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Found 543 results

  1. 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.
  2. Script name: Arma 3: Custom chat commands Version: 1.0 Release: https://github.com/ussrlongbow/chatcom/releases/tag/v1.0 Issues: https://github.com/ussrlongbow/chatcom/issues Source: https://github.com/ussrlongbow/chatcom This script allows to implement custom chat commands in your mission, started from a special character. You may configure commands like "!help", so when people playing your mission enter this as regular chat message - the associated code will be executed. See video for demo. https://youtu.be/pUQspFb7vf0
  3. 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;};};}; }; };
  4. 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" ```
  5. This page is for discussion of script features in Fly Tanoa Air. Mod page available now. Dev Files Current Version 0042 This download is compatible with APEX game version 1.7 and higher Live readMe [FTA] Guidebook
  6. GF Auto Loot Crashsites Script - Mod by GEORGE FLOROS [GR] Description: Spawn Random Crash sites , will detect the enabled Mods , without editing lists,for loot and vehicles. 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 Loot Crashsites Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors 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: Spawn Random Crash sites , will detect the enabled Mods , without editing lists,for loot and vehicles. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. There are Blacklist Zones available , 5 from default and a safe distanse from players . This is the new reedited version of the previous GF Crashsites script , so there are a lot of changes and options. More information inside the GF_Auto_Loot_Crashsites.sqf There 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: v1.2 It is possible to spawn normal alive vehicles , with crew or not or just wrecks. NOTE : The normal vehicles , might also not spawn loot at all , due to the vehicle destuction. Fixes about spawning. Minor Fixes. Added more options. v1.1 Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40312 Armaholic GF Auto Loot Crashsites Script - Mod
  7. 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];
  8. Vandeanson's Apocalypse - the Mod: A "plug and play" mod that will spawn various sites and AI, fully randomly placed that will be dynamically de and respawning for ongoing survival action! NOTE: This is not a MISSION. This is a dynamic site and event spawner, that runs on top of any mission that you start while the mod is active. It spawns in sites based on player position, terrain and your settings (to change settings, you must edit your mission in Eden Editor - > Settings - > Addon Options). Never again will it be pointless, dull and boring to run around in armas beautiful forrests, just because all the loot and action is stuck in cities and other remains of civilisation! My mod will spawn in bandit camps to raid, small survivor hideouts to find and loot in the deepest forest, crashed helicopters that should definitely be searched before other survivors get there, ferocious packs of wild dogs that will jump you in the dark or animals to hunt for survival. Find a tame horse as a compagnion and tie it up next to your homebase while setting up barricades and boobie traps to fend off attacks against your newly claimed home. Zombies just got deadlier with the infection feature. When getting hit, you might catch a deadly infection that will drain your stamina and lifeforce over time. Stack up on anti virus pills to cure yourself! You will never rest easy, knowing that your steps may be watched from far and the moment you get too comfortable at a place, bandits pick up your trace and hunt you down! VANDEANSONS APOCALYPSE (STEAM DOWNLOAD) INSTALLATION: 1. Subscribe to the mod and activate it and CBA_A3 in the A3 launcher Whenever you start any mission (self made or from steam) , the mod will start to spawn in sites according to the default settings. 2. to adjust VA settings, open the mission you want to edit, or create a new one in Eden Editor, go to Settings -> Addon Options -> select the "VDA" options to see what you can change (there are a lot of options for customisation) 3. NOTE: the plane spawner requires you to place the following markers by default, else the planes spawn in the debug zone: "VD_PlaneMrkr_1,VD_PlaneMrkr_2,VD_PlaneMrkr_3,VD_PlaneMrkr_4". You may add or remove markers. 4. if you play on maps like chernarus, cover the empty terrain with large area markers and name them. enter the area markers name into the field under "VDA -1- General Settings" to blacklist that area from landsite spawns. 5. similar for shipwrecks and boats (cover inland lakes with additional area markers) so the shipwrecks and boats wont spawn in lakes inland. 