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Found 656 results

  1. Hey guys. I've been playing a certain scenario for many years (Pilgrimage, by Rydigier), and adding mods to change and improve the gameplay. I was wondering if there was a way to add a survival component to the scenario, like hunger and thirst. With food items and drinks that spawned randomly on the map. The Situation: 1) I happen to have found a mod on the Steam Workshop, called "LOOT (Discontinued)". It's pretty good for spawning items, weapons etc. in buildings, randomly. It works perfectly, as indended, in the mission. 2) For a food/drink addon, I'm going with the field rations from ACE3. As long as you have the items, you can eat/drink. Problem: LOOT can't spawn the food/drink items from ACE3. Altough LOOT's description says that the mod spawns all items from the mods that the user has loaded, it seems that it's ignoring them. Some items from ACE3 are correctly spawned: binoculars, rangefinders... but not the 'inventory' stuff, like earplugs, wire cutters (and water bottles, MREs...). Solution and clarifications: 1) The ACE3 items seem to be grouped under the type "ACE_ItemCore". Now I'm no scripting expert, but pointing this out to LOOT's script, should make it notice that those items exist and include them in the loot. 2) LOOT has a user config file. You can change the probability of loot spawns, and their locations, but the categories are fixed. You can't just go and edit this .sqf to make it spawn certain specific items. 3) I've been looking at LOOTs .pbo file, trying to decipher how to include those items in the spawning, but I don't know how to do it. I don't know where the modification has to be done, and what to write. If anyone wants to help, the mods are available on the Workshop. (or maybe someone can give me tips on what to look for in the pbo, like where the code says that the loot has to come from a certain list of items) Thanks in advance. Work keeps me busy and I don't have the strenght to learn scripting, but after all these years, maybe I should try?
  2. Hello, im trying to make a A-143 with jericho trumpets, so when diving it makes a sound. I have the following code so far, but I have trouble attaching the sound to the airplane. I know of say3D, however I don't think the volume can't be changed in that command, furthermore this script is supposed to be a composition so that it can be spawned on the fly in any mission. Any input is much appreciated! this addWeaponTurret ["cannon_125mm_advanced",[-1]]; this addMagazineTurret ["24Rnd_125mm_APFSDS_T_Red",[-1]]; this addMagazineTurret ["24Rnd_125mm_APFSDS_T_Red",[-1]]; nul = [this] spawn { params ["_this"]; while {alive _this} do { _velocity = ((velocityModelSpace _this select 1) - 100) max 0; _vol = _velocity / 10; playSound3D [ "a3\sounds_f\sfx\alarm_blufor.wss", _this, false, _this, _vol, 1, 300 ]; sleep 3; }; };
  3. Hi friends of arma i need some help i installed gms with all addons to my exile server to get missions and roaming AI so far it works but not the Roaming AI id like to get some help ❤️ also we hire people sadly nonprofit for script/edit/bugfix if you want add me in discord : Darktechnology#8885 second issue is Traders we tryed implement RHS to them but server would stop working after that but mian issue for now is roaming ai Now to the issue id send here the RPT of server im new to make a server but i got far for being someone with low knowlesge i guess
  4. Hello, I just a little help with the missileTargetPos command. When running it on the VLS Missile it seems to return a random position mid air near the launcher, but not where the missile is actually intended to go. Is there a reason for this or a different way to find the target position?
  5. Hello, is there a way to predefine a set of custom loadouts (with mod contents) and assign them via an F menue entry to a player. Kinda simlar to ACE in Arma 3? I would like the players to spawn with just clothes. This can be defined in the editor. Then they go to a crate or whatever, scroll to their respective role and get their loadout automatically. Is there already a solution for this? Script or mod - doesn't matter. If not: Which documentation/classes would I need to look into? Thanks Miller
  6. Hello, i need some help; im trying to make a humvee like hunter, so with a manned HMG. My thought process was to attach a prowler HMG to the Hunter and the turn everything but the gun invisible. I'm not sure how to do this or if this is the best way to do it.
