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Found 541 results

  1. Hi, I'm new to scripting so forgive me for what I'm asking. I'm trying to make a training mission for my clan. I need to randomly place four flags inside a given area defined by a marker, and these four flags have some constraints in terms of the position in which they can be placed. Here's a bit of the code: traguardo setPos ([["white"], []] call BIS_fnc_randomPos); blueflag setPos ([[[getPos traguardo, 4500]], [[getPos traguardo, 2500], "water"], _this inArea "white"] call BIS_fnc_randomPos); where "white" is the name of the above-stated marker. When I run the code, it returns me the error: |#|_this inArea "white" Error undefined variable in the expression: _this don't know why though. Thank you greatly for your help.
  2. I am practicing building a CQB training ground. I would like to add some features. the present situation 1. Made me create a task. 2. AI will be summoned at the marker point when the trigger is executed. 3. Removing AI will complete the task. I'm going to do a mission like this. Recreate the task in the game and then go back to I want to make it possible for me to complete it again. In short, it's a rotation system. It's hard to get out of the game and log back in. I was troubled by a nuisance.
  3. I'm working on this event for a mission of mine where a ghost hawk flies into the AO, the player, and their squad board said ghost hawk, and the ghost hawk takes them out of the AO. I decided it would be best to use CaptureUnit for this, as the AI piloting can be unreliable at best. And because I wasn't sure how else to have it so that the player and squad would have a limited amount of time to board the helicopter, I decided I'd break the UnitCapture into two parts: Part one flying into the AO and landing, and Part two taking off and RTB. Part one works fine up until the moment the UnitPlay finishes, at that point the helicopter flies back up into the air and then lands again. And once the player and ai are in the helicopter it does lift off the ground, but then it just hovers, but it's giving me no indication that the script has any errors (and I'm very confident that it doesn't myself). Is there something I can do to fix this? Or should I go about getting the helicopter to pick up the player some other way?
  4. GF Custom Deathscreen Script by GEORGE FLOROS [GR] Description: Adding an image of blood and sound when killed 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: Installation / Usage: For usage instructions and information of how to use the GF Custom Deathscreen 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 and the description.ext , 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/ Credits & Thanks: 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: v1.1 fixed name v1.0 Forum topic: - Armaholic forums Armaholic GF Custom Deathscreen Script
  5. Hello! I'm very new to scripting in Arma, or any form of code in general. I"m struggling to get this script to work. My current goal is to throw a green smoke grenade and have a helicopter spawn, fly to the smoke grenade position, drop a supply crate, and fly away. Any help would be amazing! Original script credits go to Tym Cooper's video on helicopter positon to smoke grenades - "https://www.youtube.com/watch?v=e_hOKoOfqfw" and Soolie's supply drop script - "https://forums.bohemia.net/forums/topic/177299-customizable-supply-drop-release/" Arma tells me my error is in this line of code (around line 44) places "lxl" before select 0 _supplyWP2 = _supplyGrp addWaypoint [[(_dropPos select 0)+_supplyRandomLocX, (_dropPos select 1)+_supplyRandomLocY, _dropPos select 2], 2]; HERE is the full script //script start _shooter = _this Select 0; _ammotype = _this Select 4; _dropPos = getpos player nearestObject "SmokeShellBlue"; _supplyBoxFnc = "b_supplycrate_f"; _supplyCargoFnc = { _supplyBoxFnc addWeaponCargoGlobal ["hgun_Pistol_Signal_F",3]; _supplyBoxFnc addMagazineCargoGlobal ["6Rnd_RedSignal_F", 10]; _supplyBoxFnc addWeaponCargoGlobal ["hgun_Pistol_heavy_01_snds_F",3]; _supplyBoxFnc addMagazineCargoGlobal ["11Rnd_45ACP_Mag", 10]; _supplyBoxFnc addWeaponCargoGlobal ["srifle_GM6_LRPS_F",3]; _supplyBoxFnc addMagazineCargoGlobal ["5Rnd_127x108_APDS_Mag", 10]; _supplyBoxFnc addItemCargoGlobal ["V_PlateCarrierGL_rgr", 10]; _supplyBoxFnc addItemCargoGlobal ["U_I_GhillieSuit", 10]; _supplyBoxFnc addBackpackCargoGlobal ["B_AssaultPack_ocamo", 10]; }; //hint format["%1",_ammotype]; sleep 2; switch (_ammotype) do { case "SmokeShellBlue": //add script below { //_supplyLocArray = [+1000,-1375,-1500,-1125,+1250,-1000,+1375,-1250,+1500,+1125]; _supplyLocArray = [+100,-100]; _supplyRandomLocX = _supplyLocArray select floor random count _supplyLocArray; _supplyRandomLocY = _supplyLocArray select floor random count _supplyLocArray; _supply = [[( _player select 0)+_supplyRandomLocX, ( _player select 1)+_supplyRandomLocY, ( _player select 2)+50], 180, "I_Heli_Transport_02_F", WEST] call bis_fnc_spawnvehicle; _supplyHeli = _supply select 0; _supplyHeliPos = getPos _supplyHeli; _supplyMrkrHeli = createMarker ["supplyMrkrHeli", _supplyHeliPos]; _supplyCrew = _supply select 1; _supplyGrp = _supply select 2; _supplyGrp setSpeedMode "FULL"; _supplyGrp setBehaviour "CARELESS"; _supplyWP1 =_supplyGrp addWaypoint [(_dropPos),1]; _supplyWP1 setWaypointType "MOVE"; _supplyWP2 = _supplyGrp addWaypoint [[(_dropPos select 0)+_supplyRandomLocX, (_dropPos select 1)+_supplyRandomLocY, _dropPos select 2], 2]; _supplyMrkrLZ = createMarker ["supplyMrkrLZ", _dropPos]; "supplyMrkrLZ" setMarkerType "Empty"; "supplyMrkrHeli" setMarkerType "Empty"; _supplyHeli flyInHeight 150; hint "The supplies are on the way"; _supplyMrkrHeliPos = getMarkerPos "supplyMrkrHeli"; _supplyMrkrHeliPos2 = [_supplyMrkrHeliPos select 0, _supplyMrkrHeliPos select 1, (_supplyMrkrHeliPos select 2)+50]; _supplyHeli = _supplyMrkrHeliPos2 nearestObject "I_Heli_Transport_02_F"; _supplyMrkrLZPos = getMarkerPos "supplyMrkrLZ"; _supplyLZ = createVehicle ["Land_Laptop_device_F", getMarkerPos "supplyMrkrLZ", [], 0, "NONE"]; deleteMarker "supplyMrkrHeli"; deleteMarker "supplyMrkrLZ"; _supplyLZ hideObject true; waitUntil {( _supplyLZ distance _supplyHeli)<400}; _supplyHeli animateDoor ["CargoRamp_Open",1]; waitUntil {( _supplyLZ distance _supplyHeli)<200}; sleep 2; _supplyHeli allowDammage false; _supplyBox = createVehicle [_supplyBoxFnc, position _supplyHeli, [], 0, "CAN_COLLIDE"]; clearBackpackCargoGlobal _supplyBox; clearWeaponCargoGlobal _supplyBox; clearMagazineCargoGlobal _supplyBox; clearItemCargoGlobal _supplyBox; _supplyBox disableCollisionWith _supplyHeli; _supplyHeli disableCollisionWith _supplyBox; _supplyBox allowDammage false; _supplyBox attachTo [_supplyHeli, [0, 0, 0], "CargoRamp"]; _supplyBox setDir ([_supplyBox, _supplyHeli] call BIS_fnc_dirTo); detach _supplyBox; deleteVehicle _supplyLZ; //concerned area [_supplyBox,_supplyCargoFnc,nil,true] call BIS_fnc_MP; [_supplyBox,"FncSupplyLight",nil,true] call BIS_fnc_MP; //concerned area _supplyChute = createVehicle ["B_parachute_02_F", position _supplyBox, [], 0, "CAN_COLLIDE"]; _supplyBox attachTo [_supplyChute,[0,0,-0.5]]; _supplyChute hideObject true; _supplyChute setPos getPos _supplyBox; _supplyLight = "Chemlight_green" createVehicle (position _supplyBox); _supplyLight attachTo [_supplyBox, [0,0,0]]; sleep 1; hint "The supplies have been dropped"; _supplyChute hideObject false; _supplyHeli allowDammage true; _supplyBox allowDammage true; _supplyHeli animateDoor ["CargoRamp_Open",0]; //:::::::::::|SMOKE|::::::::::: _supplySmoke = "SmokeShell" createVehicle (position _supplyBox); _supplySmoke attachTo [_supplyBox, [0,0,0]]; //::::::::::::::::::::::::::::: waitUntil {(getPos _supplyBox select 2)<2}; detach _supplyBox; _supplyChute setPos [ (getPos _supplyChute select 0)+0.75, getPos _supplyChute select 1, getPos _supplyChute select 2]; hint ""; sleep 5; {deleteVehicle _x;}forEach crew _supplyHeli;deleteVehicle _supplyHeli; }; case "1Rnd_SmokeGreen_Grenade_shell": { Hint "Green SmokeShell Detected"; }; case "FlareGreen_F": { Hint "Green Flare Detected"; }; case "3Rnd_SmokeGreen_Grenade_shell": { Hint "Green SmokeShell Detected"; }; case "UGL_FlareGreen_F": { Hint "Green Flare Detected"; }; case "3Rnd_UGL_FlareGreen_F": { Hint "Green Flare Detected"; }; }; //script end used for players unit init player addEventHandler ["fired",{_this execvm "supply_smoke.sqf"}]
  6. Hello. I would like to know how to have this menu for the plane in game ?
  7. GF Explosive Objects Script - Mod by GEORGE FLOROS [GR] Description: GF Explosive Objects Script - Mod , will spawn explosive objects , mainly indoors. 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 Explosive Objects Script - Mod 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: GF Explosive Objects Script - Mod , will spawn explosive objects , mainly indoors. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the spawn. The objects will spawn also , at the spawned or placed in editor Buildings. There is also included a mod version , posible to unpack and edit. 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: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40411 Armaholic GF Explosive Objects Script - Mod
  8. I have been searching for a solution to this for a few days, and finally decided to make a post. Is there a way to remove specific default actions from an object through scripting in ACE3? Or even disable to interact with a specific object at all? I would like to remove the ability to remove wheels and repair from a set of vehicles. Sorry if this is not the exact location to post this, but the ACE wiki does not seem to have anything on this, and I couldn't find an answer online.
  9. Hi everyone, Need help with this script. I create a marker who spawn on tanks placed in Zeus on the map call T1, T2 etc... This marker could be dynamic. I mean its move with the tanks and show on the map, with a bliking effect only when the player will be at a defined distance. So I try this, but the marker don't move with the tank. I try to use setPos getPos player, to attach markers to tanks but nothing. The Marker will be create correctly, could see on the map, but didn't move with de tank... _tank = ["T1", "T2", "T3", "T4", "T5"]; while {((!alive _tank) && (player distance _tank < 1000))} do { (_marker1 = createMarker ["mark1", _tank]; _marker1 setMarkerShape "Ellypse"; _marker1 setMarkersize [500, 500]; _marker1 setMarkerColor "ColorRed"; mark1 attachTo [_tank]; ["mark1", 3, 50] spawn BIS_fnc_blinkMarker; }; Somebody could help me?
