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Found 659 results

  1. I was wondering two things regarding this script/fnc I made: Question 1: any way to open the mini map display via script commands? Question 1: The minimap radius is based on the speed of the player, any way to manually control that?... since I check a range of 50 I would like the mini GPS to reflect that regarding of the player speed. Also, Any suggestions? The script in fnc form, spawned by a custom UI: (Special thanks to @Leopard20 who's insights made this posible) vMotionScanner = { params [ ["_unit", objNull, [objNull]], ["_motionScannerDistance", 60, [60]], ["_detectAllEnemies", false, [false]], ["_detectEnemyUnits", false, [false]], ["_detectEnemyVehicles", false, [false]], ["_detectEnemyAgents", true, [true]] ]; if (isDedicated OR !hasInterface) exitWith {}; if ( !("ItemGPS" in (assignedItems player)) || !(alive player) || (vehicle player isNotEqualTo player) ) exitWith {vMotionScannerRunning = false; systemChat "MOTION SCANNER not available";}; vMotionScannerRunning = true; systemChat format ["MOTION SCANNER enabled by: %1, use the keys Control + M to toggle the screen.", name player]; showGPS true; private _nearObjects = []; private _motionMarkersArray = []; private _maxMotionMarkers = 10; while { vMotionScannerRunning } do { if (visibleGPS) then { switch (true) do { case (_detectAllEnemies) : { _nearObjects = (player nearEntities [["Man", "Air", "LandVehicle", "Ship"], _motionScannerDistance]) select {side group _x isNotEqualTo side group player && abs speed _x >= 3}; }; case (_detectEnemyUnits) : { _nearObjects = (player nearEntities [["Man"], _motionScannerDistance]) select {side group _x isNotEqualTo side group player && abs speed _x >= 3}; }; case (_detectEnemyVehicles) : { _nearObjects = (player nearEntities [["Air", "LandVehicle", "Ship"], _motionScannerDistance]) select {side group _x isNotEqualTo side group player && abs speed _x >= 3}; }; case (_detectEnemyAgents) : { _nearObjects = agents select {agent _x distance player < _motionScannerDistance}; }; }; if (_nearObjects isNotEqualTo []) then { private _sortedContacts = []; if (_detectEnemyAgents) then { _sortedContacts = [_nearObjects, [], {(player distance2d agent _x)}, "ASCEND"] call BIS_fnc_sortBy; } else { _sortedContacts = [_nearObjects, [], {(player distance2d _x)}, "ASCEND"] call BIS_fnc_sortBy; }; private _closestContact = objNull; _closestContact = _sortedContacts select 0; private _closestContactDis = 999; if (_detectEnemyAgents) then {_closestContactDis = agent _closestContact distance2d player;} else {_closestContactDis = _closestContact distance2d player;}; systemChat format ["MOTION SCANNER contact: %1 meters", _closestContactDis]; // call { // if (_closestContactDis < 10) exitWith { playSound3D [getMissionPath "vScripts\vSounds\motion10b.ogg", player] }; // if (_closestContactDis < 20) exitWith { playSound3D [getMissionPath "vScripts\vSounds\motion10.ogg", player] }; // if (_closestContactDis < 30) exitWith { playSound3D [getMissionPath "vScripts\vSounds\motion10.ogg", player] }; // if (_closestContactDis < 40) exitWith { playSound3D [getMissionPath "vScripts\vSounds\motion20.ogg", player] }; // if (_closestContactDis < 50) exitWith { playSound3D [getMissionPath "vScripts\vSounds\motion20.ogg", player] }; // if (_closestContactDis < 60) exitWith { playSound3D [getMissionPath "vScripts\vSounds\motion30.ogg", player] }; // }; call { if (_closestContactDis < 10) exitWith { playSound "motion10b" }; if (_closestContactDis < 20) exitWith { playSound "motion10" }; if (_closestContactDis < 30) exitWith { playSound "motion10" }; if (_closestContactDis < 40) exitWith { playSound "motion20" }; if (_closestContactDis < 50) exitWith { playSound "motion20" }; if (_closestContactDis < 60) exitWith { playSound "motion30" }; }; private _displayedMotionMarkers = 0; { if (_displayedMotionMarkers < _maxMotionMarkers) then { private _contactName = random 9999; private _marker = ""; if (_detectEnemyAgents) then { _contactName = str agent _x; _marker = createMarkerLocal [_contactName, getPosWorld agent _x]; } else { playerSide reveal _x; _contactName = str _x; _marker = createMarkerLocal [_contactName, getPosWorld _x]; }; _marker setMarkerShapeLocal "ICON"; _marker setMarkerTypeLocal "hd_dot"; _marker setMarkerColorLocal "ColorGrey"; _marker setMarkerAlphaLocal 0.85; _marker setMarkerSizeLocal [0.5, 0.5]; [vAnimatedMarker_1_Fnc, _marker, 0.3] call CBA_fnc_waitAndExecute; [vAnimatedMarker_2_Fnc, _marker, 0.6] call CBA_fnc_waitAndExecute; [vdeleteMarkerLocalFnc, _marker, 0.9] call CBA_fnc_waitAndExecute; _displayedMotionMarkers = _displayedMotionMarkers + 1; }; } forEach _sortedContacts; }; }; sleep 1; if ( !