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Found 656 results

  1. Hey all, I am quite new to scripting and have been looking into eventHandlers a bit lately. I stumbled across the scriptedEventHandlers. I am not sure I really understand the concept of a scipted eventHandler against a "normal" eventHandler. So, what exactly is the difference between those two? I mean, that in my understanding (which I believe to be incomplete) both "kinds" of eventHandlers are called when a specific event is happened and if this is the case what is the difference then? 😕 So, the question I am posing here is quite broad, I know, but if there's any good text I could have a look at somewhere online, or a video or some educational material I would really like to have a look. Otherwise if anyone here could throw some clarifications (without having to spend too much time as to write down a full guide on eventHandlers) they would be extremely welcome. Thanks, Achilles.
  2. Hi everyone. I wish to disable trigger activation if my unit is dead. So that's my code on my trigger : Condition : if(! alive SB ) then {west countSide (getPos SB nearEntities 10) >0}; Activation : bombornullanyvariablename = "R_80mm_HE" createVehicle getPos SB; But that dont work, when my Unit "SB" is dead, if i near of this, i explode. thanks for your help
  3. Hello dear people, this is my first forum topic and please dont kill me if I do everything wrong! I am a beginner server administrator and trying to get some things to work. I rented a A3Wasteland server and got it running with https://github.com/MayhemServers/MAYHEM_A3Wasteland.Altis mission. Now theres an addons folder and I try to get some of them working but nothing I tried was a success. For example the buryDeadBody addon can someone explain how to get it running? Im thankful for any help and tipps 😃 Also theres an AI_Spawner folder but I dont get it running too. We hoped to have a nice Wasteland server with occasionally spawning AI troops to support or attack. Im trying my best but its hard. Thank you guys in advance. Nils
  4. Hello people, I'm new to the forum and Arma 3, I've never worked with scripts or codes and I really appreciate it if you can help me. I'm having fun with the game editor doing cinematics and I wonder if it would be too complicated a script for the following situation; Imagine an AH-64 or AH-1Z and 3 targets (t1 to t3), a delay of 10 seconds (to open and set GCam) then the helicopter shoots at t1 with machine gun, t2 with hellfires and t3 with rockets. Would it be possible? Thanks for the help.
  5. Hello, In short: I want some markers to follow there "attached" unit and change color when the state of the player changes. When i test this in local MP it works, however when i test it on our dedicated server de markers snap back to there starting position and sometimes the color does not update at all. Im wondering if it has something to do with double while {} do loop (see codes below) and i dont know how to fix it. I've learnd some basic coding from and for Arma 3 mission making so i dont know all the in's and out's. My question is if its possible to make the code "server friendly" or if its possible at all. Senario: PvP senario 3 man (BLUEFOR) against 23 man (independent). Where the 3 guys have better gear and know there enemy's location. The 23 man have some POI map markers only visible to them, the 3 man on the other hand see the location and state of the 23 man. The 23 man all have unique namers aka Unit_1 etc. Together with 23 Dot markers with the variable "west_Unit1M" etc. To make the map markers visible to only there side I found the following post. https://forums.bohemia.net/forums/topic/211668-markers-only-visible-to-one-side/ The code is in the Init.sqf of the mission folder. Init.sqf: [] spawn { while {!isDedicated} do { waitUntil { sleep 1; alive player }; { _arr = _x splitstring "_"; _pre = _arr select 0; if (_pre in ["west", "east", "GUER", "CIV"]) then { if (format["%1", side player] == _pre) then { _x setMarkerAlphaLocal 1; } else { _x setMarkerAlphaLocal 0; }; }; } count allMapMarkers; }; }; Now for the Bluefor guys i wanted them to see the "state" of the enemy with colored markers as shown below. Red = Alive Yellow = Unconscious and Green = Dead and it deletes the marker after 60sec. Im wondering if the Update_Marker.sqf needs a [] Spawn { like the code in the Init but im not sure if i need to account for the _u and _m. Init of unit named Unit_1: (next is Unit_2 with marker "west_Unit2M" etc.) [this,"west_Unit1M"] execVM "Update_Marker.sqf"; Update_Marker.sqf: //Update marker color _u = _this select 0; _m = _this select 1; while {alive _u} do { _result = incapacitatedState _u; if (_result == "UNCONSCIOUS") then { _m setMarkerColor "ColorYellow"; } else { _m setMarkerColor "ColorRed"; _m setMarkerPosLocal getPos _u; }; sleep 1; }; _m setMarkerColor "ColorGreen"; sleep 60; deleteMarker _m; I hope this makes sense and that someone can help me. Kind regards, Ben edit: Someone from my comunity recommended the Soldier Tracker script https://forums.bohemia.net/forums/topic/173952-soldier-tracker-map-and-gps-icons/ But as far as i could see it only made Blufor markers for Bluefor units that only they could see. I could not find a way to make Bluefor markers that follow Bluefor units that are only visible to the Independant side.