  10. Access Points A simple to use system which allows mission makers to easily setup access points that allow players to reach places they wouldn't be able to normally reach (but should) *whew*. Why'd I make it? Because Tanoa looks pretty, but the skyscrapers don't have interiors, making players unable to access the rooftops by foot. Download: http://files.bitdungeon.org/arma/AccessPoints.Tanoa.v0.3.zip Multiplayer Compatible! Updated on 6-9-2016 Demo Video License http://www.gnu.org/licenses/gpl-3.0.en.html Setup Preliminary: Copy the "AccessPoints" directory into your mission. Copy the "execVM" statement into your mission's "Init.sqf". 1. Find yourself a nice building that you want to rig. 2. Place a trigger that you want a player to enter to access the roof. 3. Resize the trigger to better fit the doorway (optional) 4. Change the "Text" attribute of the trigger to follow the format "AccessPoint_UniquePairNameHere". This distinguishes this access point pair from the others. 5. Apply the change to the trigger text. 6. Copy the trigger (or create a new one, if you hate yourself). 7. Paste the trigger at the position you want players to be able to access. 8. Tweak the rotation and scaling of the new access point to your heart's desire. 9. Start the scenario and test it out! 10. Boom! That's it! You got it done like the badass you are. Changelog
  11. I'm looking to see if it is possible to lock stand-alone doors so that only certain player IDs can open them. And if so, can it be done through a script in the mission folder so that IDs can be added without having to open the mission file in Arma every time I'd like to change the list?
  12. 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!
  13. I've just begun modding in Arma 3, after someone approached me and asked me to help him with modding in a beret that didn't exist anywhere on the workshop yet, I did everything as he asked me to and followed closely Arma 3's limitations (10k triangles at most, no smooth shading, all triangles, taken from https://community.bistudio.com/wiki/Arma_3_Modding_Characters). I used Blender to model the beret and managed to export it into a P3D file, then I exported its texture in a PAA file, then I created its icon and saved it as a PAA file, too. The problems began with the config file. I used a tutorial for a steel tube (https://www.youtube.com/watch?v=hxiwU94zwjg&) first, and actually spawned it in the game, it appeared in my inventory, but it didn't exist once I dropped it onto the ground, I thought that's just because I didn't add a line to the config, I don't think it's important so I ignored it Then I found an actual config file for a headgear (from https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Headgear_configuration) and I thought if I just changed up some things it'd work good enough. After I was done modifying that config file and got the mod working the game wouldn't let me spawn the beret in. I didn't get any debug messages, nothing. The beret just wouldn't spawn in my inventory, as if it didn't exist in the first place. Now I know this is a long post, but I feel like I needed explained my whole "adventure", so that maybe someone gets an idea of what the problem might be. Here's the mod file if you want to check it out https://github.com/Kalimedes/Mod
  14. Color Correction theme selections for sharing : + colorblindness issues *please add yours below! https://community.bistudio.com/wiki/ppEffectAdjust //Realistic Color Correction theme "ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [0.88, 0.88, 0, [0.2, 0.29, 0.4, -0.22], [1, 1, 1, 1.3], [0.15, 0.09, 0.09, 0.0]]; "ColorCorrections" ppEffectCommit 0; //Post Apocalyptic theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 0.9, -0.002, [0.0, 0.0, 0.0, 0.0], [1.0, 0.6, 0.4, 0.6], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0; //Nightstalkers theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1.1, 0.0, [0.0, 0.0, 0.0, 0.0], [1.0,0.7, 0.6, 0.60], [0.200, 0.600, 0.100, 0.0]]; "colorCorrections" ppEffectCommit 0; //OFP Gamma theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.6, 1.4, 0.6, 0.7], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 1; //Golden autumn theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [1.8, 1.8, 0.3, 0.7], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0; //Africa theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust[ 1, 1.3, 0.001, [-0.11, -0.65, -0.76, 0.015],[-5, -1.74, 0.09, 0.86],[-1.14, -0.73, 1.14, -0.09]]; "colorCorrections" ppEffectCommit 0; //Afghan theme "ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [0.9, 0.9, 0, [0, 0.1, 0.25, -0.14], [1, 1, 1, 1.26], [0.15, 0.09, 0.09, 0.0]]; "ColorCorrections" ppEffectCommit 0; //Middle East theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [0.9, 1, 0, [0.1, 0.1, 0.1, -0.1], [1, 1, 0.8, 0.528], [1, 0.2, 0, 0]]; "colorCorrections" ppEffectCommit 0; //Real Is Brown theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1,1,0,[0.1,0.2,0.3,-0.3],[1,1,1,0.5],[0.5,0.2,0,1]]; "colorCorrections" ppEffectCommit 0; //Gray Tone theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1.0, 1.0, 0.0,[1.0, 1.0, 1.0, 0.0],[1.0, 1.0, 0.9, 0.35],[0.3,0.3,0.3,-0.1]]; "colorCorrections" ppEffectCommit 0; //Cold Tone theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1.0, 1.0, 0.0,[0.2, 0.2, 1.0, 0.0],[0.4, 0.75, 1.0, 0.60],[0.5,0.3,1.0,-0.1]]; "colorCorrections" ppEffectCommit 0; //Winter Blue theme "colorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [1.1, 1.3, 0.0, [0.5, 0.5, 0.1, -0.1], [0.4, 0.75, 1.0, 0.60], [0.5,0.3,1.0,-0.1]]; "colorCorrections" ppEffectCommit 0; //Winter White theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.31, 0.31, 1.0, 0.1], [0.85, 0.85, 0.92, 0.48], [1 , 1, 1, 0.03]]; "colorCorrections" ppEffectCommit 0; //Mediterranean theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1.01, 1.18, -0.04, [1.0, 1.4, 0.8, -0.04], [0.55, 0.55, 0.72, 1.35], [0.699, 1.787, 0.314, 20.03]]; "colorCorrections" ppEffectCommit 1; This ColorCorrection is from @jts_2009 new mission :
  15. Hello everyone and happy new year! I wish you all the best! I am working on a mission where the player takes part in an invasion on an island and must disembark wtih his squad on the beach. There will be some locals and civilians around and I need to make them run away in fear and afraid of the invaders, when the soldiers are spotted by the civilians. So this should be used as a condition. But I know there are some commands that work for the entire class or type, just like the markers. I use such a script that hides all the markers on the start of the mission and makes them visible when a condition is met. It works for all of them, so I need a script that would include all of the local civilians walking around the island. I intend to add a voice file and a text with their screams of fear or something like that inside the trigger, if this script works from a trigger and it will be repeatable. So, would you help me with this? I'd even appreciate a single script that works with one civilian only and simply add it to every one of them I place in the editor. Thank you in advance! ­čÖé
  16. Vector595

    Desync

    when i play a video on arma 3 it gets totally out of sync the video looks go faster than audio
  17. There are some scripts for vanilla arma that you can use to get an AAF Pawnee or something like that i wanted to try it with modded vehicles i use cup vehicles and there is a AH-1Z with AAF camo i wanted to put the camo on the Apache because they look kinda similiar and it might look good i tried alot of pathways but it didnt work it just makes the body of the vehicle invisible and thats it when you put a pawnee reskin on a slammer it just looks weird and it doesnt go invisible im just gonna dump in all the pathways i have and some pictures. this setObjectTextureGlobal [0,"A3\cup_airvehicles_ah1z.pbo\data\UI\aaf_ah1z_body_co.paa"]; this setObjectTextureGlobal [0,"A3\addons\cup_airvehicles_ah1z.pbo\data\UI\aaf_ah1z_body_co.paa"]; this setObjectTextureGlobal [0,"A3\@CUP Vehicles\addons\cup_airvehicles_ah1z.pbo\data\UI\aaf_ah1z_body_co.paa"]; this setObjectTextureGlobal [0,"A3\!Workshop\@CUP Vehicles\addons\cup_airvehicles_ah1z.pbo\data\UI\aaf_ah1z_body_co.paa"]; this setObjectTextureGlobal [0,"A3\!Workshop\@CUP_Vehicles\addons\cup_airvehicles_ah1z.pbo\data\UI\aaf_ah1z_body_co.paa"];
  18. Scripting General & Library Information : Feel free to share and discuss , about Ravage Scripting and Scripting general. # Follow the same form , as the first Post please . A list with the certain page , will be here available. _____________________________________________________________________________________ I also suggest to follow , the BIS Forum Members below , who really help and share their work and knowledge : # the list is off course on random. https://forums.bohemia.net/profile/900806-pierremgi/ https://forums.bohemia.net/profile/770615-larrow/ https://forums.bohemia.net/profile/832107-grumpy-old-man/ https://forums.bohemia.net/profile/773718-hazj/ https://forums.bohemia.net/profile/842941-davidoss/ https://forums.bohemia.net/profile/906542-schatten/ https://forums.bohemia.net/profile/759255-mrcurry/ https://forums.bohemia.net/profile/792430-dedmen/ https://forums.bohemia.net/profile/1145462-mr-h/ https://forums.bohemia.net/profile/801328-fn_quiksilver/ https://forums.bohemia.net/profile/745971-johnnyboy/ https://forums.bohemia.net/profile/754658-beno_83au/ https://forums.bohemia.net/profile/771259-sarogahtyp/ I thank personally and public , this members , for everything so far. _____________________________________________________________________________________ ______________________________ List : ______________________________ 1. Custom zombie spawner script, that works alo in USS Liberty or USS Freedom 2. How to add a Custom texture respawnable uniform on players or units 3. Ravage Zed Detector 4. How to create a trigger that counts the number of zombies in its radius and spawns a new horde if there are too few 5.How to keep Zeds within a 10-20 meters radius 6.How to disable the access of an item 7.How to make a certain unit/s to handle more damage 8.How to add message on player death 9.How to create a Mod Check 10. How to make Ravage zombies drop items when killed 11. Object Spawner Script 12. How to destroy a certain area 13. Check if player kills members of his own side, CIVS or certain animals and make him a renegad´╗┐e for that 14.How how to suicide bomber zombies , in editor 15. How to script a safe zone marker that deletes any unit (besides player) entering it 16. How to make AI shoot only after the player shot 17. How to create a moving rad zone 18. (Ravage) huntable animal spawner 19. How to create a restriction for the pickable items 20.How to add a random or certain , loadout for everyone 21.How to add ifinitive ammo for your group units AI 22.How to add crows over dead bodies/animals/zombies 23. How to set a Zed face to a unit 24. Template mission that will spawn haleks Ghosts 25. How to make reserved slots 26. How to make a Hostage , Join-Disband / Release-Tie addaction 27. How to make a simple tea´╗┐mkiller 28. How to make a Simple weapon jam, with or without overheat 29. How to Eject from air vehicles
  19. Hi everyone and happy new year! Introduction This is my first script in 2020. @Ori150418 posted a request about a marker searching system and this piqued my interest so I got to work. This script adds a searchable list with all markers to the right side of the map (see video below). Features Adds list with all markers Markers are searchable by their text Updates positions periodically Updates markers when opening the map Includes user made markers List is hideable Note: The performance might suffer in missions with a lot of markers. The example mission has a small test built into it which generates 100 markers randomly on the map. I'd appreciate feedback about the performance as I have a good enough system to not notice a difference. Usage Copy the file "fn_markersearch.sqf" to your mission directory Add the following line to your init.sqf/initPlayerLocal.sqf: ["init"] execVM "path\to\file\fn_markersearch.sqf" Video Downloads https://github.com/7erra/marker_search Have fun!
  20. Hello guys: I am working, creating on the map Staszow, Poland 1944 a CTI. German army against Soviet forces. In each town there is a garrison of the red army that watches over it. When German forces attack that enclave. The Soviets ask for help on the radio and, within a few minutes, two IL2 planes appear. if (!isServer) exitWith {}; //_crew1A1 = []; //_airframe1 = []; //if (isServer) then { _crew1A1 = creategroup EAST; _airframe1 = [getMarkerPos "marker_1A1", 45, "sab_il2", _crew1A1] call BIS_fnc_spawnVehicle; _pos = getMarkerPos "marker_1A1"; _pos set[ 2, 150 ]; sleep 10; _airframe2 = [getMarkerPos "marker_1A1", 45, "sab_il2", _crew1A1] call BIS_fnc_spawnVehicle; _pos = getMarkerPos "marker_1A1"; _pos set[ 2, 150 ]; _wp1A1 = _crew1A1 addWaypoint [(getmarkerpos "WP_1A1"), 1]; _wp1A1 setWaypointType "MOVE"; _wp1A1 setWaypointSpeed "FULL"; _wp1A1 setWaypointBehaviour "AWARE"; _wp2A1 = _crew1A1 addWaypoint [(getmarkerpos "WP_2A1"), 2]; _wp2A1 setWaypointType "SAD"; _wp2A1 setWaypointSpeed "LIMITED"; _wp2A1 setWaypointBehaviour "COMBAT"; }; This is the little script that handles air strikes. I publish it in case anyone is interested. It's nothing otherworldly, I know, it's very simple, but it works. It fulfills its role. Three empty markers are used: 1.- marker_1A1 where the planes appear. 2.- WP_1A1 First waypoint (MOVE) 3.- WP_2A1 Second waypoint. Attack Point (SAD) It's very easy, but if someone wants the demo mission, I can send it to them. Happy new year, guys.