("ItemGPS" in (assignedItems player)) || !(alive player) || (vehicle player isNotEqualTo player) ) exitWith { vMotionScannerRunning = false; systemChat "MOTION SCANNER disabled"; }; }; };
  2. I edited FAR revive script in GREUH Liberation so AI can revive players and be reivived by players. but a problem happed with players reviving another player this is what is executed on the unit revivng another: FAR_HandleStabilize = { params ["_target", "_healer"]; if (alive _target) then { _healer playMove "AinvPknlMstpSlayWrflDnon_medic"; //if (!("Medikit" in (items _healer)) ) then { //player removeItem "FirstAidKit"; //}; _target setVariable ["FAR_isStabilized", 1, true]; sleep 6; }; }; this is what is excuted on the unit injured: while { !isNull _unit && alive _unit && _unit getVariable "FAR_isUnconscious" == 1 && _unit getVariable "FAR_isStabilized" == 0 && (FAR_BleedOut <= 0 || time < _bleedOut) } do { hintSilent format[localize "STR_BLEEDOUT_MESSAGE" + "\n\n%2", round (_bleedOut - time), call FAR_CheckFriendlies]; public_bleedout_message = format [localize "STR_BLEEDOUT_MESSAGE", round (_bleedOut - time)]; public_bleedout_timer = round (_bleedOut - time); sleep 0.5; }; when a unit stabilize another unit, "FAR_isStabilized" variable of the injured unit is set to 1 so the while loop has to terminate these script run without any problem when AI revive players and AI are revived by players but don't work when a player is reviving another player. when a player tries to stabilize another player, it does the action "AinvPknlMstpSlayWrflDnon_medic" but that while loop doesn't finish so I think there is something wrong with _target setVariable ["FAR_isStabilized", 1, true];in the FAR_HandleStabilize function and _unit getVariable "FAR_isStabilized" == 0 in condition of the while loop full codes: https://github.com/lululala22/JLD_Liberation_Dev/tree/master/far_revive
  3. Hello for everyone! I have a trouble: my script takes screenshot of object and i need to create log file with full dimensions of this object (basically, i need a four points of object: upper left, upper right, lower left, lower right). How can i save it? I read about saveProfileNamespace, but i cant find where i can find file with logs in arma 3 directory. Or maybe there are any way of creating .txt file with each screensot? Thanks for help before!
  4. Recently the same scripts I use for all of my normal user-made missions cfg sound script have suddenly stopped working to a bug. Every time I use playSound or say3D I get this error: Type Object, expected nothing. Yet I can play the same sound with no problems when using the effects section in a trigger. This makes absolutely no sense as this exact script works on other missions I have made but for some reason not any of my recent ones. I seriously want to get a gun and shoot my computer 35 times this shit is so frustrating. Here is my desc.ext: class CfgMusic { sounds[] = {cutscenemusic}; class music { name = "cutscenemusic"; sound[] = {"sound\cutscenemusic.ogg", db+1, 1.0}; titles[] = {0, ""}; }; }; class CfgSounds { sounds[] = {}; class banter1 { name = "banter1"; sound[] = {"\sound\banter1.ogg", 100,1}; titles[] = {}; }; class scline1 { name = "scline1"; sound[] = {"\sound\scline1.ogg", 100,1}; titles[] = {}; }; class line3 { name = "line3"; sound[] = {"\sound\line3.ogg", 100,1}; titles[] = {}; }; class banter4 { name = "banter4"; sound[] = {"\sound\banter4.ogg", 700,1}; titles[] = {}; }; class banter5 { name = "banter5"; sound[] = {"\sound\banter5.ogg", 1,1}; titles[] = {}; }; }; author="Maxim"; OnLoadName = "The Last War"; OnLoadMission = "This will be the end..."; loadScreen = "images\splash1.jpg" And beleive me, all of my aspects are correct like my sound folder is not spelt wrong and so on.
