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Found 541 results

  1. Hi all ! I have a small problem, I would like to add a trigger and set two conditions for it's activation. _won is the name of the car. The first is "this", player is present in the area (cicle 3,3 around _won). The second is "!(player in _won)", player is not in the vehicle. I can't find a way to make it work... // _won is the name of the car _trg = createTrigger ["EmptyDetector", getPos _won, false]; _trg setTriggerArea[3,3,0,false]; _trg setTriggerActivation["WEST","PRESENT",true]; _trg setTriggerStatements[ "this && !(player in _won)", "hint 'yes yes yes'", "hint 'no civilian near wonno'" ];
  2. This is one of my first scripts I ever made and I have spent no time to make it more condenced but it works and it's beautifal :D ! In this script it will spawn a US Destroyer (big boat), then attach an Apache to it along with a few other decorative props, and lastly a red, white, and blue smoke trail for your skywritting needs. This was originally in my admin menu I made so Its designed to be in a menu tree on my Action menu. I've removed what I could of that aspect so all you have to do is pick a way to execute this command however I will supply one way for you if you do not know how. This script has no real purpose other than something fun to show your friends. Originall inspiration was from the PapuWarfare test server, I saw Viba spawn in huge boat and fly it around, I was forever inspired to one day get that to work and I have surely built apawn it. <3 Viba and Papu, RIP Server. I also had an automatic cleanup feature in this scrip which you may not like since for testing reasons I had spam my hint box and you may just want to look at this work of art and it automatically removes it shortly afer you exit the vehicle. So here it is! STEPS: 1) Create a text document and save it as "flyingDestroyerT1.sqf" in the MP mission (or SP) folder that you will use in step 2 Example Directory: C:\Users\Joey\Documents\ArmA 2\MPMissions\ReWind%20ExampleMissionName.Chernarus 2) In your mission editor, add a playable unit. Under its initialization field paste this into it: family1 = _unit addAction ["<t color='#9A2EFE'>- </t><t color='#FF0000'>M</t><t color='#FFFFFF'>u</t><t color='#0000FF'>r</t><t color='#FF0000'>i</t><t color='#FFFFFF'>c</t><t color='#0000FF'>a</t> <t color='#FF0000'>A</t><t color='#FFFFFF'>i</t><t color='#0000FF'>r</t><t color='#FF0000'>l</t><t color='#FFFFFF'>i</t><t color='#0000FF'>n</t><t color='#FF0000'>e</t><t color='#FFFFFF'>s</t>", "flyingDestroyerT1.sqf"]; 3) In "flyingDestroyerT1.sqf" copy and paste The code below into the file and save it. ////////////////////////////////////// // // // The Real American Destroyer // // By: ReWind // // Steam: // http://steamcommunity.com/id/45645667867834534/ ////////////////////////////////////// //Identifing Player //Spawning the Apache on players position //Moving player in driver seat of Apache //Spawning Destroyer on players position //Attaching Destroyer to Apache //Getting player Direction before spawn //Telling player the direction they faced //Setting Apache and player direction where player looked _unit = _this select 0; _position = getPos _unit; // you can spawn this anywhere since your player is automatically moved to driver _vehicle = "BAF_Apache_AH1_D" createVehicle (_position); // You may change "BAF_Apache_AH1_D" to any vehicle classname you want and it will function the same _vehicle engineOn true; // False to spawn the vehicle off _unit moveInDriver _vehicle; // !!You NEED this otherwise there is no way to get into the driver seat!! _vehicle allowDamage true; // Set False to make the chopper indestructable (if you crash a heli