6. Place your player and play. (Place the gamemaster module to check if the mod is working as ZEUS) FEATURES : - random and automatic position finder for all features. No marker placement needed (see INSTALLATION gor exceptions) - sites de and respawn after a adjustable time and while no player is close - Bandit Camps - Hideouts - Shipwrecks - Crashsites - Tradercamp (custom weapon attachment trader, custom trader for ravage respawn tent backpacks, all ravage traders) - AI Patrols - Animal Spawner (Goats & Sheep, can be gutted and eaten with the Ravage mod) - Spawners for Boats, Planes, Helicopters - Medical Sites - Zombie Infection Script for the RAVAGE mod (change the zombie parent if you want this to apply to other zombie mods) - JBDOG feral dog spawner - DBO Horses spawner (you need to subscribe to this mod separately, if you wish to use the spawn feature) - No Rest! spawner (checks if player stays at a place for too long, if so, might spawn AI hunters ) - loot spawns at all sites - Max Joiners melee weapon mod is automatically included in the loot economy and player equipper. AIs wont spawn with melee weapons however. This requires the max_melee weapons mod. No dependency is created. GENERAL: - dynamic simulation is enabled for all spawned AI and structures. Simulation is enabled based on your view distance settings minus fog, plus scoped view distance to save FPS - automated loot arrays based on active mods (e.g. CUP, RHS,... will be integrated into the features) - option to blacklist items from loot arrays - option to exclude Arma 3 Vanilla and DLC items from loot table - option to exclude various mod sub content (e. g. CUP Uniforms, or IFA3 Backpacks...) - adjustable AI equipper (or option to use Ravage Equipper) - adjustable player equipper (or option to use Ravage Equipper) - CBA_A3 Settings to tune features in Editor while making a mission - possibility to add blacklist area markers for land sites (e.g. Bandit Camps) and coastal sites (e.g. shipwreck and boats) - adjustable spawn ranges and despawn timers - MP compatible to my best knowledge, please report any issues - the default currency is the ravage money, fyi. Without ravage mod active, it will just not spawn without error - adjust the amount of sites/features that at spawn to your needs or disable specific features if you dont like it - plane spawner: the only feature that requires you to place markers, check the CBA3 settings for it. 4 markers are pre defined, you may add as many as you want and place such markers at airfields. All placed markers will be a potential spawn position for planes - This mod creates NO dependency! UPCOMING/PLANNED FEATURES: I have quite a bunch of ideas for new features and plan to improve and extend the mod going forward, no ETA gor such features however. AI Spawner: - AIscavengers that move from house to house in a city and then return to a hideout z nearby to drop off loot, then go back to scavenging - AI spawner in case players spend a lot of time at the e same place (e.g. Looting a city) - chance for AI groups in any feature to be military grade geared, rather than random low quality survivor gear - some sort of simple basebuilding, crafting and ressource gathering feature - a mission generator - optional loot economy (to fill buildings with loot) - option to include heroes survive - option to include zombies & demons (e.g. A ambient Z spawner) - fake underground sites such as bunkers or caves TO DO'S: - not all arrays are automated (automated means, items or structures of active mods are put into category for use in my script) - automate heli, plane, heliwreck, boat arrays based on active mods - automate inventory items REQUIREMENTS : Note that this mod requires CBA3. CUP Terrain Core is also recommended, as some structures from it are used. There is no dependency however. Ravage has been the inspiration for the mod and this mod is made with Ravage in mind. There is however no dependency, you can use the mod with our without Ravage. THANKS: Thanks to all the great guys on the BI forum for their help and advise. With special thanks to George Floros GR, Johnnyboy, Mr H., HazJ, Larrow, pierremgi, Haleks, Grumpyoldman, Gunter Severloh, the Ravage folks, all followers of my topic thread and anyone i might have forgotten right now. HELP TO IMPROVE: Please subscribe, rate and let me know any issue that might occur, I would appreciate receiving any feedback that helps me improve the mod. Cheers VD
  9. 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
  10. GF Temperature Script - Mod by GEORGE FLOROS [GR] Description: GF Temperature Script - Mod , the values are based on real measures. 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 Temperature Script - Mod 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/ 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 colors 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 Values are based on real measures and there are 4 different options according to the selected climate. 1 = Hot Desert Climate , 2 = Mediterranean Climate , 3 = Subarctic Climate , 4 = custom The changes are affected from : month time Sun Elevation overcastForecast fogForecast rain gusts Altidude Sea Deep Sea Depth The Temperature Variables are : GF_Temperature_Sum_Air GF_Temperature_Sum_Sea It is possible after the script initialisation , to use them in other scipts etc. This scipt will be used in the future , for other projects as well. It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Big thanks to CarlGustaffa for his Sun elevation code. https://forums.bohemia.net/profile/742616-carlgustaffa/ 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 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40349 Armaholic GF Temperature Script - Mod
  11. 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"];
