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Found 543 results

  1. Hi, I am just getting started in scripting. I have a basic script that makes a unit walk a certain distance. Then i wanted him to salute while another player is alive "t1". But it seems even when i kill "t1". He keeps saluting. Should the while loop not automatically finish when the condition "while {alive t1}" isn't met? I got around this by adding an exit condition, but this doesn't seem right as it defeats the purpose of a while loop. Thank you for any help. //S1 Move and salute for "_i" from 0 to 3 do { s1 playmove "AmovPercMwlkSlowWrflDf_ver2"; }; while {alive t1} do { hint "He's Alive"; s1 playmove "AmovPercMstpSnonWnonDnon_SaluteIn"; sleep 0.769; if (!alive t1) exitwith {}; }; if (!alive t1) then {hint "He's Dead"};
  2. This script allows scripters to re-use all the voice command phrases in Arma. This is especially useful for AI type mods where scripts are making AI perform tasks, and you want to hear the audible commande like "Move Up", "Set Charge", "Detonate Charge", "Frag out", etc. Features: Unit's ingame language is used (i.e., English, French, Russian, Persian, etc). Sound file may be played loud or soft depending on unit's current behavior (Normal, Combat, Stealth) Lip animation Download sample Mission: Here. Credit: @Larrow for his badass utility for finding sound file paths. Use this tool to find additional sound paths to add to this script. If you add more paths to this script, please post them in this topic, so I can add them to my script. Boring Video of Demo Sample init.sqf script from mission showing how to call the script: The JBOY_Speak script (so you don't have to download demo mission to see it)
  3. Vanilla like AMMO REPACK SCRIPT Hello guys I just finished my new Ammo repacking script. Which have few benefits than other repack scripts. Let me just show you the simple gif Demos. ^^ (Sorry for unfamiliar language but you see the familiar calibers under the inventory. Right?) As you see, this new script has few benefits than other repack scripts. 1)NO MOD! -Adding this script is very easy. You just drop the file, add one line in the init.sqf. Thats all! No mod, No bulky instruction for installing! 2)SIMPLE FILE STRUCTURE! -The script has GUI but has no header file nor class definition file. Only single script sqf file. You can even adapt the script in game with debug menu. 3)VANILA-LIKE DESIGN & UX! -The UI just look like it's a part of the ARMA3 game itself. Newbies will even think this is a part of game and ask why they don't have the repack ui on other servers. -Users doesn't have to be informed about the repack short-cut since they will see the ui as they open the inventory. And you know what to do! 4)REPACK EASY! -You can repack every magazines if they uses same ammo. Different magazines even can be repacked if they use same ammo. (but no tracer-normal ammo mixing!) -You can select multiple magazines and preview the result of repacking. And Choosing order affects which magazines should be filled first. Multi select source, automatically multi repacked! Download and Informations[armaholic] : http://www.armaholic.com/page.php?id=35582 🙂
  4. I have with the help of others created a script that spawns and despawns furniture in houses. Download: https://github.com/Tinter/Tinter-Furniture/releases At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Github: https://github.com/Tinter/Tinter-Furniture Steam workshop (Does only have a test mission): https://steamcommunity.com/sharedfiles/filedetails/?id=1895377640 Showcase of the script: Quick showcase of how to add make and add compositions: It spawns furniture locally as simple objects in nearby houses, despawning it when you're far away. The furniture is defined by compositions that you make in eden and using the scripts provided, organize them into files. The compositions are defined on classnames, but a lot of work has gone into trying to make similar buildings compatible, for example the buildings on Altis and Malden are different, but the script will recognize them as the same. Info on how exactly to do this is in the readme file. Furniture is also spawned on the server so that AI will also (hopefully) consider it. I have no indepth test of performance with this script active, but I have played missions with it active and it didn't slow the mission to a crawl at least. At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Thanks to Diwako, G4rrus, Tennessee, jonoPorter, Meanwhile
  5. 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.