while invincable it still often times explodes) _vehicle0 = "Land_Destroyer" createVehicle (_position); // There is also another boat I think it is called "Land_Fragetta" not sure but you can interchange them however the props will not allign properly _vehicle0 attachTo [_vehicle,[ 0, 0, 4.5]]; _vehicle0 setVectorDir[0,0,180]; _vehicle0 setDir 180; _direction = getDir _unit; hintSilent format["Based on the direction you were looking, the Object will spawn facing: %1 degrees",_direction]; _vehicle setDir (_direction); _unit setDir (_direction); //Adding other props to give detail _vehicleProp13 = "C130J_static_EP1" createVehicle (_position); _vehicleProp13 attachTo [_vehicle,[7,0,11.5]]; _vehicleProp14 = "C130J_static_EP1" createVehicle (_position); _vehicleProp14 attachTo [_vehicle,[-7,0,11.5]]; _vehicleProp13 setVectorDir[0,0,180]; _vehicleProp14 setVectorDir[0,0,180]; _vehicleProp13 setDir 180; _vehicleProp14 setDir 180; _vehicleProp1 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp1 attachTo [_vehicle,[ 7.65, -25.22, 16.5]]; _vehicleProp2 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp2 attachTo [_vehicle,[ -7.65, -25.22, 16.5]]; _vehicleProp3 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp3 attachTo [_vehicle,[ 7.6, -27.82, 16.5]]; _vehicleProp4 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp4 attachTo [_vehicle,[ -7.6, -27.82, 16.5]]; _vehicleProp5 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp5 attachTo [_vehicle,[ 7.5, -31.3, 16.5]]; _vehicleProp6 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp6 attachTo [_vehicle,[ -7.5, -31.3, 16.5]]; _vehicleProp7 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp7 attachTo [_vehicle,[ 7.5, -33.9, 16.5]]; _vehicleProp8 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp8 attachTo [_vehicle,[ -7.5, -33.9, 16.5]]; _vehicleProp9 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp9 attachTo [_vehicle,[ 7.39, -37.38, 16.5]]; _vehicleProp10 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp10 attachTo [_vehicle,[ -7.39, -37.38, 16.5]]; _vehicleProp11 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp11 attachTo [_vehicle,[ 7.34, -39.28, 16.5]]; _vehicleProp12 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp12 attachTo [_vehicle,[ -7.34, -39.28, 16.5]]; //Maintaining smokes when player is alive //Spawning Blue Smokes //Attaching Blue smokes to Apache even with back of destroyer //Starting cleanup, when vehicle is not active, smokes stop, props are then removed. Also deletes props if the vehicle explodes while {alive _vehicle} do { if (vehicle player == _vehicle) then { hint "Vehicle Active: True"; _vehicle1b = "SmokeShellBlue" createVehicle (_position); _vehicle1b attachTo [_vehicle,[0,-70.6,4.5]]; _vehicle2b = "SmokeShellBlue" createVehicle (_position); _vehicle2b attachTo [_vehicle,[0,-70.6,4.7]]; _vehicle3b = "SmokeShellBlue" createVehicle (_position); _vehicle3b attachTo [_vehicle,[0,-70.6,4.9]]; _vehicle4b = "SmokeShellBlue" createVehicle (_position); _vehicle4b attachTo [_vehicle,[0,-70.6,5.1]]; _vehicle5b = "SmokeShellBlue" createVehicle (_position); _vehicle5b attachTo [_vehicle,[0,-70.6,5.3]]; _vehicle6b = "SmokeShellBlue" createVehicle (_position); _vehicle6b attachTo [_vehicle,[0,-70.6,5.5]]; _vehicle7b = "SmokeShellBlue" createVehicle (_position); _vehicle7b attachTo [_vehicle,[0,-70.6,5.7]]; _vehicle8b = "SmokeShellBlue" createVehicle (_position); _vehicle8b attachTo [_vehicle,[0,-70.6,5.9]]; _vehicle9b = "SmokeShellBlue" createVehicle (_position); _vehicle9b attachTo [_vehicle,[0,-70.6,6.1]]; //Spawning Red Smokes //Attaching Red smokes to Apache even with back of destroyer _vehicle1r = "SmokeShellRed" createVehicle (_position); _vehicle1r attachTo [_vehicle, [0,-70.6,6.3]]; _vehicle2r = "SmokeShellRed" createVehicle (_position); _vehicle2r attachTo [_vehicle, [0,-70.6,6.5]]; _vehicle3r = "SmokeShellRed" createVehicle (_position); _vehicle3r attachTo [_vehicle, [0,-70.6,6.7]]; _vehicle4r = "SmokeShellRed" createVehicle (_position); _vehicle4r attachTo [_vehicle, [0,-70.6,6.9]]; _vehicle5r = "SmokeShellRed" createVehicle (_position); _vehicle5r attachTo [_vehicle, [0,-70.6,7.1]]; _vehicle6r = "SmokeShellRed" createVehicle (_position); _vehicle6r attachTo [_vehicle, [0,-70.6,7.3]]; _vehicle7r = "SmokeShellRed" createVehicle (_position); _vehicle7r attachTo [_vehicle, [0,-70.6,7.5]]; _vehicle8r = "SmokeShellRed" createVehicle (_position); _vehicle8r attachTo [_vehicle, [0,-70.6,7.7]]; _vehicle9r = "SmokeShellRed" createVehicle (_position); _vehicle9r attachTo [_vehicle, [0,-70.6,7.9]]; //Spawning White Smokes //Attaching White smokes to Apache even with back of destroyer _vehicle1w = "SmokeShell" createVehicle (_position); _vehicle1w attachTo [_vehicle, [0,-70.6,4.3]]; _vehicle2w = "SmokeShell" createVehicle (_position); _vehicle2w attachTo [_vehicle, [0,-70.6,4.1]]; _vehicle3w = "SmokeShell" createVehicle (_position); _vehicle3w attachTo [_vehicle, [0,-70.6,3.9]]; _vehicle4w = "SmokeShell" createVehicle (_position); _vehicle4w attachTo [_vehicle, [0,-70.6,3.7]]; _vehicle5w = "SmokeShell" createVehicle (_position); _vehicle5w attachTo [_vehicle, [0,-70.6,3.5]]; _vehicle6w = "SmokeShell" createVehicle (_position); _vehicle6w attachTo [_vehicle, [0,-70.6,3.3]]; _vehicle7w = "SmokeShell" createVehicle (_position); _vehicle7w attachTo [_vehicle, [0,-70.6,3.1]]; _vehicle8w = "SmokeShell" createVehicle (_position); _vehicle8w attachTo [_vehicle, [0,-70.6,2.9]]; _vehicle9w = "SmokeShell" createVehicle (_position); _vehicle9w attachTo [_vehicle, [0,-70.6,2.7]]; sleep 15; } else { hint "Vehicle Active: False"; sleep 1; hint "Removing inactive spawns and ending script"; deleteVehicle _vehicle; deleteVehicle _vehicle0; deleteVehicle _vehicle1b; deleteVehicle _vehicle2b; deleteVehicle _vehicle3b; deleteVehicle _vehicle4b; deleteVehicle _vehicle5b; deleteVehicle _vehicle6b; deleteVehicle _vehicle7b; deleteVehicle _vehicle8b; deleteVehicle _vehicle9b; deleteVehicle _vehicle1r; deleteVehicle _vehicle2r; deleteVehicle _vehicle3r; deleteVehicle _vehicle4r; deleteVehicle _vehicle5r; deleteVehicle _vehicle6r; deleteVehicle _vehicle7r; deleteVehicle _vehicle8r; deleteVehicle _vehicle9r; deleteVehicle _vehicle1w; deleteVehicle _vehicle2w; deleteVehicle _vehicle3w; deleteVehicle _vehicle4w; deleteVehicle _vehicle5w; deleteVehicle _vehicle6w; deleteVehicle _vehicle7w; deleteVehicle _vehicle8w; deleteVehicle _vehicle9w; deleteVehicle _vehicleProp1; deleteVehicle _vehicleProp2; deleteVehicle _vehicleProp3; deleteVehicle _vehicleProp4; deleteVehicle _vehicleProp5; deleteVehicle _vehicleProp6; deleteVehicle _vehicleProp7; deleteVehicle _vehicleProp8; deleteVehicle _vehicleProp9; deleteVehicle _vehicleProp10; deleteVehicle _vehicleProp11; deleteVehicle _vehicleProp12; deleteVehicle _vehicleProp13; deleteVehicle _vehicleProp14; }; sleep 3; hint "script cycled"; sleep 1} THE REST IS OPTIONAL from this point on 4) IF you want to remove the auto-clean-up feature, simply replace lines 150 all the way to the end of the script seen below else { hint "Vehicle Active: False"; sleep 1; hint "Removing inactive spawns and ending script"; deleteVehicle _vehicle; deleteVehicle _vehicle0; All the way to the last line with this: else { hint "Vehicle Active: False"; sleep 1; hint "Autocleanup: Dissabled"; }; sleep 3; hint "script cycled"; sleep 1} Thats all, if you like this hit me up on steam, I have loads of nutty admin tools I have created, I'd be glad to share some.