  6. Took a bit of code from LAMBS fnc_tacticsHide and did this. It runs on player's group AIs only and it's a separate script from LAMBS. It's just an example, a proof of concept (although fully functional). Note: unfortunately forgetTarget makes the whole group forget it's targets (even if used on unit), it would be nice if individual units could forget targets and let others retain the memory, this way we could order individual AT/AA to engage, now you have to make all your AT/AA's open fire (within this script), guys without launchers can remain hold fire though 👍. (no need if we use _unit disableAI "AUTOTARGET"). /* Force AT/AA specialists disableAI "AUTOTARGET" when ordered hold fire Description: Allows AI in player's group to remain prone and regroup faster on the presence of enemy vehicles. Execute from initPlayerLocal.sqf */ TAG_fnc_forgetATAAtargets = { params ["_displayOrControl", "_key", "_shift", "_ctrl", "_alt"]; if (commandingMenu isNotEqualTo "RscMenuEngage") exitWith{}; switch (_key) do{ //Open fire case 2:{ [] spawn { // find launchers private _launchers = (units group player) select {(secondaryWeapon _x) isNotEqualTo "" && {!(isPlayer _x)}}; if (_launchers isNotEqualTo []) then{ sleep 2; { if !(unitCombatMode _x in ["BLUE","GREEN"]) then{ _x enableAI "AUTOTARGET"; }; }forEach _launchers; }; }; }; //Hold fire case 3:{ [] spawn { // find launchers private _launchers = (units group player) select {(secondaryWeapon _x) isNotEqualTo "" && {!(isPlayer _x)}}; if (_launchers isNotEqualTo []) then{ sleep 2; { if (unitCombatMode _x in ["BLUE","GREEN"]) then{ _x disableAI "AUTOTARGET"; }; }forEach _launchers; }; }; }; default {}; }; }; waituntil {sleep 0.1; !isNull (findDisplay 46)}; null = (findDisplay 46) displayAddEventHandler ["KeyDown", "call TAG_fnc_forgetATAAtargets"];
  7. Guys, good afternoon! (or good night or good morning :]) I have a question about how I can create a script to activate a trigger to spawn a group of enemies. I believe that to activate the trigger I have to use this script: private _trigger1 = createTrigger ["EmptyDetector", _triggerMarker]; _trigger1 setTriggerActivation ["east", "not present", false]; _trigger1 setTriggerStatements [_opfor1 = [getMarkerPos _spawnTes1, EAST, _opfor1] call BIS_fnc_spawnGroup]; _trigger1 setTriggerTimeout [10,10,10]; However I would like this group of enemies to be deleted when the player leaves the area... I keep in mind that for that I would have to use the script "this && !(player in thisList) deletVehicle _opfor1" but I don't know where I would put it this command since I didn't find anything about something like "setDeactivation". Does anyone have any idea how I could do this? I appreciate the help!