  7. Greetings to members of the Arma 2 community. And even though A2 is already outdated, it never ceases to be interesting. We need your help with an artillery support script from one of our community users (Bon). The script is excellent in implementation, but there is a condition for the presence of a Game Logic object - Server. But, since not all maps and missions have this module, artillery support does not work properly. Who can help remove the condition on Game logic? So that the script works without it. Help me please. My knowledge in writing scripts is not enough. The authorship of "Bon" will be preserved. I apologize if a duplicate thread has been created or not in that section.
  8. Hello everyone, is there a possibility to add an inventory to a building or an object such as a house or a chest? Thank you
  9. Hello, Consider this key in the stringtable : <Key ID="STR_CID_FREE_CITY_TASK_DESCRIPTION"> <English>Clear %1 of ennemies</English> <!-- more languages --> </Key> Using a local context, I can easily do : private _localizedDescription = format [ localize "STR_CID_FREE_CITY_TASK_DESCRIPTION", _cityName ]; However, I'm wondering if it's possible to use such strings with BIS_fnc_taskCreate I could do [ _side, _taskID, [ format [ localize "STR_CID_FREE_CITY_TASK_DESCRIPTION", _cityName ], "some title", // could be localized too "" ] ] call BIS_fnc_taskCreate; But this will be evaluated server-side and the clients may receive strings in a language that doesn't match theirs I could remotely send the tasks creation on each clients with [ [ _side, _taskID, _cityName ], { [ /* same parameters than previous code */ ] call BIS_fnc_taskCreate; } ] remoteExec [ "spawn", 0, true ]; This may work, but will require extra work to sync the tasks between the clients and the server, update the JIP queue when a task has changed and probably more stuff And in my opinion, this will goes against the purpose of using the Task Framework, which already handle all of this and can send static localized strings to clients So far, the only clean solution I found was changing the description to a generic "Clear the zone of ennemies" and as title the _cityName. This is acceptable, but I was wondering if using formatted localized strings was possible using the Task Framework Thanks
  10. Hello I want to spawn the explosion of the 30 mm MP-T from the LDF APC using createVehicle. I know you can spawn "HelicopterExploBig" and I was wondering if there was a CFGAmmo for the 30mm explosion.
  11. So I wanted to make programmable AB rounds that explode a few meters beyond the turrets current zeroed distance. I thought I could use currentZeroing but it only gives the manually zeroed distances (100,200,300,400,...), however i need to know the distance the gun automatically adjusts to when lasing the range. Is there any way to get that value? Thanks in advance
  12. I'm trying to make ambient urban combat sounds around a group of players that will be moving through a city by placing units that fire at different intervals with different weapons in order to use less entities than if I were to place squads to fight eachother for the ambience. I have searched high and low for a scrip to put into the Eden Init of an entity to make a unit fire in bursts instead of just 1 shot every x seconds. null = this spawn {_this dotarget t3; sleep 0.5; while {alive t3 and alive _this} do {sleep 0.2; g1 action ["useweapon",vehicle _this,_this,0]; }}; sleep 1 This is the script I'm using, but with this script the AI just shoots once every 0.2 seconds, realoads then fires every 0.2 seconds again. I want the AI to fire a burst of 5 shots, wait for 2 seconds, fire 5 shots and wait for another 2 seconds, then fire a longer burst of 7 shots then wait for 30 seconds. I am terrible at understanding codes like these and every thread I've found on this issue is years old and doesn't answer my question directly but instead basically sais ''Play around until it works'' well I can't cause I'm dumb Sorry if there is an answer for this somewhere and I'm just blind. Thanks for any help I can get!
  13. So currently I have not found many ways with my small knowledge of SQF/arma natives or finding anyway online thats been demonstrated- But I'd like assistance in creating a script. Currently I am using SOG Prairie Fire Exectutor/Random Site modules to place caches that are all removeable via addAction for a search and destroy type mission- With each cache being randomly spawned via module. All of this works and I wish to to map markers to said caches that do spawn, as the Random Site module chooses several different locations. I would like only for (in this instance EAST or OPFOR) to have markers on said objects that are the caches. What method could I use for this? A snippet in initPlayerLocal? Can someone help create a mockup of what that would be? Id like: Markers to be visible for OPFOR only in mission MOST methods for one side markers Ive seen show ALL the markers in the briefing regardless Dont know how to actualize this. In initPlayerLocal? In seperate SQF script? Have them tied to editor placed objects. In this case, the object name/type in the screenshot: Multiple objects that are names cache_(letter)(number) ex. cache_a1 Any help is appreciated. I dont really know where to start code wise.
