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Found 551 results

  1. I need help with a script, Will there still be any way to download this script here? https://forums.bohemia.net/forums/topic/77374-improved-bullet-cam-script/ The Original Download Link Does Not Open.
  2. Hey everyone, I've gone and created a pretty ambitious first mission with multiple paths depending on how effectively the player can assist ground forces. I've completed the mission but I want to refine one of my scripts. I've tried to educate myself as much as possible but I can't seem to find a tutorial/forum post for my specific problem. One of the objectives for the player to complete involves destroying reinforcements dropped off via helicopter. I had scripted the objective to be completed by killing the infantry and destroying their supporting gunship. However, I scripted it using specific names for each individual troop, ie !alive Heli_Troop1a && !alive Heli_Troop1b && !alive Heli_Troop2a etc etc. It was a brute force method to sort of get the effect I wanted and required specific units to be killed. I am looking for a way for each squad member to be counted, totaled, and compared against a desired value. I'm using 7 as that value as that is about 1/3 of all the troops. The script I have tried using in the trigger is: ({alive _x} count units Heli_Troops1 + Heli_Troops2 + Heli_Troops3) < 7 && !alive Heli_2 && triggerActivated Trig_Heli_Troops; The editor accepts the code but upon starting the mission I get an error message about a generic error in expression. I'm not sure what I'm doing wrong, but then again I barely know any real scripting beyond simple commands I can look up. I have also tried multiple different ways of writing the count units section of code including using && instead of + and separating each group name with (). None have worked. If anyone could help me out I'd greatly appreciate it. Edit: Disregard solved it! (({alive _x} count units Heli_Troops1) + ({alive _x} count units Heli_Troops2) + ({alive _x} count units Heli_Troops3)) < 7 && !alive Heli_2 && triggerActivated Trig_Heli_Troops; Still kind of a roundabout way I feel, but it works. Maybe this can help someone else.
  3. Script Version 1 Released October 28, 2019. This script addresses problem where 2 enemy AI are too close together and they either do not shoot (and jerk around), or shoot through each other without hitting each other. I encountered this a few times in my Scripted AI CQB Movement script, and decided it would be fun to solve it with a melee attack. Videos: I'm adding this to my Scripted AI CQB Movement script. But someone else might want to use this for other purposes (AI scripts, cutscenes, etc.). So here it is if someone wants the whole thing or pieces of it. Download V1 zip file and put unzip folder to your missions directory: Features: Loop senses when AI within 2 meters of enemies, and chooses one AI to do melee attack. AI uses Forehand/Backhand/Overhead strike animations with rifle attached to hand. Strike pushes near enemies back to give fighter some breathing room (very helpful when being ratpacked by zombies!) Randomized Loser reactions: Drop weapon Ragdoll to ground after strike Try and pull pistol after losing primary weapon Striker executes victim after striking him. Pain grunts and shouts using in-game voice files (all vanilla voice languages supported) Thanks to @LSValmont, @GEORGE FLOROS GR, EO and others for suggestions and support.
