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Found 657 results

  1. JBOY Ambient AI Interaction Framework This script framework makes it super easy for mission maker to make bases, villages, market places come alive with ambient AI activity. The video is long so feel free to play it at 2x speed to get the gist. I think this is the most useful thing I've created for ARMA... Download sample missions: Prairie Fire example mission (has Prairie Fire DLC object dependencies) Vanilla ARMA example mission (no Prairie Fire DLC object dependencies) Highly Recommended you use Polpox mods to see more fun animations and mimic expressions (but not required) - Polpox Artwork Supporter and Polpox Base Functions Features: Create new activity areas by copying sample market center, trigger and destination objects and pasting them into your mission (in Editor). Copy and paste as many "seller" units as you want. Sellers will stay in place and wait for "shopper" units to arrive and interact with. Copy and past as many "shopper" units as you want. Shoppers will randomly move from destination to destination and perform activity specific to the destination. Destination activities supported so far: Go to destination and chat with nearby unit(s) Sit in chairs and chat BBQ merchant interaction Gun merchant interaction Take a shower (Prairie Fire specific) Use latrine Pee outside Target practice at shooting range Bayonet and melee practice on hanging meat Exercise (kneed bends and pushups) Marital arts kata Repair vehicle tire Repair under vehicle Use modern outhouse/portalets Toss garbage in barrel Ambient conversation occurs using in-game voice files, and language specific (i.e., english, french, chinese, etc.) Units' simulation is enabled/disabled by player presence in trigger area. So FPS only affected when player near. Very extensible: its fairly easy for a scripter to create new activities and add to the framework. How to populate your own area with ambient activity. How to code new activities and add to framework: Credits: @M1ke_SK for super cool Leak script. Savage Game Design for awesome Prairie Fire DLC (I'm using their objects, melee gestures, voice files, and waterfall script for the shower). If you haven't bought Prairie Fire, you should! @POLPOX for his brilliant Gestures and Mimics
  2. Does it work in multiplayer? Yes, MultiPlayer and SinglePlayer. What does this script/function do? This script requests a standard vehicle (unarmed) airdrop for moving purposes on player position. If there is enough space on the airdrop plane, it parachutes 2 vehicles. Supported factions and vehicles BLUFOR NATO (Blackfish NATO Apex Expansion, this place can only fit 1 Hunter or 2 Prowlers as unarmed vehicles) BLU_F BLU_T_F BLU_W_F → 1 Hunter or 2 Prowlers (random) BLUFOR RHS FACTIONS (cargo comes in a C-130 of RHS USAF mod) rhs_faction_usarmy_d rhs_faction_usmc_d rhs_faction_usarmy_wd rhs_faction_usmc_wd → 2 Unarmed Humvee INDEPENDENT (Blackfish NATO Apex Expansion) IND_F IND_E_F → 1 Strider OPFOR CSAT (Y-32 Xi'an Apex Expansion, this plane it only fits one vehicle) OPF_F OPF_T_F OPF_R_F → 1 Qilin (unarmed) OPFOR RHS FACTIONS (cargo comes in a Blackfish NATO Apex Expansion as there is no RHS AFRF plane for cargo (Y-32 Xi'an did not fit GAZ vehicle)) rhs_faction_msv rhs_faction_vdv → 1 GAZ (unarmed, green) How do I call the script? [player] execVM "vehicleDrop.sqf"; vehicleDrop.sqf //Uncomment following if used as function //_unit = param[0]; //Uncomment following if used as script _unit = _this select 0; _unitPos = position _unit; _randomTransportPos = [[_unitPos select 0, _unitPos select 1, 800], 3000, random 360] call BIS_fnc_relPos; _sideUnit = side _unit; _factionUnit = faction _unit; _vehicleType = 0; _transportType = "B_T_VTOL_01_vehicle_F"; switch(_factionUnit) do { //Vanilla units case "BLU_F": { _vehicleType = ["B_MRAP_01_F","B_LSV_01_unarmed_F"] call BIS_fnc_selectRandom; }; case "BLU_T_F"; case "BLU_W_F": { _vehicleType = ["B_T_MRAP_01_F","B_T_LSV_01_unarmed_F"] call BIS_fnc_selectRandom; }; case "OPF_F": { _vehicleType = "O_LSV_02_unarmed_F"; _transportType = "O_T_VTOL_02_vehicle_dynamicLoadout_F"; }; case "OPF_T_F"; case "OPF_R_F": { _vehicleType = "O_T_LSV_02_unarmed_F"; _transportType = "O_T_VTOL_02_vehicle_dynamicLoadout_F"; }; case "IND_F ": { _vehicleType = "I_MRAP_03_F"; }; case "IND_E_F": { _vehicleType = "I_E_Van_02_vehicle_F"; }; //RHS units case "rhs_faction_usarmy_d"; case "rhs_faction_usmc_d": { _vehicleType = "rhsusf_m1043_d"; _transportType = "RHS_C130J_Cargo"; }; case "rhs_faction_usarmy_wd"; case "rhs_faction_usmc_wd": { _vehicleType = "rhsusf_m1043_w"; _transportType = "RHS_C130J_Cargo"; }; case "rhs_faction_msv"; case "rhs_faction_vdv": { _vehicleType = "rhs_tigr_msv"; }; }; //Creating transport for cargo drop _transportArray = [_randomTransportPos, random 360, _transportType, _sideUnit] call BIS_fnc_spawnVehicle; _transportVeh = _transportArray select 0; _transportGrp = _transportArray select 2; //Support call _unit sideChat format["Crossroad this is %1 requesting vehicle drop at grid %2. Over.", name _unit, mapGridPosition _unitPos]; sleep 5; [_sideUnit, "HQ"] sideChat format["Solid copy %1, Buzzard it's 1 click out. ETA 1 minute.", name _unit]; //Spawning cargo and loading _cargoVehicle = _vehicleType createVehicle [0,0,1000]; _transportVeh setVehicleCargo _cargoVehicle; _cargoVehicle2 = _vehicleType createVehicle [20,20,1000]; if ((_transportVeh canVehicleCargo _cargoVehicle2) select 1) then { _transportVeh setVehicleCargo _cargoVehicle2; } else { deleteVehicle _cargoVehicle2; }; //Setting waypoints _waypoint = _transportGrp addWaypoint [_unitPos, 0]; _waypoint setWaypointBehaviour "CARELESS"; _waypoint setWaypointCombatMode "NOCHANGE"; _waypoint setWaypointSpeed "FULL"; _waypoint setWaypointType "MOVE"; _waypoint setWaypointStatements ["_transportVeh flyInHeight 200",""]; //Go to drop zone _transportGrp setCurrentWaypoint [_transportGrp, 0]; waitUntil { (_transportVeh distance _unitPos) < 200 }; //Drop cargo _transportVeh sideChat "Buzzard is making the drop. Code is purple, Good luck guys."; _transportVeh setVehicleCargo objNull; _transportVeh setVehicleCargo objNull; //Go away _waypoint2 = _transportGrp addWaypoint [[0,0,1000], 1]; _waypoint2 setWaypointBehaviour "CARELESS"; _waypoint2 setWaypointCombatMode "NOCHANGE"; _waypoint2 setWaypointSpeed "FULL"; _waypoint2 setWaypointType "MOVE"; _waypoint2 setWaypointStatements ["true",""]; _transportGrp setCurrentWaypoint [_transportGrp, 1]; waitUntil { (getPosATL _cargoVehicle) select 2 < 10 }; Signal = "SmokeShellPurple" createVehicle position _cargoVehicle; Signal = "SmokeShellPurple" createVehicle position _cargoVehicle2; sleep 30; //Cleanup {deleteVehicle _x} forEach (crew _transportVeh) + [_transportVeh];
  3. Hello everyone, Hope this script helps you in your missions. Feel free to improve my code but, please, don't re-post it on Workshop. Use this thread to share your advice and, if possible, already with your code ideas for fixing/improvement (will be very much appreciated). New features? Why not? Cheers. What to expect from this script AI: With just one unit, it's automatically able to... ...act through a VBIED with its specific behaviors; ...act as a deadman trigger with its specific behaviors; ...act as a suicide bomber with its specific behaviors. Demo: suicidalDoctrine.sqf: Features rules of VBIED method: A suicide operator steers the vehicle bomb (VBIED) to a target and, at the right moment, a remote detonation trigger is pressed by the suicide. All method behaviors are described on the Github readme file. Features rules of Deadman Trigger method: A suicide operator wears a suicidal belt/vest and detonates themselves by releasing a reverse-pressure trigger. All method behaviors are described on the Github readme file. Features rules of Classic Suicide Bomber method: A suicide operator wears a suicidal belt/vest and detonates themselves by releasing a reverse-pressure trigger. All method behaviors are described on the Github readme file. Dependencies: CBA mod; ACE mod; Download: From Github: https://github.com/aldolammel/Arma-3-Suicidal-Doctrine-Script From Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2739692983 Changelog: 2022-Feb-17, v1.3: news, fixes and notes. Known issues: In Deadman trigger method, when the suicidal is their belt/vest deactivated and, by long distances, they got a non-lethal shot, the suicidal should turn the vest detonation system on, but it's not happening. Although the functionality to lock the steering wheel if the suicide isn't allowed to drive is working, the suicide still insists on being seated in the driver's position. Expected behavior: change to passager seat.
