8_02"]); //_x enableGunLights "forceOn"; _x addWeapon _weaponSecondary; _x forceAddUniform (selectRandom ["U_O_R_Gorka_01_camo_F","U_O_R_Gorka_01_black_F","U_O_R_Gorka_01_brown_F","U_O_R_Gorka_01_camo_F"]); //for "_i" from 1 to 4 do {_x addItemToUniform _magazinePrimary}; //for "_i" from 1 to 4 do {_x addItemToUniform _magazineSecondary}; _x addVest (selectRandom ["","V_Rangemaster_belt","V_BandollierB_blk","V_HarnessOSpec_gry","V_TacVest_blk_POLICE","V_Press_F","V_PlateCarrierIA1_dgtl","V_PlateCarrier1_rgr","V_PlateCarrier2_blk","V_SmershVest_01_F","V_Chestrig_khk","V_TacVest_oli","V_TacChestrig_oli_F","V_HarnessOGL_ghex_F"]); for "_i" from 1 to 4 do {_x addItemToUniform _magazinePrimary}; for "_i" from 1 to 4 do {_x addItemToVest _magazineSecondary}; _x addBackpack (selectRandom ["","","B_AssaultPack_blk","B_Bergen_blk","B_Carryall_oucamo","B_FieldPack_oucamo","B_Kitbag_rgr_Exp","B_AssaultPack_mcamo_AA"]); for "_i" from 1 to 4 do {_x addItemToBackpack _magazinePrimary}; for "_i" from 1 to 4 do {_x addItemToBackpack _magazineSecondary}; //_x addHeadgear ""; //_x addGoggles ""; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; //_x linkItem "ItemGPS"; }forEach (units _group1); I tried using the BIS_fnc_addWeapon function and it worked for random weapons, but it didn't work for ammo, here's the example I used: [_x, (selectRandom [ "arifle_MX_F","arifle_Katiba_F","srifle_DMR_01_F","SMG_01_F","arifle_MX_khk_F","arifle_AK12_F","arifle_AKM_F","srifle_DMR_07_blk_F","LMG_Mk200_F","LMG_Zafir_F",3])] call BIS_fnc_addWeapon;
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