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Found 657 results

  1. 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.
  2. GF Drop Loot Script by GEORGE FLOROS [GR] Description: GF Drop Loot Script , Enemies , will drop items or add to their inventory , when killed , configurable . 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 Drop Loot Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included in the description.ext and initPlayerLocal.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: The Loot is configurable Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.0 Code optimization, added configurable items inside uniforms, added setting options and small additions inside the script, changed the name of all the scripts , starting now with GF . Version 1.0 - first release Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39889 Armaholic download GF Drop Loot script
  3. Hello everyone, Im new to editing missions, so i'm strugling with 3 addons that i downloaded from the steam workshop, in the editor when i add few modded flags and save the mission, put the mission the mpmission file and start the server, when i join it says "Error Loading Mission", also theses 3 mods are added as required mods but when joining the server they appear as optionnal and all other mods work perfecly and are categorized as required, and if i go back to the editor and i delete the modded flags entities, save the mission and put the mission in the mpmission file, the server work perfectly, so why theses 3 mods are categorised as optionnal when i put them as required by the server. Thanks to anyone who help me. Addons i'm talking about http://steamcommunity.com/sharedfiles/filedetails/?id=2576006559 https://steamcommunity.com/sharedfiles/filedetails/?id=2474961310 https://steamcommunity.com/sharedfiles/filedetails/?id=2764329011
  4. I am pleased to announce my first script release. GRAD Fireworks What it does Shoots rockets in the air. Takes input: Position Color (Random, Red, Green, Blue, White) Type (Random, Fizzer, Normal, Rain) Rain is always white. Sample Call (you can call from any client or server) [getPos objectname, 'normal','red'] remoteExec ["GRAD_fnc_callFireworksServer", 2]; Installation Copy GRAD_fireworks to your mission directory Put code below in description.ext Call the script via trigger, radio, script, whatever. Sample call above. class cfgFunctions { #include "GRAD_fireworks\cfgFunctions.hpp" }; class cfgSounds { #include "GRAD_fireworks\cfgSounds.hpp" }; How it works Uses Flares, Lightpoints and some sounds to achieve the effect. Therefore totally vanilla compatible. Computation is done on the server which then sends precalculated stuff to the clients. Those display the effects locally, but it should look the same on every computer. In usage example here: Download Script + Sample Mission https://github.com/gruppe-adler/grad-fireworks.Stratis Update 2022 Added Code Improvements by @sarogahtyp, updated + unarchived Repo Feedback welcome If you have any suggestions codewise or effectwise, let me know.
  5. Hello everyone, first time poster here, although I've been lurking and learning from other experienced community members. I have made a single-player mission which I'm pretty happy about the outcome. An icing on the cake would be to add radio chat between 3 entities - Player, Highway (AI) and Tower (AI). The mission is a carrier operation with 6 tasks - Take-off, Intercept Enemy Fighters, Intercept Enemy Helicopters, Destroy Anti-Air, Destroy Artillery, Land. I have created the text I wish to use in the mission but I simply have no clue how to make it appear after a certain thing has happened f.e when I fire an AMRAAM I want my guy to say "Fox Three" and when a missile hits - "Splash One!". Same thing with a BIM-9X but "Fox Two" instead as that is the correct term since it's an IR missile. List of enemy combatants: 4x To-201 Shikra (Bandit1/2/3/4) 1x CH-49 Mohawk (Condor) 1x WY-55 Hellcat (Vulture) 4x ZSU-39 Tigris (AA1/2/3/4) 3x 2S9 Sochor (SPG1/2/3) I tried compiling a description.ext script (note: I don't have actual sound files yet, I'd appreciate it if I can get an idea what Text-to-Speech I can use to make myself audio files and then convert to .ogg): And a radio.sqf script "Sleep 4" is short, it's a placeholder. I hope you can understand my query. Sorry for this really long post, TLDR: I need to have radio chat to be activated after doing a certain thing.
  6. Hi everyone, anyone know how can do infinite ammo for uav's, I tryed this script but didn't worked on the any uav's, so anyone can help me? My mod list; https://prnt.sc/eflQWhwdEtem https://prnt.sc/-deVg_rMlDUc
  7. GEORGE FLOROS GR

    GF Cleanup Script

    GF Cleanup Script by GEORGE FLOROS [GR] Description: GF Cleanup Script , configurable script. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Cleanup Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , 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: Configurable Script. You can select to delete : Particlesource,Dead,Mines,Ruins,Craters, Dropped Items,Static Weapon,Empty Groups, Empty Vehicles,emptyDetector MP triggers. You can exclude certain objects , by adding in the init of the object , in the editor or include in the scripted spawn : this setVariable ["GF_Excude_from_cleanup",true]; It is possible to create an Exclude Zone , by creating a marker. There are already 5 created in the editor as a working example , that you can just copy paste them in your mission. Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v4.0 A lot of code is reedited , added option to exclude certain objects , by setting a variable, added option to create an Exclude Zone , by creating a marker, for more information check the Notes + see ex. mission. Code Performance and optimisation and minor fixes. v3.0 Code Performance and optimisation and minor fixes. v2.0 Added distance parameter added more options and minor changes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39927 Armaholic download GF Cleanup Script
  8. Hello, I need a little help: I would like the AI not to be visible to the naked eye but only visible through thermal NVG. I would like to add it either in the IA init or in a script. And usable in Multiplayer. Can someone help me?