  6. Hi, Im trying to made a simple scenario when players will be facing some units with AT launchers, my problem is that vehicles i'm currently usinng isn't that "tanky" i want to be. I was searching trough various of places to find a remedy to my problem. So i will more than glad if someone helps me out with a script that makes certain vehicles invulnerable to hull damage to prevent being destroyed
  7. Hi Community ! I'm happy (and a bit proud) to present my work : Macaco's mod… A mod everyday ""work in progress"... for now 9 modules... - AI Reaction (Requires CBA, TASKFORCERADIO) With this module you can activate the "hearing" of the AI, which will hear you when you speak with TASK FORCE RADIO - Timer (Requires CBA, ACE) With this module you can activate a timer, based on the DAYTIME variable (totally rewritten) - FollowMe (Requires CBA, ACE) With this module it is possible to enable an ACE interaction menu that allows the player to have some AI commands run: *follow me *stop *lying *stand up * go up to the nearest vehicle * wears protective clothing (helmet + harness) * handcuffing (use a band) *to free - "Logistic Vehicle" module. (Requires CBA, ACE) With this module (can be synchronized with just one faction vehicle) it is possible to create a logistic vehicle for refueling / resetting and vehicle repair ... Also you can use an AI that "simulates" the repair of the vehicle but that if killed will make subsequent repairs impossible ... - "Earthquake" (Requires CBA, ACE) The module allows to create earthquakes with destructive areas; the intensity of the earthquake is adjustable ... - Module "HQ" (Requires CBA, TASKFORCERADIO) The module allows you to create an HQ vehicle with different features: * Equip the vehicle with aeronautical radio with 40km range (Task Force Radio) * Equip the vehicle (in the inventory) with UAV backpack (Darter), batteries and terminal (depending on faction) * Equip the vehicle with an omnidirectional radio disturbance antenna (Task Force Radio) * Equip the vehicle with a directive antenna (movable) to increase the range / power of the radio (Task Force Radio) -"Sounds Of War" module (Requires CBA, ACE) The module allows you to create areas with war sound effects and possibly (real) explosions and light flares, useful for example to delimit areas game recreating a more realistic situation ... -"Supplies" module (Requires CBA, ACE) The module allows you to request a supply case, with a virtual arsenal set by the editor. The module is equipped with various options for operating dynamics. -"Watch" Module (Requires CBA, ACE) With this module it is possible to activate a clock (with graphic interface) that creates two alarms, publishes useful variables for triggers and executes sqf files at the end of alarms .... - "Advanced Stamina" Module (Requires CBA, ACE) (feat. Hollywood) This module manages advanced stamina, adding the possibility of drinking, eating, etc ... Note for those who used the previous mod "Advanced Stamina Mod": Edit the missions with the old mod and then re-insert the modules with Macaco's Mod ON STEAM WORKSHOP: Macaco's mod ON YOU TUBE: Macaco's Channel (Tutorials) SECONDO REGGIMENTO INCURSORI ( 2RGT ) : http://www.secondoreggimento.it/
  8. i need some help whit this i want to (if player get Damage and that Damage are enough to kill player then spawn fnc_tazed )
  9. Good evening, community! I have found and used a couple of scripts that make enemy AI units surrender in singleplayer (SP). For example, when almost the entire enemy squad is dead and only 1 or 2 units are alive, they will surrender no matter other conditions. And I said "other conditions" because during the last 2 days I've read a lot of topics with information about their behavior and moral as a condition to make them give up. But this is not the case or the result I am looking for. I need a proper script for cooperative and multiplayer missions to give any enemy the possibility to surrender when forced to. If that with the moral is the right way to succeed, I am in! Thank you in advance and cheers! 🙂
  10. Can anyone help me with this? tried making a zombie scenario. I would like a random generated missions that involves zombies thank you!