  4. GF Units Map Markers and Symbols Script by GEORGE FLOROS [GR] Description: GF Units Map Markers and Symbols Script , simple Map Markers for AI and Players. 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 Units Map Markers and Symbols 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: Simple Map Markers and Symbols for AI and Players for SP - MP and debug purpose. It is also included a mod version , posible to unpack and edit. The mod has enabled only the playerSide markers. It is possible to filter the display . You can add in the init of a unit to exclude : this setVariable ["Var_GF_Units_Map_Markers", true]; this setVariable ["Var_GF_Units_Map_Symbols", true]; More information inside the .sqf Added support for : ACE3 mod , FAR , BTC and AIS revive. 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: v3.0 Fixed the group icon error, for the size of the unit v2.0 Several Fixes , including type of markers , symbols and errors. Added markers depending on side. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40252 Armaholic GF Units Map Markers and Symbols Script
  5. StarFish-50124bf6f5acc6e5

    First time modeling

    (im new to this) Hello, im trying to import a 3D building i made in blender into Arma 3. I have already inserted it into object builder and messed around with the LOD's and etc. My issue is the config files needed to make it into a PBO and work within arma as a building / model. I dont really understand where im able to get the configs or even to write them. i've only done this once but forgot to save the files before formatting my computer. I was wondering if anyone has a tutorial or the files needed (where i just rewrite the names inside the script) Any help is appreciated! Thank you
  6. Hi all, I've been stuck on this AI artillery problem for half a day now. I have 2 enemy mortars I wish to activate via trigger and script (separately, by that I mean they aren't grouped together and I have 2 triggers calling the script once for each mortar). Testing the trigger and script in game, I was originally getting an error for undefined variables (both _mortar and _target), but now I'm getting an error for "undefined variable in expression _target". In each trigger, I have: script = [mortarNumber, getMarkerPos markerNumber] execVM "eFireMission.sqf"; which, after some tuning, I turned into: markerTarget1 = getMarkerPos marker1; null = [mortar1, markerTarget1] execVM "eFireMission.sqf"; (does this difference do anything? I originally assumed that using "getMarkerPos" in the passed variable would work since "getMarkerPos" returns an array, doesn't it? And for my script, I incorporated a script I saw on the forums through a google search for artillery scripts from 7 years ago (user 2nd Ranger's post in that thread) for an MP mission I'm making for my friends and I: _mortar = _this select 0; //--- name of the mortar, arg passed from trigger _target = _this select 1; //--- central point around which mortar hits, arg passed from trigger if (isServer) then{ for "_i" from 0 to 8 do { _radius = 50; //--- random radius from the center _pos = [ (_target select 0) - _radius + (2 * random _radius), (_target select 1) - _radius + (2 * random _radius), 0 ]; _mortar doArtilleryFire[ _pos, getArtilleryAmmo[_mortar] select 0, 1 ]; sleep 2; //--- delay between rounds }; }; What am I doing wrong? Any help is appreciated, this is my first time scripting for Arma 3, I'm a little lost
  7. So here's my problem: I have a line of code that goes into the init box of a group leader to make the group hunt the player(s) by setting a waypoint at the player's current position, however, the code runs at mission start (obviously because it's an init). I want to know if there's a line of code similar to WaitUntil that will work for the unit's init box in Eden. The reason I want to do it this way is because I don't want to mess with .sqfs/variable names for each individual unit/squad. What I have now is copy/paste-able in Eden and that's what I'm looking for. I've tried: 1) WaitUntil, but that command doesn't work in Eden 2) If TriggerIsActivated, but either I'm getting the syntax wrong or it doesn't work either. 3) enable dynamic sim, which is great, but it still places the waypoint at the start of the mission at the players Alternatively, I could loop the code, but I can't figure out how to use Sleep effectively where it's still performance friendly. Here's the code: if (isServer) then { _null = this spawn { Hunt_players_fnc = { _player = objNull; _players = +(allPlayers - (entities "HeadlessClient_F")); _distance = 100000; { if (alive _x && _x distance (Leader _this) < _distance) then { _distance = _x distance (Leader _this); _player = _x; }; } foreach _players; if !(isNull _player) then { _wp = (Group _this) addWaypoint [getPos _player, (50 + (floor(random 70)))]; _wp setWaypointStatements ["true","_null = this spawn Hunt_players_fnc;"]; _wp setWaypointType "SAD"; _wp setWaypointCombatMode "RED"; _wp setWaypointSpeed "FULL"; }; }; _null = _this spawn Hunt_players_fnc; }; }; Thanks.
  8. Hello. For the past hour or so I've tried to link an addaction to another addaction in the init field of a data terminal. Here's my notes for that init section and the script. //Add an action to a data terminal to open it //When that action is activated by a player, it will add another action //When that second action is activated, it will run an .sqf file that //consists of the nopop variable this addAction ["Startup Terminal", {[KillhouseControl,1] call BIS_fnc_dataTerminalAnimate; this addAction ["Start Killhouse", targetup.sqf}]]; this addAction ["Shutdown Terminal", {[KillhouseControl,0] call BIS_fnc_dataTerminalAnimate;}]; //To-do: Remove action First of all, is there anything I'm doing wrong? Second of all, is there a way to do this?