  9. Hi guys, I am trying to do a script, which allow me to spawn a "fuel smuggler" (trader) who buys fuel crates only and gives the player 500 cash for every fuel barrel he buys. After 10 min he will disappear only to show 20 minutes later on another place. Monetary system is Grad Money Menu. while {true} do { sleep 1200; _pos1 = [1323.44,7742.14,0]; _pos2 = [11845.7,7733.76,0]; _pos3 = [2177.42,10840.1,0]; _pos4 = [2936.97,3438.3,0]; _rpos = [_pos1,_pos2,_pos3,_pos4] call BIS_fnc_selectRandom; _smugveh = "C_Truck_02_fuel_F" createVehicle _rpos; _smugveh setFuel 0; _spos = [_rpos, 3, 15, 3, 0, 0.5, 0] call BIS_fnc_findSafePos; private _grp = createGroup [civilian,true]; _smuggler = _grp createUnit ["CUP_C_TK_Man_02",_spos]; _smuggler enableAI "PATH"; _smugtrig = createTrigger ["EmptyDetector",_spos]; _smugtrig setTriggerArea [5,5,0,false]; _smugtrig setTriggerActivation ["STATIC","PRESENT",true]; _smugtrig setTriggerStatements ["{_x isKindOf "CargoNet_01_barrels_F"} count thisList == 1", "_delete = nearestObjects [_smuggler, ["CargoNet_01_barrels_F"],50]; {deleteVehicle _x;} forEach _delete; [player, 500] call grad_moneymenu_fnc_addFunds;",""]; _marker = createMarker ["Smuggler present!", _rpos]; _marker setMarkerType "loc_LetterS"; _marker setMarkerColor "colorCivilian"; sleep 600; deleteMarker "Smuggler present!" deleteVehicle _smugtrig; deleteVehicle _smugveh; deleteVehicle _smuggler; }; No luck so far, nothing spawns. ¯\_(ツ)_/¯ I wonder where my mistake is ...
  10. Hey guys, I've searched for while but I can't find any solution for my problem. I'm creating a training map for our clan and I want to include a dogfight training. I want to spawn a pool of enemy jets at one of a predefined position and it have to give the jet one of a predefined movepoint to circle until he detects the player. I'm not the fittest in sqf and that's what I created yet: Pool of enemy jets (included in "init.sqf"): I set 5 "empty markers" to spawn on and 5 to move on at the map and included them in "init.sqf": After that I wrote a script to pick all three randomly and set the variables in my "cas.sqf"-file: Until here it worked fine. The script picks randomly the units and positions. Now the problem is to spawn it in and there I depair. =( I tried it like that... _jet = [_randomAirSpawn, "0", _randomAirTarget, east] call BIS_fnc_spawnVehicle; ...and nothing happens. =( And after that I've no idea how to give a waypoint to "_jet". What am I doing wrong?
  11. Hi, there. I am trying to make two "factories" in my mission - one producing fuel and the other vehicle ammo points. Both factories should produce a box filled with fuel and "ammo points" respectively. The fuel and ammo points use ACE3 framework. For the fuel factory I made these script and it works perfectly (executed via initServer) : while {true} do { sleep 1800; _fuel = "CargoNet_01_barrels_F" createVehicle [4694.33,9483.27,0]; [_fuel, 1000] call ace_refuel_fnc_makeSource; _marker = createMarker ["Fuel Produced!", [4697.51,9475.91,0]]; _marker setMarkerType "loc_Truck"; sleep 300; deleteMarker "Fuel Produced!" }; Every half hour it produces one barrel with 1000 fuel (ACE). I tried to make the same thing with ammo points for vehicle rearming but no success. I am trying to implement ACE3 Rearm framework code (taken from https://ace3.acemod.org/wiki/framework/rearm-framework.html) : while {true} do { sleep 600; _ammobox = "CargoNet_01_box_F" createVehicle [5058.03,6888.37,0]; _ammobox = setVariable ["ace_rearm_isSupplyVehicle",true]; [_ammobox, 1200] call ace_rearm_fnc_setSupplyCount; _marker = createMarker ["Ammo Produced!", [5056.13,6886.58,0]]; _marker setMarkerType "loc_Truck"; sleep 300; deleteMarker "Ammo Produced!" }; But it doesn't spawn anything, it doesn't show any error and I have no clue why isn't working. Big thanks to everyone who wants to help a big script nOOb like myself.
