Jump to content

Search the Community

Showing results for tags 'script'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Virolahti
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Saint Kapaulio
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • SOS GAMING's TS³ Viewer
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 543 results

  1. I use this to add an IFF light to units, IRLight= "NVG_TargetC" createVehicle [0,0,0]; _unit removeMagazine "B_IR_Grenade"; IRLight attachTo [_unit, [0,-0.03,0.07], "LeftShoulder"]; Which is great because removeMagazine deletes the IR light object (the grenade) but not the light effect. I also use, light = "Land_PortableLight_single_F" createVehicle [0,0,0]; light attachTo [cockpit, [0,2,-1.35], "vez"]; To create a cabin light for vehicles. This is a hilarious solution though because it's like duct-taping a construction lamp to the vehicle. How can I delete the world model for the lamp but leave the light source, like removeMagazine does for the IR grenade? note: I know how to make lots of different kinds of lights but only lights attached to models seem to be able to keep up with attachTo on a vehicle (especially a jet). This is the whole block, cockpit = playerJET; CPlight = "Land_PortableLight_single_F" createVehicle [0,0,0]; CPlight attachTo [cockpit, [0,2,-1.35], "vez"]; addMissionEventHandler ["Draw3D", { CPlight setVectorDirAndUp [ (cockpit selectionPosition "pohon") vectorFromTo (cockpit selectionPosition "vez"),[0,0,0] ];
  2. I propose a community project for this thread, BAD LUCK. Write a script snippet that applies a negative effect on the player character whenever the variable Badluck==1. Example Engine overheat EngineStallh = [] spawn { waitUntil { sleep 0.5; Badluck==1 && (getPos xPLANE) select 2 > 300 && speed xPLANE > 400 }; xPLANE engineON false; vehicle player setHit ["motor", 1]; sleep 40; hint "Try the engine again"; vehicle player setHit ["motor", 0]; sleep 4; hint "": }; It could be anything. A fog cloud suddenly obscuring a target, equipment lost to a hole in a sack or weapon jams. Anything that makes the player hiss and say, "Damn-it! Bad luck!". Submit your script snippets below and let's see what kind of mean, gnarly challenges we can come up with. It would be hilarious to spawn a tank on the player's head but not very useful in a real mission. Try to keep it useful-- but still clever and fair. One more example, //naked player if (Badluck==1 && getdammage player > 0) then { hint "Your uniform is tattered and fell off"; removeUniform player; sleep 120; player addUniform "U_C_poloshirt_salmon"; hint "You found some common clothes"; sleep 4; hint ""; };
  3. I want to make a ring course to fly through. The ring course will be defined by several markers (ringMARK1_1) and the ring itself has a trigger attached. Each time a ring is cleared I want it to snap to the next position. There is only one ring which moves from marker to marker. ringCHALLENGE.sqf ringChallenge = [] spawn { waitUntil { ring1==1 }; hint "Ring Challenge Activated"; currentRING= [ringMARK1_1,ringMARK1_2,ringMARK1_3] select 0; sleep 1; ["task1",[currentRING,true]] call BIS_fnc_taskSetDestination; ringGOAL setpos (getpos currentRING); }; What's the best way to update the ring position in a sequence? Can "select 0;" in the array be called something like "select next"? Is it better to use IF/WAIT for the next ring? Am I starting this all wrong?