  11. L_ambiDrive by LAxemann (Formerly L_Civs. For AI Civilian population, check out L_ambiCivs) A lightweight script suite that allows multiplayer-compatible civil traffic. Civilians will drive around on the map and de-spawn again if the closest player exceeds a specified distance. Features blacklisting areas and players. The script runs COMPLETELY SERVER-SIDE. Quick Start 1. Drop the "L_ambiDrive" folder as well as the "initServer.sqf" into your mission folder. That's it. 1.1 If you already got an initServer.sqf, paste the following anywhere into the file: #include "L_ambiDrive\init.sqf" Quick configuration 1. Navigate into the L_ambiDrive folder within your mission folder. You may want to look into three files: "config.sqf","classes.sqf" and "blacklists.sqf" 2. Config.sqf: Basic settings like spawn distance and speed limits. (Tip: Lower the city speed limit if the map features sharp turns within cities) 3. Classes.sqf: Vehicle and civilian classes that will be spawned. 4. Blacklist.sqf: Blacklisting areas vehicles shouldn't spawn in and players that should be ignored by the script. !! All parameters can be changed on the fly during a mission !! Requirements CBA_A3: https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=450814997 Known issues - ArmA will be ArmA. Vehicles might crash into each other and/or the terrain. The script detects stuck vehicles but can only do so much to un-stuck them. License You are free to modify the script to your liking within your mission, but please mention the modification. Uploading a modification of the script as a "standalone" version is not permitted. Download: https://github.com/LAxemann/L_ambiDrive (1.05)
  12. a simple script to change faction allegiance retaining their waypoints here it changes AAF to fight for opfor faction if you want them to fight the LDF INDG = allgroups select {faction leader _x == "IND_F"}; { _groupold = _x; _groupnew = createGroup east; (units _groupold) join _groupnew; _groupnew copyWaypoints _groupold; } foreach INDG; // -------------------------------------------------------------------------- /* null = [] execVM "INDtoOPFOR.sqf"; */; drones work fine, helicopter behaviour issues - transports don't unload troops as per waypoint
  13. I need either a script or in trigger action that will kill AI units that leave the area. I want to also separate the types, example: I have an inner radius lets say 250 by 250 that AI infantry units must stay in. If they leave this area then they will die. Then I have an outer radius, 500 by 500, that allows AI Land vehicles to operate through, they are also allowed in the inner radius but if they leave the outer radius then they will be destroyed. The land vehicles include all land vehicles, not just tracked and tanks. I have thought of using multiple triggers to compare what is in the larger circle which is not in the smaller circle at which the trigger will kill the AI that is not within both triggers but I am not sure how to do that or if there is an easier way.
  14. I need a easier way to spawn random units instead of individually pulling all classes from the in game editor and pasting it while adding quotations and commas like this: ["B_mas_med_Army_ENG_F", "B_mas_med_Army_EXP_F", "B_mas_med_Army_GL_F",]. I want to use a script that when called it will pull a random unit from a given side of a given type (infantry, land, air) and spawn them in a group. The group will be filled with random units. I also want it to pull units from mods that I download. I dont want to have to keep updating the script every time I download another unit mod. The mod MMC sandbox has no problem in doing this but I dont know how they did it.
  15. I'm interested in writing a script that would allow a trader/s, for example Black Market Trader to be the only available sell point for certain items. Excluding or blacklisting the selected traders from being able to sell a (item_x) for a player if not listed. Ive searched online for all the information i could but nothing really defines this function/script I'm trying to create plus being a noob doesn't help either, lol. If someone out there has the knowledge on how i would go about this could you please help me out. As of now i have a Black Market Trader and Farming on my server but the items from farming i would like them only to be sold at the Black Market Trader. As of now your able to sell them at all traders, how can i fix this or can someone direct me into the right path to writing a script for this to add into the server to prevent those items from being sold at the other available traders UNLESS its a Black Market. How would i go about getting this added? List of items ``` "DDR_Item_Mushrooms", "DDR_Item_Drugs_Weed", "DDR_Item_Silver_Ore", "DDR_Item_Gold_Ore", "DDR_Item_Crystal_Purple", "DDR_Item_Crystal_Green" ```