  8. Good morning guys (or good afternoon or good night)! I'm trying to create my first mission using scripts to spawn enemies, but I would like to make them spawn with random weapons and equipment. I looked in a few places for some references I could use and came up with this script I'm working on. However, I am having two problems with the script. The first is that enemies are spawning with the same weapons instead of random weapons. The second is that when they spawn they don't have ammo. Can anyone tell me what I'm doing wrong in the script and how can I fix it? Here's the script I'm using: private ["_group1","_spawnTes4","_weaponPrimary","_weaponSecondary","_magazinePrimary","_magazineSecondary"]; // Group 1 _group1 = ["CUP_O_RU_Soldier_TL_M_EMR","CUP_O_RU_Soldier_M_EMR","CUP_O_RU_Soldier_M_EMR","CUP_O_RU_Crew_M_EMR","CUP_O_RU_Medic_M_EMR","CUP_O_RU_Soldier_AR_M_EMR","CUP_O_RU_Soldier_Marksman_M_EMR"]; _spawnTes4 = "spawn4"; _group1 = [getMarkerPos _spawnTes4, EAST, _group1] call BIS_fnc_spawnGroup; [_group1, getMarkerpos "spawn3"] call BIS_fnc_taskDefend; _group1 setBehaviour (["STEALTH","SAFE"] call BIS_fnc_selectRandom); // Skill { _x setSkill ["spotDistance",0.8]; _x setSkill ["aimingShake",0.6]; _x setSkill ["spotTime",0.65]; } forEach (units _group1); _group1 allowFleeing 0; // Loadout _weaponPrimary = selectRandom [ "arifle_MX_F", "arifle_Katiba_F", "srifle_DMR_01_F", "SMG_01_F", "arifle_MX_khk_F", "arifle_AK12_F", "arifle_AKM_F", "srifle_DMR_07_blk_F", "LMG_Mk200_F", "LMG_Zafir_F" ]; _weaponSecondary = selectRandom [ "hgun_Rook40_F", "hgun_ACPC2_snds_F", "hgun_PDW2000_F", "hgun_P07_khk_F" ]; _magazinePrimary = getArray (configFile >> "CfgWeapons" >> _weaponPrimary >> "magazines"); _magazineSecondary = getArray (configFile >> "CfgWeapons" >> _weaponSecondary >> "magazines"); { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x removeItem "NVGoggles"; _x unassignItem "NVGoggles"; _x addWeapon _weaponPrimary; _x addPrimaryWeaponItem (selectRandom ["","","optic_Yorris","optic_MRD","CUP_optic_Kobra","optic_Aco","optic_ACO_grn","optic_Aco_smg","optic_ACO_grn_smg","CUP_optic_SB_11_4x20_PM","optic_Holosight","optic_Holosight_smg","optic_Arco","optic_Hamr","optic_Arco_AK_blk_F","optic_Arco_blk_F","optic_ERCO_blk_F","optic_MRCO","CUP_optic_PechenegScope","CUP_optic_PSO_1","CUP_optic_PSO_1_AK","optic_DMS","optic_SOS","CUP_optic_LeupoldMk4","optic_AMS","optic_KHS_blk","CUP_optic_PSO_1_1","CUP_optic_PSO_3"]); _x addPrimaryWeaponItem (selectRandom ["","","acc_flashlight","acc_flashlight_smg_01","acc_flashlight_pistol","CUP_acc_ANPEQ_15_Black","acc_pointer_IR","muzzle_snds_L","CUP_muzzle_snds_MicroUzi","muzzle_snds_M","CUP_muzzle_snds_KZRZP_AK545","muzzle_snds_H","CUP_muzzle_snds_KZRZP_AK762","muzzle_snds_B","CUP_muzzle_snds_KZRZP_SVD","CUP_muzzle_snds_SCAR_H","muzzle_snds_338_black","CUP_muzzle_snds_AWM","bipod_01_F_blk","bipod_02_F_blk","bipod_03_F_blk","bipod_02_F_lush","CUP_optic_ekp_8_02"]); //_x enableGunLights "forceOn"; _x addWeapon _weaponSecondary; _x forceAddUniform (selectRandom ["U_O_R_Gorka_01_camo_F","U_O_R_Gorka_01_black_F","U_O_R_Gorka_01_brown_F","U_O_R_Gorka_01_camo_F"]); //for "_i" from 1 to 4 do {_x addItemToUniform _magazinePrimary}; //for "_i" from 1 to 4 do {_x addItemToUniform _magazineSecondary}; _x addVest (selectRandom ["","V_Rangemaster_belt","V_BandollierB_blk","V_HarnessOSpec_gry","V_TacVest_blk_POLICE","V_Press_F","V_PlateCarrierIA1_dgtl","V_PlateCarrier1_rgr","V_PlateCarrier2_blk","V_SmershVest_01_F","V_Chestrig_khk","V_TacVest_oli","V_TacChestrig_oli_F","V_HarnessOGL_ghex_F"]); for "_i" from 1 to 4 do {_x addItemToUniform _magazinePrimary}; for "_i" from 1 to 4 do {_x addItemToVest _magazineSecondary}; _x addBackpack (selectRandom ["","","B_AssaultPack_blk","B_Bergen_blk","B_Carryall_oucamo","B_FieldPack_oucamo","B_Kitbag_rgr_Exp","B_AssaultPack_mcamo_AA"]); for "_i" from 1 to 4 do {_x addItemToBackpack _magazinePrimary}; for "_i" from 1 to 4 do {_x addItemToBackpack _magazineSecondary}; //_x addHeadgear ""; //_x addGoggles ""; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; //_x linkItem "ItemGPS"; }forEach (units _group1); I tried using the BIS_fnc_addWeapon function and it worked for random weapons, but it didn't work for ammo, here's the example I used: [_x, (selectRandom [ "arifle_MX_F","arifle_Katiba_F","srifle_DMR_01_F","SMG_01_F","arifle_MX_khk_F","arifle_AK12_F","arifle_AKM_F","srifle_DMR_07_blk_F","LMG_Mk200_F","LMG_Zafir_F",3])] call BIS_fnc_addWeapon;
