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
  • DayZ Italia's Lista Server
  • DayZ Italia's Forum Generale

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 657 results

  1. So pretty much a long time I found this unit = group player createUnit ["classname", getPos player, [], 0, "FORM"]; and placed it in a radio trigger so when the player radios in he will get the corresponding unit. So after I implemented it in game it works but it spawns the unit for all players in game. Is there a way i can make it spawn only for the one activating the trigger.
  2. Hi. Is there any way to add modules after a mission has started? If not, how can I add a module to a mission? (without editing the mission of course)
  3. Hi. I need help with scripting dynamically spawned helicopters being synced to the respawn module. Manually syncing to the module works with respawn in Eden, but synchronizeObjectsAdd doesn't seem to work with script, guess it doesn't work that way. basically, 1. If mod exists, spawn that helicopter, else spawn this helicopter 2. then sync this or that helicopter to respawn helicopter, when it dies, at the position of where it was first spawned. Just want to add on that I want the Helicopter to spawn back where it got destroyed. Unless I have to use my own script that runs on an interval to do the checking for myself... which I can actually, but just curious if I can leverage on the current respawn module that I have already used.
  4. I need help with the below script. Problem: I read a post as far back as 2007 where units that enter combat mode and then get stuck in 'Aware' mode for the rest of mission (apart from combat / stealth of course). This issue is still present on A3. Once 'All Clear' is declared and my group goes back to safe mode, it actualy remains in AWARE mode, guns raised, looking for enemys.... i hate this when not leading a group and ai leads my group. Aware never ends. I tried expriements with three simple radio triggers setting my group to 'COMBAT' 'SAFE' or 'CARELESS' Selecting combat, safe, combat, safe still made the group stay in aware while safe mode was active, so switching on / off did not work. However, forcing mode to CARELESS allowed my units to start walking normally, patrol style, guns down etc. Objective: I am trying to create a script that creates the illusion of safe mode, but is actually CARELESS untill either: a) enemys are in eye sight b) knowsabout value is above zero (unreliable but a back up check) c) my ai led group is surpressed by enemy gunfire d) a bullet is detected close to the player. e) enemy count is also above zero within _radius. But without giving away to the player ai led group. The below script actually works o.k to a degree, no major performance lag despite it checking 8 times a second (for bullets). but i need help, you will only need to browse the script to see why. bascially i need: All members of my group to check eyepos with all enemy units. _enemies = allUnits select {_x distance player < _radius AND side _x in _enemySides}; then testing count = count UNITS _enemies; flags up an array error, but _enemies = allunits (of the side east) so why this error? or should i say HOW do i select each unit of this unit and check its eyepos with all units in my group. Also I want the script run less times a second but of course to 'catch a passing bullet' check i need it running often, but any better ideas welcome. cheers. guys. p.s thx to several members of this forum for bits of the above script, as its very cut and paste.... some of its mine honestly! lol.
  5. Helo.This error is driving me nuts. Any ideas why this happens? : Steam Image <-- image _guardgroup = createGroup east; _base = [getMarkerPos current_task, 400, 3000, 40, 0, 0.5, 0, ["base_marker"], getMarkerPos current_task] call BIS_fnc_findSafePos; _guard = _guardgroup createUnit ["rhs_msv_emr_officer_armored", _base, [], 2, "NONE"];
  6. Hello I am making a admin tool for my server and I am Using the GUI editor. I need help making a simple admin spawn menu I need help making the file to populate the "class spawn_Menu_List: RscListBox" and then calling the file. class Jackson_dialog { idd =-7000; movingenable=true; //onLoad = "_nul = ['onLoad',_this] execVM 'spawnMenu.sqf';"; class controls { //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT START (by Blackson, v1.063, #Gyrado) //////////////////////////////////////////////////////// class admin_menu: RscFrame { idc = 1800; x = 0.650047 * safezoneW + safezoneX; y = -5.99921e-005 * safezoneH + safezoneY; w = 0.35 * safezoneW; h = 0.999999 * safezoneH; sizeEx = 10 * GUI_GRID_H; }; class admin_Menu_Text: RscText { idc = 1000; text = "Admin Menu"; //--- ToDo: Localize; x = 0.650047 * safezoneW + safezoneX; y = -5.99921e-005 * safezoneH + safezoneY; w = 0.159844 * safezoneW; h = 0.077 * safezoneH; sizeEx = 2 * GUI_GRID_H; }; class godmode_Text: RscText { idc = 1001; text = "Godmode"; //--- ToDo: Localize; x = 0.725019 * safezoneW + safezoneX; y = 0.10004 * safezoneH + safezoneY; w = 0.0360937 * safezoneW; h = 0.066 * safezoneH; }; class godmode_On: RscButton { idc = 1600; onButtonClick = "player allowDamage false;"; text = "On"; //--- ToDo: Localize; x = 0.699959 * safezoneW + safezoneX; y = 0.1601 * safezoneH + safezoneY; w = 0.04125 * safezoneW; h = 0.055 * safezoneH; }; class godmode_Off: RscButton { idc = 1601; onButtonClick = "player allowDamage true;"; text = "Off"; //--- ToDo: Localize; x = 0.749975 * safezoneW + safezoneX; y = 0.1601 * safezoneH + safezoneY; w = 0.04125 * safezoneW; h = 0.055 * safezoneH; }; class player_List: RscListBox { idc = 1500; x = 0.87125 * safezoneW + safezoneX; y = 0.324 * safezoneH + safezoneY; w = 0.128906 * safezoneW; h = 0.242 * safezoneH; }; class player_List_Txt: RscText { idc = 1003; text = "Player List"; //--- ToDo: Localize; x = 0.907344 * safezoneW + safezoneX; y = 0.269 * safezoneH + safezoneY; w = 0.0464063 * safezoneW; h = 0.055 * safezoneH; }; class teleport_To: RscButton { idc = 1603; text = "Teleport To"; //--- ToDo: Localize; x = 0.897031 * safezoneW + safezoneX; y = 0.588 * safezoneH + safezoneY; w = 0.0670311 * safezoneW; h = 0.066 * safezoneH; }; class teleport_To_Me: RscButton { idc = 1604; text = "Teleport To Me"; //--- ToDo: Localize; x = 0.897031 * safezoneW + safezoneX; y = 0.665 * safezoneH + safezoneY; w = 0.0670311 * safezoneW; h = 0.066 * safezoneH; }; class give_Money1: RscButton { idc = 1605; text = "Give 1K Poptabs"; //--- ToDo: Localize; x = 0.860937 * safezoneW + safezoneX; y = 0.159 * safezoneH + safezoneY; w = 0.061875 * safezoneW; h = 0.066 * safezoneH; }; class give_Respect: RscButton { idc = 1606; text = "Give 1K Respect"; //--- ToDo: Localize; x = 0.897031 * safezoneW + safezoneX; y = 0.742 * safezoneH + safezoneY; w = 0.0670311 * safezoneW; h = 0.066 * safezoneH; }; class give_Money_Txt: RscText { idc = 1002; text = "PopTabs"; //--- ToDo: Localize; x = 0.9125 * safezoneW + safezoneX; y = 0.104 * safezoneH + safezoneY; w = 0.04125 * safezoneW; h = 0.055 * safezoneH; }; class give_Money2: RscButton { idc = 1607; text = "Give 10K Poptabs"; //--- ToDo: Localize; x = 0.937456 * safezoneW + safezoneX; y = 0.1601 * safezoneH + safezoneY; w = 0.061875 * safezoneW; h = 0.066 * safezoneH; }; class kick_Player: RscButton { idc = 1608; text = "Kick"; //--- ToDo: Localize; x = 0.87125 * safezoneW + safezoneX; y = 0.808 * safezoneH + safezoneY; w = 0.0464063 * safezoneW; h = 0.066 * safezoneH; }; class ban_Player: RscButton { idc = 1609; text = "Ban Player"; //--- ToDo: Localize; x = 0.943438 * safezoneW + safezoneX; y = 0.808 * safezoneH + safezoneY; w = 0.0515625 * safezoneW; h = 0.066 * safezoneH; }; class map_Teleport: RscButton { idc = 1610; action = "closeDialog 7000; []execVM ""mapteleport.sqf"";"; text = "Alt Click Map Teleport"; //--- ToDo: Localize; x = 0.654688 * safezoneW + safezoneX; y = 0.896 * safezoneH + safezoneY; w = 0.103125 * safezoneW; h = 0.033 * safezoneH; }; class delete_Vehicle: RscButton { idc = 1611; action = "[]execVM ""deleteVic.sqf"";"; text = "Delete Vehicle at Cursor"; //--- ToDo: Localize; x = 0.654688 * safezoneW + safezoneX; y = 0.83 * safezoneH + safezoneY; w = 0.103125 * safezoneW; h = 0.044 * safezoneH; }; class player_Kick_Out_Of_Vic: RscButton { idc = 1612; text = "Player Get Out"; //--- ToDo: Localize; x = 0.654688 * safezoneW + safezoneX; y = 0.786 * safezoneH + safezoneY; w = 0.0979687 * safezoneW; h = 0.033 * safezoneH; }; class spawn_Menu_List: RscListBox { onLBSelChanged = "spawnscript.sqf ";///where I want to call list idc = 1508; x = 0.680469 * safezoneW + safezoneX; y = 0.357 * safezoneH + safezoneY; w = 0.175313 * safezoneW; h = 0.352 * safezoneH; }; class spawnMenuText: RscText { idc = 1005; text = "Spawn Menu"; //--- ToDo: Localize; x = 0.732031 * safezoneW + safezoneX; y = 0.291 * safezoneH + safezoneY; w = 0.0567187 * safezoneW; h = 0.055 * safezoneH; }; //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT END //////////////////////////////////////////////////////// }; }; //missionconfigfile >> "Jackson_dialog" //missionconfigfile >> "RscTUTVehDialog"
  7. Hello, I'm trying to do a script where just a certain class of vehicles can acces. I have an Array with the classnames: then, I have another array in which the vehicles on the map that correspond to that type of classname are added to this other array. Well my problem is when the script adds the desired vehicles to the new array, they don't get in the array as the classname, but as the .p3d file and some random numbers.