  4. Here the talking is about a script originally used in Dynamic Combat Ops missions by Dear mr. mbrdmn Dear scripters please help) I've took some folders with scripts from original DRO mission with sunday revive system, but faced another problem.. ma.ybe I took something wrong or run it not at proper manner, I've already broke my head 😞 Script only works fine at singleplayer/editor and only for me in multiplayer as I am a host, my friends cant revive anybody (not AI not me), but I can revive everyone, even friends. so I get stucked...... The problem is how to run this script properly when I host game with my friends so the script sohuld work perfect for everybody. so both my test mission and original from wehere I got the script is here in google drive Any help will be appreciated, thanks guys update 12.03.19 Our current version is here: https://ufile.io/8s845 Current problem faced: Me(host) and joined internet/lan players: all die at the first time after first kill-shot, then have a respawn and after respawn bacome revivable. (script starts working correctly for live players after death) We can revive each other. About AI: AIs die if not after first shot but after second same as players, but after they got respawned they die too and after their death they lost ability to revive anyone or be revivable, they just die as regular unit and don't care about incapacitated units, seems like script stops working for them after they die. it is important that playing alone even in MP as in SP the script works just fine BEFORE someone joins!! Joined player "ruins" the script. Video of the tests:
  5. Can I use one Task Marker and move it around like I do with triggers and WP? I'm able to create a Task Marker in position but I can't make it move to the next position. It would be much easier to just move the uncompleted task around (in my usage case) than it would be to complete/create new each time it moves. I don't want there to be a hundred completed tasks by the end of the scenario. This is how I create the Marker, [true,["task1"],["Approach Vector","Approach","Plane"],objNull,1,3,true] call BIS_fnc_taskCreate; ["task1","ASSIGNED"] call BIS_fnc_taskSetState; ["task1",[approachAP1,true]] call BIS_fnc_taskSetDestination; task1 call BIS_fnc_taskSetCurrent; running the same script again with a new destination doesn't work. How do I move an active Task around?
  6. GF Exported Loadouts Script - Mod by GEORGE FLOROS [GR] Description: GF Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Exported Loadouts 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/ 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 Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players. It will also work for spawned units. There is an exclude list available or add in the init of a unit: this setVariable ["Var_GF_Exported_Loadouts", true]; It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: 3.0 The code is completely reworked , in order to be more user friendly , clear and readable . Everything now is easier and sorted also to different sides , including also more available settings. 2.1 Added some extra options. v2.0 Added an option to change certain loadouts , or random to certain type of unit. Added three examples , rifleman , sniper and every other unit. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40336 Armaholic GF Exported Loadouts Script - Mod
  7. Hello there Guys! My problem , is first that i don't find the error for this and cannot get bis_fnc_dynamicText , run on every PC to show on global, if anyones knows how please help : This is script is included in : //________________ Author : [GR]GEORGE F ___________ 11/03/2018 _____________ /* Killfeed_GF.sqf Headshot + Killfeed Script https://forums.bistudio.com/forums/topic/206593-headshot-killfeed-script/ http://www.armaholic.com/page.php?id=32989 Main Source from : https://forums.bistudio.com/forums/topic/183541-creating-a-basic-kill-feed/ by kaysio Posted August 5, 2015 3 different type of notification available All the 3 can display together + Display kills on chat The Kills show on global ( systemChat ) To enable the others remove the // */ publicVariable "Killfeed_notification"; addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer"]; if ((_killer==player) or (_killer == vehicle player)) then { if (_killed isKindOf "CAManBase" && {((side group _killed) == west || (side group _killed) == east || (side group _killed) == independent || (side group _killed) == civilian || (side group _killed) == sideLogic)} )then { _line = ""; _killerName = ""; _victimName = ""; _killerString = ""; _victimString = ""; _killerColor = "#99D5FF"; _victimColor = "#99D5FF"; _victim = _this select 0; _killer = _this select 1; if (!