  9. GF Holster Script - Mod by GEORGE FLOROS [GR] With key interaction Description: GF Holster script , holster your weapon with a key interaction , configurable key bindings. 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 Holster 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 key bindings and notification available. The key bindings can be found here: https://community.bistudio.com/wiki/DIK_KeyCodes 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: 2.0 Fixed working after save in SP + MP. There is also a Mod version available. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39896 Armaholic download GF Holster Script - Mod
  10. Hey I'm attempting to limit the speed of 4 vehicles driven by players to 65km/h. Quite new to scripting, so atm am using a piece of code from reddit /u/kevo916 that doesn't quite achieve the intended effect. Instead of not allowing the car to go above 65, once it hits 65 the speed locks to around 260 regardless of input. onEachFrame { _vel = velocity car1; if (vectorMagnitude _vel > 4 and {isTouchingGround car1}) then { _vel = _vel apply {_x * -1}; _vel = _vel vectorMultiply 50; car1 addForce [_vel,[0,0,0]]; }; }; Could someone show me the error in this script, or point me in the right direction to achieve my desired outcome?
  11. GF Auto Population Zombie Script - Mod by GEORGE FLOROS [GR] There will be a new update soon with a completly reworked code . Here is a temporary version : Description: GF Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Population Zombie 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 Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite ,according the selected spawn distance and the max number of enemy. It is created with a concept of , players being in a hostile territory. The intention of this Script - Mod , is to be played alone or even boost your mission and enchase generally the game play. The Zombie spawn possible settings are , patrol , garrison and hunt players. There are arrays , for the Units used , in order to change them easy , to your faction desired enemies . The are presets for RyanZombie , Max Zombies and Ravage mod. There is no editing needed in the 3d editor with markes , triggers etc. It's created in mind , to be as configurable as possible , easy to read , use and edit. There is a dynamic unit spawn and despawn depended on maximum number of enemies and distance. There are options about the spawn positions of the units. There are Safe distances and Blacklist Zones , from players and spawned units . Everything will be total random , according the selected options and the spawn settings. There is a Script and a Mod version available. The Mod version , is using a userconfig , to set your desired settings. For the Mod version : userconfig Installation : Place the "userconfig" folder into your Arma 3 main folder. You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. There are also incuded 2 scipts: GF Auto Random Loadout Script -Mod https://forums.bohemia.net/forums/topic/220873-gf-auto-random-loadout-script/ GF Units Map Markers and Symbols Script - Mod https://forums.bohemia.net/forums/topic/219763-gf-units-map-markers-and-symbols-script/ DO NOT use with : ZBE_Cache AI & Vehicle caching script/addon 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: v1.0 Recommended and/or optional addons and mods to use with : Ravage http://www.armaholic.com/page.php?id=29638 Zombies and Demons http://www.armaholic.com/page.php?id=28958 Max Zombies http://www.armaholic.com/page.php?id=33696 more info in : Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40392 Armaholic GF Auto Population Zombie Script - Mod