  16. Working with Altis life 5.0.0 I have a marker being created and working as intended but the Text does not show up. I am wondering how to set the text color also. The Text was fine until i changed the marker color. Heres the original that works - i want a red ellipse as i would like it to be a Kill On Sight zone - if(_Create_Markers)then{ _Marker_id = format ["%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ICON"; _Marker setMarkerType "mil_marker"; _Marker setMarkerColor "ColorUNKNOWN"; _Marker setMarkerText format ["Airdrop : %1",_a]; _Marker setMarkerSize [1,1]; }; I adapted it to this and it shows the ellipse but no text - if(_Create_Markers) then { _Marker_id = format ["%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ELLIPSE"; _Marker setMarkerType "mil_marker"; _Marker setMarkerColor "ColorRed"; _Marker setMarkerText format ["Airdrop : %1",_a]; _Marker setMarkerSize [625,625]; Thank you Tried this - if(_Create_Markers)then{ _Marker_Number_Pos = format ["%1",_Pos]; _Marker_Pos = createMarker [_Marker_Number_Pos,_Pos]; _Marker_Pos setMarkerShape "ELLIPSE"; _Marker_Pos setMarkerType "mil_marker"; _Marker_Pos setMarkerColor "ColorRed"; _Marker_Pos setMarkerText "STR_Airdrop_Items"; _Marker_Pos setMarkerSize [600,600]; AND _Marker_Number_Pos = format ["%1",_Pos]; _Marker_Pos = createMarker [_Marker_Number_Pos,_Pos]; _Marker_Pos setMarkerShape "ELLIPSE"; _Marker_Pos setMarkerType "mil_marker"; _Marker_Pos setMarkerColor "ColorRed"; _Marker_Pos setMarkerText "AIRDROP"; _Marker_Pos setMarkerSize [600,600]; Did not work I went back to the original and only changed the marker shape to an ELLIPSE - this seems to be the problem of the text disappearing - _Marker_id = format ["%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ELLIPSE"; _Marker setMarkerType "mil_marker"; _Marker setMarkerColor "ColorUNKNOWN"; _Marker setMarkerText format ["Airdrop : %1",_a]; _Marker setMarkerSize [600,600];
  17. The latest version of the Simple Radar Warning System, Functions, Vehicle init (for automatic system arm), Player manual system switch, Configurable function call, Fly safely and... Have fun! File Download (Drive) *Original Post*
  18. Hey all, I am trying to find a way to restrain the movement of the mouse. The aim is to restrain the movement of the weapon to lie inside the aiming deadzone so that the player won't be able to steer the unit with the mouse. So far I have used vectorDir, weaponDirection and some vector manipulation commands in order to find what the angle between the facing-direction of the unit is and the direction the weapon is facing. Seems to work OK (unless I am missing something), but regardless of the functionality of this part of the script I can't find any way to restrain the mouse movement. If you have any idea (or a source to point me to) please let me know. Thanks in advance, Achilles.
  19. Greetings to all. I usually use this script to spawn (on trigger position) hunters to hunt the players (on foot) in my multiplayer mission (dedi) and its works perfect. But updating the mission and adding vehicles for the players I realized that when a player is inside a vehicle and activates the trigger and then gets off the vehicle and continues on foot, the hunters reach the position of the abandoned vehicle and stop there, do not continue chasing the player on foot. Any help or advice is welcome. Thank You! Trigger size: 390 x 390 Activation: Any Player ActType: Present Server Only: yes Cond: this OnAct: null = [thistrigger,thislist] execvm "4hunters.sqf"; 4hunters.sqf _PosTrigger = _this select 0; _objetives = _this select 1; _objetive = _objetives select 0; if (isserver) then { private ["_hunters", "_leaderhunters"]; _CountEnemies = {alive _x && side _x == independent} count allUnits; //Spawn hunters if less than 100 enemies on the map if (_CountEnemies < 100) then { _SpawnPos = position _PosTrigger ; _hunters = createGroup independent; _hunters = [_SpawnPos, independent, ["I_C_Soldier_Para_2_F","I_C_Soldier_Para_1_F","I_C_Soldier_Para_2_F","I_C_Soldier_Para_1_F"],[],[],[],[],[],260] call BIS_fnc_SpawnGroup; //Move to player position _leaderhunters = leader _hunters; _leaderhunters move (position _objetive); _hunters setCombatMode "RED"; _hunters setBehaviour "AWARE"; _hunters allowFleeing 0; 0 = [_hunters,_objetive] spawn { while {true} do { params ["_hunters","_objetive"]; sleep 3; //If the player who activates the trigger moves more than 400 meters away, the hunters are deleted if ((_objetive distance (leader _hunters)) > 400) exitWith { {deleteVehicle _x} forEach units _hunters; }; }; }; //When the hunters reach the position where the trigger is activated (and the player is not there) wait 3 sec and update the player's new position. while {true} do { // _leaderhunters = leader _hunters; if ((unitReady _leaderhunters) && {(alive _leaderhunters)}) then { sleep 3; if (({ alive _x} count (units _hunters)) != 0) then { _leaderhunters = leader _hunters; _leaderhunters move (position _objetive); _hunters setCombatMode "RED"; _hunters setBehaviour "AWARE"; _hunters allowFleeing 0;};};}; }; };