  21. With this script you can generate bullet impacts at designated positions and on designated objects. Basically its like movie stunt squib sequences being fired. Demo Mission Download I've been on a roll lately, but this is probably the last release of 2019. I'm making up for the summer when I couldn't type (so scripting wasn't an option). But I start a new job in January, so I probably have to slow down on my favorite hobby... ­čś× Merry Christmas and Happy New Year to all!
  22. Here's a fun script/composition. I'm making a mission with an interactive market/carnival with lots of stuff for player and AI to do, and this is one part of it. Also, it would be simple to convert this to a Ravage Dunk Tank by filling the tank with boiling oil! Muuuhaahaaahaa. Download mission folder Happy New Year everybody! Credit: @Larrow for the splash effect. Cheers mate! Planned: Convert to use smaller dueling target, since right now its too easy to hit the plate (thanks to @Maff for providing how to use that target). Add Ravage Dunk Tank variation where tank is bubbling oil, and dunkee burns and thrashes for awhile (as Hinky would say: "That's not very Christmasy.".
  23. Its BBQ time kids! Download Demo Mission Features 3 styles of BBQ compositions: Spit roast large animal (goat, sheep, boars, etc.) Grill fish or small food items directly over fire. Cannibal roticery (as seen in my Property of Mabunga mission) Credit: I want to thank @F2kSel for the roll function that rotates the roticery. init.sqf: JBOY_BBQ scripts
  24. This script keeps an animal stationary, but still plays its ambient idle animations. Good for keeping chickens and rabbits in cages, and goats and sheep in fenced off areas. Dropbox Link for demo mission. @haleks gave me the idea when he shared his fast rabbit trick: He attached a rabbit to an invisible man, and the man actually runs, not the rabbit, but it works great (fast running rabbits!). Thanks Haleks! An invisible man would have worked for this also, but for stationary animals, it seemed leaner to use a game logic. Here's the code to paste into an animals init field in the editor:
  25. JBOY Throw Knife Script (updated 12/16/19) With this script players and AI can throw knife objects. Vanilla ARMA does not have a knife object, so I am using screw drivers and files. Think of these as "guerilla knives" that have been ground to a sharp point and balanced for throwing. You should also be able to use Mod objects with this script (like knives in Max Melee or Unsung mods). Demo Mission Link (updated to V2): https://www.dropbox.com/s/tga95kckxtrrf23/JBOY_ThrowKnifeV2.Stratis.zip?dl=0 Features: Player can throw knife objects. Knife target destination is determined by position of center of screen (screenToWorld position), i.e., where the player is looking. AI can throw knifes via scripts. Knife target destination is provided by position. AI throw accuracy is determined by their skill level for skill "AimingAccuracy". AI can throw exactly on target also, via an additional parameter. Good for cutscenes where you need the knife to arrive in an exact destination (like left eye of some bad hombre for example). Knives stick on objects they hit. Knives stick on AI when hit. Attached position is relative to closest AI mempoint (head, hand, foot, spine, etc.). So when wounded AI moves, the knives still show as stuck in relative position. Limitations: When AI killed by knives, I have to detach knives so they fall to the ground. We would all rather see a nice "pin cushion" effect where knives are sticking out of dead AI in correct directions. But this is impossible because once a dead AI ragdolls, those positions are screwed up, and you see knives disconnected and suspended in air. That is bad for immersion, so I opted to just detach them instead. JBOY_Throw script:
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