  12. Hello We are currently developing an Sandbox Arma 3 Server. i want to make a Sniping spot where you can Snipe some AI´s the AI´s are set to: this disableai "ALL"; i got a simple Respawn script from a another forum post. which looks like this: the Problem is that when the ai Respawns the init isn´t there anymore so they run around and shoot at the players how can i fix that? thanks for you´re help Marvin Admin at German-Gamers.net
  13. I dug these commands out of the functions viewer. You can call these for player or an AI. Each action (heal, healed, ,etc.) will randomly play one of many recordings for that type of action. And the voice will have a Vietnamese accent if that unit has a Asian face (pretty cool). You can try these one at a time via the debug console to see what is said. This could be used for custom AI heal scripts, cutscenes, etc. For example, you could call the "help" one via onHit eventHandler, and "heal" and "healed" via a HandleHeal eventHandler [player, "help"] call VN_fnc_revive_conversation; [player, "heal"] call VN_fnc_revive_conversation; [player, "drag_player"] call VN_fnc_revive_conversation; [player, "undrag_player"] call VN_fnc_revive_conversation; [player, "pickup_player"] call VN_fnc_revive_conversation; [player, "movement"] call VN_fnc_revive_conversation; [player, "dragged"] call VN_fnc_revive_conversation; [player, "carried"] call VN_fnc_revive_conversation; [player, "healed"] call VN_fnc_revive_conversation; [player, "general"] call VN_fnc_revive_conversation; In Single Player, if you want units in player group to use this chatter during healing or when hit, do the following in your init.sqf (or execute this via debug console): JBOY_ambientHealTalk = { params["_units"]; { _x addEventHandler ["Hit", { _this spawn { params ["_unit", "_source", "_damage", "_instigator"]; if (damage _unit > .5 and _unit getVariable ["JBOY_firstHit",true]) then { _unit setVariable ["JBOY_firstHit",false,true]; [_unit, "help"] call VN_fnc_revive_conversation; }; }; }]; _x addEventHandler ["HandleHeal", { _this spawn { params ["_injured", "_healer"]; private _damage = damage _injured; if (_injured == _healer) then { waitUntil {damage _injured != _damage or !alive _injured}; if (damage _injured < _damage) then { [_injured, "healed"] call VN_fnc_revive_conversation; }; } else { [_healer, "heal"] call VN_fnc_revive_conversation; sleep 3; [_injured, "healed"] call VN_fnc_revive_conversation; }; }; }]; } forEach _units; }; [units group player] spawn JBOY_ambientHealTalk;
  14. Currently attempting to make a multiplayer friendly Zeus zone restrictions script. Basically, around my map, I need a kill zone that kills all units, players, or units editable by the curator, that leave the playable map area (enter the kill zone) after a ten second delay. I also need it so that if a player unit leaves the zone, they get a warning message too. I am using the "ModuleCoverMap" to show the playable area. Around the edges of the playable map area I have four triggers that start the kill script for the player/Curator editable AI. Above is a very basic (semi) working zone restriction script. Currently, if a single unit enters the trigger, the script starts running, the problem is, if another unit enters two seconds later, they only have eight seconds to leave the restriction zone, rather than the ten seconds they are supposed to have (they should be killed later than the first unit, but the two units die at the same time). Also, I am unsure how the titleText function works for clients. It says on Biki that the titleText is a local effect, however, I am wondering if there is a better function for showing a warning message.