  20. I am running Altis Life v5.0.0 I am trying to lock multiple doors - e.g. in the Police station building - this building has 15 doors. I would like only the Police to be able to open and close them. I have got this working in the init of the building, but it only works on one door - BG_3 animate ["Door_2_rot", 0]; if (playerSide == civilian) then {this setVariable ["bis_disabled_Door_2", 1, false];} I am unsure what the format is to add the rest of the doors, I have tried the following with no success - BG_3 animate ["Door_2_rot", && "Door_4_rot", 0]; if (playerSide == civilian) then {this setVariable ["bis_disabled_Door_2", && "bis_disabled_Door_4", 1, false];} BG_3 animate ["Door_2_rot" || "Door_4_rot", 0]; if (playerSide == civilian) then {this setVariable ["bis_disabled_Door_2" || "bis_disabled_Door_4", 1, false];} Thank you
  21. FuRixX Lamborghini

    Code question

    Any one can help my with this code that is a name filtering. script example: _letrasFuRixX = ["a","b","c","d","e","f","g","h","i","j","k","l","m","n","ñ","o","p","q","r","s","t","u","v","w","x","y","z","A","B","C","D","E","F","G","H","I","J","K","L","M","N","Ñ","O","P","Q","R","S","T","U","V","W","X","Y","Z"]; jugadorFu = name player; { checkeoFuRixX = [_x, jugadorFu, false] call BIS_fnc_inString; if (!checkeoFuRixX) exitWith { sleep 2; hint "You name is not valid in this server"; endMission "END1"; }; } count _letrasFuRixX; The problem is that I need to sparete the name player letter to letter like a string or anything: ["P","e","t","e","r"];
  22. Have you ever felt like AI is too accurate? With this script, you can confirm your feelings. This script was developed to test if suppression was working on AI. This script uses ACE3 to display some status messages and copy it to the clipboard. You can remove the status messages and use the Arma 3 copyToClipboard function to achieve a vanilla variant. In the following configuration rhs units are used. This can be changed to vanilla units. The first 6 lines defines some settings you can change. distances: distances are all distances that should be tested suppressions: suppression are all suppression levels that should be checked shooterclass,targetclass: The classes used as shooter and target magazine: magazines are refilled to keep AI shooting at full speed shotsuntil: shoots for each round. The result are copied in an Excel format into you clipboard. (Testet with Google Sheets) This should be used in a VR-Map. The units are spawned near 0,0. distances = [50]; suppressions = [0]; shooterclass = "rhs_msv_emr_rifleman"; targetclass = "B_Survivor_F"; magazine = "rhs_30Rnd_545x39_7N10_AK"; shotsuntil = 300; fnc_startRound = { params["_distance"]; shot = 0; hit = 0; _grp = createGroup east; shooter = _grp createUnit [shooterclass, [0,0,0], [], 0, "FORM"]; _grp = createGroup west; target = _grp createUnit [targetclass, [_distance,0,0], [], 0, "FORM"]; shooter addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; shot = shot + 1; }]; target removeAllEventHandlers "HandleDamage"; target addEventHandler ["HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; 0; }]; shooter removeAllEventHandlers "HandleDamage"; shooter addEventHandler ["HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; 0; }]; target addEventHandler ["Hit", { params ["_unit", "_source", "_damage", "_instigator"]; hit = hit +1; }]; shooter disableAI "PATH"; target disableAI "PATH"; shooter reveal target; target reveal shooter; }; fnc_saveToClipboard = { "ace_clipboard" callExtension _this; "ace_clipboard" callExtension "--COMPLETE--"; }; fnc_saveResults = { tab = toString [9]; output = ""; { { output = [output, (_x # 0) , tab , (_x # 1) , tab , (_x # 2) , tab , (_x # 3) , endl] joinString ""; } forEach _x; } forEach results; output call fnc_saveToClipboard; }; fnc_init = { call fnc_reset; ["Accuracy", {if (shot==0) exitwith{0}; (hit/shot);}, [false]] call ace_common_fnc_watchVariable; ["Suppression auf shooter", {getSuppression shooter}, [false]] call ace_common_fnc_watchVariable; ["shot", {}, [false]] call ace_common_fnc_watchVariable; ["hit", {}, [false]] call ace_common_fnc_watchVariable; ["distancebetween", {}, [false]] call ace_common_fnc_watchVariable; ["suppression", {}, [false]] call ace_common_fnc_watchVariable; }; fnc_reset = { shot = 0; hit = 0; results=[]; }; fnc_start = { { distancebetween = _x; resultForDistance = []; { suppression = _x; [distancebetween] call fnc_startRound; waitUntil {shooter setSuppression suppression; shooter addMagazine magazine; uiSleep 0.3; (shot>=shotsuntil);}; resultForDistance pushBack [distancebetween, suppression, hit, shot]; deleteVehicle target; deleteVehicle shooter; uiSleep 1; } forEach suppressions; results pushBack resultForDistance; } forEach distances; call fnc_saveResults; systemChat "Finished"; }; call fnc_init; run = [] spawn fnc_start;