  4. Hello, there are many ways to create an IED script but many things involve public or external variables, triggers and many stuff that makes it complex. This is a simple script that you also can use as function for multiple objects and triggers the IED automatically with just one script line inside the object you'd like to blow up. Does this work in multiplayer? Yes, it works in MultiPlayer and SinglePlayer How does this script work? As soon as AI or a player walks near it, it just explodes, leaving scripted debriefs and craters based on explosion intensity. Parameters It accept 3 parameters: - currentObject → it is the object in the editor that you trigger to explode; - iedIntensity → It used 3 level of intensity (how big is the blast), obviously you can put 1, 2 or 3. - isCar → boolean value (true, false) if is a car, if true keeps wreck of the vehicle. How do I call the script? Just open the object you'd like to have an IED and put the following line: [this, 1, true] execVM "iedBlast.sqf"; iedBlast.sqf //Uncomment following if used as function //params["_currentObject","_iedIntensity","_isCar"]; //Uncomment following if used as script _currentObject = _this select 0; _iedIntensity = _this select 1; _isCar = _this select 2; _positionCrater = getPosATL(_currentObject); _debriesCount = 0; _exploded = false; while { !_exploded } do { //Check if players are around { if((_x distance _currentObject) < 5) then { _exploded = true; }; } forEach allUnits; if(_exploded) then { switch(_iedIntensity) do { case 1: { _bombType = "M_Titan_AT" createVehicle (getPos _currentObject); soilCrater = "Land_ShellCrater_01_F" createVehicle ([0,0,0]); _debriesCount = 3; }; case 2: { _bombType = "Bo_Mk82" createVehicle (getPos _currentObject); soilCrater = "Land_ShellCrater_02_small_F" createVehicle ([0,0,0]); _debriesCount = 10; }; case 3: { _bombType = "IEDLandBig_Remote_Ammo" createVehicle (getPos _currentObject); soilCrater = "Land_ShellCrater_02_large_F" createVehicle ([0,0,0]); _debriesCount = 15; }; }; soilCrater setPos _positionCrater; //---Keep Car Wreck--- if(!_isCar) then { deletevehicle _currentObject; } else { _currentObject setDammage 1; }; //---Spawning debries--- //Land_ShellCrater_02_debris_F for "_i" from 1 to _debriesCount do { _distance = [2, _debriesCount] call BIS_fnc_randomInt; _direction = [0,359] call BIS_fnc_randomInt; _randomPos = [_positionCrater, _distance, _direction] call BIS_fnc_relPos; "Land_ShellCrater_02_debris_F" createVehicle _randomPos; }; }; };
  5. SCCLoot SCCLoot adds simple, configurable loot spawning to any Arma 3 mission. Got feedback/suggestions, or using this script in your mission? Get in touch! Features Completely open-source and redistributable. Easily editable loot tables and parameters. Building blacklist to stop specific structures from spawning loot. 5 default categories for loot (Civilian/Industrial/Military/Medical/Supermarket) with the ability to add your own. Customisable per-building loot-spawning positions. Want to make street lamps spawn loot? You can! Spawn loot in pre-placed containers and boxes. Supported Arma 3 Terrains (incl. Tanoa and Livonia) CUP Terrains Installation Place the 'SCCLoot' folder inside the root mission directory. Add the following line to your mission's init.sqf: [] execVM "SCCLoot\lootInit.sqf"; Configuration SCCLoot is designed to be highly customisable and configurable - there are several config files that can be edited to alter it's behaviour. More information can be found inside the README.TXT file. License This script is released under the BSD 2-Clause License. You are free to modify and redistribute it, provided you keep the original copyright notice. For more information, see LICENSE.TXT in the script directory. Download • GitHub