(isplayer _killer)) then { _killerName = getText (configFile >> "CfgVehicles" >> format["%1",typeOf _killer] >> "Displayname"); if(vehicle _killer != _killer) then {_killerName = getText (configFile >> "CfgVehicles" >> format["%1 crew",typeof vehicle _killer] >> "Displayname")}; }else{_killerName = name _killer}; if (!(isplayer _victim)) then { _victimName = getText (configFile >> "CfgVehicles" >> format["%1",typeOf _victim] >> "Displayname"); if(vehicle _victim != _victim) then {_victimName = getText (configFile >> "CfgVehicles" >> format["%1 crew",typeof vehicle _victim] >> "Displayname")}; }else{_victimName = name _victim}; if ((_killer==player) or (_killer == vehicle player)) then { _killerColor = "#ffff00"; //yellow } else { _killerColor = side group _killer call BIS_fnc_sideColor; _r = _killerColor select 0; _g = _killerColor select 1; _b = _killerColor select 2; _killerColor = [_r+0.1,_g+0.1,_b+0.1]; _killerColor = _killerColor call BIS_fnc_colorRGBtoHTML; }; if (_victim==player) then { _victimColor = "#ffff00"; //yellow } else { _victimColor = side group _victim call BIS_fnc_sideColor; _r = _victimColor select 0; _g = _victimColor select 1; _b = _victimColor select 2; _victimColor = [_r+0.1,_g+0.1,_b+0.1]; _victimColor = _victimColor call BIS_fnc_colorRGBtoHTML; }; _killerString = format["<t color='%1'>%2</t>",_killerColor ,_killerName]; _victimString = format["<t color='%1'>%2</t>",_victimColor,_victimName]; //the line which shows the final formatted kill _line = switch(true) do { case(_killer == _victim): {format ["%1 Killed Themselves",_killerString]}; case(isNull _killer): {format ["%1 is out of Luck!",_victimString]}; default {format ["%1 Killed %2",_killerString,_victimString]}; }; _line; //_____________________________________________________________________________ _victim = _this select 0; _killer = _this select 1; //_victimName = ""; _victimString = ""; _victimColor = "#99D5FF"; private _distance = _killer distance2D _victim; //Distance private _killweapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname"); //Weapon if (!(isplayer _victim)) then { _victimName = getText (configFile >> "CfgVehicles" >> format["%1",typeOf _victim] >> "Displayname"); if(vehicle _victim != _victim) then {_victimName = getText (configFile >> "CfgVehicles" >> format["%1 crew",typeof vehicle _victim] >> "Displayname")}; }else{_victimName = name _victim}; _victimColor = (side group _victim call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML; _victimString = format["<t color='%1'> %2 <t color='#FFD700'> %3 m</t>",_victimColor,_victimName,floor _distance]; _line = if ((_killer == player) and (_victim == player)) then { "<t size='2.5'>WASTED !</t>"; //you can playSound here when killed } else { format ["<t size='0.5'>Killed <t size='0.8'> %1</t>",_victimString]; }; [_line,0,0.3,2,0,0,7017] spawn bis_fnc_dynamicText; //0,0.8,2,0,0,7017 //_____________________________________________________________________________ /* Extra Line for systemChat , run on every PC to show the kills on global https://community.bistudio.com/wiki/BIS_fnc_MP */ [format["%1 Killed %2 from %3 m with %4", name player,_victimName,floor _distance,_killweapon],"systemChat"] call BIS_fnc_MP; //_____________________________________________________________________________ playSound "Killfeed_notification"; //_____________________________________________________________________________ /* Number: X coordinates (optional) Number: Y coordinates (optional) Number: Duration (Optional) Number: FadeIn time (Optional) Number: Delta Y, Text will move up or down depending on value (Optional) Number: Resource layer (Optional) f00000ff blue FF0000 red FFD700 gold 000000 black */ //_____________________________________________________________________________ //2 Different type of notification // Cannot get bis_fnc_dynamicText , run on every PC to show on global, if anyones knows how , please contact _victim_parsetext = format["%1 Killed <t color='%2'> %3 <t color='#FFD700'> from %4 m with <t color='#FF0000'> %5</t>",name _killer,_victimColor,_victimName,floor _distance,_killweapon]; publicVariable "_victim_parsetext"; //_____________________________________________________________________________ // 1 Hint // hintsilent parsetext _victim_parsetext; // 2 Center up screen ["<t size='0.6' align='right' with %4 >" + _victim_parsetext + "</t>",safeZoneX,safeZoneY,10,0,0,7016] call bis_fnc_dynamicText; //10,0,0,7016 // [["<t size='0.6' align='right' with %4 >" + _victim_parsetext + "</t>",safeZoneX,safeZoneY,10,0,0,7016] call bis_fnc_dynamicText] call BIS_fnc_MP; // hint"Killfeed working"; }; }; }];