  23. Test Lab Workshop for ARMA III, ver. BETA 0001 (2019) This download is compatible with APEX game version 1.7 and higher Drive Link Download: Test Lab New Live readMe file This download includes mission editor files. When my mission folder began to overflow with script test scenarios and VR compositions, I decided to create a master workshop file to use in the future. I considered what features should be built in. Hopefully this tool will be helpful for you, too. INSTALLATION Install the folder 0_testLAB.VR to your ArmA 3 mission folder (usually in Documents). Examples included: Images: Video: THANKS to everybody at: Bohemia Forums Check out our Patreon page Ascina Illustration & Design Arma Public License No Derivatives (APL-ND)
  24. I dug up some old script for a new mission and I'm having trouble finding where it's gone wrong. I have 2 laptops placed that are interact-able. One of them is a Vehicle Spawner and the other is a Heli Spawner. You scroll for whatever vehicle you want and hold middle mouse and it spawns the vehicle in the designated spawn zone. The problem is that on the Vehicle Spawner I can't spawn anything pass a MK19 CROWS Humvee. This also occurs on the Heli Spawner but for the UH60M. I've tried removing them from the option to spawn however that doesn't fix the problem. The game will still spawn them despite not being in the code. I have double checked the class names of all the vehicles already. I've posted the script below for both vehicle and heli spawner and their respective laptops with script. If anyone can help me figure out where I went wrong so I can prevent this it would be appreciated. Note: The Humvees come from Vurtuals Humvee mod, the MRAPs and APCs come from RHS. All Helis come from RHS. I made a single block of code for one vehicle and then copy/paste it and filled in the blanks for each different vehicle. VSscript.sqf ////////////////////////////////////////// //// BRIEF //// Created by T. Hammer //// 09/09/2018 ////////////////////////////////////////// waitUntil {!isNull player}; _vehicle = _this select 0; ////// INFO // This switch script spawns the selected vehicles on a designated location // The vehicles will be listed below in the correct order: ////// // HMMWV UNARMED // HMMWV MEDEVAC // HMMWV M2 // HMMWV M2 CROWS // HMMWV MK19 // HMMWV MK19 CROWS // HMMWV TOW // M1230 M2 // M1230 MK19 // M1230A1 MEDEVAC // M1238A1 ASV // M1238A1 ASV M2 CROWS // M1238A1 ASV MK19 CROWS // M1239 AUV // M1239 AUV M2 CROWS // M1239 AUV MK19 CROWS // M1239 AUV Deploy M2 CROWS // M1239 AUV Deploy MK19 CROWS // M1126 M2 STRYKER ////// ////////////// ////// switch (_vehicle) do { case 1: //HMMWV UNARMED { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 2: //HMMWV MEDEVAC { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m997" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 3: //HMMWV M2 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_m2" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 4: //HMMWV M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_crows_m2" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 5: //HMMWV MK19 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_mk19" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 6: //HMMWV MK19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_crows_mk19" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 7: //HMMWV TOW { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1167_tow" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 8: //M1230 M2 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1230_M2_usarmy_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 9: //M1230 MK19 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1230_MK19_usarmy_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 10: //M1230A1 MEDEVAC { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1230a1_usarmy_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 11: //M1238A1 ASV { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1238A1_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 12: //M1238A1 ASV M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1238A1_M2_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 13: //M1238A1 ASV MK19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1238A1_MK19_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 14: //M1238A1 AUV { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 15: //M1238A1 AUV M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_M2_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 