  15. Many people have complained that the AI cannot navigate the rice paddies in Prairie Fire DLC. This is a simple script you can paste into a trigger that will solve that problem. In the editor, place a trigger near the rice paddies you want AI to navigate. Set the trigger so it is activated by Anybody Present. Paste this code into the On Activation box of the trigger: I don't make mods, but I think someone else could easily make a mod based on my script to replace all dykes on the map (or all rice paddy dikes that are near players), thus enabling AI to move onto and through rice paddies. Also, if I could figure this out, it seems like the Prairie Fire DLC guys could easily fix the map itself. Let's hope they do! It's a great map, but its getting negative press due to AI navigation issues. This is part of a simple fix I hope.
  16. In its simplest form, is to add/remove the ability for different curators to interact with man/unmanned vehicles. Let us say that the FIA player (BLUFOR) has placed a turret in the trees for an ambush on the AAF player (Independent). While the turret is controlled by the FIA player, the AAF player is unable to interact with it in curator mode. As soon as the FIA unit manning the turret dies (or is told to leave it), the turret can now be accessed by all curators on the map while they are in curator mode (e.g. moved, deleted…). If the AAF player decides that he wants to man the turret, while controlled by the AAF player, no other curator can interact with it while they are in curator mode. In simplest terms, an unmanned vehicle is shown to all curators with the yellow circle in-game. Once the vehicle’s ownership has changed, it no longer shows up to all curators until it is empty again. I have put together the start of the script, but my knowledge of scripting is limited (still learning really). Was wondering if anyone could give me a hand/advice?
  17. This script adds every unit placed, by one of the four BLUFOR Curators, to every BLUFOR Curator on the map. I was wondering how I would make it so that this script would add Curator-placed units to all allied Curators on the map. For example, if I had three teams, who are all enemies, (BLUFOR, OPFOR and Independent) and each team has three players (ZeusBLUFOR001_Curator for BLUFOR, ZeusOPFOR001_Curator for OPFOR and so on). How would I add these players to a "group" which can then be used in the above script to add each placed unit by one of the players to all their allies? Do I need to create three arrays and add the Curators (so if I plan to create or remove Curators, I can adjust appropriately), and if so, how? Something like: Array 1 - Curator_west Array 2 - Curator_east Array 3 - Curator_independent Then I was hoping I could write: Then addCuratorEditableObjects to the Curators which are in their associated array (group).
  18. SSAAPS - Sarogahtyps Simple Arena Active Protection System Full Singleplayer and Multiplayer compatible. Arma 3 script which simulates the russian Arena system which is an Active Protection System (APS) for tanks. Basically the russian Arena system lifts an explosive charge upto some meters above the tank. There it explodes and directs a few hundred shrapnels in a cone to the ground. If the countermeasure is successfull then the incoming threat is hit by some shrapnels of the cone. The script spawns some bullets above the tank which create the shrapnel cone. Then the incoming threat gets (hopefully) directed to ground. GitHub - Branch GitHub - wiki GitHub - Issue Tracker GitHub - Download GitHub - Direct File Download Dropbox - Download (temporary disabled) Installation (short story) - copy "functions" folder in your missions root folder - integrate cfgFunctions from description.ext into your own description.ext - if you secured your missions remote execution then integrate CfgRemoteExec from description.ext into your own description.ext - if you don't have a description.ext then you can just copy the given one into your missions root folder - apply the script with this line to any vehicle: [tank_1] spawn saro_fnc_arena_start; to stop the script on that vehicle just do this on any part of your mission: tank_1 setVariable ["saro_arena_active", false, true]; to adjust the behavior of the sysem you should take a look into fn_arena_start.sqf I do not recommend to adjust more parameters than skill and reload time. Full installation documentation will follow within the next days/weeks/months 😉 The Download contains an Example mission as .pbo and as unpacked Folder. brand-new shiny trailer video: version 1.0 video: Please tell me all thoughts you have in this thread. Issues and wishes can also reported on GitHub - Issue Tracker Changelog v1.10 - added simulation of the charge container which lifts up, explodes and sends shrapnels to threat - added ability to get threats exploding mid-air instead of smashing to ground only - added parameter to adjust protection skill of the system v1.01 - hot fix - new vanilla example mission created. the old one was mod depended. v 1.0 - initial release
  19. Hi. I wanted to add by script through a trigger with area the parade uniform of dlc art of war whose id is U_O_ParadeUniform_01_CSAT_F I wrote the following in the trigger activation field: (unitname) addUniform "U_O_ParadeUniform_01_CSAT_F"; But when I go to the trigger area, nothing happens. I managed to add the cap by writing in the trigger's add field: (unitname) addheadgear "H_ParadeDressCap_01_CSAT_F"; I don't have the dlc art of war. If that's the problem, then why am I able to add the cap but not the uniform? tks in advance!