  8. Sarogahtyps Simple Crew Spawner - SSCS - 1.2 Fills your vehicles with AI on all seats you want to. This script was initially thought for creating a place where you can drive any vehicle to to fill the empty seats where can be shot from with AI. Now it has a much wider usability range. You can spawn AI at any seat maybe by a chance or absolutely random. You have various options for spawning AI for an empty vehicle or for use of a player which is inside of vehicle already. You are able to set side and faction of the AI, randomly determine it or using players side and faction. Also Pilot seats will spawn pilots and crew seats will spawn crew units. It can be used in any trigger or in an addAction or just by another script. Its intended to be executed server side. It needs the vehicle object as parameter. All other parameters are optional. Why server side? Because AI which is controlled by server uses it's AI-Mod. That means if the server has VCOM AI installed then the spawned AI will behave using VCOM AI as long as it is located on server. This way you could fly a helicopter and the AI on its guns uses servers AI mod even if your client has not installed any AI mod. Integration in addAction is described in this post: https://forums.bohemia.net/forums/topic/222484-release-sarogahtyps-simple-ai-gunners-ssaig-v-11/?do=findComment&amp;comment=3348933 DOWNLOAD SSCS 1.2 SSCS code: Usage Examples 1. vehicles init line, driver/gunner/commander spawn, all FFV seats spawn, no cargo spawn, AI has own group (not players), side west, random faction, delete AI after 1 hour _d = [this] execVM "SSCS.sqf" - if a player is inside vehicle during script execution then side will be the players side and random faction of players side. 2. vehicles init line, no FFV seats spawn, driver/commander spawn - no gunner spawn, spawn 80% of cargo seats, AI joins players group, side east, faction FIA, delete AI after 10 min _d = [this, false, 6, 80, true, east, "eastfia", 600] execVM "SSCS.sqf" - if no player in vehicle then AI get it's own group (not players) - if player of side east is in vehicle then side will be east and faction FIA - if player of other side than east in vehicle then AI spawns on players side with random faction 3. vehicles init line, spawn 50% of FFV seats, spawn no driver but commander and gunner, spawn no cargo, AI has own group, side west, random faction, no AI deletion _d = [this, 50, 3, false, false, west, true, 0] execVM "SSCS.sqf" or using nil for default values _d = [this, 50, 3, nil, nil, nil, nil, 0] execVM "SSCS.sqf" - if no player in vehicle then AI spawns as side west and random faction (NATO or FIA) - if player in vehicle then AI spawns as players side and random faction Changelog V-1.2 - added possibility to spawn AI by chance for cargo FFV seats (Fire From Vehicle) - added possibility to spawn AI by chance for common cargo seats. - added all usefull unit classes of vanilla without any DLC classes - added side and faction handling (see argument/parameter description on top of script) - added workaround for bug with CUPs BMP-3 (https://dev.cup-arma3.org/T3216) - added possibility to spawn AI (or not) on driver, commander and gunner seat (look at 3rd parameter description) - deleted spawn restrictions, AI can now be spawned in any case as long as a vehicle object is given. - renameing the script into Sarogahtyps Simple Crew Spawner - SSCS because of wider usage possibilities. Changelog V-1.1 hotfix 1: - fixed bug where AI joined players group but player was not leader Changelog V-1.1: features -added option for timout after which AI gets deleted -added option for spawning (or not) cargo AI which can fire its weapon from vehicle (FFV) -added option for spawning cargo AI which can not fire from vehicle -added AI joins players group option (may cause Multiplayer conflicts but this is not tested) -added option for suppressing hint messages bug fixes - worked around a CUP mod bug where more seats are returned by CUP as really exists in vehicle. CUP is not able to fix this bug on teir own. Changelog V-1.0: -added script If you have any questions then just ask, please!
