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Found 513 results

  1. Hello guys, I have a strange problem with the following script: tsk = format ["tsk%1", random 100]; [allPlayers, tsk, ["Hack the watchtower to get information about the position of the opposing players!", "Watchtower", ""], laptop, "ASSIGNED", 99, true, "download", true] call BIS_fnc_taskCreate; [laptop, "Activate watchtower", "\a3\ui_f\data\igui\cfg\holdactions\holdaction_connect_ca.paa", "\a3\ui_f\data\igui\cfg\holdactions\holdaction_connect_ca.paa", "player distance laptop < 5", "player distance laptop < 3", {num = execVM "watchtower\durring.sqf";}, {}, {nul = execVM "watchtower\gegner_markieren_v3.sqf", nul = execVM "watchtower\sleep.sqf", [tsk, "SUCCEEDED", true] remoteExec ["BIS_fnc_taskSetState", 0, true], sleep 0.1, [tsk, allPlayers, true] remoteExec ["BIS_fnc_deleteTask", 0, true];}, {["Hacking canceled!"] remoteExec ["hintSilent", 0, true], sleep 1; [""] remoteExec ["hintSilent", 0, true], call{playSound "cancel";}, execVM "watchtower\deletion_sound.sqf";}, [], 15, 0, true, false] remoteExec ["bis_fnc_holdactionadd", 0, true]; With the script I add a holdaction function to a laptop. When I start the mission in the Eden editor in singleplayer or multiplayer everything works as it should. The script is executed by the init.sqf and the holdaction function is displayed on the laptop. When I complete it with the spacebar it disappears again as it should. However, when I host the mission on my dedicated Arma server, the holdaction appears twice for some reason. Once with text and once without. Both run the same code when I use it and then disappear, but reappearing twice when I run the script again. Can any of you help me further? And tell me why this happens? Thanks
  2. Hi, I'm trying to make a mission like in Arma 3 Campaign "Stepping Stone", where player have the option to starting poin on map, during the briefing stage. Here's the thing I want to do: https://gyazo.com/f8b7ea5f2126f1300fa5a00bc4505eb6
  3. Since the T-100x dropped, I wanted to see if I could take the charging along with the railgun onto a plane to use as an EML like in Ace Combat. I'm pretty new to modding and scripting, so as of now, im just trying to copy and paste the Futura's config into the aircraft's. Right now, i have the weapon classes, but not the charging mechanic
  4. Hi, I'm preparing a singleplayer mission and I need to change the player's character in mid-game. Basically, I have a playe character variable named "petros". By a trigger triggered, I need to change player's character variable named "delta_4". "petros" is civilian faction but "delta_4" is BLUFOR and in another place in the map, doing another thing. Is that possible, how do I do that?
  5. Resolution : I forgot to put publicVariable for both of my variable so they didn't change globaly and only localy so I just put publicVariable "hideLaat" and publicVariable "hideShield" and it worked ! Hi, I'm currently in the process of creating a mission for my friends. (I will take the role of zeus) I currently have a problem with the HoldAction command, At first I used the option available inside the Attribute Tab, but I discovered that i didn't work on a dedicated server, So I searched a bit and found that I needed to use the remoteExec command so that it execute on the server, but even with that i doesn't work and I tried to put it in every file I could (init.sqf, initPlayerLocal.sqf , initPlayerServer.sqf). There the script : [ this, "Disable the shield", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "_this distance _target < 3 and (cresh getVariable 'owner' == WEST) ", "_caller distance _target < 3", {}, {}, {hideLaat = false; hideShield = true; removeAllActions shieldTerminal;}, {}, [], 5, 0, true, false ] remoteExec["BIS_fnc_holdActionAdd",0,this]; Right now I put this code inside the Init box of the object inside the 3DEN editor when I try with Singleplayer and self Hosted Multiplayer it works perfectly but when I test it on a dedicated Server it doesn't work anymore the HoldAction is shown, I can't re-use it because the removeAllActions works but the code that use hideLaat and HideShield doesn't works (Two trigger with Server Only box checked, that use the Show/Hide Module to show and hide object and vehicles) I'm completely lost and don't know what to do anymore. Thank you.