  9. I've been working on a script the last few days with the aim of spawning an enemy blackfish, having it fly to the nearest player, loiter, and start killing everything in sight. I'm making this for a CTI mission where the players are able to respawn, therefore, I want this thing to be an absolute terror for ground forces until it's destroyed. I've tried several things to make this happen. I've tried: 1) Setting the camouflage coefficient of every unit in the mission to "1", 2) Revealing all units to the pilot/group leader, 3) Setting the groups' skills to 1 4) Separating pilot and crew, where the pilot is set to careless and the crew is set to "Terminator" (a separate issue with this occurred where the gunners/crew group would reset its behavior to "hold fire/defend" even though they were set in the script to combat mode "RED". Unable to resolve that issue, I've abandoned separating the groups. Further, even when set back to RED, it isn't any more effective than having them all in one group. The pilot maintains the proper holding pattern either way. 5) Creating a Seek And Destroy waypoint for the gunner/crew group after separating them from the pilot. 6) Trying to add a "human sensor" to the radar, which is apparently a thing in Arma. https://community.bistudio.com/wiki/Arma_3_Sensors 7) Finally I tried setting unit state to "Aware" to see if they would enter "COMBAT" on their own when spotting an enemy, but they will not unless an enemy vehicle is present, and after the vehicle is destroyed, they usually lose all interest in Infantry. This leads me to believe that they, for the most part, just can't see the infantry on the ground, despite my attempts to make them see. Tanoa is the map I'm using for my mission so the buildings/trees/ground clutter is probably hiding most of the targets from the gunners. Here's the script so far in a mostly working configuration where the plane will spawn, fly to the nearest player, and loiter indefinitely, possibly taking occasional shots at very exposed infantry and vehicles. __________________________________________________________________________________________________________________________________________________ // Spawn a Blackfish to loiter around player and kill any enemies. _plane = createVehicle [(["B_T_VTOL_01_armed_F"] call BIS_fnc_selectRandom), [11567.8,3199.6,0], [], 0, "FLY"]; This spawns the blackfish itself with the variable name _plane _plane addEventHandler ["Fired",{ (_this select 0) setVehicleAmmo 1 This allows it to have infinite ammo }]; _pilotguy = [[0,0,0], WEST, ["B_Fighter_Pilot_F","B_Fighter_Pilot_F","B_Fighter_Pilot_F","B_Fighter_Pilot_F"],[],[],[],[],[],232] call BIS_fnc_spawnGroup; ((units _pilotguy) select 0) moveInDriver _plane; ((units _pilotguy) select 1) moveInAny _plane; ((units _pilotguy) select 2) moveInAny _plane; ((units _pilotguy) select 3) moveInAny _plane; ((units _pilotguy) select 0) setSkill ["spotDistance", 1]; ((units _pilotguy) select 0) setSkill ["spotTime", 1]; This chunk spawns the crew, forces it into the vehicle, and sets their skills and combat mode. group variable name is _pilotguy ((units _pilotguy) select 0) setSkill ["commanding", 1]; ((units _pilotguy) select 0) setSkill ["aimingShake", 1]; ((units _pilotguy) select 0) setSkill ["aimingSpeed", 1]; _pilotguy setCombatMode "RED"; _pilotguy setBehaviour "COMBAT"; private _markerPos = getPos leader _pilotguy; private _playerList = allPlayers apply {[_markerPos distanceSqr _x, _x]}; This bit sets up the "nearest player" part _playerList sort true; private _closestPlayer = (_playerList select 0) param [1, objNull]; _wpcas = _pilotguy addWaypoint [getPos _closestPlayer, 50]; _wpcas setWaypointType "LOITER"; _wpcas setWaypointLoiterRadius 900; _wpcas setWaypointLoiterType "CIRCLE_L"; _wpcas setWaypointBehaviour "COMBAT"; This sets up the waypoint with various specifications, possibly redundant to set the combat mode here as well _wpcas setWaypointCombatMode "RED"; _plane flyInHeight 300; _plane forceSpeed 60; _pilotguy allowFleeing 0; {(driver _plane) reveal [_x,4]} forEach allPlayers; revealing all players might be redundant with revealing all units {(driver _plane) reveal [_x, 4]}foreach allUnits; while {alive _pilotguy} do { {(_x) foreach allUnits setUnitTrait ["camouflageCoef", 1]}; the goal of this line is to have the units' coefficient revert to normal after the blackfish is destroyed sleep 10; _________________________________________________________________________________________________________________________________________________ Thanks in advance for any help.
