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
    • Arma Reforger
    • 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 Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • 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
  • 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
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter

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 652 results

  1. GF Fog Script - Mod by GEORGE FLOROS [GR] Description: GF Fog Script , create your desired , Environment. 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 Fog Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerlocal.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Create your desired , Environment. The script will spawn a normal fog for player , according the selected options and a large size fog for the vehicles. There are 3 types of Fog for each. It is possible to spawn this , at a certain position , object or unit : name this ex : GF_Fog_3 # These examples are included in the end of the script GF_Fog_3 spawn GF_Fog_Type_2; or for more object with the same spawn : null = {_x spawn GF_Fog_Type_1;}forEach [GF_Fog_1,GF_Fog_2]; 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: v2.1 Fixed : an error with GF_Fog_Change_spotDistance.sqf. v2.0 Added : GF_Fog_Change_spotDistance.sqf to adjust the AIs spotDistance , an initServer.sqf , to run the GF_Fog_Change_spotDistance.sqf , an option for an FPS limit. Fixed : an error with the fog spawn underwater, an error with the vehicle fog despawn , when the vehicle is destroyed. 1.1 Fixed an error with the vehicle fog despawn. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40262 Armaholic GF Fog Script - Mod
  2. 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
  3. GF Set Custom Loadout Script - Mod by GEORGE FLOROS [GR] Description: GF Set Custom Loadout Script , Set your Custom Loadout to AI and 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 Set Custom Loadout Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: It is also included a mod version , posible to unpack and edit. It is possible to set the loadout also for the spawned units. There is an exclude list available or add in the init of a unit: this setVariable ["Var_GF_Set_Custom_Equipment", true]; More information inside the .sqf Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v3.0 Added extended options , in order to spawn a different loadout for each side. Several Fixes. v2.0 Added files for : CUP mod , RHS mod , Unsung mod , with different variables for everyone. Full ACE3 mod list Added options for Ravage mod and ACE3 mod. Several fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40244 Armaholic GF Set Custom Loadout Script Informations about exlude or spawn : There is also available a Mod with userconfig to apply settings:
  4. Simple Bomb Defuse [script] - v1.2.2 Description: Idea was to create simple "mini-game" / "chalenge" when defusing bombs in game, where unit have little time to think and create space for errors. With this script you can add possibility to "screw something" when deactivating mines. Script randomly generate string of 3 color matrix, where unit must identify which color have most appearances in matrix and cut that color wire accordingly. You can stress out unit with timer you set for deactivating the bomb. If unit cut wrong wire or timer runs out, then bomb will explode. Best object to make bomb is burning barrel, but you can use any object, just need to modify little attached objects. I added C4 and light and beeping sound to improve finding bomb in dark. Bomb can be defused with any unit, just need to have toolkit in inventory. In future, I can modify script for demotilion class only if needed. Should be working on multiplayer / dedicated server, need more testing. Instalation: - copy folder "bomb" into your mission folder - include line #include "bomb\cfgFunctions.hpp" into your CfgFunctions class in description.ext file Example: class CfgFunctions { #include "bomb\cfgFunctions.hpp" }; Usage: - place unit in editor - place object in editor (barrel) - In object init line put null = ["object", "time", "kit", "debug"] execVM "bomb\bomb.sqf"; Example: null = [this, 10, true, false] execVM "bomb\bomb.sqf"; Configuration: "object" - object to transform to bomb, default: this "time" - time in seconds for bomb defuse, default: 10 "kit" - boolean value if needed tools to defuse bomb, default: true "debug" - boolean value if need show right wire to cut, default: false Settings: open file ../bomb/settings.sqf in bomb folder where you can change internal settings of script. _choices - array of choices to cut wires, more choices will have more colors to cut, default: red, green, blue _explosion - change classname of explosion, possible values in comments _matrix - show size of maxtrix with colors, default: big _expertMultiplier - if expert is defusing bomb, unit will have more time