  12. 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; };
  13. I'm trying to edit the autorun script from [Release] Auto Run Script I want to set the keys that interrupt auto running to be only Shift, Tab, W, A, S, and D, but it seems that only Shift and WASD work. Any idea why? initPlayerLocal.sqf: //-------------------------AUTORUN------------------------------------- if (hasInterface) then{ waitUntil {!isNull findDisplay 46}; (findDisplay 46) displayAddEventHandler ["KeyDown", { if (_this select 1 == (actionKeys 'uavView') select 0) then { if (isNil "AR_active") then {AR_active = false}; if (AR_active) exitWith {AR_active = false}; if (!isNull objectParent player) exitWith {}; if (surfaceIsWater (getPos player)) exitWith {}; _legdamage = player getHit "legs"; AR_active = true; AR_weapon = currentWeapon player; AR_animation = switch (true) do { case (AR_weapon isEqualTo ""): {"AmovPercMevaSnonWnonDf"}; case (AR_weapon isEqualTo (handgunWeapon player)): {"AmovPercMevaSlowWpstDf"}; case (AR_weapon isEqualTo (primaryWeapon player)): {"AmovPercMevaSlowWrflDf"}; case (AR_weapon isEqualTo (secondaryWeapon player)): {"AmovPercMevaSlowWlnrDf"}; }; player addEventHandler ["AnimDone", { if ((!AR_active) || {!((currentWeapon player) isEqualTo AR_weapon)} || {!isNull objectParent player} || {surfaceIsWater (getPos player)} || {_this select 1 == AR_animation && speed (vehicle player) <= 0}) exitWith { player removeEventHandler ["AnimDone", _thisEventHandler]; AR_active = false; AR_weapon = nil; AR_animation = nil; }; player playMoveNow AR_animation; }]; player playMoveNow AR_animation; }; }]; // Stop running (uavView = Tab) (findDisplay 46) displayAddEventHandler ["KeyDown", { if ((_this select 1 == (actionKeys 'MoveForward') select 0) || (_this select 1 == (actionKeys 'vehicleTurbo') select 0) || (_this select 1 == (actionKeys 'uavView') select 0) || (_this select 1 == (actionKeys 'MoveBack') select 0) || (_this select 1 == (actionKeys 'TurnRight') select 0) || (_this select 1 == (actionKeys 'TurnLeft') select 0)) then { if (AR_active) then {AR_active = false}; }; }]; };
  14. Sarogahtyps Simple Shortest Paths - SSSP V-1.0 the simplest way to find your path 😉 Actually there is the Dijkstra algorithm and the A* algorithm available. Both are able to get a shortest path through a "2D"-map and A* is always faster than Dijkstra on this. How much faster A* is depends on the size of the given situation. As more nodes and connections the given situation has as more A*'si advantage comes in play. Dijkstra's advantage is that it should find the true shortest path always while A* just finds one short Path. Also Dijkstra is much better able to solve the shortest path problem in a house with multiple floors (3D-problem). A* can solve this as well but it's often slower there and finds much longer shortest paths in that situation. A* will solve this through a multiple floor handler which is currently not implemented for it. sqf implementation of Dijkstra algorithm: Usage: First you should read the script header. The script supports 2 different formats of node/connection lists. the first syntax of parameter 3. and 4. is needed if you don't like to precalculate the distances/weights for all connections. In this case you will deliver the node positions as well and the script calculates the distances itself. The alternative syntax for parameter 3. and 4. has no positions but those distances instead. I recommend to implement the script to armas function library by registering it via description.ext file. But it will work with or without a manually done compiling as well. The following lines executes the script twice and writes the solution to .rpt-file via diag_log command. One time the precompiled script is spawned the second time it gets called (works only if environment is scheduled). Yes, you can use execVM as well. It has the same usage as the spawned function: The output for the situation shown in picture above is: 1:56:25 "Nodes after spawn" 1:56:25 [0,2,3] 1:56:25 " " 1:56:25 "Nodes after call" 1:56:25 [0,2,3] 1:56:25 " " Yeah, correct solution ... it works 😄 sqf implementation of A*-algorithm A* - Dijkstra runtime comparsion videos Planned features: - A* algorithm improvement to solve 3D problems (multiple floors) - Travelling Salesman algorithms Known issues: -Dijkstra is currently not getting always the true shortest path due to a bug in implementation Changelog v 2.0 (Download: Scripts Zip - Mission) - added implementation for A*-algorithm - minor performance optimizations on Dijkstra - added demo mission which is able to compare both algorithms v 1.1 (Download SQF) -performance optimizations - 65-70% less readability / 30-35% better performance v 1.0 (Download: SQF - Mission) - initial release