  5. Hiya, I'm having some trouble with a script for a mission that is supposed to have a vehicle with something like a loudspeaker on it. The plan was to use TFAR for this for the cool effect of being able to actually speak through it and your voice then blaring from the car over radio and this making a bunch of civilians react in different ways. (I'm not having problems with the actual sounds and mod the problem is checking for certain conditions being met) I've found the event that I need to call to check for whenever someone transmits over a radio and set it up so that it only activates using the right frequency. However I also want it to only work when you SPEAK through the radio. There's a boolean that you can check for to see if someone is speaking but obviously if I use this in the event code it is only called once when the button is pressed. So I'm having some problems with how to implement this. Also excuse the shittily written and formatted code this has been cut and pasted through a few times so whenever I get something functional I'm gonna rewrite it a bit nicer. Here's what I got so far: radioBroadcastScript.sqf (executed in init with the argument of "230" just for testing purposes) //These first lines check for the arguments of the script. If none are added it will use the defaults. //First argument is the braodcast frequency. Note this has to be between 30 and 512. DEFAULT is 79.3 if (isNil {_this select 0}) then { _this set [0, "79.3"]; }; //Set the frequency at which the broadcast is detected on. broadcastFrequency = (_this select 0) ; //For each player in a group run the code below { //Register event to unit. This event is from TFAR and is for when someone presses or releases the radio transmit button. ["BroadcastingThroughSpeaker", "OnTangent", { //The event information. Unit object, radio object, radio type, whether it's an additional channel, whether it's a release or press. params ["_player", "_radio", "_radioType", "_additional", "_buttonDown"]; //Checks whether the button is pressed if (_buttonDown) then { //Assigns the currently used radio frequency by the unit to a variable _currentFrequency = _player call TFAR_fnc_currentSWFrequency; //Checks whether the frequency used matches the broadcast frequency if (_currentFrequency isEqualTo broadcastFrequency) then { systemChat format ["%1 is transmitting on frequency %2", name playerObject, _currentFrequency]; }; }; }, player] call TFAR_fnc_addEventHandler; } forEach units group player; And the check for whether someone is speaking is this little line here if (_player call TFAR_fnc_isSpeaking) then I've been kinda trying out a few different options but nothing really works. Also something worth noting is that this should ideally work in multiplayer. Any help would be greatly appreciated! 😄
  6. So I want to create a scifi mission where the players are on an alien planet. Is there a way, other than MCC Atmosphere and the vanilla Post Processing modules, to set a permanent color filter for all players in a mission? I'm thinking something weird like green or purple for an alien atmosphere.
  7. RTS Engine: Script & Game RTS Engine is a script you can use to create your own RTS for ARMA 3. A game mode is also included you can play alone or with friends. You can even play with AI. STEAM WORKSHOP Gameplay video
  8. I want to make a big Sector Control mission in the editor and then export to Singleplayer to play. I put a lot of Sector Control Modules on the map in the editor, I set Spawn AI Modules for BLU and OPF and exported to Singleplayer, in the beginning everything worked as it should, AI spawns, moves, fights with each other and conquers Sector Controls by map, then after I clicked Save & Exit to continue this mission later. But after reloading the save game I noticed that me and the AI (BLU and OPF) can´t capture Sector Controls. Sector Controls do not change color, they remain gray. The modules seem to have stopped working after the reload and need to be reactivated via script? How can I reactivate this? I wish I could save this mission so I could easily reload and continue later. Not that I have to play the whole mission in one piece. This is very important to me! If anyone can help, I will be very grateful.