to defuse bomb, default: 2 (time * 2x) _disableAce3 - disable/enable ACE3 interaction menu Features: - friendly hint with instructions - hint is showing only to defuser - ace3 support - JIP friendly - multiplayer / dedicated server friendly - easy installation - plug & play system - specialist have more time to defuse bomb - custom time for specialist - defusing bomb with ToolKit or DefusalKit - random generation of matrix - custom size of matrix - custom choices (number of wires) - beeping sound - blinking light Planned: - dialog for cutting wires - cutting wires in right order - when wrong cut, timer will accelerate - "slippery hands" ( this is where I move toolkit from unit inventory and spawn it next to him, as he can't cut wires when he dont have toolkit) - probability of second wiring ( first wiring is dummy ) Changelog: v1.2.2 - prevent attaching objects and sounds to object if class is not Land_MetalBarrel_F v1.2.1 - added new config parameter "_disableAce3" to disable ACE3 interaction menu v1.2 - reformat to functions - added multiplayer / dedicated server support (tested) - JIP friendly (tested) - hint showing to only defuser (tested) - battle-tested in real environment - changed to "plug & play" system - added settings.sqf file - added readme.txt file for instructions - cleaned code v1.1 - added ace3 support - added customizable explosion size - added customizable size of maxtrix - added more wires (custom) - specialist have more time to defuse bomb - custom time for specialist (default 2x time) - custom internal settings - added documentation - added simple mission for test v1.0 - public release License: Use it for public, non monetized purposes only. If you have modifications, use pull request in git repo. Will revise/include them in script. Disclaimer: Do not incorporate this script or portions of it in monetized products or servers without asking for permission and obtaining approval from me! Credits: Larrow - fix for c4 attachment MILHAUS_CZ - testing JIP and DEDI Issues: - please use issue tracker - hint showing to every player - not damaging player with ace3 Download: https://bitbucket.org/mikehudak/a3_bomb.vr http://www.armaholic.com/page.php?id=31817 Preview: Media:
  5. 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.
  6. 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.
  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. 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
  11. JBOY Mace Trap for Prairie Fire is released! The jungles of Nam just got a little more dangerous! This is not MP tested yet, but hopefully will work. Please report any bugs found in this thread. Fun release vid: Editor demonstration showing how to set up mace traps: Original pre-release teaser video: Get sample mission here: https://www.dropbox.com/s/erki8qb50f9his9/JBOY_MacePunjiTrapDemo.vn_khe_sanh.7z?dl=0 Credits: Savage Game Design for objects and voice files used in the script. Bohemia Interactive for voice files and sound fx. How to add Mace Traps to mission in the Editor: Copy the JBOY folder from sample mission into your mission folder. Include these two lines (copy from sample mission init.sqf) into you init.sqf file. // ********************************************************************** // Compile JBOY functions // ********************************************************************** _n = execVM "JBOY\JBOY_compileFuncs.sqf"; // Compile general JBOY functions call compile preprocessFile "JBOY\mace\compileMaceScripts.sqf"; // Compile all Mace functions Place a Whip Trap object in the editor. The direction you set the trap will be the direction the mace will swing. Note that AI may be inclined to walk around the trap, so you might want to place more objects on map to funnel the AI path into the trap. In the Whip Trap object's init field, put the following code: [this,'WEST'] spawn {sleep 3; _this spawn JBOY_maceTrapCreate;}; The second parameter above determines who can activate the trap. This script creates a trigger for the trap, so these are the values you canuse for this parameter: "EAST", "WEST", "GUER", "CIV", "LOGIC", "ANY", "ANYPLAYER" For a Prairie Fire mission you might want to set it to WEST so only West units activate the trap. This simulates the locals (VC and Civs) knowing to avoid the trap.
  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. 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 ..
  14. 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.
  15. Good morning, I would like to know if it is possible to put a video in a workshop mod and then show it on a server to all players. Currently I know how to create a mod in the workshop to put custom music but I would like to know if it is possible and how to put a video in the mod to subsequently put a command on a server to be played to all players. I have tried to search but I have not found a way, if anyone knows how to do it I would be very grateful.