  15. DESCRIPTION: This is a script which dynamically spawns furniture in houses around players. Easy to setup! VIDEO: SCREENSHOTS: FEATURES: No mods required! No DLCs required! Compatible with all maps which use buildings from Altis, Malden, Stratis, and Tanoa Compatible with single-player, client-hosted, and dedicated servers Nearly no performance impact Spawns furniture in random houses within town, when player enters it Furniture layouts are built with AI pathing / buildingPositons in mind Despawns the furniture when there are no players within that town Includes an easy to configure script file TO DO LIST: (Upcoming Change-Log) Finish support for Tanoa buildings Include furniture layouts for abandoned buildings Create up to 5 possible furniture layouts for each individual unique building KNOWN BUGS: Bug free! CREDITS: Phronk: Script Creator Bohemia Interactive: Furniture models, textures, and configs CONTRIBUTORS: Metalman10 optimized the initialization of functions TESTERS: Chaser (ATCAG) PRYMSUSPEC Sjakal INSTALLATION: Copy & paste the "PF" folder into your mission's root folder EXAMPLE: C:\Users\<MyUsername>\Documents\Arma 3 - Other Profiles\missions\<myMissionName.mapName> Copy & paste this line of code into your mission's init.sqf: if(isServer)then{PFrun=false;[]spawn compileFinal(preprocessFile"PF\init.sqf")}; Done! (OPTIONAL) - The "CFG.sqf" file in the "PF" folder is the settings file. PF_On = TRUE; //TRUE enables furniture, FALSE disables it (Default = TRUE) PF_Range = 60; //Activation range on buildings to spawn furniture (Default = 60) PF_BlacklistObj = [""]; //List of building CLASSNAMES to avoid spawning furniture in (Example: ["land_slum_01_f"]) v0.7 (20.JUN.2021) DOWNLOAD LINK - (Google Drive) DOWNLOAD LINK - (Steam Workshop) DOWNLOAD LINK - (Armaholic) CHANGE-LOGS:
  16. I can't for the life of me figure out how to set a distance condition on the 3den Enhanced add actions. I don't want players to be able to see it from miles away as long as they are scrolling. I know it should be ran on "condition show" but I don't know exactly what to put there: Any help would be much appreciated. Thanks
  17. GF Vegetation Replacement Script - Mod by GEORGE FLOROS [GR] Description: GF Vegetation Replacement Script - Mod , replace the vegetation with your desired. 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 Vegetation Replacement Script - Mod 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/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 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/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: GF Vegetation Replacement Script - Mod , replace the map's vegetation with your desired. It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.0 Added a distance check and blacklist zones Added more options v1.0 Recommended addons : CUP http://cup-arma3.org/ Eden Extended Objects by _SCAR http://www.armaholic.com/page.php?id=32497 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40372 Armaholic GF Vegetation Replacement Script - Mod
  18. So I’m new to coding in general and thought I’d try out scripting in arma 3, I have written code but it does not do as intended. And I don’t even know if I’m using the right commands, I’m done trying to rack my brain scouring BI script command list and random YouTube videos if anyone know how to achieve this please post it here or reference me to where I can get help. so here’s what I want to do: 1. Give variable name in Eden editor. 2. Get variable name given in Eden editor for reference in script as a “class”. 3. Use variable name “class” to run a specific script. plot example: Object (unit) variable name given in editor = Assault //in script code to get the variable name of “This” unit. code to check if the variable name is equal to a specific class name. code that executes another code if the check returns true. if you have any insight on how to achieve this or even close to it please reply
  19. Its BBQ time kids! Download Demo Mission Features 3 styles of BBQ compositions: Spit roast large animal (goat, sheep, boars, etc.) Grill fish or small food items directly over fire. Cannibal roticery (as seen in my Property of Mabunga mission) Credit: I want to thank @F2kSel for the roll function that rotates the roticery. init.sqf: JBOY_BBQ scripts
  20. Greetings Community, I needed a gas mask overlay script for a MP mission I'm making. Unfortunately, I couldn't find anything that works across respawns... so I modified the overlay part of the script made by ALIAS - "Radiation - DEMO", after heavy modification the overlay is now MP compatible. There are currently some issues, which I hope I can resolve in near future: * Gas mask overlay will remain after respawn until the player equips and then unequips the "Gas mask" * For some reason the script doesn't work with the "Contact DLC" gas masks. It actually works. It appears the unit (cbrn_specialist) spawns with "G_AirPurifyingRespirator_01_nofilter_F" and later respawns with "G_AirPurifyingRespirator_01_F", keep that in mind. Feel free to contribute, I'm stuck as it is. I'll provide further updates in the github repository Enjoy! Modified multiplayer compatible overlay script. https://github.com/SubXi/arma3-2d-mask-overlay Original script: https://steamcommunity.com/sharedfiles/filedetails/?id=909790601
  21. Hi guys, I'm creating a fun map for my friends and after destroying a unit or vehicle I cannot hack UAV or operate another uav. UAV terminal disables. Here is a video: Arma 3 Editor problem. (youtube) Can you help me about it?