  3. Hello again! Alright so, I was wondering how to do this; There's certain items that I want to modify/replace the way they look during an ENTIRE mission - since these objects are spawned through scripts, I can't edit their "init's" to set a texture on them - so I was wondering if there's a script I can run during the entire mission to ALWAYS replace a certain objects texture I tried looking and I found a little about "setObjectTexture" but I'm not very sure on how it works. Though, I'm looking for something like; for example: BackPack_1 replace with "texture1.paa" (This is only for backpacks, uniforms, helmets and vests!) and each time it spawns, it'll have that texture instead of the default automatically. Thanks!
  4. Thread moved to: https://forums.bistudio.com/topic/185831-arma-2-oa-dedicated-server-restart-script-linux-debian-75/
  5. Hello Community, I'm visiting this forum very often and I like to the informative threads here. Now I want to give something back to the community. It is a loadout framework for Arma 3: LoadoutFramework The LoadoutFramework simplifies the creation of unit loadouts in Arma 3. This script based approach uses config class definitions as loadout definitions. Due to this technique, class inheritance is possible and simplifies the mission editors life. Usage Setup Copy the loadoutFramework folder to your mission folder Edit your description.ext and include following: #include "loadoutFramework\base.hpp" class CfgFunctions { #include "loadoutFramework\cfgFunctions.hpp" }; Create Loadouts Every user created loadout is described in loadoutFramework/cfgLoadouts.hpp. In this file, only classes inherited from the Collection-class should be inserted. The Collection-class The Collection-class is the base class for all classes defined in the framework. This class describes the basic loadout-slots used in the framework. class Collection { uniform[] = {}; // Uniform. e.g. {'U_B_CombatUniform_mcam'} vest[] = {}; // Vest headgear[] = {}; // Headgear like helmets goggle[] = {}; // Goggles backpack[] = {}; // Backpack primaryWeapon[] = {}; //primary Weapon primaryWeaponOptic[]={}; // Scope for primary Weapon primaryWeaponMuzzle[]={}; // Muzzle Attachment for prim. Weapon primaryWeaponBarrel[] = {}; // Barrel Attachment for prim Weapon primaryWeaponResting[] = {}; // Weapon Resting Attachment like bi-pods primaryWeaponLoadedMagazine[] = {}; // the loaded magazine secondaryWeapon[] = {}; // secondary Weapon secondaryWeaponOptic[]={}; // same like primaryWeaponOptic see above secondaryWeaponMuzzle[]={}; secondaryWeaponBarrel[] = {}; secondaryWeaponResting[] = {}; secondaryWeaponLoadedMagazine[] = {}; handgun[] = {}; // handgun handgunOptic[]={}; // same like primaryWeaponOptic see above handgunMuzzle[]={}; handgunBarrel[] = {}; handgunResting[] = {}; handgunLoadedMagazine[] = {}; binocular[] = {}; // Binocular Item magazines[] = {}; // all magazines which can be stored in uniform, vest or backpack depending on space. E.g. {{"30Rnd_65x39_caseless_mag_Tracer",3},{"30Rnd_65x39_caseless_mag",6}}; for 3x 30 Rnd 6.5x39mm caseless Tracer and 6x 30 Rnd 6.5x39mm caseless magazines items[] = {}; // all other items (magazines are also possible) which can be stored in uniform, vest or backpack depending on space. Same definition like magazines[]. itemsUniform[] = {}; // all items (magazines are also possible) which have to be stored in uniform. Same definition like magazines[]. itemsVest[]={}; // all items (magazines are also possible) which have to be stored in vest. Same definition like magazines[]. itemsBackpack[] = {}; // all items (magazines are also possible) which have to be stored in backpack. Same definition like magazines[]. linkedItems[]={};// all items which are linked to a special slot (NVG, Map, Watch etc.). E.g. {"ItemWatch","ItemCompass","ItemMap","NVGoggles"}; script[]={};// A