  8. OK, I am trying to make a SP mission where the main characters thoughts will be displayed in the side chat in order to give the player new tasks. However whenever I run the scenario as the main character I get no text in the chat even though the trigger activates and the chat indicator at the bottom lights up for a bit. BUT if I run the scenario as another NPC I can clearly see the text the main character says in side chat when the trigger get activated. I am very new to the editor so I might be missing something simple. The trigger I am using has a condition of: alive VK (VK is the player variable) with a 3s delay so that I have time to load in the mission before it activates. On activation I set: VK sidechat "text" This is what I see when i run the scenario as the main character. This is what I see if I run it as a different character. Please help.
  9. I have learned how to change weapon turrets and ammo on vehicles VIA inits, but can anyone tell me how to get the actual turret to be visible on the vehicle? As ridiculous as it sounds - I am trying to use twin 125mm cannons (and other weapons) from a Pawnee instead of the miniguns or DAR pods, and I would love to see them attached. Any help appreciated!
  10. Any ideas for writing a script to spawn of the new LoW cluster bomb? I've been reading this post and I'm guessing it's not simple. I tried: _b = "Mo_cluster_Bomb_01_F" createVehicle ((getpos curatorCamera) vectorAdd [0,0,-1]); _b setdamage 1; The bomb gets created under the curatorcamera, but disappears as soon as you move the camera. Info on the bomb I've been trying to spawn: CBU-85 PylonMissile_1Rnd_BombCluster_01_F→BombCluster_01_Ammo_F→submunitionAmmo[] = {"Mo_cluster_Bomb_01_F",0.93,"BombCluster_01_UXO_deploy",0.07}; Any ideas would be greatly appreciated!
  11. Does anybody know how to get the value set in the eden "role description" (which shows in the lobby) in a script? (getDescription does something completely different)
  12. Im a guy comming from mission-scripting and have been there for a while. I have now made a simple client-side gui controls script. The actual purpose of this script was coded with the "mission-file" context in mind. Now people asked me if i couldnt upload it to the steam workshop for easier installation and convenient use. I did some research on this but i cant fint anything relevant anywhere. Is is possible to pack a single script in an workshop-addon and expect it to load on every mission that it is executed with? When yes, how do i perform this?
  13. There is some command to constantly check all the commands running on the client, in case it would be to prevent hackers. I tried the battleye but from what little I saw, the battleye only checks when you enter the server, or am I wrong? If I am, how do I execute the battleye constantly to check the commands executed by the client?
  14. Hi. How can I make a unit that is stopped by my command start moving again? I know you can do it using moveTo but I want to use doMove.
  15. georgischer Maschinengewehr

    MHQ script doesn't work

    Hello, in a mission I've made simple MHQ teleport. it works fine, but when I linked it to vehicle respawn module and the vehicle gets destroyed and spawns again, teleport script doesn't work anymore. from a flag I can teleport to the vehicle, but from the vehicle I can't teleport to the flag this addaction ["Move to Base1","Base1.sqf"];this setVariable ["btc_dont_delete",true] to be honest, I have no idea if it's even necessary to add - this setVariable ["btc_dont_delete",true] ( when I used vehicle respawn module and tried to kill the HQ, it didn't spawn again itself) there's 2 vehicle respawn module in the mission, first I used only one, I linked MHQ to the first module, there are other vehicles linked too, but MHQ script didn't work. then I've made another module Only for MHQ and worked, but as I've said, it didn't work after spawning after being destroyed . is it necessary to add vehicle respawn delay from Attributes - multiplayer - Vehicle respawn Delay (now it's 0. I didn't change anything) pls help
  16. Hi. How can I send some audio message in group channel, like "Get in that vehicle"? Edit: I mean just play a sound, no groupchat or action.