  6. Hello people, I have been struggling to make a working custom ticket system for my mission. My goal is to have a maximum of 7 global west tickets as I have 7 available player slots. To make it more fair, I want one ticket to subtract from west side every time a new player respawns on west side, but not when they respawn again. Server should keep track of tickets subtracted and add ticket back if player chooses to change sides to east or if he disconnects the server from the west side. My guess is, i have trouble making database work... Now I don't have any real coding experience and this is my idea of the code which I heavily edited multiple times using logic and ChatGPT: onPlayerRespawn.sqf // Variable ticket system private _uid = getPlayerUID player; // Retrieve player data private _playerData = [_uid] call TAG_fnc_retrievePlayerData; private _tempSideRespawned = side player; private _tempAlreadyRespawnedAsEast; private _tempHasReturnedTicket; private _lastRespawnedSide = profileNamespace getVariable ["lastRespawnedSide", east]; if (!isNull _playerData) then { _tempAlreadyRespawnedAsEast = _playerData select 1; _tempHasReturnedTicket = _playerData select 2; } else { _tempAlreadyRespawnedAsEast = false; _tempHasReturnedTicket = false; }; // Handle ticket decrement and increment based on the respawned side if (_tempSideRespawned == east && _tempSideRespawned != _lastRespawnedSide) then { [east, -1] call BIS_fnc_respawnTickets; _tempHasReturnedTicket = false; } else { if (_tempSideRespawned == west && _lastRespawnedSide == east && !_tempAlreadyRespawnedAsEast && !_tempHasReturnedTicket) then { [west, 1] call BIS_fnc_respawnTickets; _tempAlreadyRespawnedAsEast = true; _tempHasReturnedTicket = true; }; }; // Update the player's last respawned side private _lastRespawnedSide = _tempSideRespawned; profileNamespace setVariable ["lastRespawnedSide", _tempSideRespawned]; // Update the player's data in the database [_uid, [_tempSideRespawned, _tempAlreadyRespawnedAsEast, _tempHasReturnedTicket]] call TAG_fnc_storePlayerData; initServer.sqf execVM "Scripts\functions.sqf"; // Global array to store each player's data in the TAG_database if (isNil "TAG_database") then { TAG_database = []; }; // Event handler for player disconnect addMissionEventHandler ["PlayerDisconnected", { params ["_id", "_uid", "_name", "_jip", "_owner", "_idstr"]; // Get the player's data from TAG_database using UID private _playerData = [_uid] call TAG_fnc_retrievePlayerData; if (count _playerData > 0) then { private _side = _playerData select 0; private _hasReturnedTicket = _playerData select 2; if (_side == west && !_hasReturnedTicket) then { [west, 1] call BIS_fnc_respawnTickets; // Add one ticket to West side on the server diag_log "Ticket returned to West"; // Mark that the ticket has been returned for this player to prevent multiple returns [_uid, _side, true] call TAG_fnc_storePlayerData; }; }; // Remove the player's data from TAG_database upon disconnect TAG_database = TAG_database - [_uid]; }]; functions.sqf TAG_fnc_storePlayerData = { params ["_uid", "_data"]; private _playerIndex = -1; { if ((_x select 0) == _uid) then { _playerIndex = _forEachIndex; true } else { false }; } forEach TAG_database; if (_playerIndex < 0) then { TAG_database pushBack [_uid, _data]; } else { TAG_database set [_playerIndex, [_uid, _data]]; }; }; TAG_fnc_retrievePlayerData = { params ["_uid"]; private _playerIndex = -1; { if ((_x select 0) == _uid) then { _playerIndex = _forEachIndex; true } else { false }; } forEach TAG_database; if (_playerIndex >= 0) then { TAG_database select _playerIndex select 1; } else { []; }; }; TAG_fnc_getPlayerIndex = { params ["_uid"]; private _playerIndex = -1; { if ((_x select 0) == _uid) then { _playerIndex = _forEachIndex; true } else { false }; } forEach _database; _playerIndex; }; description.ext class CfgFunctions { class Anthill { class MissionFunctions { class fnc_startTimer { file = "Scripts\functions.sqf"; }; class fnc_stopTimer { file = "Scripts\functions.sqf"; }; class fnc_resetTimer { file = "Scripts\functions.sqf"; }; class fnc_checkEmptyServer { file = "Scripts\functions.sqf"; }; class fnc_missionTimer { file = "Scripts\functions.sqf"; }; class fnc_scheduleTimer { file = "Scripts\functions.sqf"; }; class TAG_fnc_storePlayerData { file = "Scripts\functions.sqf"; }; class TAG_fnc_retrievePlayerData { file = "Scripts\functions.sqf"; }; class TAG_fnc_getPlayerIndex { file = "Scripts\functions.sqf"; }; }; }; }; I have sorted all errors in RPT files, and I still can't manage to execute full onplayerrespawn.sqf... I don't know where is the problem or how else i can diagnose it beside diag_log which doens't always work. Thanks for insights