script which is executed after applying loadout. }; Every property is defined as an array. This allows the user to define multiple e.g. uniforms. The system chooses then one uniform randomly. Custom Loadout By inheriting the Collection-class (class MyLoadout : Collection), you can define your custom loadout by filling the properties. As class inheritance is possible, you can define additional loadouts based on other loadouts. Additional, you are able to aggregate sub-collections. Maybe you want to have a medical backpack and some weapons with a predefined magazine loadout, you can create some sub-collections which can be added to your unit-loadout. class Weapon_MX : Collection { // ideally added to cfgTemplates.hpp but not necessary primaryWeapon[] = {"arifle_MX_F"}; primaryWeaponOptic[]={"optic_Aco"}; primaryWeaponLoadedMagazine[]={"30Rnd_65x39_caseless_mag"}; primaryWeaponBarrel[] = {"acc_pointer_IR"}; magazines[] = {{"30Rnd_65x39_caseless_mag_Tracer",3},{"30Rnd_65x39_caseless_mag",6}}; }; class AnotherClass : Collection { ... }; class Rifleman : Collection { uniform[] = {"U_B_CombatUniform_mcam"}; vest[] = {"V_PlateCarrierL_CTRG"}; headgear[] = {"H_HelmetB_camo"}; goggle[] = {"G_Combat"}; backpack[] = {"B_AssaultPack_mcamo"}; handgun[] = {"hgun_P07_F"}; magazines[] = {{"16Rnd_9x21_Mag",2}}; itemsBackpack[] = {{"FirstAidKit",3}}; linkedItems[]={"ItemWatch","ItemCompass","ItemMap","NVGoggles"}; class PrimaryWeaponClass : Weapon_MX { // Some Collections added to Rifleman Collection primaryWeaponOptic[]={}; // Change optic to iron sight for this collection }; class AnotherSubCollaction : AnotherClass {}; }; As shown in this example, you can simply overwrite certain properties (primary weapon was changed to iron sight), if you wish to change the loadout for some loadouts. Sub-collections which are not usable standalone, should be created in the cfgTemplates.hpp-file. Applying the Loadout The function BG_fnc_applyLoadout applies the loadout to a unit. Syntax: [<unit>,<loadoutName>] call BG_fnc_applyLoadout; Note: <unit> has to be local! That's it. You can find this script on my GitHub account: GitHub
  6. I've looked around the forum and the functions viewer, but I can't figure out if it's even possible to use End Game's "download intel" mechanic of approaching a laptop (for example), holding space and starting the download, with that GUI and all, in a non-End Game, SP scenario. Since they've released the Revive script, I'm wondering if that is possible as well. As seen in here: https://youtu.be/ehyqh9UAVNg?t=2874
  7. Hi, I am making a rifle range script for arma 3 and I am getting 2 problems: 1) When I run this the debugger returns ""Invalid number in expression on line 13", here is the function. targetPool = [tar1,tar2]; _numTargets = count targetPool; monitorTargets = false; hitNumber = 0; if (_numTargets > 0) then { monitorTargets = true; }; //Loop while we are being asked to while {monitorTargets} do { { if (animationState == "terc" && animationPhase == 1) { hitNumber = hitNumber + 1; hintSilent format["Hit number: %1", hitNumber]; } else if (animationState = "terc" && animationPhase == 0) { _this animate["terc",1]; } else { hintSilent "Miss!"; }; }forEach targetPool; }; 2) This not a fatal issue but it's not ideal. I can't call the function even though I have defined the class in a c++ header file. my description.ext: #include "Functions.h" and my Functions.h: class CfgFunctions { class crane { file = "functions\"; tags = "crane"; class PreTasks { //For funtions to be initialised before init obj's preInit = 1; class setWarInventory{}; class setRidgebackInventory{}; class startRange{}; }; class PostTasks { //for functions to be initialised after init obj's postInit = 1; class stopRange{}; }; }; }; //I forgot to end the CfgFunctions class with }; Thank you for any help.