  12. this script relieves all playable units, saves them to a variable and sorts by faction (cfgfactionclass >>displayName). my question is about navigating configfiles, most notably navigating and filtering configs. example say you want to filter out all of the unwanted "man" units like "range master", and "survivor" est. is there a more logical approach to this instead of saying is _unit in [array]? also saving units to variables to be used later. my approach looks weird anybody with the knowhow to guide me in the right direction _cfg = "getnumber( _x >> 'scope' ) isEqualTo 2" configClasses (configFile >> "Cfgvehicles"); for "_i" from 0 to ((count _cfg)-1) do { if (isClass ((_cfg select _i) )) then { _cfgNam = configName (_cfg select _i); _getside = getnumber (configfile >> "Cfgvehicles" >> _cfgNam>> "side"); _getfaction = gettext (configfile >> "Cfgvehicles" >> _cfgNam >> "faction"); _getfac = gettext (configfile >> "cfgfactionclasses" >> _getfaction>> "displayName"); _getSolClas = gettext (configfile >> "Cfgvehicles" >> _cfgNam>> "displayName"); _getvehcat = gettext (configfile >> "Cfgvehicles" >> _cfgNam>> "editorSubcategory"); hint str _getvehcat; if !(_getSolClas in ["Crewman","Officer","Competitor","Pilot","Helicopter Crew","UAV Operator","Survivor","Rifleman (Unarmed)","Assault Diver","Diver Team Leader","Diver Explosive Specialist"]) then { switch _getvehcat do { case ("EdSubcat_Personnel"): {call compile format["missionNamespace setvariable ['man_%1', (missionNamespace getVariable ['man_%1',[]]) + [_cfgNam]];", toupper _getfac];}; case ("EdSubcat_Cars"): {call compile format["missionNamespace setvariable ['car_%1', (missionNamespace getVariable ['car_%1',[]]) + [_cfgNam]];", toupper _getfac];}; case ("EdSubcat_APCs"): {call compile format["missionNamespace setvariable ['apc_%1', (missionNamespace getVariable ['apc_%1',[]]) + [_cfgNam]];", toupper _getfac];}; case ("EdSubcat_Tanks"): {call compile format["missionNamespace setvariable ['tank_%1', (missionNamespace getVariable ['tank_%1',[]]) + [_cfgNam]];", toupper _getfac];};}; }; };}; missionNamespace getVariable "man_NATO";
  13. 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;
  14. 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)
  15. 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 :)!
  16. 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.
  17. If a custom GUI is opened when player is driver of an air vehicle with engine on, the vehicle behaves as though the landing auto-pilot (or some other phantom) has taken control. After researching the issue for some time now I have found exactly zero information about it. It's not too bad while flying but it's game breaking on the ground. I tried using, playerJET action ["cancelLand", playerJET]; each time the menu opens but that's doesn't seem to do much or anything. There was a forum topic I can't find again where GOM suggested the above as a EachFrame EH but that seems heavy for a function that should just completely go away. Where does this controller exist and how can it be modified? Help me exorcise this phantom pilot! Testing... Test module: drive link
  18. GF Auto Loot Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Script , will detect the enable Mods , without editing lists. 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 Loot Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF Auto Loot Script , will detect the enabled Mods , without editing lists. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only There is a Possibility option available. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the loot from spawn. The loot will spawn also , at the spawned or placed in editor Buildings. There 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: v3.1 Fixed , working now also on Dedicated , with auto init. v3.0 A lot of the previous code is reedited. Added option for the spawned items number. Code optimization. v2.0 It is possible to add your custom item list. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only Changed the codes for the search of the configs. Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40299 Armaholic GF Auto Loot Script - Mod Thank you very much Realthinged , i hope you like it ! You can add a case 4 : case 4 : { /* ________________ How to disable a certain mod : ________________ example 1 : (!(getText( _x >> 'author' ) == 'The CUP Team')) example 2 : (!(getText( _x >> 'DLC' ) == 'CUP_Weapons')) */ //________________ Load every Mod / No CUP Loot ________________ _CfgWeapons = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x>> 'scope') > 1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; "getNumber (_x >> 'scope') >= 2 && {getNumber (_x >> 'type') in [256,16,2*256,3*256,6*256] && {_CfgWeapons pushBack (configName _x);false}}"configClasses (configFile >> "CfgMagazines"); _CfgGlasses = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; _cfgArray_backpack = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; _Loot_case = "Load every Mod - No CUP Loot"; _Select_Loot_Loaded = true; }; or if you want to exclude completely the weapons for example : go to this line : //________________ To disable the weapons completely , you can delete for example the: _CfgWeapons ________________ GF_Auto_Loot_with_userconfig_cfgArray = _CfgWeapons + _CfgGlasses + _cfgArray_backpack;
  19. Hey guys, I am looking for a Script to be able to kill the crew of a tank by trowing a grenade inside of the tank trought the commanders hatch. Hope anyone can help me. Signed, Mathues
  20. I want to get into making SP Campaigns but I'm pretty incompetent when it comes to scripting. I'm looking for a project with people who are willing to teach me the basics so I can get some experience.