  7. Hello, I'm new to SQF. I'm writting a script to load an external .sqf file containing values stored in a HashMap, in order to have some mission configuration stored outside of a .pbo file for easier changes/tweaks. So far, the script works as expected. I've placed it in a dummy mission, exported it to multiplaier to generate a .pbo and copied that pbo onto a local server and created the sqf file. The datas are loaded. However, when I want to make changes in that sqf file while the server is running, I can't save the file and get a message telling that the file is actually busy, as if the file handler wasn't released Does preprocessFileLineNumbers open a file but doesn't close it once processed? Could the Arma server executable lock the file since it's now an external part of the pbo? How to overcome this? I still can turn the server off, save the file, and then start it again, but I hoped I could save the file in runtime and simply restart the mission Here the script, if needed
  8. Hi, I am looking for a developer for my Invade And Annex server. I require a few smallish changes to the framework I am using. I'm using Quiksilvers Apex_framework_155.Altis invade and annex mission on my server but I've ran into a few bugs and things I want added into the server. What I'm looking for specifically is all land vehicles to be able to be slingloaded via Huron. The fuel usage cut to a quarter. The group system redone as the current one is broken and glitchy. A rank system that saves points and handles rankings. (May require SQL database knownledge.) Finally a Anti-air role added into the other roles and it is the only one that is missing. Payment can be discussed in Pms
  9. Hi, I am looking for a developer for my Invade And Annex server. I require a few smallish changes to the framework I am using. I'm using Quiksilvers Apex_framework_155.Altis invade and annex mission on my server but I've ran into a few bugs and things I want added into the server. What I'm looking for specifically is all land vehicles to be able to be slingloaded via Huron. The fuel usage cut to a quarter. The group system redone as the current one is broken and glitchy. A rank system that saves points and handles rankings. (May require SQL database knownledge.) Finally a Anti-air role added into the other roles and it is the only one that is missing. Payment can be discussed in Pms Thanks
  10. I have been working on this for a few days now following some other examples I've seen but cant seem to get this to work. Trying to make a addAction that hides an object for a limited time, hides the interaction for a longer time, but re-enables both. Using the syntax of the wiki stops the addAction from even showing up on the object however. If anyone has some pointers or even better a fix I'd appreciate it. this addAction [ "<t color='#FF0000>WARNING Shield Override WARNING</t>", { params ["_target", "_caller", "_arguments"]; _target setVariable ["ShieldReset",false]; [Shield_1, true] remoteExec ["hideObjectGlobal", 0]; Sleep 10; [Shield_1, false] remoteExec ["hideObjectGlobal", 0]; sleep 10; _target setVariable ["ShieldReset",true]; }, nil, 1.5, true, true, "", "_target getVariable ['ShieldReset',true]", 5, false, "", "" ];
  11. Hello, I am trying to apply special states to a vehicle with a trigger, due to the states being reset to their defaults upon the respawning of a vehicle. Specifically, the Forbid Disembarking state from 3den Enhanced: Forbid Disembarking Description: Crew stays in vehicle even though the vehicle is disabled. Property: ENH_allowCrewInImmobile DefaultValue: false Is there a way to apply this state to any vehicle that enters the affected area of a trigger? I would like it to apply to any vehicle that passes through the trigger regardless of having a variable name. -OR- I am also using a module from MGI Advanced Modules to allow for the vehicles to respawn with the crew members and keep their waypoints. The problem I face is seen when a member of the vehicle bails out and maintains his move, move, cycle waypoints. Then, the vehicle explodes later and respawns. Sometimes, the vehicle will respawn and will not move from its starting position since the waypoints are stuck to the crew member who left earlier. That being said, if there is a way to give orders to units that enter a trigger zone that would be a good workaround. Thanks.