  8. Hi, everyone, We need a good skilled arma 3 scripter developer ! To finish a multiplayer mission for arma 3 ! The work is almost finished, but not everything is working like it should be ! As there is no mod like this to get inspiration or to simply use others mission framework We need to finish this by ourselves ! but that its not possible since we are not good dev's ! The dev should know how to use arma 3 scripting methods, manage msql databases (extdb2), create own functions, and know how to use arma 3 tools and 3rd party software ! We will pay for the job ! Dev should be free for the job immediately today or tonight ! thanks for contacting me in private for more info ad me as friend on the forum, or on steam look for "DoomneT"
  9. So I'm trying to make survival mission for me and my friends and I want empty vehicles to spawn randomly along the roads, mainly civ vehicles but also a few military ones. I've tried to search around but I suck at searching for arma editing stuff, I don't know why xD I ofcourse want it to be as nice on the fps as possible, aka only spawn vehicles close to the player, maybe 2.5km away? I know that you can use "createVehicle" and how to make it choose a vehicle randomly from an array but I don't know how to make them spawn along the road in a good fashion. Thanks
  10. Hi all, I just want to make constant graphic effect of "grain" / "noise" (call it as you like) in every mission, everywhere. I know arma 3 engine allready have such effect. Regularly i use small addon "ASCZ Post-process Effects" created by EvroMalarkey (http://www.armaholic.com/page.php?id=26113) This addon allow to apply few presets with color and noise changes via Zeus menu. Since i noticed that it very annoying to open Zeus, dig into the menus and select preset every time i start any mission. I opened this addon and noticed that it include only one small config.bin file that have few lines of code. So i understand that mod maker didn't create whole effects from scratch, he only used arma 3 built in effects with his own settings. So maybe it very simple to create small script with only one effect based on arma's engine? I use only one preset and it have only few lines of code to run... (i only changed values related to grain for myself) It looks like: class CfgPostProcessTemplates { class Default { colorCorrections[] = {1,1,0,{ 0,0,0,0 },{ 1,1,1,1 },{ 0,0,0,0 }}; filmGrain[] = {0.10,0.10,0.10,0.10,0.10}; }; Thats all... Maybe it also necessary to call for Postprocess module at the beginning of code or something like that... So maybe some of you can help me and write some small script that will automatically run with every time i start the mission??? I dont have any programming skills at all, but i believe that to write such a script is only metter of few minutes for somebody that understand. I'm not asking to copy - paste whole addon created by other man, jusy to create some small new addon. P.S. Why to add grain to the game? I have pretty big visual experience as photo, video and digital artist, and i can share my opinion that in most cases adding small, slightly visible, amount of luma grain to the picture create effect of more live, more harmonic look to every element of a picture, especially when we talk about noiseless picture that out from computer 3D editor. Just try it... and maybe you will like it too.