  21. GF Auto Loot Vehicles Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. 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 Loot Vehicles Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors 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: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. This is the new reedited version of the previous GF_Vehicles_Configurable_Loot script. More information inside the GF_Auto_Loot_Vehicles.sqf There 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: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40318 Armaholic GF Auto Loot Vehicles Script - Mod
  22. Hello: With this small script, activated by trigger, a helicopter with its crew must appear on the ground, on a certain 3D position. When the script is activated, the helicopter itself is generated, but static and at a certain height, not perched on the ground. If the code indicates that the height must be 0 (_height = 0;), why does not it work? What am I doing wrong? Please, can you help me? Thank you. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _markerstr = createMarker ["MI8_C1", [9908.08,19424.5]]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_dot"; _height = 0; _pos = getMarkerPos "MI8_C1"; _MI8_C1 = [ [_pos select 0, _pos select 1, _height], EAST, ["CUP_O_Mi8_RU"],[],[],[],[],[],270] call BIS_fnc_spawnGroup; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  23. Yes I know this post has been made before and there’s countless different ways to resolve this but I’m attempting using a largely different formula with no variable names. Without using a script or external file I’ve created signs with a init to spawn aircraft on to a trigger using the code [this, “Deploy A-10A”, ”\A3\Air_F_Jets\Plane_Fighter_01\Data\UI\Fighter01_icon_ca.paa”, “\A3\Air_F_Jets\Plane_Fighter_01\Data\UI\Fighter01_icon_ca.paa”, ”player distance _target < 6”, ”player distance _target < 6”, { }, { }, {createVehicle [“rhs_a10”, getPos aircraftpad, [ ], 0, “NONE”] setDir 270}, { }, [[0,0,0]], 3, 0, false, false ] remoteExec [“BIS_fnc_holdActionAdd”, 0, this]; the code here works works beautifully and creates the vehicle desired and is copied and pasted on to different signs with different vehicles inserted instead and scrolling on the sign prompts a option to spawn the vehicle on the trigger after holding space for 3 seconds now I’m trying to make a sign that uses the same code above but in the command to run clears the objects inside of it being anything currently blocking the pad preventing a new vehicle to be spawned on the trigger. I’ve tried almost everything but when it does let me save it in Arma with no errors it doesn’t work or the code provided no longer works for example I’ve done. [this, “Clear Pad”, ” “, ” “, ”player distance _target < 6”, ”player distance _target < 6”, { }, { }, {{deleteVehicle _x} forEach nearestObjects [[aircraftpad], ["all"], 5]}, { }, [[0,0,0]], 3, 0, false, false ] remoteExec [“BIS_fnc_holdActionAdd”, 0, this]; This ended up not removing the vehicle from the pad, I’ve been working on this with google for the past two days so figured I’d ask you brilliant people.
  24. Hey all, I have a question I haven't managed to find a solution for... Is there a way to get the aiming deadzone somehow via script? If not, do any of you guys have any idea how I could "approximate" it, or an alternative way to get the "offset" which the gun has relative to the unit's (mostly interested in players, not AI though) looking direction (the "hard thing for me here is to exclude a unit's looking direction). Thanks in advance.
  25. GF Police and Siren Script by GEORGE FLOROS [GR] Description: GF Police and Siren 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 Police and Siren 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 and description.ext , 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: This is including a Script to add a Siren to any vehicle you want and 2 retextures of Greek Police , Offroad and Hatchback. It can be used with the editor placed vehicles and also scripted. There are examples in the init.sqf and inside the ex. mission. 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 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40218 Armaholic GF Police and Siren Script
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