  6. Using @rebel12340 's Radio Jammer script, I wanted to add a little life to them. I updated to his latest version and made it much easier to use them mid-mission with any Zeus: Again, all credit to @rebel12340 for his work, I made 0 edits to his script, just added the effects and Zeus function. You can grab Rebel's original script here: You can download everything from here: https://github.com/phoenixdowngaming/Xians-Scripts/tree/master/Radio_Jammer Inside the Init of your Zeus Module: this addEventHandler ["CuratorObjectPlaced", { params ["_curator", "_entity"]; [_entity]execVM "RadioJammer\jammer_Check.sqf"; } ]; RadioJammer\jammer_Check.sqf: private _jammer = _this select 0;//the jammer if (typeof _jammer == "Land_DataTerminal_01_F") then //check if the object Zeus placed is a Data Terminal aka Jammer { [_jammer,3] call BIS_fnc_dataTerminalAnimate;//Animate the jammer to be open and "on" [[_jammer]] execVM "RadioJammer\TFARjamRadios.sqf";//activate Rebel's radio Jamming script, ALL CREDIT TO HIM FOR THIS, I MADE 0 EDITS TO HIS WORK _jamPos = getPos _jammer;//get the position of the jammer _jamSource = "Land_HelipadEmpty_F" createVehicle [0,0,0];//create an invisible helipad to use as our sound source _jamSource setPos _jamPos; _Zeus = allCurators;//get a list of Zeus's incase multiple are being used {_x addCuratorEditableObjects [[_jamSource],false ];} forEach _Zeus;//make sure to add the helipad to Zeus incase he wants to move or delete the jammer after its been placed _jamDamage = getDammage _jammer;//in order to loop the sound, I chose to use a damage check [_jammer,["Shutdown Jammer","RadioJammer\jammer_shutdown.sqf",[_jammer,_jamSource],1,false,true,"","_this distance _target < 3"]] remoteExec ["addAction",0]; while {_jamDamage < 0.10} do { [_jamSource,["jammer_loop",25,1]] remoteExec ["say3D",0]; sleep 3; }; //this while loop checks the damage of the jammer every 3 seconds. apparently it can't be shot or blown up so we apply the damage manually in the shutdown script which ends the sound effects }; RadioJammer\jammer_shutdown.sqf private _jammer = _this select 0; //The Jammer device itself private _jamsource = nearestObject [_jammer,"Land_HelipadEmpty_F"]; //the sound effect source private _jamDamage = getDammage _jammer; //the jammers current damage deleteVehicle _jamsource; //stops the sound regardless of loop or length of sound effect _jammer setDamage 0.75; //set damage, can be any value really but I chose 75% [_jammer,"green","green","green"] call BIS_fnc_DataTerminalColor; //change the colors from red to green to let player now its "safe" [_jammer,0] call BIS_fnc_dataTerminalAnimate; //animate the box to Close, giving visually feedback to the player [_jammer,["power_down",25,1]] remoteExec ["say3D",0]; //play the power down sound effect directly from the jammer itself player setVariable ["tf_receivingDistanceMultiplicator", 1]; //variable used to turn radios back on player setVariable ["tf_transmittingDistanceMultiplicator", 1]; //variable used to turn radios back on }; Description.ext enableDebugConsole = 1; respawn = "BASE"; respawnDelay = 5; //This is the section that is most important. All the sounds are 'declared' here to be used in game class CfgSounds { class jammer_loop { name = "jammer_loop"; sound[] = {"\sound\jammer_Effect.ogg", db+2, 1}; titles[] = {1,""}; }; class power_down { name = "power_down"; sound[] = {"\sound\power_down.ogg", db+6, 1}; titles[] = {1,""}; }; }; 1 Known Bug so far: I've had a few people tell me that the sound effect is very low which is odd because on my machine, its loud. A quick workaround/fix is to just turn up the db+# in the description.ext to a higher number and that should get it working Any questions, suggestions or feedback, let me know! I learned most my scripting knowledge back in Arma 2 so if its old or if anything can be done an easier/better way, I'd love to know about it!