  20. So we are creating a Sanbox Server we want to have some AA Turrets for fun but they keep on shooting down allies (everything exept some planes is bluefor) . This happens when i kill like 3 standing Hummingbirds so that they can respawn at there origin postion and after that the AA turrets shoot me down autonomous. i tried thinks like putting {this disableAI _x} foreach ["TARGET","AUTOTARGET"]; in the init but it didn´t help at all. thanks for you´re help Marv Admin German-Gamers.net
  21. Hello everyone. I'm creating a mission on eden editor and when I put the support requester and the provider to be able to boom boom boom the enemies, when I test an error message appears... https://photos.google.com/album/AF1QipNj5RLe8PA5816sVP5DhiNch5T8zEC-9shFZTAS despite this, the support works normally. But my will to be perfectionist do not allows me to move on. So I created a new scenario from zero and did the same settings and nothing showed up. I tried find the file mentioned but i couldn't... 😕
  22. Hello again, I'm working on a 1 versus 1 deathmatch mission (There's a closer description in another Forum-Topic). The respawn is working as well as the rest of it. The last thing I want to add is a scoreboard with the remaining tickets but not like the one when you press 'P' (at least in my case). At first I wanted an always shown indicator like in Tom Clancy's - Rainbow Six Siege at the top middle of the screen. After a while I found this script (Steam-Source). It's not a permanent indicator (which I would prefer) but it shows at least after every respawn a count. This is for the client and this is for the server It could be my mistake but I didn't manage to get this to work and I find the following problem: A dead player is always seen as an civilian. Because of that the script just always runs the "else" path. So the scoreboard shows not the real remaining tickets. As a "fix" of this I found this on steam (Steam-Source) but I didn't manage to do this. Can someone help me fixing the bug for the scoreboard I found? Or is someone able to script a scoreboard like the one in Rainbow Six? Thank you very much for your help!
  23. Hey there! Looking to get an easy UI made for gear selection for my players. I want them to interact with an object, which will bring up a screen; based on their selection(s), certain things will be available, and when they click "Go!" it will give them their loadout. Please reach out to me if you feel you can complete this in a timely manner! Also please include any cost(s) associated!
  24. Recently the same scripts I use for all of my normal user-made missions cfg sound script have suddenly stopped working to a bug. Every time I use playSound or say3D I get this error: Type Object, expected nothing. Yet I can play the same sound with no problems when using the effects section in a trigger. This makes absolutely no sense as this exact script works on other missions I have made but for some reason not any of my recent ones. I seriously want to get a gun and shoot my computer 35 times this shit is so frustrating. Here is my desc.ext: class CfgMusic { sounds[] = {cutscenemusic}; class music { name = "cutscenemusic"; sound[] = {"sound\cutscenemusic.ogg", db+1, 1.0}; titles[] = {0, ""}; }; }; class CfgSounds { sounds[] = {}; class banter1 { name = "banter1"; sound[] = {"\sound\banter1.ogg", 100,1}; titles[] = {}; }; class scline1 { name = "scline1"; sound[] = {"\sound\scline1.ogg", 100,1}; titles[] = {}; }; class line3 { name = "line3"; sound[] = {"\sound\line3.ogg", 100,1}; titles[] = {}; }; class banter4 { name = "banter4"; sound[] = {"\sound\banter4.ogg", 700,1}; titles[] = {}; }; class banter5 { name = "banter5"; sound[] = {"\sound\banter5.ogg", 1,1}; titles[] = {}; }; }; author="Maxim"; OnLoadName = "The Last War"; OnLoadMission = "This will be the end..."; loadScreen = "images\splash1.jpg" And beleive me, all of my aspects are correct like my sound folder is not spelt wrong and so on.
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