  12. Example how you add location, into spectator locations tab. This is location in map Altis, under water. ["AddLocation", ["loc1", "Location Name", "Location decription", "\A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\gps_ca.paa", [[15010,6850,-115], [0,0,1], [-0.5,-0.5,-0.3], [0,false]]]] call BIS_fnc_EGSpectator; Adding location using alive player eye position and direction (not spectator view) ["AddLocation", ["loc2", "Location Name", "Location decription", "\A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\gps_ca.paa", [eyePos player, [0,0,1], eyeDirection player, [90,false]]]] call BIS_fnc_EGSpectator; Using last override parameter, you can rotate simple way view direction, it will always look straight horizontally. ... , [90,true]]]] call BIS_fnc_EGSpectator; When not enabling override and setting two previous array to zero, player view not change when teleport to the location. ... , [0,0,0], [0,0,0], [90,false]]]] call BIS_fnc_EGSpectator; If you call ["GetLocations"] call BIS_fnc_EGSpectator; you get list of all locations what have been added. - But notice that, it have one extra parameter at the end. I have not found any useful for that. You may include that parameter in your scripting but it doesn't do anything. [["loc3","Location Name","Location decription","\A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\gps_ca.paa",[[15010,6850,-115],[0,0,1],[-0.5,-0.5,-0.3],[0,false]],[0,false]]]
  13. Hello, I'm trying to print something in the command chat (I'm quite new to Arma 3 scripting). This works 100% for the player character, but not so much for the playable characters. I have a squad of 4: one player and three remaining playables. 1. In Eden -> Attributes -> General -> Init: [] spawn UTIL_fnc_handleMissionStart; 2. I've setup a function library in Description.ext: // some CfgSounds // ... // Function library class CfgFunctions { class UTIL { class Print { file = "fnc"; class issueRadioCommand {}; class handleMissionStart {}; }; }; }; 3. fnc/fn_handleMissionStart.sqf: private _taskAssignmentDelay = 3; private _radioCommand = missionNamespace getVariable "missionStartRadioCommand"; private _groupName = groupId group player; private _message = _radioCommand select 0; private _duration = _radioCommand select 1; private _radioCommandDelay = 0; private _displayIntroText = { private _introTextDelay = 3; sleep _introTextDelay; [ ["Somewhere on Altis", 1, 1], [format ["Year %1", date select 0], 1, 1], [format ["Grid %1", mapGridPosition player], 1, 5, 3] ] spawn BIS_fnc_EXP_camp_SITREP; }; // --------------------------------------------------------------------------------- THESE 2 WORK FINE: // [west, "HQ"] commandChat "hello world!"; // [[west, "PAPA_BEAR"], "Hello world!"] remoteExec ["commandChat"]; _message = format [_message, _groupName]; [] spawn _displayIntroText; sleep _radioCommandDelay; [_message, _duration] call UTIL_fnc_issueRadioCommand; sleep _taskAssignmentDelay; ["retrieveIntelTask", "ASSIGNED"] call BIS_fnc_taskSetState; 4. fnc/fn_issueRadioCommand.sqf: params ["_message", ["_duration", 0]]; private _radioBeepDelay = missionNamespace getVariable ["radioBeepDelay", 0.5]; ["radio_beep"] remoteExec ["playSound"]; sleep _radioBeepDelay; [[west, "PAPA_BEAR"], _message] remoteExec ["commandChat"]; if (_duration > 0) then { sleep _duration; }; I haven't included the snippet for the missionNamespace variables, they are set in the init.sqf file. When I play as the player, everything works as expected: at some point I get a message in the command chat ([[west, "PAPA_BEAR"], _message] remoteExec ["commandChat"];). When I select a playable however, this doesn't work anymore. I do hear the ["radio_beep"] remoteExec ["playSound"]; but the command message never shows up. If I place the remoteExec directly into the fn_handleMissionStart.sqf file, it works for playables too, I can see the message. I didn't really understand how this remote execution works. Could someone please help me understand why is this working like this?