  9. Hi all, I'm interested in a script that would detect AI units that get stuck for a while and are not in combat. If you have good ideas on the subject, don't hesitate to post them. I am creating a mission where, once a city is taken, reinforcements are spawned at random and secure positions and must reach the city. So I don't want to be bothered by vehicles stuck on the way slowing the reinforcements, I prefer to delete them if they are not in combat. for the moment, I've this: if (!isServer) exitWith {}; timeIdle = 60*10; // 10 minutes //timeIdle = 30; // TEST !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! mission_fnc_idle = { params ["_gr"]; //{_x disableAI "PATH"} forEach units _gr; // TEST !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! _distToDelete = 5; // Get all group's vehicle(s) _vehs = [_gr, true] call BIS_fnc_groupVehicles; // initialize vars {if (alive _x) then {_x setVariable ["idlePos", position _x]}} forEach units _gr; _timeOut = time + timeIdle; // MAIN LOOP while {{alive _x} count units _gr > 0} do { sleep 5; if (isNil "_gr" or {{alive _x} count units _gr < 1}) exitWith {}; // CHECK IDLE UNITS if ({alive _x} count units _gr > 0 and _timeOut < time) then { _units = []; _unitsToDelete = []; _vehsToDelete = []; // get all units near their idle position {if (alive _x and _x distance (_x getVariable "idlePos") < _distToDelete) then {_units pushBackUnique _x}} forEach units _gr; { // if unit in vehicle if (vehicle _x != _x) then { _veh = vehicle _x; if (!((crew _veh) call mission_fnc_isEngaging)) then { {_unitsToDelete pushBackUnique _x} forEach crew _veh; _vehsToDelete = _vehsToDelete + [_veh]; }; }; // if unit not in vehicle if (vehicle _x == _x and !(_x call mission_fnc_isEngaging)) then { _unitsToDelete pushBackUnique _x; }; } forEach _units; // delete idle units and vehicles {deleteVehicle _x} forEach _unitsToDelete + _vehsToDelete; // reset vars {if (alive _x) then {_x setVariable ["idlePos", position _x]}} forEach units _gr; _timeOut = time + timeIdle; }; }; }; // Thanks to rübe mission_fnc_isEngaging = { /* Author: rübe Description: returns true if anybody of the given unit(s)/group is engaging Parameter(s): _this: unit(s)/group (unit, array of units or group) Returns: boolean */ private ["_units", "_engaging"]; _units = []; _engaging = false; switch (true) do { case ((typeName _this) == "ARRAY"): { _units = _this; }; case ((typeName _this) == "GROUP"): { _units = units _this; }; default { _units = [_this]; }; }; { if ((currentCommand _x) in ["ATTACK", "ATTACKFIRE", "FIRE"]) exitWith { _engaging = true; }; } forEach _units; // return status _engaging };
  10. Here's a couple fire related functions, you_createFire, *Updated you_fnc_houseFire (demo), Burn buildings to the ground! Spawn one central fire with smoke and a number of FX fires (performance) in the building. The building takes damage over time. Once the building is destroyed the performance fires are deleted and later the main fire. Fire will spread based on the distance supplied to the function ("_dist"). Use the parameter "_damage" (default true) to make persistent fire that does not damage the building over time or spread to other buildings.* Use parameter "_time" to determine how long each building will burn (default: 10, demo: 1). 1 second is equal to 20 seconds total burn (each iteration is %10 damage) and the main fire burns for the same amount of time again (1x10x2). The default value is 10 or 200 seconds (100 to collapse and 100 more to extinguish). 1) create a helper object on/near the building(s) ** 2) paste the function in init.sqf (or wherever) 3) see call methods in demo init.sqf * keep track of effects in the supplied array ** editor placed buildings may be "_caller" Have fun!
  11. So I've tried using the setrandomlip command. It works perfectly well in Singleplayer, but not on a dedicated server. I've looked into the .lip stuff, but honestly it's way too much work for just adding a minor detail in a mission. Is there a way to get setrandomlip working in multiplayer? Currently what I've done is set up a trigger using the unit's variable name to start randomlip, then another one to end it set to activate several seconds later. UPDATE: unticked "server only" on trigger. It now works.