  22. I've been fighting with this script for a couple of days now, I've searched every resource I can find and I can't figure out why the "HOOK" AND "UNHOOK" waypoints won't work. Unfortunately the waypoints sections of the wiki are oddly empty on any information regarding these two waypoints. The idea of the script was so that instead of having all kinds of vehicles at the beginning of my mission I could save some frame rate have players request a vehicle and it would be lifted and dropped off at designated locations. I did get it working where the helo would fly to the area and just drop the vehicle from the standard 100 meter flight height, but it just looks terrible and would always drop about 100 meters or so before it actually got to the marker. So what I really need is to figure out how to either get the helicopter to go exactly to the waypoint and not decide 100 meters away is close enough, or to actually get the "HOOK"/"UNHOOK" way points to work the way they do in the Eden editor. AL_FNC_REQARMYJEEP = { private ["_JEEP","_LIFTER","_LIFTERGROUP", "_POS1", "_POS2", "POS3"]; //sleep 20; _JEEP = createVehicle ["I_C_Offroad_02_unarmed_F",[(getMarkerPos "ARMYliftable" select 0),(getMarkerPos "ARMYliftable" select 1),(getMarkerPos "ARMYliftable" select 2)],[],0,"Can_Collide"]; [_JEEP,["Olive",1],["hideLeftDoor",1,"hideRightDoor",1,"hideFenders",1,"hideHeadSupportRear",1,"hideSpareWheel",1]] call BIS_fnc_initVehicle; //SLING LOAD HELO AND WAYPOINTS. _LIFTER = createVehicle ["B_Heli_Transport_03_F",[(getMarkerPos "ARMYlifter" select 0),(getMarkerPos "ARMYlifter" select 1),(getMarkerPos "ARMYlifter" select 2)+100],[],0,"FLY"]; [_LIFTER,["Green",1],["Minigun",0.333333,"Minigun2",0.333333,"AddCargoHook_COver",0]] call BIS_fnc_initVehicle; createVehicleCrew _LIFTER; _Sling = _LIFTER setSlingLoad _JEEP; AJEEPLIFTER = _LIFTER; AJEEPLIFTERGROUP = GROUP (DRIVER AJEEPLIFTER); _POS1 = (getMarkerPos "ARMYDELIVERLIFTED"); _POS2 = (getMarkerPos "ARMYDELETELIFTED"); _POS3 = (getMarkerPos "PREPARETOLAND"); _WP0 = AJEEPLIFTERGROUP ADDWAYPOINT [_POS3, 0]; _WP0 setWPPos [(getMarkerPos "PREPARETOLAND" SELECT 0),(getMarkerPos "PREPARETOLAND" SELECT 1), (getMarkerPos "PREPARETOLAND" select 2)]; _WP0 setWaypointType "MOVE"; _WP0 setWaypointSpeed "NORMAL"; _WP0 setWaypointBehaviour "CARELESS"; _WP0 setWaypointCombatMode "GREEN"; _wp0 setWaypointStatements ["true", "AJEEPLIFTER flyInHeight 12;"]; _WP1 = AJEEPLIFTERGROUP addWaypoint [_POS1,1]; _WP1 setWPPos [(getMarkerPos "ARMYDELIVERLIFTED" SELECT 0),(getMarkerPos "ARMYDELIVERLIFTED" SELECT 1),(getMarkerPos "ARMYDELIVERLIFTED" select 2)]; _WP1 waypointAttachObject ARMYDELIVERLIFTED; _wp1 setWaypointType "UNHOOK"; _WP1 setWaypointSpeed "LIMITED"; _WP1 setWaypointBehaviour "CARELESS"; _WP1 setWaypointCombatMode "GREEN"; _wp1 setWaypointTimeout [20, 20, 20]; _wp1 setWaypointStatements ["true", "_Sling1 = AJEEPLIFTER setSlingLoad objNull;"]; _wp2 = AJEEPLIFTERGROUP addWaypoint [(getMarkerPos "ARMYdeletelifted"),0]; _wp2 setWaypointType "MOVE"; _WP2 setWaypointBehaviour "CARELESS"; _WP2 setWaypointCombatMode "GREEN"; _wp2 setWaypointStatements ["true", "{deleteVehicle _x;}forEach crew AJEEPLIFTER;deleteVehicle AJEEPLIFTER;"]; }; I gave up on hook and used set slingload to have the jeep just automatically hook to the bottom of the helicopter, but then the unhook wouldn't work. I've fought with trying to get the helicopter to just "MOVE" to the location and then fly in height, but it refuses to go to the exact location of the markers, then it will lower heights at _wp1 it goes pretty much anywhere it wants around my markers but never on my markers. it always stops somewhere around 100 meters short or too far. so when I setslingload objnull it drops too far away from where its supposed to be delivered. I can't wrap my head around why placed in the editor waypoints work just fine, but when I try to script it everything just falls apart. Any help would be GREATLY appreciated.
  23. I have created a simple menu. I want every player to be able to bring it up and use it with a scroll wheel when they enter the server. I put addAction into initPlayerLocal.sqf and added a hint as a run marker. But when I enter the server I get the message but no option to add. I ran my addAction code in the debug console and it proved that it works. How do I get the option to be added automatically for each player entering the server?