  11. HI, i use stats system with armaNET sqlite database, for counting kills and deaths etc.... when using inbuild revive script from BIS and stats system, when you are wounded and have no choice to be revived, the player death counts are 2 after respawn! i hope its clear enough lol i will try to explain better: for exemple player get killed it counts 1 death, and the revive system comes up, if nobody revives you and you respawn then the death count is 2 for the player. that's the problem ! it should not be count 2 deaths but only one, else if you push respawn button in revive system the killticker will say player killed himself. so my question is how can i fix this ? revive system should be ignored in deaths count. Player in revive state is defined as dead.
  12. Here is an execution flow-chart for those who might have difficulty working out how the isServer or isDedicated process works. I'll add some more flow-charts how other things work as well later. Tell me if it's helpful. This is based on Killzone_kids explanation for multiplayer execution states displayed here. http://killzonekid.com/arma-scripting-tutorials-basic-multiplayer-coding-summary/
  13. G'day guys, I'm proud to share one of my best work used for my upcoming mod...DSS! (You can find the page in my signature) Repair Wheel and Engine Script Repairs the wheel or engine of a car or truck. If the wheel or engine is already fixed, it will terminate the request. This script is also MP and SP compatible. USAGE AND TERMS: This script is under protection by the "ADDON MAKERS FOR AUTHORS' RIGHTS": http://amar.arma3.fr/ If you are to use this in your server, mission, etc. Please do give me credit! For those of Altis Life, BP (Breaking Point), and other major mods, you will have to ask me permission in order to use. This script was more intentionally for my upcoming mod, DSS. But since this is a community, I felt generous to contribute a bit of my stuff. ;) To PM me for permission to use or you are have troubleshooting, here is my profile: https://forums.bistudio.com/user/800011-ranwer/
  14. I wrote a little script to help with base building. This is meant for people who want to build static bases on a map with absolute position (not a composition) and just get the simple createVehicle code back. This is essentially what the broken 3D editor does except this uses Zeus so you get all the objects and stuff. Here's the script: private ["_pos","_radius","_collection","_startingInt","_c","_final"]; _pos = param [0, (position player)]; _radius = param [1, 250]; _startingInt = param [2, 0]; _collection = nearestObjects [_pos, ["All"], _radius]; if (count _collection > 0) then { _c = _startingInt; _final = ""; { private ["_obj","_class","_sim"]; _obj = _x; _class = typeOf _obj; _sim = getText (configFile >> "CfgVehicles" >> _class >> "simulation"); if !(_sim in ["soldier","invisible","curator"]) then { private ["_pos","_dir","_fuel","_damage"]; _pos = position _obj; _dir = getDir _obj; _fuel = fuel _obj; _damage = damage _obj; _br = toString [13,10]; _buildStr = format ["_vehicle_%1 = objNull; if (true) then { _this = createVehicle ['%2', %3, [], 0, 'CAN_COLLIDE']; _vehicle_%1 = _this; _this setDir %4; _this setPos %3; };", _c, _class, _pos, _dir]; _final = _final + _br + _buildStr; _c = _c + 1; }; } forEach _collection; copyToClipboard _final; hint "Copied to Clipboard"; }; There are 3 parameters: 0: ARRAY - Position at which the anchor the grabber 1: SCALAR - (Optional, defaults to 250) Radius to use when searching for objects 2: SCALAR - (Optional, defaults to 0) Starting interval number (use this if you want to add on to your base without having to rename variables from 0 to X etc.) All you need to do is put this sort of thing in your init.sqf and then place the Zeus modules on the map in order to enter Zeus (the script will not grab any module objects). player addAction ["Save Composition", { [position player, 200] execvm "zeusGrabber.sqf" }]; player addAction ["Load Composition", "myBase.sqf"]; Output will be something like this. Then to load your objects just call a script with the generated code inside it. _vehicle_0 = objNull; if (true) then { _this = createVehicle ['Land_Communication_F', [3997.9,4011.65,0], [], 0, 'CAN_COLLIDE']; _vehicle_0 = _this; _this setDir 0; _this setPos [3997.9,4011.65,0]; }; _vehicle_1 = objNull; if (true) then { _this = createVehicle ['Land_BagBunker_Large_F', [3990.86,3984.25,0], [], 0, 'CAN_COLLIDE']; _vehicle_1 = _this; _this setDir 0; _this setPos [3990.86,3984.25,0]; }; _vehicle_2 = objNull; if (true) then { _this = createVehicle ['Land_ReservoirTank_Rust_F', [4018.19,3981.11,0], [], 0, 'CAN_COLLIDE']; _vehicle_2 = _this; _this setDir 0; _this setPos [4018.19,3981.11,0]; }; _vehicle_3 = objNull; if (true) then { _this = createVehicle ['Land_IndPipe2_Small_ground2_F', [4025.75,3983,0], [], 0, 'CAN_COLLIDE']; _vehicle_3 = _this; _this setDir 0; _this setPos [4025.75,3983,0]; }; _vehicle_4 = objNull; if (true) then { _this = createVehicle ['Land_Factory_Main_F', [4011.58,4021.95,0], [], 0, 'CAN_COLLIDE']; _vehicle_4 = _this; _this setDir 0; _this setPos [4011.58,4021.95,0]; }; _vehicle_5 = objNull; if (true) then { _this = createVehicle ['Land_BagBunker_Large_F', [3978.38,3996.92,0], [], 0, 'CAN_COLLIDE']; _vehicle_5 = _this; _this setDir 0; _this setPos [3978.38,3996.92,0]; }; _vehicle_6 = objNull; if (true) then { _this = createVehicle ['Land_BagBunker_Tower_F', [4009.92,3967.57,0], [], 0, 'CAN_COLLIDE']; _vehicle_6 = _this; _this setDir 0; _this setPos [4009.92,3967.57,0]; }; _vehicle_7 = objNull; if (true) then { _this = createVehicle ['Land_Shed_Small_F', [4036.71,3988.52,0], [], 0, 'CAN_COLLIDE']; _vehicle_7 = _this; _this setDir 0; _this setPos [4036.71,3988.52,0]; };
  15. Hi all. I was about to finish the fifth Arma II campaign mission, "Razor Two", when by some mistake I reverted to the beginning of the mission and all my saved games seemed gone (didn't appear ingame). This bothered me a great deal, because I was playing through it for the third time and finally managed to get all the evidence and get to Bardak in time. I thought I was in luck when I found the saved games in my "home\Documents\ArmA 2\Saved\ca\missions\campaign\missions\C2B_RazorTwo.Chernarus" folder. I opened the last one with the OA executable and reloaded the game successfully. However, although I can finish the mission, it will no longer advance the campaign. Successfully ending the mission does not unlock the following one. Also, after loading the savegame the "Suspend" option in the menu is replaced with "Abort", and it will delete all mission saves, or so the message says. Saving in a new slot and reloading that game doesn't change this. I've tried copying the old save somewhere else, like "home\Documents\ArmA 2\Saved\ca\missions\campaign" but it didn't work either. Only restarting seems to restore the normal menu behavior (and would likely allow me to continue the campaign). Looks like this behavior was intended (perhaps as an anti-cheat measure?) but as I mentioned I have already played through the mission three times and wasted a lot of what little free time I have, and I'd rather make that old save work if it's somehow possible. Does anyone know of a way? Thank you.
  16. Hi fellow scripters! We've just added documentation on an initial batch of 30 new TKOH script commands. We will both do more batches and add more detail to currently posted documentation. This thread shall keep you in the loop on major updates. Of course any community assistance is more than welcome, and in fact, the first commands were added by MadDogX :cool: Highlights of batch 1: Helicopter engine commands Persistent saving / loading to / from user profiles (very powerful for any scripted system needing to store data on the disk - read the warnings please! ) Custom radio channels (potential for a extensive ATC system if desired)
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