  7. Hey all, back here with a question. I am looking for a way to get access to some variables which have the same name with an increasing numerical suffix. I tried to do something like this but to no avail // Trying to get access to objects named (in the editor) obj0, obj1, obj2, obj3, etc. private _maxIdx = 4; // I get this from somewhere else but I define it here for completeness // Increase an index for[{private _i = _0}, {_i < _maxIdx}, {_i = _i + 1}] do { // Create the name of the variable private _var = "obj" + (str _i); // Parse the name of the variable as a string _var = call (compile _var); // Get the object variable // Get the position of the object _secPos set[_i, getPosATL _var]; // Get the position of the object placed in the sector // Delete the object placed at the sector objective deleteVehicle _var; }; This doesn't seem to work. The only evidence I have (haven't done the testing myself unfortunately) is that the objects (obj0, obj1, obj2, etc.) are not deleted in the editor. Any ideas or insights are most welcome :).
  8. As you can see by the title, I'm trying to make a custom support CAS menu by utilizing the CfgCommunicationMenu. The script that activates after u call in support would make the player say something with apex subtitles and send in chopper support. Problem is, that it seems like the script only activates to whoever calls in the support. What I mean is that the player who called in chopper support would see the apex subtitles and the chopper incoming for CAS. But to the other players, they won't see the apex subtitles and only see the chopper incoming. Is there any way to make the script activates for all players by utilizing the CfgCommunicationMenu? I'm still considered a rookie when it comes to scripting, so expect me to be a little dumb. And this is one of my first posts on the forums.
  9. Hello everyone, I am a long time Arma player who's finally decided the time has come to dip my toes into the vast pool that is scripting in Arma 3. I have a very rudimentary knowledge of programming in Arma 3. I am currently making a post-apocalyptic S.T.A.L.K.E.R.-esq mission and I need to make a code that can salvage the wheels off of damaged vehicles and replace them on other vehicles. I would also like to be able to transfer fuel from one vehicle to another via a siphon script. Now as I said my knowledge of such things is very limited but I surmised that if I took an array of all of the "Wheel" based hit points, and counted the ones who's damage was within an acceptable level, I could then set their hitpoint values to 1 in order to simulate their removal. Then I would devise some sort of code to add those items to the players inventory or if they were missing adequate space, to place them on the ground. I would like to use RickB's items for this task as he has already made both tire and fuel items. It might be asking a lot but I would also wish the player to have some sort of toolkit in order to accomplish the tire harvesting and replacement. I am aware of the Ravage mod, however the module for doing such initializes before my script that spawns in random vehicles so it will not work. I wish to make a more standalone script as to permit its use within a variety of missions. Thank you for your time and help in advance.
  10. Trying to call a sound file for players near an Object named Clone1 Clone1 say3D ["Incoming", 50, 1, false, 0]; from say3D [sound, maxDistance, pitch, isSpeech, offset] is the syntax used but I still cannot seem to get it to work. I know the pathing to the sound works because I can hear it with a simple trigger command.
  11. Good night, I'm starting this part of the script and I have a doubt that for you it will be silly, there is an animation in arma3 and I would like to put a shortcut key | Keybinds (Shift+5) to use it, is it possible? thank you guys animations like : InBaseMoves_HandsBehindBack1
  12. Hi! So here's my problem: I want a script to execute only for players within hearing distance of a NPC The script will be executed from another script, the latter being launched from an addaction. I want the script to execute only on the machines of players nearby but obviously can't use a trigger area to count them. How should I go about it?