  14. Hi everyone, this is my issue. Im trying to force the game to display a specific asset on respawn . This is the export code from the virtual garage : _veh = createVehicle ["amf_pvp_01_mag_DA_f",position player,[],0,"NONE"]; [ _veh, ["DA",1], ["showeod",1,"turretshieldhide",1,"showCamonetHull",1] ] call BIS_fnc_initVehicle; So basically, i call my vehicle p1 and write this on the init of the vanilla respawn module : this setVehicleVarName "p1"; [p1,["showeod",1,"turretshieldhide",1,"showCamonetHull",1]]call BIS_fnc_initVehicle; BUT ... did nothing, the vehicle respawn with basic camo texture, no error message on preview during the script exec. BTW there is a mod than a user sent me but it dont work. If you saw an error on my script pls explain to me because i dont understand ..
  15. I am pretty new to doing any sort of SQF/init scripting that isnt just frankensteining code together so I would appreciate any help! Simply put, I want to make a fun little roleplay mission where for that mission, a phrase comprised of multiple randomly selected arrays is generated. The Indfor act as captives that are all assigned ONE word from the phrase at random to keep secret. (This is where multiple arrays work better since you can just call the arrays by "word1", "word2", "word3". (I intend to have 4 words, 1 array for each.) And ontop of that I want the entire code phrase to be displayed in its entirety to the Blufor. For this to work, the result of the generation needs to only be prompted once and then have. TLDR: Server generates a code phrase from several arrays. I cant figure out the init code and they usually return as null no matter what I attempt. And to be exact, I dont want people to generate a phrase/array results every time they call; I simply want it generated, stored, and have players access the results. I dont know how efficiently this could be done whatsoever outside of theory crafting nonsensical code. If there is a better alternative please help me out. Please help, Working backwards I am trying to: I inserted the code into initServer.sqf for simplicity; Can execute it as a script later on? Or is a dedicated SQF necessary? This code is almost certainly full of wrong or incorrect syntax/formatting. This is just an outliner of what I am trying. If my method is wrong then please help me goal wise. 2. Have a way to display either a SINGLE result of that array on individual units, preferably just adding a action into their init boxes to get the array/codephrase. I want 2 UserActions I can insert into unit inits; One that displays the codephrase, and one that displays a single array's result- as hints.
  16. Hi im triying to setup a waypoint "on-activation"-script for the task to liberate 3 villages. I want it to check when triggered if there is still enemy units in the trigger area. When there are none left its liberated : which means it should add +1 to liberated villages (3 villages in total). But my script doesnt seem to work. Please i need help. Happy New Year btw ! Screenshots : file:///C:/Users/taras/Downloads/script%20help/problem.PNG Condition : !((count (units group thisList) > 0) && {(side _x == east) || (side _x == resistance)} count (units group thisList) > 0) On activation : _taskName = "Liberate Villages"; _villageName = "Pavlokhov"; if (!(taskState [_taskName, _villageName])) then { taskSetState [_taskName, _villageName, true]; _liberatedVillages = 0; { if (taskState [_taskName, _x]) then { _liberatedVillages = _liberatedVillages + 1; }; } forEach ["Pavlokhov", "Novoshny", "Solnevny"]; hint format ["%1 Villages Liberated! Move on.", _liberatedVillages]; };
  17. I don't understand how the rotation works. Specifically I made Airburst Mortar rounds and want to increase the kill zone by rotating the claymores: this addEventHandler ["Fired", { params ["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; nul = [_drone,_unit,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile,_vehicle] spawn { params ["_drone","_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; waitUntil { sleep 1; getPos _projectile select 2 > 50 }; while { alive _projectile } do { waitUntil { getPos _projectile select 2 < 30 }; for "_i" from 0 to 3 do { _tungsten_fragments = createVehicle ["ClaymoreDirectionalMine_Remote_Ammo", [0,0,1000], [], 0]; _tungsten_fragments attachTo [_projectile,[0,0,0]]; _random =round (random 10) / 10; _tungsten_fragments setVectorDirAndUp [[0,0,_random], [0,0,_random]]; _tungsten_fragments setDamage 1; }; deleteVehicle _projectile; sleep 1; }; }; }]; I don't understand which numbers in the setVectorDirAndUp Array I need to change to rotate the claymores and what each number even does .