  24. Werthles' Headless Module (now v2.0!) Fully configurable module to give headless clients control of editor/script/Zeus AI. -->TUTORIAL VIDEO - CLICK HERE<-- Albert is the name of my headless client... Downloads: http://steamcommunity.com/sharedfiles/filedetails/?id=510031102 http://www.armaholic.com/page.php?id=29455 Main features: Easy way to create headless client missions HC Setup and Ignore modules Editor/script/Zeus AIs auto-transferred to HC control AI waypoints/scripts/trigger syncs preserved Splits AIs evenly among multiple HCs 3D Debug Mode Here's Why Headless Clients Are Good: https://www.youtube.com/watch?v=0-WKHrC661g&feature=iv&src_vid=15VK_kNOu6o&annotation_id=annotation_4128809211#t=1m46.4s How To Use: Download the mod and launch Arma 3 with the mod. Edit your mission, adding a WH Setup Module, found under "Headless Modules". Configure the parameters as appropriate for your mission. Add an "Ignore" module if required. Add playable, uniquely named, headless clients. Save your mission as a multiplayer mission. Set up your server and headless clients Play your mission! Players, HCs and the server need to run the WHM mod in order to play. Part 3 of this guide is how I set up dedicated servers and headless clients: Werthles Headless Kit Guide http://steamcommunity.com/sharedfiles/filedetails/?id=459917508 Setup Module Parameters: Headless clients to be used Repeating checks for spawned AI Time to wait between repeats 3D debug mode for all or just admins Balance the number of AI units on each HC, and rebalance when uneven Delay between module activation and HC setup starting Time between each HC transfer, to aid stability Initial setup report Phrases the module should ignore when checking AI for the HC (can be whole/part unit names/group names/unit type/synced module name) If certain units need to remain controlled by (local to) the server, simply sync these units to an ignore module. Compatibility When combining with mods that require setup time, try increasing the WHM startup delay or activate the module on a trigger, so WHM setup starts afterwards. ALiVE Compatibility ALiVE Profiles: Attach "WH Setup Module" to a radio trigger (or similar solution), then activate once in game (else profiles do not load or save correctly). ALiVE Support Modules: Give the group a distinct callsign, then add this to the list of units to ignore within the "WH Setup Module".Please let me know if you find an issue with this and any mods. I will list any issues found here. I would like to make this compatible with as many mods as possible! Headless Client Tips: Headless Clients must be set as playable and have a unique name. HCs cannot connect to client internet multiplayer servers, only local servers or dedicated servers. This is because IPs cannot be whitelisted with these servers. HCs can only connect to servers which are passworded. WHM will change the locality of the AI being transferred to HCs. This can interfere with some scripts. If it does, you can use the "Ignore" module to stop WHM from giving the HC control of individual groups. See: http://killzonekid.com/arma-scripting-tutorials-locality/ Links For Scripted Version: WHK Setup Guide (For scripted version) https://www.youtube.com/watch?v=15VK_kNOu6o Werthles Headless Kit http://steamcommunity.com/sharedfiles/filedetails/?id=459317544 Werthles Headless Kit Guide http://steamcommunity.com/sharedfiles/filedetails/?id=459917508 WHK Armaholic Download http://www.armaholic.com/page.php?id=28917 Please let me know if there are any problems/things that could be improved, and I'll get to work on it! I'd also love to see this in action. Please link me if you have screenshots/videos!
  25. What does this script do? This script spawns random reinforcements (group from 4 to 10 men) of the desired faction at the given position, and they will automatically redirect to players position (at the moment of script call, as Last Known Position). Does it work in multiplayer? Yes, it works in MultiPlayer and SinglePlayer Parameters _faction → String → Faction (see below) _sideReinforcements → Side → Side of reinforcements of which can be → west, east, independent _spawnPosition → Position → Center position of where you want to spawn reinforcements _rangeOfSpawn → int → Range of spawn from spawnPosition (if you like to narrow spawn just set this as 1) _addVehicle → Bool → Add a support vehicle Do you think side can be redundant? Maybe, but faction has been added secondly as I didn't want plain CSAT reinforcements when I'm playing on Livonia with Specnaz units, you know? I know not all RHS units have been added, I probably will, no guarantee. If you do script, you can.. Just look at the code, it's easy. Supported Factions SUPPORTED VANILLA FACTIONS: BLU_F NATO (standard) OPF_F CSAT (standard) IND_F AAF (standard) BLU_T_F NATO (Apex, pacific) OPF_T_F CSAT (Apex, pacific) IND_C_F Syndikat (Apex) BLU_W_F NATO Woodland (Contact) OPF_R_F Specnaz (Contact) IND_E_F LDF (Contact) SUPPORTED MODS FACTIONS: rhs_faction_usarmy_d RHS USAF (USA Army D OCP) rhs_faction_usarmy_wd RHS USAF (USA Army D UCP) rhs_faction_usmc_d RHS USAF (USA Army D MARPAT) rhs_faction_usmc_wd RHS USAF (USA Army WD MARPAT) rhs_faction_msv RHS AFRF (Russia MSV EMR) rhs_faction_vdv RHS AFRF (Russia VDV DES) rhssaf_faction_army RHS SAF (KOV Digital) Tban EricJ Taliban Units Edit: Added Syndikat faction IND_C_F (26/02/2022) How do I call the script? Let's say I am a BLUFOR player and I call for reinforcements, just put the following line in a activation trigger line: ["BLU_F", west, getMarkerPos "spawnMarkerPoint", 1, true] execVM "reinforcements.sqf"; Let's say RHS AFRF (Russians) enemy called reinforcements instead, those reinforcement will proceed to my position to engage: ["rhs_faction_msv", east, getMarkerPos "russianReinforcementsSpawnMarker", 1, false] execVM "reinforcements.sqf"; reinforcements.sqf //Uncomment following if used as function //params["_faction","_sideReinforcements","_spawnPosition", "_rangeOfSpawn","_addVehicle"]; //Uncomment following if used as script _faction = _this select 0; _sideReinforcements = _this select 1; _spawnPosition = _this select 2; _rangeOfSpawn = _this select 3; _addVehicle = _this select 4; _unitsArray = []; _vehicleArray = []; _unitsArrayToSpawn = []; _counter = 0; //Parsing factions switch (_faction) do { //Vanilla case "BLU_F": //NATO (standard) { _unitsArray = [ "B_Soldier_SL_F", "B_Medic_F", "B_Soldier_GL_F", "B_Soldier_F", "B_HeavyGunner_F", "B_Soldier_LAT_F", "B_Soldier_M_F", "B_Soldier_AR_F", "B_Soldier_LAT2_F", "B_Soldier_UAV_F" ]; _vehicleArray = [ "B_MRAP_01_hmg_F" ]; }; case "OPF_F": //CSAT (standard) { _unitsArray = [ "O_Soldier_SL_F", "O_Medic_F", "O_Soldier_HAT_F", "O_Soldier_GL_F", "O_Soldier_F", "O_HeavyGunner_F", "O_Soldier_F", "O_Soldier_M_F", "O_Soldier_AR_F", "O_Soldier_UAV_F" ]; _vehicleArray = [ "O_MRAP_02_hmg_F" ]; }; case "IND_F": //AAF units { _unitsArray = [ "I_Soldier_SL_F", "I_Medic_F", "I_Soldier_GL_F", "I_Soldier_F", "I_Soldier_AR_F", "I_Soldier_F", "I_Soldier_AT_F", "I_Soldier_AA_F", "I_Soldier_M_F", "I_Soldier_UAV_F" ]; _vehicleArray = [ "I_MRAP_03_hmg_F" ]; }; case "IND_C_F": //Syndikat units { _unitsArray = [ "I_C_Soldier_Para_1_F", "I_C_Soldier_Para_2_F", "I_C_Soldier_Bandit_7_F", "I_C_Soldier_Bandit_1_F", "I_C_Soldier_Para_5_F", "I_C_Soldier_Bandit_6_F", "I_C_Soldier_Bandit_5_F", "I_C_Soldier_Bandit_4_F", "I_C_Soldier_Para_6_F", "I_C_Soldier_Para_3_F" ]; _vehicleArray = [ "I_C_Offroad_02_AT_F" ]; }; case "OPF_T_F": //Chinese CSAT (Apex) { _unitsArray = [ "O_T_Soldier_SL_F", "O_T_Medic_F", "O_T_Soldier_HAT_F", "O_T_Soldier_GL_F", "O_T_Soldier_F", "O_T_HeavyGunner_F", "O_T_Soldier_F", "O_T_Soldier_M_F", "O_T_Soldier_AR_F", "O_T_Soldier_UAV_F" ]; _vehicleArray = [ "O_T_MRAP_02_hmg_ghex_F" ]; }; case "BLU_T_F": //NATO Pacific (Apex) { _unitsArray = [ "B_T_Soldier_SL_F", "B_T_Medic_F", "B_T_Soldier_GL_F", "B_T_Soldier_F", "B_T_HeavyGunner_F", "B_T_Soldier_LAT_F", "B_T_Soldier_M_F", "B_T_Soldier_AR_F", "B_T_Soldier_LAT2_F", "B_T_Soldier_UAV_F" ]; _vehicleArray = [ "B_T_MRAP_01_hmg_F" ]; }; case "BLU_W_F": //NATO (Contact) { _unitsArray = [ "B_W_Soldier_SL_F", "B_W_Medic_F", "B_W_Soldier_GL_F", "B_W_Soldier_F", "B_W_HeavyGunner_F", "B_W_Soldier_LAT_F", "B_W_Soldier_M_F", "B_W_Soldier_AR_F", "B_W_Soldier_LAT2_F", "B_W_Soldier_UAV_F" ]; _vehicleArray = [ "B_T_MRAP_01_hmg_F" ]; }; case "OPF_R_F": //Specnaz (Contact) { _unitsArray = [ "O_R_Soldier_SL_F", "O_R_Medic_F", "O_R_Soldier_LAT_F", "O_R_Soldier_GL_F", "O_R_JTAC_F", "O_R_JTAC_F", "O_R_JTAC_F", "O_R_Soldier_M_F", "O_R_Soldier_AR_F", "O_R_JTAC_F" ]; _vehicleArray = [ "O_T_LSV_02_armed_F" ]; }; case "INF_E_F": //LDF (Contact) { _unitsArray = [ "I_E_Soldier_TL_F", "I_E_Medic_F", "I_E_Soldier_GL_F", "I_E_Soldier_F", "I_E_Soldier_AR_F", "I_E_Soldier_F", "I_E_Soldier_AT_F", "I_E_Soldier_AA_F", "I_E_Soldier_M_F", "I_E_Soldier_UAV_F" ]; _vehicleArray = [ "I_E_Offroad_01_covered_F" ]; }; case "rhs_faction_usarmy_d": //RHS USAF (USA Army D OCP) { _unitsArray = [ "rhsusf_army_ocp_squadleader", "rhsusf_army_ocp_medic", "rhsusf_army_ocp_grenadier", "rhsusf_army_ocp_rifleman", "rhsusf_army_ocp_autorifleman", "rhsusf_army_ocp_rifleman", "rhsusf_army_ocp_javelin", "rhsusf_army_ocp_marksman", "rhsusf_army_ocp_aa", "rhsusf_army_ocp_uav" ]; _vehicleArray = [ "rhsusf_m1025_d_m2" ]; }; case "rhs_faction_usarmy_wd": //RHS USAF (USA Army W UCP) { _unitsArray = [ "rhsusf_army_ucp_squadleader", "rhsusf_army_ucp_medic", "rhsusf_army_ucp_grenadier", "rhsusf_army_ucp_rifleman", "rhsusf_army_ucp_autorifleman", "rhsusf_army_ucp_rifleman", "rhsusf_army_ucp_javelin", "rhsusf_army_ucp_marksman", "rhsusf_army_ucp_aa", "rhsusf_army_ucp_uav" ]; _vehicleArray = [ "rhsusf_m1025_w_m2" ]; }; case "rhs_faction_usmc_d": //RHS USAF (USMC D) { _unitsArray = [ "rhsusf_usmc_marpat_d_squadleader", "rhsusf_navy_sarc_d_fast", "rhsusf_usmc_marpat_d_grenadier", "rhsusf_usmc_marpat_d_rifleman", "rhsusf_usmc_marpat_d_autorifleman", "rhsusf_usmc_marpat_d_rifleman", "rhsusf_usmc_marpat_d_javelin", "rhsusf_usmc_marpat_d_marksman", "rhsusf_usmc_marpat_d_stinger", "rhsusf_usmc_marpat_d_uav" ]; _vehicleArray = [ "rhsusf_m1025_d_s_m2" ]; }; case "rhs_faction_usmc_wd": //RHS USAF (USMC WD MARPAT) { _unitsArray = [ "rhsusf_usmc_marpat_wd_squadleader", "rhsusf_navy_sarc_wd_fast", "rhsusf_usmc_marpat_wd_grenadier", "rhsusf_usmc_marpat_wd_rifleman", "rhsusf_usmc_marpat_wd_autorifleman", "rhsusf_usmc_marpat_wd_rifleman", "rhsusf_usmc_marpat_wd_javelin", "rhsusf_usmc_marpat_wd_marksman", "rhsusf_usmc_marpat_wd_stinger", "rhsusf_usmc_marpat_wd_uav" ]; _vehicleArray = [ "rhsusf_m1025_w_s_m2" ]; }; case "rhs_faction_msv": { _unitsArray = [ "rhs_msv_emr_sergeant", "rhs_msv_emr_medic", "rhs_msv_emr_grenadier_rpg", "rhs_msv_emr_rifleman", "rhs_msv_emr_arifleman_rpk", "rhs_msv_emr_rifleman", "rhs_msv_emr_rifleman", "rhs_msv_emr_aa", "rhs_msv_emr_LAT", "rhs_msv_emr_marksman" ]; _vehicleArray = [ "rhs_tigr_sts_msv" ]; }; case "rhs_faction_vdv": { _unitsArray = [ "rhs_vdv_des_sergeant", "rhs_vdv_des_medic", "rhs_vdv_des_grenadier_rpg", "rhs_vdv_des_rifleman", "rhs_vdv_des_arifleman_rpk", "rhs_vdv_des_rifleman", "rhs_vdv_des_rifleman", "rhs_vdv_des_LAT", "rhs_vdv_des_aa", "rhs_vdv_des_marksman" ]; _vehicleArray = [ "rhs_tigr_sts_3camo_msv" ]; }; case "Tban": { _unitsArray = [ "TBan_Fighter6", "TBan_Fighter5", "TBan_Fighter4", "TBan_Fighter3NH", "TBan_Fighter2NH", "TBan_Fighter1NH", "TBan_Fighter3", "TBan_Fighter2", "TBan_Fighter1" ]; _vehicleArray = [ "Tban_O_Offroad_01_F" ]; }; case "rhssaf_faction_army": { _unitsArray = [ "rhssaf_army_m10_digital_sq_Lead", "rhssaf_army_m10_digital_medic", "rhssaf_army_m10_digital_gl", "rhssaf_army_m10_digital_rifleman_m70", "rhssaf_army_m10_digital_mgun_m84", "rhssaf_army_m10_digital_rifleman_m70", "rhssaf_army_m10_digital_rifleman_m70", "rhssaf_army_m10_digital_spec_aa", "rhssaf_army_m10_digital_spec_at", "rhssaf_army_m10_digital_sniper_m76" ]; _vehicleArray = [ "rhssaf_m1151_olive_pkm" ]; }; }; _groupSize = [4,10] call BIS_fnc_randomInt; _unitsArray resize _groupSize; //Random position around given position _randomSpawnPosition = [_spawnPosition, random _rangeOfSpawn, random 360] call BIS_fnc_relPos; //Spawning group _spawnedGroup = [_randomSpawnPosition, _sideReinforcements, _unitsArray] call BIS_fnc_spawnGroup; _waypoint = _spawnedGroup addWaypoint [position (allPlayers select 0), 0]; _waypoint setWaypointBehaviour "AWARE"; _waypoint setWaypointCombatMode "RED"; _waypoint setWaypointSpeed "FULL"; _waypoint setWaypointType "MOVE"; _waypoint setWaypointStatements ["true",""]; _spawnedGroup setCurrentWaypoint [_spawnedGroup, 0]; //Spawning vehicle if (_addVehicle) then { _vehGroup = [_randomSpawnPosition, _sideReinforcements, _vehicleArray] call BIS_fnc_spawnGroup; _wp = _vehGroup addWaypoint [position (allPlayers select 0), 0]; _wp setWaypointBehaviour "AWARE"; _wp setWaypointCombatMode "RED"; _wp setWaypointSpeed "FULL"; _wp setWaypointType "MOVE"; _wp setWaypointStatements ["true",""]; _vehGroup setCurrentWaypoint [_vehGroup, 0]; };
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