  13. GF Headshot + Killfeed Script by GEORGE FLOROS [GR] Description: Adding a notification , for Headshot + Killfeed , to spice it a little bit . 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 Headshot + Killfeed Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.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 2 scripts , that you can use also seperate. It is possible , to select between 3 different type of notification , for both scripts. Working on Multiplayer + Spawned Units Display kills on global Credits & Thanks: For the Killfeed Script ,source used from : https://forums.bistudio.com/forums/topic/183541-creating-a-basic-kill-feed/ by kaysio Posted August 5, 2015 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: Version 3.2 The Known issues : [There will be a headshot notification also for the ai , BUT only for the server Server Kills will not show on global on the left corner up ] are know fixed. Minor fixes . Version 3.1 Changed the name of all the scripts , starting now with GF . Version 3.0 Compatible with Ravage Mod The Kills will also show in Global in the chat and Left corner up with the weapon image The sounds of Headshot will display as 3D Added onPlayerKilled to have a notification Minor fixes Version 2.0 Refixed the codes Killfeed now working with every weaponry The Kills shows on global ( systemChat ) Headshot will not display more than once (dead or alive) Added 20 Headshot sounds Option for randomize the Headshot sound Version 1.0 Forum topic: - BI forums - Armaholic forums Armaholic GF Headshot + Killfeed Script
  14. vDog Patrol and vDog Feral Scripts by Valmont and Johnnyboy are long time requested scripts that allow mission makers to easily add MULTIPLAYER COMPATIBLE patrol and feral Dogs to their missions in Arma 3. vDog Scripts Main Features: - Easily add patrolling ai Dogs to allied, enemy or even playable Arma 3 units. - Easily add ai Feral Dogs who will roam a trigger area and viciously attack any unit who enters their territory. - Lightweight Scripts. (Your FPSs will thank you!). - Multiplayer Compatible! - Fully featured script also comes with sound effects. (Dog barks, growls, cries etc). - Since version 1.3 the scripts also support the ACE 3 damage model! - Even thou the scripts were made with Multiplayer and Performance in mind they work in SINGLE PLAYER just as well. - Since version 1.5 the Dogs will no longer target enemies though walls or objects! (This is a game changer!) - Since version 1.6 Patrol Dogs can be controlled by the player by assigning the dog to different TEAM COLORS! Dogs on TEAM RED will attack enemies at will. Dogs on TEAM GREEN will stay on their position. Dogs on any other TEAM COLOR will follow their owner without engaging enemies. - Since version 1.7: - The Dogs can now be targeted and shot by REGULAR Ai UNITS (This is a first for Arma 3 in the Multiplayer Department!). It can be enabled or disabled when the scripts are EXEC. (Enabled by default) - You can now command the Dogs to "ATTACK" or "STAY" via the Arma 3 RADIO MENU (0-0). - The Dogs now feature new sounds and wounded textures courtesy of @johnnyboy! - You can now heal your wounded Patrol Dogs! (Only one dog per player, but you can add more than one to Ai units in your squad for example) - Charging dogs can now cause nearby Enemy Ai units to flee in terror! - Extensive rewrite of the whole script package, now with AGENT DOGS, to accommodate the massive new features introduced in version 1.8 while performing even better than before. Requirements: - CBA Community Based addons. (Dependency removed in the latest version but CBA is still suggested just in case). - Basic Mission Editing knowledge. (For adding the commands to the unit's init and/or the triggers). DOWNLOAD: Demo Mission version 1.9 DOWNLOAD Link (Google drive): https://drive.google.com/open?id=1UbL4IuPZx8eMkg3QvzBteqZYaouLgLnj Updates/Changelogs: vDog Patrol Details: vDog Feral Details: Special Thanks and Credits: Known Limitations: Please don't hesitate to post any questions, suggestions, bugs and testing reports. Enjoy.
  15. Hello everyone.. I was trying to test something since I got down by A.A vehicles and units all the time when I'm in the chopper, so... I was thiking about 2 things.. 1 - I was trying to make a "script" that if a locked-on missile is fired, then it loses its target immediately after CM is launched. But I can't get it work... can anyone tell me what is wrong with this code? vehicle player addEventHandler ["IncomingMissile", { "cmImmunity = 0"; }]; ]; 2 - since I didn't get the first one to work I manage to do this script below. I learned that when you CM in the exact moment a missile is fired, you can avoid them. but this code doesnt work either.. this addEventHandler ["IncomingMissile", {params ["_target", "_ammo", "_vehicle", "_instigator"];[_target, "240Rnd_CMFlareMagazine"] call BIS_fnc_fire;}]]; I know there are briliants minds here.. and I hope you guys could help me. Thanks in advance.