  12. I've been getting this error in multiplayer in the log: Performance warning: SimpleSerialization::Write 'bwpp_scrpromotion' is using type of ',SCRIPT' which is not optimized by simple serialization, falling back to generic serialization, use generic type or ask for optimizations for these types I did not get this error when I tested my mission in singe player. I read some posts today from several years ago stating that this error is related to network traffic in which the type of data being sent across the network is not ideal. I was saving a script handle to a logic using SETVARIABLE (public true). After reading these posts I stopped saving the variable to the logic and instead began saving the script handle to a local variable in an FSM. I am still getting this error. Is it because a script handle cannot be saved to a variable, or that the saved script handle is being used in an FSM, or is it something else? Thanks, ben
  13. Hello, I have seen on Google and Steam Workshop and I found something almost the same as my idea. But still not the same sadly. General info: First of all. I am not a script person so for this mission it will be impossible for me to complete it without help. (allot of help) This mission will mostly be working with script's and coding. For thows who knows how please help me/us. I can help by typing class names for all that gona be in play for this mission. This is not like Warfare or Warlord. Here the commanders must die to be victorius. Main Objective: Kill the (playable) Commander's and conquer sectors for ressources (cash). Do not die. How to play this mission: You start of as an commander for one of the sides. You will start with xxx cash (Starting founds) and will recieve xxx time cash for just staying alive. On the map there is sectors your mission is to capture sectors to get more time cash to purchase units. You will be in Zeus mode mostly of the time (reason for calling it RTS) Purchasing units and buildings. You will see that you only have xxx meters arround you were you can put down ure units and buildings. First thing you would like to do is to build a building that you can hide inside, so you are not in the opening. You will than have to purchase units to do your dirty work. You should start off by building Light vehicle HQ so you can purchase (empty)vehicle for your units. Ofcurse build a Barracks HQ to get more advanced units as-well. You will be able to see on map the enemy base is, they can see yours as-well. Once you get enugh foundings you should go to war!. Order the men to infiltrate the enemy base and find the bastard commander to kill him. When all enemy commanders are dead, you win. If you get killed and friendly commander still alive he can buy you a new life for xxx cash. But this mostly wont happen due to every commander are in their same base. (one base for Blufor, Opfor and Independent) Base area most likley 2-500m big. Template picture: https://prnt.sc/vbjuv4 - Yellow circle = Sectors - Blue Rectangle = Blufor Base - Red Rectangle = Opfor Base - Green Rectangle = Independent Base This Mission: I will need .sqf files but I do not know what kind. So What I need help with? - Cash system script //Were I can just type in class name for unit, vehicle etc... And xxx how much it will cost. - Cash engine //how to use the cash. Need building to get new units. If a commander dies than friendly commander can buy him a new life. - Build system //Start by only be able to buy Barracks HQ and Light Vehicle HQ. Than maybe an Arsenal so Zeus can research Heavy Vehicle HQ and Airfield HQ. Must have Arsenal to edit units (use arsenal on units) - Zeus Restriction's //So the Zeus cant deploy units outside Base, can only give orders outside. Zeus remote control can be acessed when buildt an Radio Tower (use arsenal to research it) Enemy units close in makes Zues unable to place units. - Blacklist for units etc. //Parrameter will be used here. Blacklist units for Faction selected on Parrameter. - Whitelist for units etc.// Parrameter will be used here. Whitelist more than one Faction for a side. - Default Faction on Parrameters // Nato, IAF and AAF. Have RHS mod? Can chose different factions. - Sector system // Make Sector a cash income and sector have guards. - Man pop limit // Make Zeus not able to spawn more than xxx total units, Vehicles and Buildings. All seperate and can edit total in parameters. (buildings have one total limit, Vehicle have one and Units.) - Heal system // In Base run Full heal script every xxx sek to heal etc units. Can use parameters to decide how long time. (This will be best if 1 minute are the mimium limit.) - Repair system // Build a Repair vehicle to start Repair script. Repairs all Vehicle and Structures after xxx sek. (Same as above minium limit 1 minute. Parameter option.) - AI Commanders // This is a LONG shoot. But when and if this is possible than I say thank you! But focus first on MP. - Every Start has same Base spot but Side's can randomly rotate on every new game. - to be cuntiniued... Mod compatible? Yes this mission should have Parrameters that makes you able to decide wich Faction Blufor, Opfor and Independent should be. (RHS mod for an example.) Weapons and items well Yes. There will be possible for some weapons. Depend if make unit's gear free or make some popular weapon mod like NIarms avaible. Work with WW2 mod? Lets just be able to finish Standard first before this point. Like this idea of mission? Now I do not know if this mission can even be built or if Server can handle it without lagg. But lets say it is possible to make this mission, than please leave a like and if you want to help me with this I will really apreciate it!!! I beleave this mission can make arma a new level of experiance. PS! Sorry for bad english! And PM me or add me on steam if interested. Regards!