  10. Script Example (which I use in my mission): [ Truck, "<t color='#58D68D'>Enganchar UH60</t>", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "(_this distance _target < 3) && (Truck_Bar distance Heli_1 < 10)", "(_Caller distance _target < 3) && (Truck_Bar distance Heli_1 < 10)", {}, {}, { null = ["Scripts\Interacciones\Remolcador\Soltar_Heli_1.sqf","BIS_fnc_execVM",false,false] spawn BIS_fnc_MP; [Truck,_actionId] call BIS_fnc_holdActionRemove; }, {}, [], 5, 6, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, Truck]; ____________________________________________________________________________________________________________________ When I put this Script in my Init.sqf file, one appears every time a player joins my dedicated server. Is there a way to fix that? the problem is where do I put my script? or is it a typical Arma 3 problem?
  11. EduXtilioX


  12. im trying to write a script to tell my artillery gun "art1" to fire near the soldier "s1" 10 times using the below the gun only fires once it seems it gets stuck after one loop for "_i" from 1 to 10 do { _ammo = getArtilleryAmmo [art1] select 4; _dir = round random 360; _dis = 50 + round random 100; _tgt = s1 getRelPos [_dis,_dir]; art1 doArtilleryFire[_tgt,_ammo,1]};
  13. Dynamic Animal/Game Spawn Script This script will continuously spawn animals that can be hunted (and butchered with the ravage mod and the mods "Survival systems" module active) in proximity of the player. Showcase Video: (This is just showing the basic functions with speed up despawn times and reduced spawn/despawn distances FYI) Functions of the script: - spawn loop for animals - random number and type of animals - can be butchered (using the ravage mod and a knife) - despawn once player moves away - customizable code How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "animalspawner.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - "animalspawner.sqf" 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code below into your notepad doc. 4. Save the notepad document with this name ------> animalspawner.sqf 5. Move the animalspawner.sqf to your mission folder. ========================================= animalspawner.sqf code: Script Dependencies: No dependencies. However, the Ravage mod and the mods "Survival systems" module is required to butcher the animals and process their meat. You can find all about the Ravage mod here: LINK Setting up the Script in the editor: 1. Find the Ravage section in your Editors "Systems" tab. 2. Place the module "Survival systems" Note: you need a "Gutting Knife" (from the Ravage mod) to butcher the animals 5. Place your player and start your mission. Using the script without Ravage mod: - the script runs without the Ravage mod active, no changes needed Credit: the basic template for the spawner came from a fellow ravager, however I can not trace back the specific post anymore. so shout out to all the friendly scripters from the ravage comunity for all their input;)!