  9. Does anyone know how to add a scroll wheel option (vanilla action menu) to an ace arsenal so that the ace interaction menu is not needed to open it while still being the ace arsenal interface. Help appreciated.
  10. so I'm relatively new to Dialog Scripts in Arma 3 but what I'm trying to do is if the player selects an item in the Listbox. The item will then display a picture on the right and side depending on what item I select in the list box I've made sure my images can be linked to the display as entering them into the ctrlSetText works, but I can't figure out how I can go about making it display the image depending on what item I have selected. At first, I thought of just using if statements but I saw problems with it and an if statement for each item seems a bit of a workaround. so I decided to use Switch {} do and a case for each image as the _index gets a number that I assumed would work if I placed them into different cases like this. switch {_itemNumber} do // gets value { case (0): {ctrlSetText [1200, "images\1.paa"]}; // displays first item image case (1): {ctrlSetText [1200, "images\2.paa"]}; // displays second item image default {ctrlSetText [1200, ""]}; // if no item is selected displays nothing }; but I couldn't get it to display even though when I print it using the HINT command it prints the item selected via a number here is the full script: recipes.sqf disableserialization; _recipeArray = ["Food Materials", "Raw Materials"]; // array of items in list _ctrl = (findDisplay 3663) displayCtrl 1500; // finds dialog { _ctrl lbAdd _x; } forEach _recipeArray; // adds the _recipe array to list box while {!isNull (findDisplay 3663);} do // only loops when the display is open { sleep 1; _index = lbCurSel 1500; // gets _index value from selected item hint str (_index); // prints selection value for testing switch {_index} do // gets the _index value { case (0): {ctrlSetText [1200, "images\1.paa"]}; // displays first item image case (1): {ctrlSetText [1200, "images\2.paa"]}; // displays second item image default {ctrlSetText [1200, ""]}; // if no item is selected displays nothing }; }; if anyone could help I would be grateful.
  11. Hey,i am new to scripting and changing configs and this is my first try at it.I am trying to add a target lead indicator,like the ones you see in Cheetah and Tigris to other vehicles with electronic turret optics.Now i digged in through CfgWeapons info and saw that i just had to change the value for "ballisticscomputer" in CfgWeapons.But the problem is,......where is the location of CfgWeapons,under what pbo does it exist? I went and opened the config.bin of Prowler and there is nothing called CfgWeapons there either. The "ballisticscomputer" value that i want to change should be under "HMG_127_LSV_01",but can't find the location of it
  12. My two current projects contain dozens of script references from this forum all in one place with a script description text to find what you're looking for. JET TOYS SWO Mission Control DEMO If you're an experienced script writer you probably won't learn much from the references. However you're welcome to make suggestions for improvement. Keep in mind the theme of making simple scripts that are accessible to new users and not fellow computer science majors. This forum page is WIP and will expand as the above projects progress.
  13. GF Set AISkill Script by GEORGE FLOROS [GR] Description: GF Set AISkill Script , Set your desired AI Skills settings. 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 Set AISkill 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 in the 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: Copy in the descripion.ext : #include "Mission_Parameters.hpp" and add the Mission_Parameters.hpp in your mission files. Or copy , in your descripion.ext : class Params { class GF_Set_AISkill { title = "GF_Set_AISkill"; values[] = {0,1,2,3,4,5}; default = 1; texts[] = {"Novice","Rookie","Recruit","Veteran","Expert","Random"}; }; }; 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: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40229 Armaholic download GF Set AISkill Script
  14. May I have some help to compile this script, if (Plight == 0) then { playSound ["click", true]; cockpit = playerJET; CPlight = "#lightpoint" createVehicle [0,0,0]; CPlight setLightBrightness 0.1; CPLight setLightAmbient [0.0, 1.0, 0.0]; CPlight setLightColor [0.0, 1.0, 0.0]; CPlight attachTo [cockpit, [0,5,-0.5], "vez"]; addMissionEventHandler ["Draw3D", { CPlight setVectorDirAndUp [ (cockpit selectionPosition "pohon") vectorFromTo (cockpit selectionPosition "otochlaven"), [0,0,1]; Plight=1; ]; }]; } else { deletevehicle CPlight; Plight=0; }; It reports "Missing ]" but I don't know where it is. Before the "else", likely. Thanks!