  14. Hi, I'm actually creating my first replayable mission and for that I need to place hostages in a predefined random position, I've place different trigger with hostages inside, I want to choose one of those and delete all other. Here is the script I made but all hostages are delete when I run it : private _HostPos = [trig01, trig02, trig03] _HostPos deleteAt (random (count _HostPos)); _y = count _HostPos; for "_i" from 0 to _y do { {deleteVehicle _x} forEach allUnits inArea (_HostPos select _i); }; Could you help me ? thanks
  15. Ive been at it for a god 12 hours but i cant get this script yo execute when i start a mission:inGameUISetEventHandler ["Action", " _tk = _this select 0; if (_tk in MGI_tanks) then { if ((_this select 3) == 'GetInDriver' and count crew (_this select 0) > 0) then { _units = crew (_this select 0); if (!isnil MGI_agent) then {_units = _units - [mgi_agent]}; {unassignVehicle _x} forEach _units; _units allowGetIn false; }; if ((_this select 3) in ['GetInGunner','GetInCommander','GetInTurret']) exitWith { hint parseText ('<t>Jump in driver'+""'""+'s seat<t/>'); true }; if ((_this select 3) in ['MoveToGunner','MoveToCommander','MoveToTurret'] && !(player getVariable ['gunning',false])) exitWith { hint parseText ('<t>Only driver'+""'""+'s seat available<t/>'); true }; }; "]; MGI_EHTank = ["MGI_TK","onEachFrame", { _veh = vehicle player; if (!isNil "MGI_agent" && {!(_veh in MGI_tanks) or !(MGI_agent in _veh)}) exitWith { deleteVehicle MGI_agent; MGI_agent = nil; (findDisplay 46) displayRemoveEventHandler ["keyDown",MGI_keysDriving]; MGI_keysDriving = nil; }; if (player == driver _veh and _veh in MGI_tanks) then { {_veh lockTurret [_x,true]} forEach allTurrets _veh; if (cameraView != "external") then {player switchcamera "external"} } else { if (player == gunner _veh && _veh in MGI_tanks && diag_tickTime > MGI_timerTurreting + 10 && (cameraView == "external" && isnil "MGI_signTkDest")) then { player action ["MoveToDriver", _veh]; player setVariable ["gunning",false]; if !(isnil "MGI_agent") then { deleteVehicle MGI_agent; MGI_agent = nil; deleteGroup MGI_agent_Grp; {_veh lockTurret [_x,true]} forEach allTurrets _veh}; }; }; if (isnil "MGI_keysDriving") then { MGI_keysDriving = (findDisplay 46) displayAddEventHandler ["KeyDown", " private _handled = false; if (!isnil 'MGI_agent'&& {if (inputAction _x >0) exitWith {1} } count ['turnLeft','turnRight','moveBack','moveForward','moveFastForward'] >0) then { enableSentences false; [] spawn {uisleep 1; enableSentences true}; }; _handled "]; }; }] call BIS_fnc_addStackedEventHandler; MGI_1ManTank = { if (!hasInterface) exitWith {}; MGI_timerTurreting = 0; MGI_tanks = []; waituntil {!isNull findDisplay 46}; _MGI_mousingGunner = (findDisplay 46) displayAddEventHandler ["mouseMoving",{ _veh = vehicle player; if (_veh in MGI_tanks) then { _veh allowCrewInImmobile true; _veh setUnloadInCombat [true,false]; player setVariable ["gunning",true]; if (gunner _veh != player) then {player action ["MoveToTurret",_veh,[0]]}; MGI_timerTurreting = diag_tickTime; if (isnil "MGI_agent") then { MGI_agent_Grp = createGroup playerSide; MGI_agent = MGI_agent_Grp createunit ["B_Soldier_VR_F", getpos _veh, [], 0, "CAN_COLLIDE"]; MGI_agent moveInDriver _veh; MGI_agent setBehaviour "COMBAT"; MGI_agent setSpeedMode "FULL"; }; }; }]; while {true} do { uisleep 2; { MGI_tanks pushBackUnique _x; _x setVariable ["onetk",true]; } forEach (vehicles select { (_x isKindOf "tank" or _x isKindOf "Wheeled_APC_F" ) && isnil {_x getVariable "onetk"}}); }; }; 0 = [] spawn MGI_1ManTank; One man tank crew script that works, But having a mod with this as a init does not wanna execute, Could someone help
  16. So i have a trigger and in the condition i wrote player in thisList; then i tested it and the trigger wont work even with this simple condition.What is the problem?even if i set to blufor or anybody.I tried with and without mods.Same result.