  16. Hello! ETHICS is a full solution script for ARMA 3 that provides wide creation and management over statics kill zones like minefields, UXO zones, and trap zones. Built for single-player and multiplayer, ETHICS include kill zone doctrines such as land anti-personnel, land anti-materiel, naval anti-materiel, unexploded ordnance, and booby-trap. How to install / Documentation: https://github.com/aldolammel/Arma-3-Ethics-Minefields-Script/blob/main/ethics-minefields.Altis/ETHICSMinefields/_ETH_Script_Documentation.pdf What to expect from ETHICS script:   Drag and drop a marker on Eden to create a full and unique kill zone such as minefields; Also easy to build naval minefields, Unexploded ordnance zones (UXO), and Trap zones; Ethics control (ON/OFF) to avoid planting explosive devices through civilian areas; Topography control (ON/OFF) to avoid planting over rock clusters and mountains; NEW v1.5 UXO doesn't respect Ethics or topography rules, and can be dropped under the water; NEW v1.5 Boobs-trap doesn't respect topography rules and they are always hidden, never in the open; Anti-personnel (AP) landmines avoid roads and streets; Anti-materiel (AM) landmines can be planted (ON/OFF) only on roads and streets; Classic minefields can be also hybrid, bringing AP and AM mines features; Customize each doctrine's explosive with devices from RHS, CUP, or anyone mod; Set (or not) for each kill zone has a faction owner; NEW v1.7 Set (or not) for each kill zone a percentage of presence, controlling the kill zone spawn probability; Easy explosive devices amount management through the global intensity presets: lowest, low, mid, high, or extreme; Easy way to hide all markers on the map (ON/OFF), even to kill zone owners; Debugging: friendly error handling; Debugging: a hint monitor, and systemChat feedbacks for the mission editor; Debugging: full documentation available. Video demo: Soon. Script config: Dependencies: None 😉 Download: On GitHub: https://github.com/aldolammel/Arma-3-Ethics-Minefields-Script On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2926204522 Missions using it: Escape from Kherson: https://steamcommunity.com/sharedfiles/filedetails/?id=2878171355 Sharia in Raqqa: https://steamcommunity.com/sharedfiles/filedetails/?id=1849325560 Adsumus: https://steamcommunity.com/sharedfiles/filedetails/?id=1838939661 Tank hunting: https://steamcommunity.com/sharedfiles/filedetails/?id=2468255648 - - - - - - - - - - - Changelog: Feb, 11th 2023 | v1.8: news, fixes and notes. Known issues: UXO cosmetic smokes are not working properly on Dedicated Server (WIP); Dynamic Simulation looks not work properly with mines; Mines is not editable by the Zeus module yet;
  17. Last content update: 6/13/2018 showing how to use the radius for addAction, using params instead of select, adding to arrays with various commands, altering arrays with various commands, get/setUnitLoadout Last content update: 6/10/2018 going through config files and getting details to sort what you want, using radius with addAction, params, and altering arrays with resize, pushBack, pushBackUnique, set, and append and going over to assist with resize count. Last content update: 5/27/2018 added GUI tutorial for how to make a weapon selector using cfgWeapon Last content update: 5/24/2018 added sector control tutorial Last content update: 5/21/2018 This is my arma 3 scripting tutorial series which is aimed to help both people getting into making their own scripts with fairly detailed simple tutorials as well as for the intermediate person looking to create their own features for their missions. The plans for this series is to almost fully cover everything behind the arma 3 missions that people play on a daily basis and have enough content provided in the videos where people can go off and make their own vision for their mission with the knowledge gained. Most of these videos are made on the fly at 1AM-4AM without any pretesting which should give someone the idea of what goes into finding syntax errors and narrowing down a bug that's causing your feature to not function properly. It is also an excuse for you to cut me some slack if you see mistakes :) . A lot of these tutorials are made with multiplayer in mind since I think most people want to play their missions online with their friends(which is why publicVariable has been utilized so much so new people can get a good grasp on the power those commands have). New videos are added to the playlist almost every day so if your stuck with something, maybe it has been covered in a video. If you have any requests on what you would like to see made then please suggest it here. topics covered so far Scripting tutorial playlist Database tutorials with INIDBI2 playlist GUI/Dialog tutorials playlist
  18. 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.
  19. 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]; };
  20. 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!
  21. 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 .
  22. 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)
  23. 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.
  24. 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
  25. 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.
×