  15. Description: Script that turns your screen black & white gradually as you get fatigued, and returns color as you recover. Long description: Notes: Works with ACE and Vanilla. It does not affect ACE3 values. It's not configured to run on respawn. Credits: Bohemia Interactive ACE Team BI Arma Forum Contributors PS: If there's problems with the ACE code being used please delete this thread. PS2: If you wanna help and get values directly from ACE3 addon (#include "\z\ace\addons\advanced_fatigue\script_component.hpp"), i'd appreciate it. Thanks. Script: //fatiguebwfx=execVM "fatiguebwfx.sqf"; if (hasInterface) then{ //JIP player waitUntil {!isNull findDisplay 46}; private _ppcolor = ppEffectCreate ["ColorCorrections", 8989]; _ppcolor ppEffectEnable true; _ppcolor ppEffectForceInNVG true; if (isClass(configFile >> "CfgPatches" >> "ace_main")) then{ //ACE //#include "\z\ace\addons\advanced_fatigue\script_component.hpp" #define ACE_AE1_MAXRESERVE 4000000 #define ACE_AE2_MAXRESERVE 84000 #define ACE_AN_MAXRESERVE 2300 while{sleep 0.5; alive player} do{ //Source: ACE3/addons/advanced_fatigue/functions/fnc_mainLoop.sqf private _ae1Reserve = missionNameSpace getVariable "ace_advanced_fatigue_ae1reserve"; private _ae2Reserve = missionNameSpace getVariable "ace_advanced_fatigue_ae2reserve"; private _anReserve = missionNameSpace getVariable "ace_advanced_fatigue_anreserve"; private _aeReservePercentage = _ae1Reserve / ACE_AE1_MAXRESERVE + _ae2Reserve / ACE_AE2_MAXRESERVE / 2; private _anReservePercentage = _anReserve / ACE_AN_MAXRESERVE; private _perceivedFatigue = (_anReservePercentage min _aeReservePercentage); //aerobic fatigue _ppcolor ppEffectAdjust [1, 1, 0, [1, 1, 1, 0], [1, 1, 1, (_perceivedFatigue max 0.1)], [0.199, 0.587, 0.114, 0]]; //_ppcolor ppEffectAdjust [1, 1, 0, [1, 1, 1, 0], [1, 1, 1, ((1-(missionNameSpace getVariable "ace_advanced_fatigue_anfatigue")) max 0.1)], [0.199, 0.587, 0.114, 0]]; //anaerobic fatigue _ppcolor ppEffectCommit 0.1; waituntil{ppEffectCommitted "ColorCorrections"}; //hint str [_perceivedFatigue, (missionNameSpace getVariable "ace_advanced_fatigue_anfatigue")]; }; }else{ //Vanilla //mrcurry https://forums.bohemia.net/forums/topic/215365-extend-stamina-duration-with-commands/ player setUnitTrait ["loadCoef", (player getUnitTrait "loadCoef")/2]; //<--- optional while{sleep 0.5; alive player} do{ _ppcolor ppEffectAdjust [1, 1, 0, [1, 1, 1, 0], [1, 1, 1, ((1-(getFatigue player)) max 0.1)], [0.199, 0.587, 0.114, 0]]; _ppcolor ppEffectCommit 0.1; waituntil{ppEffectCommitted "ColorCorrections"}; //hint str (1-(getFatigue player)); }; }; _ppcolor ppEffectAdjust [1, 1, 0, [1, 1, 1, 0], [1, 1, 1, 1], [0.199, 0.587, 0.114, 0]]; _ppcolor ppEffectCommit 5; sleep 5; _ppcolor ppEffectEnable false; ppEffectDestroy _ppcolor; };
  16. A simple script for ambient combat generation that you can put in a trigger. You can use any groups, vehicles or units. The default is CUP_RU vs CUP_US vs CUP_I_TK_GUE ambient combat. Changelog: v 1.4 Script now uses vanilla units. Here are CUP units from the previous script in case you need them: Script now should correctly despawn empty vehicles. (Not fully tested, if you encounter this bug with the new version of the script, DM me). Tasks module now has some inaccuracy in counting enemy units. Instead of saying "Enemy group has 4 infantry units" it will now say something like "2-6 units", making tasks less predictable. The inaccuracy is customizable in settings (_reconCountInaccuracy parameter). Script now runs every second - which gets rid of some bugs with condition testing. Script now supports arming unarmed units - e.g. for the "armed civilians" scenario. Fixed a bug with mission end in MP - script correctly uses BIS_fnc_endMissionServer now. [Experimental feature] Script now has an option to spawn units only out of sight. Only one player's sight is supported (the one that is returned by the _fnc_center) and it is not 100% guarantee in some cases - if you spawn groups close to the player, due to the sizes of groups some units might still spawn in sight (only group leader's position is expected to be out of sight). This feature is disabled by default. v 1.3 Fully tweakable spawning system. Want to be able to spawn 2 planes, 1 tank and 5 infantry units as one team? No problem - scripts supports custom arrays of units, groups or both. You don't need to specify Config paths to list units: only a class name (string) is enough. Added a default Insurgent faction (CUP_I_TK_GUE). Only sides defined by _zeusableSides will show up in Zeuses. See "Tweaking the Script". Added two functions that will stop or pause spawning if the condition is true. Refer to "Tweaking the Script" for examples. Added an option to guide units behavior by MCC instead of default patrolling logic. v 1.2 Planes! Planes can be spawned and will have a bigger boundary for despawning. Script is rewritten, bits of code are separated as functions. It became easier to change the center of spawn: change one line, not "search and replace". Comments! Triggers only support "comment" statements and crash when I try to add // or /* type of comments. Nevertheless, the script is a bit more readable now. Made it a bit easier to have several copies of the script. All the relevant info about the script is now at bohemia forums. v 1.1 Added task generation system. v 1.0 Script generates random groups and units, despawns them if they are too far, despawns dead bodies. Basic usage Put the script in a trigger ("on activation" field). Set condition to true. Name the player group's variable name "playerGroup". Tweaking the script This script is licensed by Arma APL. Feel free to improve it.
  17. Hello there, as the title already states my script is missing a semicolon but my 2 friends couldn't figure out where it was missing and neither could I. The following is the code: run = true; task_1 = player createSimpleTask ["Kill Bob"]; task_1 setSimpleTaskDescription ["Kill Bob that stupid prick","Kill Bob"]; task_1 setSimpleTaskDestination (getPos bob); task_1 setSimpleTaskType "attack"; player setCurrentTask task_1; while (run){ if (alive bob) then{ hint "Bob is dead"; task_1 setTaskState "Succeeded"; run = false; }; }; The error says it missing in the same line in which I start my while loop. Quick sidenote this script is just something I created to learn to script for missions. I also have another question because I want to be able to execute this script from my main script how do I do that because I couldn't get execVM to work and how can I check within the main script wether task_1 is finished and then start task_2? Thanks for your help Cheers, Nope.X
  18. Hello, I am trying to figure out how to keep an AI controlled SUV to sit still until a specific AI unit enters that vehicle. So far I haven't gotten it to work, nor could I find anything to help online with something this specific. Hopefully someone has the solution. Thanks
  19. Hello, I have made a mission using a script made by an Armaholic profile called ESO. It simply spawns units when Player/Player's(MP) are in its desired distance. BUT. I wunder if it is somehow possible to make the Players that are in Plane or Helicopter not be able to activate ESO script. Other words that they can fly inside a marker with ESO without any units spawning. Could any1 help me out on this? Would be really helpfull! 🙂 Regards Sorry for bad English.