  14. Hello everyone, I've made a custom mission, using custom mods (from the 506th) and additional addons, along with my own custom faction made through ORBAT. The mission works very well, just some oddball errors. To the point: My friend is able to join the server with ease, no hiccups or errors. Everything operates as normal: Joins the server, chooses a slot, I start the mission up, he downloads the mission file just fine, but then the map's loading screen (tanoa) gets stuck at around 85% of the way. On the map brief, his player even goes to the blue rectangle at that point. Hitting continue, he can still hear everything fine, just as if he were actually in the mission and I can see his name on the player he's chosen. We've tried what seems like everything at this point and I'm at a loss: - Deleted all MPMissionCache (on both of ours) - Made sure his mods works in the editor - Made sure we had the exact same mods loaded, AND in order - Applied the "fix", done correctly as done in the video, found in this video where an init.sqf is applied in the mission file and exported to the MPMissions folder, and I load THAT mission in: https://www.youtube.com/watch?v=3Y4JuvoT1Gs - Restarted several times Note that when in the editor and loading this mission, or saving it for the first time in the particular editor session, I get this error: []: 'bin\config.bin/CfgPatches/tiad_506th_Light_Laser_switch/' not an array Also note that when loading the mission on the server we (both) get this error: No entry 'bin\config.bin/CfgWeapons.506th_atrophine'. Mods loaded are as follows (in this order): - 506th IR - Community Based Addons v3.15.1 - 506th IR - Advanced Combat Environment 3.13.2 - 506th IR - Mod Pack 3.3.8 - 506th IR - CUP Terrains - Core - 506th IR - CUP Terrains - Maps - 506th IR - RHS: Armed Forces of the Russian Federation - 506th IR - RHS: GREF - 506th IR - RHS: Serbian Armed Forces - 506th IR - RHS: United States Forces - 506th IR - Task Force Radio (TFAR) v1.0.325 - CBA_A3 - C2 - Command & Control - ALiVE - Ares - Achilles - NIArms All in One - L3-GPNVG18 Panoramic Night Vision - MLO All-in-One Collection - UnderSiege Patches & Insignias Link to download the .rpt file: - .RPT FILE How can I fix this? What am I missing here? I've spent a lot of time making the mission (too much to admit, especially since it was my first ever real attempt at making a polished mission)
  15. I've tried several scripts around the net and thus far none of them seem to worked correctly (or I'm doing it wrong). Basically, I'm looking for something that will report when a NPC kills a player and reports it to chat. Preferably with the grid number. I've tried different handlers to no avail. ie. "Nighthawk was killed by BMP-3" Me and a friend are working on a highly modified Escape from Chernarus mission for our small group. We're really looking at having this for the sake of communication with some of our younger players. Thanks a bunch!
  16. I have got a script that works by calling it like this: guard = [op1] execVM "HousePatrol.sqf"; is there a way to call this script for multiple units at the same time so as not to write: guard = [op2] execVM "HousePatrol.sqf"; guard = [op3] execVM "HousePatrol.sqf"; ...
  17. Hey guys, quick question. I want to migrate from using the steam mod version of v-com to the script to make preparations for a server. I haven't found any guides online or an instruction set on the git hub to do so. After downloading it I performed what would seem pretty straight forward copy and pastes. but loading up a test mission and all i get is errors for about 5 mins after initializing the script. Anyone know the proper way to load the script version?
  18. Dear all, I've created a gui interface that allows to run some scripts during mission, simply pressing a button. In one of them, by pressing the buttom, the sqf starts, it opens the map and with a map-click creates a marker area where some AI units are spawned. Parameters are directly included in the sqf (area dimension, number of units...). Now I'm forced to define them before the mission. I would like to improve it implementing a dialog box in which directly type the parameters (five number inputs) to be passed to the sqf. So in summary, you click on button, open the dialog window, type the five numbers and then click a "start" button to run the script, passing those numbers. I'm new in scripting and can't find clear information on how to do it. Any help or advice? Thanks in advance