16: //M1238A1 AUV MK19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_MK19_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 17: //M1238A1 AUV Deploy M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_M2_Deploy_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 18: //M1238A1 AUV Deploy Mk19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_MK19_Deploy_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 19: //M1126 M2 STRYKER { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_stryker_m1126_m2_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; default {hint "VS System: Issue with Loadout"}; }; Laptop 1 script [Vehicle_Laptop1,"VS Vehicle: HMMWV UNARMED","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [1, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV MEDEVAC","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [2, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV M2","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [3, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [4, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV MK19","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [5, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV TOW","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1230 M2","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1230 MK19","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1230A1 MEDEVAC","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1238A1 ASV","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1238A1 ASV M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1238A1 ASV MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV Deploy M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV Deploy MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1126 M2 STRYKER","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; HSscript.sqf ////////////////////////////////////////// //// BRIEF //// Created by T. Hammer //// 09/09/2018 ////////////////////////////////////////// waitUntil {!isNull player}; _vehicle = _this select 0; ////// INFO // This switch script spawns the selected airframes on a designated location // The vehicles will be listed below in the correct order: ////// // UH-60M // UH-60 MEDEVAC // MH-47E // AH-64D Apache // AH-6M Little Bird // MH-6M Little Bird // OH-6M Little Bird ////// ////////////// switch (_vehicle) do { case 1: //UH-60M { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_UH60M_d" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 0; }; case 2: //UH-60 MEDEVAC { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_UH60M_MEV2" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 0; _vehiclespawn setVariable ["ace_medical_medicClass", 1]; //MEDICAL _vehicle addItemCargoGlobal ["ACE_elasticBandage", 50]; _vehicle addItemCargoGlobal ["ACE_fieldDressing", 50]; _vehicle addItemCargoGlobal ["ACE_quikclot", 50]; _vehicle addItemCargoGlobal ["ACE_packingBandage", 50]; _vehicle addItemCargoGlobal ["ACE_morphine", 30]; _vehicle addItemCargoGlobal ["ACE_epinephrine", 30]; _vehicle addItemCargoGlobal ["ACE_bodyBag", 10]; _vehicle addItemCargoGlobal ["ACE_bloodIV_250", 10]; _vehicle addItemCargoGlobal ["ACE_salineIV_250", 10]; _vehicle addItemCargoGlobal ["ACE_tourniquet", 30]; _vehicle addItemCargoGlobal ["ACE_surgicalKit", 2]; }; case 3: //MH-47E { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "kyo_MH47E_HC" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 4: //AH-64D Apache { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_AH64D" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 5: //AH-6M Little Bird { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_MELB_AH6M" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 6: //MH-6M Little Bird { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_MELB_MH6M" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 7: //OH-6M Little Bird { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_MELB_H6M" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; default {hint "RS System: Issue with Loadout"}; }; Laptop 2 script [Vehicle_Laptop2,"HS Vehicle: UH-60M","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: UH-60M MEDEVAC","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: MH-47E","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: AH-64D Apache","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: AH-6M Little Bird","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: MH-6M Little Bird","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: OH-6M Little Bird","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; Sorry if this is poorly formatted this is my first forum post. Any help and recommendations greatly appreciated. You are free to use these scripts as well if you like as they have worked well in the past. Thank you :)!