  20. - - - - - - - - - - - - - - - - - - - - - - - - - EDIT: Solution here. - - - - - - - - - - - - - - - - - - - - - - - - - Hi all, I've been spending a while trying to figure out the proper method to attach a vest to a dog and correctly move it with the animations. Creation of dog and initial AttachTo are working fine, but I'm having trouble matching the direction of the vest to the dog's position. This is what I have been trying to work with so far, but it does not match correctly: _dog = dogDmy; _vest = "Vest_V_HarnessO_gry" createVehicle [0,0,0]; _vest attachTo [_dog,[0,-0.4,-0.54],"spine2"]; _n=[_dog,_vest] spawn { _dog = _this select 0; _vest = _this select 1; while {_vest in (attachedObjects _dog)} do { _vest setVectorDirAndUp [(_dog selectionPosition "spine2") vectorFromTo (_dog selectionPosition "hips"),[0.01,0.01,-0.99]]; sleep .1; }; }; There are similarities between this and a couple other scripts people have written, but they don't seem to work entirely for a dog. https://forums.bohemia.net/forums/topic/189737-attachto-trying-to-attch-a-lamp-on-torret/ http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/ At the minute I am using While instead of a Draw3D or EachFrame EH to avoid unnecessary use of resources. Dog creation for testing: Thank you in advance!
  21. Hello guys, I'm experimenting with creating a simple driveable helicopter carrier that also works with AI-controlled helicopters. The carriers is a simple ship with a large cargoBayDimension specified in the carrier class, and the AI helicopters don't have any problem loading itself into the carrier, but once it's loaded, it will never turn off its engine as engineOn command doesn't seem to work on attached vehicles nor vehicles loaded on transport vehicle. What I had in mind was to create a script that instantaneously turns off the engine and sets the rotor speed to zero right before the helicopter is loaded into the carrier. I have tried using setWantedRPMRTD AI_chopper setWantedRPMRTD [0, 0, -1] and setEngineRPMRTD AI_chopper setEngineRPMRTD [0, -1] to no avail. It seems that most engine-related RTD commands only work on player vehicles and only when the advanced flight model is enabled, and some are only available to take-on helicopters. Any ideas what command or possible workarounds I could use? I did try putting the exit points of the cargo bay just barely above the carrier deck, and since I do have the WMO mod loaded, the AI choppers can be unloaded onto the deck and somewhat safely spool up before flying off, but this doesn't work for spooling down after landing, and since WMO is a bit wonky, I'd like to not rely on it as well if possible.
  22. Hello! I get straigt to the point: I am creating a mission in 3Eden and I have stumbled on an holdback. I have used the ALIVE modules to make civilians spawn on the map. (Standard ALIVE Civilian spawn) And if I use Allow interact in the module "Civilian Population" We can interact with them in-game to detain, tell go away and so on... But I wish to have this on the ACE interaction menu instead. How do I make this? I belive this is done tru scripting. Regards!!!
  23. 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.
  24. Thats the script I am using but once the mission starts it says their is a generic error, and it just teleports the object up. Basically I want to be able to move an elevator up and down from two different points! Thanks for any help provided!
  25. Hey all, I have been messing around with lineIntersectsSurfaces command in order to check for visibility between two units. I can't really say I had problems making it work, but even after having a look at both LOD's and command's Wikis I can't really say I have understood what LODs are exactly and how they can be utilized in various different scenarios. For example, what will the difference be if I call lineIntersectsSurfaces with "VIEW" and "FIRE" (which are the default) as LOD1 and LOD2 respectively or with "GEOM" and "VIEW" for LODs? I understand that this may (or may not) be quite a long subject to cover in just a forum post, so any additional information is most welcome (whether a link to a text, a short or long explanation, etc.). Best to all and thanks in advance, Achilles.
×