  19. FILE CFS 1.01 (Dropbox, APL-SA license) INTRODUCTION CFS script attempts to guide pointed helicopter along his waypoints using very low altitude similar to contour flight. CFS's control is paused as helicopter approaches current waypoint and resumed, when new waypoint become current. Testing run footage Parameters description: Helicopter - a chopper to be controlled. Desired speed - speed in m/s, that heli will try to maintain most of the time. Default: max config speed. The faster, the more risky flight. Desired altitude - AGL ceiling in meters: controlled heli will strive to maintain that height above the ground as much, as possible. Default: 10. Values below 10 not recommended. Overfly buffer - additional buffer in meters added to calculated minimal height necessary to fly over an obstacle (map object etc.). Default: 2. Values below 2 not recommended. Obstacle detection mode - setting for obstacles detection method. 0 - less CPU hungry, pays attention only to the map objects, ignores editor-placed objects and very few exceptions amongst map objects too (example: Tanoa's sea bridge roadway). 1 - detects non-map objects as well, may cause a bit more bumpy ride, than necessary and recognize as an obstacle also objects, that should be ignored, can be more CPU-hungry. Default: 0 (recommended unless insuffice in certain scenarios). Obstacle detection range - a multiplier of obstacles detection radius. Default: 1, which translates to the bigger of the two: (heli full length + 10) OR 20 meters. Too big radius will eat FPS fast, too low will tend to ignore big objects, that still can be collided with. Emergency pull up - if this is enabled and code would detect, that heli gets dangerously close to the ground, emergency "pull up!" vertical velocity will be added, which often (not always) may help to avoid collision. In such situation it will override sharpness setting. Default: true. Sharpness factor - the lower value, the more smoothed flight, but also more sluggish reactions which increase collision risk. Default: 0.2. Values 0.1-0.2 are risky. Values below 0.1 not recommended. Maximum: 1 (safest, but least elegant). Values above 1 or below 0 may cause weird behavior. Debug mode - added 3D visualisation markers and some numerical data on the screen. Default: false. KNOWN ISSUES & LIMITATIONS CFS was tested with few helicopters (Ghost Hawk, Hummingbird and Huron) and settings along various, demanding paths, but further tests with various settings/on different terrains may still reveal exceptions, where collisions may occur. Although I did, what I could to make it looking as natural, as possible, do not expect fully realistic flight model here. It's simplified, scripted makeshift. CFS will fail, if given map object has its shape bigger, than bounding box. One example found: sea bridges elements (pillars) on Tanoa - manual correction for them included. CFS will not try to pass obstacles sideways nor will try to guide the helicopter below any obstacle even, if possible (high bridges etc.). It will always try to overfly the obstacle instead. CFS guides the helicopter towards current waypoint along the straight line, there's no path preplanning to use terrain, avoid hilltops etc. The code is run per frame to make it fluid and reliable, so it may cause some FPS drops especially over areas with many objects, like forests etc. CODE Initialization: _handle = [heli1] spawn RYD_TI_TimidIcarus;//simple _handle = [heli1,83.3,10,2,1,1,false,0.2,true] spawn RYD_TI_TimidIcarus;//advanced //[helicopter,desired speed (m/s), desired altitude AGL (m), obstacle overfly buffer (m), obstacle detect mode (0/1), obstacle detect range (m), emergency pull up, smoothness factor, debug mode] Ending: removeMissionEventHandler ["EachFrame", RYD_TI_EFEH]; Source:
  20. FILE PLS 1.01 (Dropbox, APL-SA license) INTRODUCTION Lately had fun with some procedural maze/labyrinth algorithms, let others have fun too! PLS script takes as input a position, dimensions, wall segment class and used algorithm. Four algorithms implemented: Randomized Kruskal's: fast, somewhat biased towards short dead ends ("kruskal"). Randomized Prim's: also fast and biased towards short dead ends ("prim"). Wilson's: slow, but unbiased/uniform results ("wilson"). Randomized Pseudo Prim's: Prim's with distinctive bias towards long open diagnonals due to additional condition not present in the original algorithm ("pseudoprim"). WIKI article CODE Initialization: [(player modelToWorld [0,10,0]),120,120,"Land_PillboxWall_01_6m_round_F","kruskal"] call RYD_LAB_ConfusedMinotaur; //[Bottom left corner position, x dimension (final dimension will be matched up to wall segment's bounding box real dimension), y dimension (ditto), wall segment class, used algorithm ("kruskal", "prim", "pseudoprim" or "wilson")] Source:
  21. So like when I enter a trigger I want that the AI that is sitting in a artillery raise the barrel by some degrees and then shoot. If anyone knows another way make a AI shoot with a artillery on a target from like 200m please tell me. Why do I need this? I am trying to make a mission with a BM-21 artillery and I want it to shoot at a target inside of the minimum shooting range like 100m away or something like that. I can use doArtilleryFire but it will only work if the target is above the minimum shooting range
  22. Hi, I'm using a trigger to spawn AI (CSAT) boats and make them move to a waypoint (to chase the blufor boats) and I am getting a "generic code error" when I try to do this. The code I have so far is as follows: group_2 = creategroup east; enemy2 = group_2 createVehicle ["O_Boat_Armed_01_hmg_F ",getmarkerpos "spawn2",[],0,"form"]; enemy2 domove (getmarkerpos "waypoint2") This code is situated in the activation section of the trigger. I have a dot marker set as spawn2 and a circle marker set as waypoint 2 (as I'm spawning a load of ground units at the same time who spawn at spawn1). Any help is greatly appreciated. Thanks
  23. 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 Place the VASS folder inside of your mission folder where the mission.sqm is located Copy the description.ext to the same directory or modify your own with the content of the provided one 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
  24. A bang stick in ARMA? Has JohnnyBoy truly "jumped the shark" this time? No, its true... Via a script call, you can give a unit a bang stick. Features: Use action menu to thrust stick at enemy (shark, tuna, or human). Should take down a stinkin' zombie also I reckon! (untested on zombies though) Bang stick tip explodes on impact with flash effect, kills victim, tip disappears, and tip smokes after usage Reload bang stick explosive tip from 3 shotgun shells mounted on stick. Has reload animation, shell visually taken in hand, and loading sound fx. Actions to drop stick or pick up stick. Looks crude because they are hand-made by Tanoan natives. ­čśë Notes: It can be a little wonky for detecting impact on thrusts sometimes. This is fun with Feint's sweet shark mod. But unfortunately, THA Great White shark mod no longer works (this was really fun to use on great whites). The script isn't perfect but will work pretty well in limited scenarios. Download: demo mission link (Demo mission requires Feint's awesome shark mod) Credits: @HallyG thanks for the great underwater blood and bubbles scripts @Feint for the super sweet Shark mod shown in demo
  25. Hi Guys, i'm searching for a simpler way to rotate objects in 3d Space (yaw, roll, pitch). I never try the tranformation and rotation matrix to solve my problem. My Work: I started to work on worldToModel that takes an "Object Model Box 3D Space (named _ModelOrign) as a Parameter and puts "3D World Coordinades" (named _position) of another Object in this model space. private _modelOrign = _this select 0; private _objectOrign = _this select 1; private _position = _modelOrign worldToModel getPosWorld _objectOrign; So I can easily take the saved _position and apply to a targeting Object (named _modelTarget) that is differend rotating in 3D as the Object _modelOrign. Then I just execute the finction modelToWorld and voila the _position is rotating to the rotated _modelTarget in Model Box 3D Space as well. Nice and easy. privat _objectTarget = _this select 0; privat _modelTarget = _this select 1; privat _position = _this select 2; _objectTarget setPosWorld ( _modelTarget modelToWorld _position ) Orientation: to get the orientation of _objectOrign in 3D Space, i used vectorDir and vectorUp of _ modelOrign to get this orientation and apply it to this _objectOrign with the oriantation itsself. Wiki Source: Euler_angles Problem: I've have no idea to combine these two orientations vectors of _modelOrign and _objectOrign to get this problem of the orientation solved. I never used the transformation and rotation matrix. There sould be an easier way to do this. BIS serve an function BIS_fnc_setPitchBank in the past but I've heard that it is not precisely :/. I've never try it out. I'm sceptic about the documentation of vectorModelToWorld explains that it only use vectorDir and not vectorUp. I never try it. im very sure that there is a modern simpler way to solve this problem by a bunch of Arma 3+ vector functions for example addTorque but I do not understand the explanation at all, i'm not english. thank you