  25. Hi guys: With this script I have managed to form a convoy of 6 vehicles. if (!isServer) exitWith {}; // CONVOY // _markerstr = createMarker ["convoy_1",[4480.02,14026.1]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_1"; _convoy_1 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_APC_Wheeled_02_rcws_v2_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_1; _leader = leader _convoy_1; [_leader,"convoy_1"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_1", _leader, true]; _wp1 = _convoy_1 addWaypoint [getmarkerpos "wp_1A", 1]; _wp1 setWaypointTimeout [12, 12, 12]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_1 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_1 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; sleep 2; _markerstr = createMarker ["convoy_2",[4465.62,14018.3]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_2"; _convoy_2 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_Truck_02_Ammo_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_2; _leader = leader _convoy_2; [_leader,"convoy_2"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_2", _leader, true]; _wp1 = _convoy_2 addWaypoint [getmarkerpos "wp_1B", 1]; _wp1 setWaypointTimeout [14, 14, 14]; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_2 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_2 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; sleep 2; _markerstr = createMarker ["convoy_3",[4453.86,14011.6]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_3"; _convoy_3 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_Truck_02_Ammo_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_3; _leader = leader _convoy_3; [_leader,"convoy_3"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_3", _leader, true]; _wp1 = _convoy_3 addWaypoint [getmarkerpos "wp_1C", 1]; _wp1 setWaypointTimeout [16, 16, 16]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_3 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_3 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; sleep 2; _markerstr = createMarker ["convoy_4",[4441.19,14004.9]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_4"; _convoy_4 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_Truck_02_Ammo_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_4; _leader = leader _convoy_4; [_leader,"convoy_4"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_4", _leader, true]; _wp1 = _convoy_4 addWaypoint [getmarkerpos "wp_1D", 1]; _wp1 setWaypointTimeout [21, 21, 21]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_4 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_4 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; sleep 2; _markerstr = createMarker ["convoy_5",[4428.7,13998.4]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_5"; _convoy_5 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_Truck_02_Ammo_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_5; _leader = leader _convoy_5; [_leader,"convoy_5"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_5", _leader, true]; _wp1 = _convoy_5 addWaypoint [getmarkerpos "wp_1E", 1]; _wp1 setWaypointTimeout [24 , 24, 24]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_5 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_5 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; sleep 2; _markerstr = createMarker ["convoy_6",[4418.13,13992.8]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "convoy_6"; _convoy_6 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_APC_Wheeled_02_rcws_v2_F"],[],[],[],[],[],60] call BIS_fnc_spawnGroup; {_x forceSpeed 4; _x forceFollowRoad true; _x setConvoySeparation 10; _x setDriveOnPath [getMarkerPos "wp2", getMarkerPos "wp3"]; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"} forEach units _convoy_6; _leader = leader _convoy_6; [_leader,"convoy_6"] remoteExecCall ["setVehicleVarName",0,true]; missionNameSpace setVariable ["convoy_6", _leader, true]; _wp1 = _convoy_6 addWaypoint [getmarkerpos "wp_1F", 1]; _wp1 setWaypointTimeout [32, 32, 32]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp2 = _convoy_6 addWaypoint [getmarkerpos "wp_2", 2]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointBehaviour "CARELESS"; _wp3 = _convoy_6 addWaypoint [getmarkerpos "wp_3", 3]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointBehaviour "CARELESS"; private _myArray = ["_convoy_1", "_convoy_2", "_convoy_3", "_convoy_4", "_convoy_5", "_convoy_6"]; private _myNewArray = _myArray; _myArray set [1, "_convoy_6"]; _myNewArray select 1; Units 1 and 6: armored vehicles. units 2, 3, 4 and 5: ammunition trucks. The convoy is approximately 150 meters long. The script works perfectly. Although it could be debugged using a WP block for all vehicles and reduce the length of the convoy, shortening the distance between vehicles. I have used "forceSpeed" because limitSpeed "does not respond. I pass a link with the image of the convoy underway and another with the demo mission. LINK: PHOTO CONVOY IN TRAINING https://drive.google.com/open?id=1P4Sb3s6H_tMFQismtDGaIzW0IW7BQ7CY LINK: DEMO MISSION (RAR FILE) https://drive.google.com/open?id=1tD3ckxt-7Ekj8PuopLD-qSN9uabmzjwW Clarification: I have made several convoys in the editor, placing the vehicles on the map. But generating the units by script no. I am sure it can be improved. Thanks.
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