  18. Hey I want to make the C-RAM bullets explode if they fly past the target. I know how I'll do the Code but I don't know how to get the object that the C-RAM is currently shooting at. Any help is appreciated!
  19. So, I used the following code to add cruise misssles to aircraft: this addWeaponTurret ["weapon_VLS_01",[-1]]; this addMagazineTurret ["magazine_Missiles_Cruise_01_x18",[-1]]; If the Code is added to like a rhino MGS or something it works fine, but if added to eg. the Gryphon when trying to lock on to the laser it just has the 4 corners around the laser but doesnt actually lock it.
  20. So I want to make Cuise Missile that can be shot down. So far I've made the following code: this addEventHandler ["Fired", { params ["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; _drone = "O_T_UAV_04_CAS_F" createVehicle (getPosATL _projectile); _drone attachTo [_projectile,[0,0,0]]; _drone setObjectTextureGlobal [_index, ""]; createVehicleCrew _drone; nul = [_drone, _projectile] spawn { params ["_drone","_projectile"]; waitUntil {!alive _drone}; _bomb = "SatchelCharge_Remote_Ammo_Scripted" createVehicle getPos _projectile; _bomb setDamage 1; deleteVehicle _projectile; deleteVehicle _drone; }; }]; I works great (beside that the drones pylons stay visible, which I haven't found a fix for) and you can manually destroy the cruise missile with an autocannon. But you cant lock it for some reason. Even if you turn the engine on the spawned drone on you just get the rectangel but not the sound/diamond with dot in the middle. Anyone know why? (Code is copied from the MK 41 Init Field)
  21. Arma 3 script / tool that removes objects that share the same coordinates (3 decimal precision) no matter the scale or height. Sometimes you have objects randomly scaled on the map and they share the same point which causes all sorts of issues, mainly bad FPS drops. "Run object diagnostics" from Terrain Builder usually *does the trick*, but does not detect objects that have different size (scale) or height (even couple of centimeters). This is where this tool shines, it ignores height and scale and only looks for exact same x,y location of dupe objects and eliminates all but one instance. Install/Use: 1. Create new folder P:\RealDuper 2. Export problematic layer from the TB to duper.txt and save it in the same folder 3. Run python realduper.py and file output.txt will be created with all the dupes that share the same coordinates x,y (up to 3 decimal precision) while completely ignoring scale and height of the object. WARNING/NOTE: Be careful not to stack any walls or other objects on top of each other, use different layer name for 2nd, 3rd "floor" of objects as that is recommended anyway when you need to fix something later on. 4. Clear/delete old layer (make backup of course first) and import output.txt in the same empty layer to have cleaned up stuff ready. 5. Enjoy optimised Arma3 project 😉 Download: https://github.com/IceBreakr-SBP/realduper Script was kindly made for Arma3 Community by Origin/Wolk from our SBP Team /salute IceBreakr
  22. What is this? In simplest terms: A vehicle repair/refuel/rearm script. What makes this different is the procedural 'weight' of vehicles. Calculated on a variety of conditions, each vehicle type has specific hull, fuel, & ammo costs that will determine the length of service for each category. Some conditions include: Hull: Vehicle type, armor, whether its a repair or medical vehicle Fuel: Fuel capacity and if its a refuel vehicle Ammo: Count & importance of ammo, if its a rearm vehicle This means that a tank will take longer to repair than a truck, because the tank is armored. A plane will take longer to rearm than an MRAP because it has more & bigger ammo. Setup: 0: Object: The thing you want the repair action added to (repair depot) 1: Number (optional): speed modifier. (example: 2 will make the rearm twice as fast. 0.5 will make it half as fast. 0 will make it instant----if you wanna get rid of the whole reason script this is here) [0,1]call J_fnc_WVSS; Vehicle Weighting: To see