  17. Hi i have a doubt about a script to move the USS Liberty (static ship)... Are any script guide or something to make it work? Like to free move as a vehicle. I found this on reddit but the publisher said that is works "fine" in SP but in Mp didn't work (I test it and he is right), he said that may be it could be fix doing... that was 2 years ago, someone could tell me how to do that to fix this error? just imagine the possibilities in multiplayer with a movable USS Liberty 😎 . ·Link (reddit post): ·Link (files): https://github.com/Keithenneu/arma_moving_ships
  18. Hello all, and thank you for taking the time. I have been looking around plenty on the forums and on threads about scripts and mods, there are a lot of nice content out there - all similar to what I am looking for to some extent, but not fully. This is why I wanted to create a thread and throw my question out there, as I am looking for something like a script with specific functions; I am making something like a cops and robbers mission for my friends to enjoy on MP and dedicated server, one side will be police and one side will be bad guys. Wondering if there is a script out there that when a police is in close proximity to one of the bad guys, it plays a surrender animation on the bad guy, as if the person has been grabbed and caught after trying to run away or get away from the police! Cheers, saddle
  19. Marshall's Tandem Mod for a few months, I've been working on a tandem skydiving mod and today I'm proud to announce that ill be releasing this mod to steam workshop in the next few weeks I am working on the final touches to make this mod be able to move from the Alpha build to open it up for a public Beta. below is some media showcasing the mod and after that is a list of current and future features. Media: Current Features: ACE Compatibility from launch BackpackOnChest by DerZade Compatibility from launch Compatibility with most base and modded parachutes (primarily tested with base game steerable parachute) Compatibility with both walking to deploy (I.e C-130 or C-17) but also from seated air vehicles (I.e Helicopters) Item required to establish a tandem mode Fully Multiplayer Compatible Planed Features: Clipping in and out sound effect Custom animations for the actual fall Custom animations for in-vehicle (Long Term) Below I may or may not have put a small trailer that i quickly made as a showcase i do plan on doing a proper cinematic trailer for the mod in the future How to use the mod on the release: go to an arsenal and get a tandem harness and parachute From land: 2. find a tandem buddy and use ace interact with them and attach them 3. then jump off an edge :)))) From a Vehicle: 2. Jump in a passenger seat in an air vehicle both you and your tandem buddy need to be in a cargo seat 3. use ace interact on the buddy you want to jump with and select jump with tandem (or something like that) Required Mods: ACE BackpackOnChest CBA_A3
  20. Hey Been looking around for a way to teleport a vehicle up in the air X amount of meters in Zeus with no luck. I've tried "BIS_fnc_setHeight" and teleport commands but none them will work. I want to execute the command via the "Execute Code" module from ZEN or via the vehicles init (in Zeus). The vehicle in question will contain players, that's why I wanna be to execute it in Zeus. I can't for my life find something that will work and would love to know if someone is sitting on the secret of how to do this? Looking forward to a hopeful fix.
  21. Multiplayer-compatible reincarnation of spectrum analyser from DLC Contact for use in normal Arma3 This is RU/ENG singleplayer showcase mission: https://steamcommunity.com/sharedfiles/filedetails/?id=2214415193 Features: -automatic generation of UAV&terminals signals -custom signal source by missionmaker on any object (ACE cargo compatible) -realistic signal fade from terrain&distance -UAV&terminals jamming -UAV&terminals friendly-foe identification -multiplayer tested with 120+ players on server and 20+ devices working and nearly 20 signal sources. Thanks red-bear.ru players for it -no addons required Script developed and tested for MP, so some functions dont work proper with AI and in this showcase scenario are simulated with simple scripts (they still work fine in mp with non-ai clients) You can get the latest version of script on my google drive: https://drive.google.com/drive/folders/11j-1GZAlLP5uWU0jrzp1A7_7tqdQjDr8?usp=sharing Quick "How to use in your mission": -place spectrum_device.sqf, sa_ewar.sqf, stringtable.xml (last for russian&other languages support) in your mission folder -call scripts in init.sqf of your mission like this: [] execVM "spectrum_device.sqf"; [] execVM "sa_ewar.sqf"; -give players device&antennas (in unit's init field or sqf file) like this (device&antennas are hidden in VR by default): this addWeapon "hgun_esd_01_F"; this addHandgunItem "muzzle_antenna_02_f"; this addItemToVest "muzzle_antenna_03_f"; -if you need to add a custom signal for any object in your mission by edinting spectrum_device.sqf //Mission settings sa_beacons=[[t1,-1],[t2,563.2]]; (t1, t2-variable name if object, second parametr-frequency of signal, -1 for random. 3rd parametr-base strength of signal. not used=defaul, -1 random, or some value in dBa)