  17. Hi. I was wondering which one of these two commands has a bigger effect on performance: waitUntil { !cond }; or while {cond} do { sleep 0.5; }; Also, does the amount of sleep time matter? What about the condition? For example, if we have to check a series of conditions (e.g {alive _x} foreach Allunits) which one is better?
  18. Hello, so what I want to do is make a script that rearms infantry. I have a endless defense mission and respawn loadouts, however I want an addiction on a box to call a script that resupply them with ammo and items. Now what I have now is multiple addActions for each loadout but I don't like that I want a single addActions. so I made a script that checks there weapon and gives them the ammo based on there weapon. Problem is I can't really give say the explosive specialist claymores unless the explosive specialist has a different gun then the rest of them. So I was wondering if there is a way to check the player loadout class from the respawnInventory template? ( so if player loadout class == "AT" then {code}) I took a look at the scripting commands but the best I could find is isClass but I couldn't get it to work.
  19. Good afternoon everyone. I've made my own mission in Arma 3, from a bunch of scripts and other things thrown together. My current issue is that I am trying to get the ASOR vehicle selection script to spawn their vehicles at a certain height, onto a Aircraft Carrier. At the same time, on the other end of the map, I would like the vehicles to spawn at the base, on the ground there. Now, the base vehicles spawn just fine. The two issues I had were the spawning of players on the carrier and the spawning of vehicles on the carrier. I've fixed the spawning of players at the correct altitude, as one can see in the init file of the mission, but now my issue is that of spawning the vehicles at the correct altitude. Here is an example of the base's plane spawning code. this addAction ["Spawn Planes", {[["planes"], [], "planespawn"] execvm "ASORVS\open.sqf";}]; That works well enough, but I tried using a similar, but slightly modified version to spawn the vehicles on the aircraft carrier, but have had no luck so far. this addAction ["Spawn Planes", {[["planes"], [], "planespawn_1"] execvm "ASORVS\open.sqf";}, 209.322, 0]; Again, mission files are attached and the screenshots. The mods I do have loaded at the moment are: Shacktac-userinterface CBA_A3 Chernobyl Zone Ares Mod- Achillies Expansion and CH View distance Although you should be able to open the mission through vanilla. https://drive.google.com/open?id=0B0rF4pj_6JMUdzdHcWRONXBRbkE Thank you for your time.
  20. Hi all. I have problem with spawning weapons without attachments, magazine etc. for vanilla weapons/items i can go with: createvehicle {[ "weaponholdersimulated",[getPos _loc select 0, getpos _loc select 1,0],[], 0, "can_Collide"]; addweaponcargo ["arifle_SDAR_F",1]; }; and its working. but for RHS, CUP etc moded weapons, as example "rhs_weapon_ak103" i don't know what to place instead of "weaponholdersimulated" or where i can find it. if i only change weapon name, it give me error. Any ideas?
  21. Hi. How can I make a script run when the map is opened? I tried this but it doesn't work: While {visibleMap} do {
  22. Greetings. I'm currently working on Warsaw Uprising mission (IronFront) and I'm struggling with teleporting mechanism. Basicly, I created system of sewer tunnels wich players can move through all around the city. I placed manhole and added Action with bool_Action system. After activating Action on object (manhole) player is teleported to sewer system (invisible helipad named TpOut1). How can I force trigger to teleport only that specific player who acctivated trigger by bool_action (Interaction - Enter sewers)? When I use "player setPosATL (getPosATL OutTp01);" it's teleporting every player at once (wich is pretty obvious). I need to teleport only that specific player who used Interaction - Enter Sewers on Object (manhole). Any feedback would be appreciated. Best regards Bohun
  23. Hi, I can't figure out how to use same variable on 2 scripts, I'm guessing it's simple but I think I've tried everything with no luck, here is what I've got. 1.sqf private ["_uid","_otherplayer"]; _uid = getPlayerUID player; _otherplayer = lbData[3004,lbCurSel (3004)]; //some function [player,_uid] remoteExecCall ["client_fnc_rec",_otherplayer]; Up till now everything woks as it should including the remote exec for selected player. What I want is to use _uid from 1.sqf in 2.sqf and have not idea how to do that. 2.sqf private ["_uid"]; _uid = ??? //some function
  24. I'm trying to write a script for revealing all empty playerside vehicles to the player (MP & SP). This is how I've done it: 0 = [] spawn { while {true} do { _allEmptyVehs = vehicles select {{alive _x} count crew _x == 0 && (side==playerside)}; //vehicle should be empty (not counting the dead units) and on the player's side { player reveal _x; } foreach _allEmptyVehs; sleep 2; }; }; The problem is that the unit positions do not update on the map. Can someone please tell me what I'm doing wrong?
  25. Hi. How can I change a vehicle's variable when it's empty? (dynamically through the mission)
×