  16. GEORGE FLOROS GR

    GF Breath Script

    GF Breath Script by GEORGE FLOROS [GR] Description: GF Breath Script , breath particles , for Cold weather conditions. 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 Breath 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 colors 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: Breath particle , for Cold weather conditions. The particles will spawn according the fatigue. 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: v2.0 Fixed , the cycle of breathing particle , depending on fatique. Added an exclude headgear list. v1.1 Fixed , the particle was spawned ,on dead units v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40267&n=last#bottom Armaholic GF Breath Script
  17. The Prairie Fire DLC has ambient talking for US aligned soldiers and VC soldiers, plus fun death screams all built into their ambient talking function. I love the VC talking and the death screams, but I don't want my US soldier AI to be talking. Prairie Fire allows you to turn off ALL ambient talking. But I want to turn off only the USA talking. This script will do just that by removing the USA ambient sound file names from the vn_sam_masteraudioarray array. Put this call in your init.sqf. [] call override_vn_sam_masteraudioarray; Create a script called override_vn_sam_masteraudioarray.sqf in your mission directory, and put this code in it:
  18. Hello everyone, I made this script and it's working quite well. addMissionEventHandler ["Draw3D", { drawIcon3D ["\a3\ui_f\data\igui\cfg\simpletasks\types\move_ca.paa", [0.73, 0.24, 0.11, 1], getPos operatorOpf, 1, 1, 0, "", 0, 0, ""]; }]; With it I'm able to constantly ping a defined player. Now I'm struggling with the script being executed ever minute and then show the ping for five seconds. After that the script should stop for again one minute and so on. Has someone an idea?
  19. za0

    Variable

    I have 10 units. Their variable names are: s1, s2, s3, s4, s5, s6, s7, s8, s9, s10. I want to make all of them be in just one name. How do I set this variable?
  20. This script allows you to call a cruise missile on a target, in order to fire it, add a custom support and execute this file. To call accurately, use a laser designator, otherwise, the missile will "SNAP" on a nearby building/car/man. You'll find more details inside the sqf file. http://www.mediafire.com/file/ky9d722ii88c6if/Cruise_Missile.zip/file New version.
  21. Hello everyone, I managed to build my own 1v1 map with some additional handy scripts. Now I want to add something else but I didn't manage to find anything on the internet to start with. We realized while playing the game that it would be useful if the enemy player would get pinged on his current location. So my question is if someone has an idea. Quick description: Every minute a position marker (like the tacitcal ping (strg+t)) appears ingame on the position of the enemy player and remains there for 5 seconds. Addition: It would be the best if you could turn this option for the position marker on and off. I would appreciate it if someone can help me.
  22. durobulo@gmail.com

    Building type

    Hi, I would like to know, how to get information about building type - such as military, industrial, civilian etc. I can read the building class (name) - but is there any function that returns what type it is? Or is it coded in building name? _nBuilding = nearestBuilding player; hint str typeOf _nBuilding; thnx
  23. 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)
  24. well, i'm trying to create a ww2 scenery with parachute jump. And for that I'm using the IFA3_LIB mod. The C-47s from there have the normal sitting position and also the standing up position which is when you are about to jump. I wanted to make the player not have to worry about clicking anything when jumping, so I got this script so that the jump could be done alone: Now an important detail, this script works perfectly when the plane's crew is seated (in game they appear as: crew) But before the jump takes place/the above script runs, I put in another script that makes the entire crew that was seated to stand up, and therefore be in the standing up position. In this case, when the plane reaches the trigger with the jump script, everyone standing inside the plane is still inside the plane... :l I believe maybe that's why: since when they are standing they are apparently no longer considered "crew". But I don't know, I don't know much about scripts, I was wondering if there is another variety to use in forEach other than "crew" that works for this case... An example of all units jumping out of the plane except the pilot would work but I don't know how to do it. Challenge launched! xD Thanks in advance guys!
  25. Is it possible to detect if a player has damaged a unit but another unit has killed that unit (kill assist)? I am using a Killed event handler for the unit that is killed & trying to combine that with a HitPart event handler but I can't get my head around the logic. in HitPart EH: playerShooting = (player isEqualTo _shooter); unitShot = _target; in Killed EH: if (playerShooting) //Obviously player is not the shooter when the unit is killed then { if ((_killed isEqualTo unitShot) && !(vehicle player isEqualTo _killer)) then {....blah blah Kill Assist}; }; also tried to use ((damage _target) < 1), but this is not true when _target is killed. Is there a way to check if the player dealt the damage?
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