  22. so me and my friends set up a story line and everything is almost perfectly set but I've run into a slight problem.... we made a unit yada yada, i played online to see if our patch was showing and it was, everything looks perfect shows up on the shoulder and on planes cars ect. but when i run the mission i created it seems the patch doesn't show up at all. it still shows the unit tag above my player name so if someone knows a fix to this it would be much appreciated. (running the mission in multiplayer on a lan based server)
  23. Hi all, I've been stuck on this AI artillery problem for half a day now. I have 2 enemy mortars I wish to activate via trigger and script (separately, by that I mean they aren't grouped together and I have 2 triggers calling the script once for each mortar). Testing the trigger and script in game, I was originally getting an error for undefined variables (both _mortar and _target), but now I'm getting an error for "undefined variable in expression _target". In each trigger, I have: script = [mortarNumber, getMarkerPos markerNumber] execVM "eFireMission.sqf"; which, after some tuning, I turned into: markerTarget1 = getMarkerPos marker1; null = [mortar1, markerTarget1] execVM "eFireMission.sqf"; (does this difference do anything? I originally assumed that using "getMarkerPos" in the passed variable would work since "getMarkerPos" returns an array, doesn't it? And for my script, I incorporated a script I saw on the forums through a google search for artillery scripts from 7 years ago (user 2nd Ranger's post in that thread) for an MP mission I'm making for my friends and I: _mortar = _this select 0; //--- name of the mortar, arg passed from trigger _target = _this select 1; //--- central point around which mortar hits, arg passed from trigger if (isServer) then{ for "_i" from 0 to 8 do { _radius = 50; //--- random radius from the center _pos = [ (_target select 0) - _radius + (2 * random _radius), (_target select 1) - _radius + (2 * random _radius), 0 ]; _mortar doArtilleryFire[ _pos, getArtilleryAmmo[_mortar] select 0, 1 ]; sleep 2; //--- delay between rounds }; }; What am I doing wrong? Any help is appreciated, this is my first time scripting for Arma 3, I'm a little lost
  24. So here's my problem: I have a line of code that goes into the init box of a group leader to make the group hunt the player(s) by setting a waypoint at the player's current position, however, the code runs at mission start (obviously because it's an init). I want to know if there's a line of code similar to WaitUntil that will work for the unit's init box in Eden. The reason I want to do it this way is because I don't want to mess with .sqfs/variable names for each individual unit/squad. What I have now is copy/paste-able in Eden and that's what I'm looking for. I've tried: 1) WaitUntil, but that command doesn't work in Eden 2) If TriggerIsActivated, but either I'm getting the syntax wrong or it doesn't work either. 3) enable dynamic sim, which is great, but it still places the waypoint at the start of the mission at the players Alternatively, I could loop the code, but I can't figure out how to use Sleep effectively where it's still performance friendly. Here's the code: if (isServer) then { _null = this spawn { Hunt_players_fnc = { _player = objNull; _players = +(allPlayers - (entities "HeadlessClient_F")); _distance = 100000; { if (alive _x && _x distance (Leader _this) < _distance) then { _distance = _x distance (Leader _this); _player = _x; }; } foreach _players; if !(isNull _player) then { _wp = (Group _this) addWaypoint [getPos _player, (50 + (floor(random 70)))]; _wp setWaypointStatements ["true","_null = this spawn Hunt_players_fnc;"]; _wp setWaypointType "SAD"; _wp setWaypointCombatMode "RED"; _wp setWaypointSpeed "FULL"; }; }; _null = _this spawn Hunt_players_fnc; }; }; Thanks.
  25. Hello. For the past hour or so I've tried to link an addaction to another addaction in the init field of a data terminal. Here's my notes for that init section and the script. //Add an action to a data terminal to open it //When that action is activated by a player, it will add another action //When that second action is activated, it will run an .sqf file that //consists of the nopop variable this addAction ["Startup Terminal", {[KillhouseControl,1] call BIS_fnc_dataTerminalAnimate; this addAction ["Start Killhouse", targetup.sqf}]]; this addAction ["Shutdown Terminal", {[KillhouseControl,0] call BIS_fnc_dataTerminalAnimate;}]; //To-do: Remove action First of all, is there anything I'm doing wrong? Second of all, is there a way to do this?
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