what weights the script is giving a vehicle you can run the following code in the debug console in the editor: vehicle call J_fnc_getVehicleWeight; If you feel like a particular vehicle isn't being weighted properly you can set custom values with "J_WVSS_VehList" in the missionNamespace _list = [ // //[vehicle classname,[Hull Cost, Fuel Cost, Weapon Cost]] OR //[vehicle classname,total cost] ----------- in this syntax the 'total cost' will be divided by 3 to yield the separate costs // ["C_Offroad_01_comms_F",[5,5,0]], //Total cost auto-calculated as 10 ["C_Offroad_01_F",3]; //Total cost of 3, each Hull/Fuel/Weapon cost will return 1 ]; missionNamespace setVariable ["J_WVSS_VehList",_list]; Notes: - The vehicle's engine must be off for the service action to appear - Any service time longer than 10 seconds will prompt the player to continue - works for nested turrets & pylon weapons - Currently untested in MP - Currently untested with community addons - (I plan on testing with both, but unknown for now) I hope you all get some good use out of this! Please let me know any issues or questions you have! DOWNLOAD
  23. Okay so im currently building a mission which involves an oil rig. There are some things the players have to destroy which trigger some smoke. But everytime the action is complete the smoke is under the rig on the surface of the sea. I dont know what to do. I'm not outside the map and they are placed on a solid surface but still get forced onto the water.
  24. For a small multiplayer mission I want the players to destroy 4 pumps via hold action. When its done there should be smoke emerging from the trigger which i moved into the pump. smoke = "test_EmptyObjectForSmoke" createVehicle (getPos this); I tried this command in the "on activation" box but it doesn't work. I'm not big on scripting so if someone knows a way to overcome this issue i'd be thankful for answers.
  25. FYI: Yes, I have googled and researched a lot about the issue I am having. Arma Discord, Enfusion Discord, ChatGPT, Bard, Forums and so much more and it appears that the coverage about my issue is either very hard to find or there isn't much on it. What have I done so far? Reinstalled the server. Restarted multiple times. Changed scenarios multiple times. What issues was I having before? My previous issue was that my server couldn't be connected too, Arma Reforger Server application was not listening on the correct port, I am unaware at this current time whether this is an issue with my hosting company (OVH), as we did research that they were using a switch. (Yes, I have opened the ports fully through the windows firewall for UDP port 2001, 17777, 50000-65000, 5678; however, this did not seem to work, it's as if the application itself is refusing to listen on that port). I am unaware of whether this issue is fixed yet or not as we cannot even get the server to appear online. What issue am I having now? I am receiving A LOT of script errors (logs attached below), these errors are now appearing to stop the server from fully becoming online and causing the server to crash upon start-up. What type of environment am I working on? Windows Server 2019 OVH Bare Metal Cloud Dedicated Server (AMD Ryzen 9 5900X - 12c/24t - 3.7 GHz/4.8 GHz, 64 GB ECC 3200 MHz, 2×1.92 TB SSD NVMe (Soft RAID), 500mbps up/down public bandwidth, 100mbps up/down private bandwidth) No mods installed or in my configuration. Latest version on both client and server. StartArmaReforgerServer.bat file attached. https://pastebin.com/UA0CJULZ UpdateArmaReforgerServer.bat file attached. https://pastebin.com/v3Xw9BUB config.json file attached. https://pastebin.com/De6pEbMH console.log file attached (server). https://pastebin.com/VriF7APR error.log file attached (server). https://pastebin.com/KGv8VBkJ script.log file attached (server). https://pastebin.com/ix9Bq5zp Arma Reforger Server folder structure. https://imgur.com/a/3sFImFE Any and all help would be appreciated, I have been at this for straight hours over days now.
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