  14. I want to add my own .ogg files to the addon. What do I need to add to config.cpp so that arma 3 addon builder will pack the necessary files into a pbo file? I tried creating CfgSounds class with array of specified files, but compiler ignores .ogg file specified in array, although I've enabled it in compiler options to include .ogg files in packaging. At least I don't see in logs that this file is processed. The files are in the root of the Addons\myAddon\audio folder. How can I play them later with the script? How would this work? _soundPath = "audio\file.ogg"; playSound [_soundPath, true];
  15. Im not too sure how to add a scroll option to access the custom arsenal ive made the code ive attached is whats in the init field for the ammo box that has unit specific loadouts [vabox, false, false] call ace_arsenal_fnc_initBox
  16. As title says I would like to remove handcuffs from a unit on trigger activation
  17. I cant force my unit to equip his rangefinder i read somewhere to put this code in his init field but it didn't work this selectWeapon "Rangefinder";
  18. Hello everyone, as a non-trained programmer but a motivated mission builder, I am contacting you again today with a small problem in which I am sure I am just missing a small thing. Background: I have a trait switcher in the mission where players can select a role as Medic, Engineer or Explosive Specialist. These roles are limited. I would like to set up a billboard next to the role switcher that shows which player currently has which role or which roles are actual unused. My problem: When I test in Selfhost MP, after a selected role, it gives me the role description that is stored on the slot instead of my player / profile name. In another Testplayer sot, it brings me the correct player / profile name of me but still with the current group, which is not needed and does not look good in terms of space / layout. Since my native language is German, a short explanation: String "unbesetzt" means "actually unused". Any dedicated requirements have not yet been checked, first of all everything should work. I hope that I haven't made any major mistakes from the performance side, even if there is certainly a more elegant way, but I'm glad to have created a working basis for now. Following script is actually called in init.sqf by execVm: Thanks a lot for Feedback and ideas how I could handle the "nameproblem" best.
  19. Basicly, i was in process of making mission, where players must download something from few servers. After making a script in SP, i run into a problems in MP, what a surprise yeah. So problem is idk how to update array for all clients, i tried to use (publicVariable "DataStore";) after IF and ELSE code so its cheks it and updates. Its working but only if host does that. Clients run function and dont sent updated array to other.
  20. Hi, I was hoping someone could help me setup a system to add customizations to vehicles (camo nets, bags, tracks, or change the camouflage) in a trigger. I have a mission using the spawn AI module, but I can't find a way to add customizations to vehicles through the spawn ai module, so I figured a trigger would be the next best way. In my mission, the vehicles spawn inside this trigger, and I figure you could have the trigger apply certain presets to them. I tried scripting this myself, but I'm very new to this and got stuck. What i tried was setting the trigger activation to: Any player, not present, repeatable (this is so that if a player drives their vehicle through the trigger it doesn't apply the customizations to their vehicle, only ai vehicles.) My condition field is: this && ({_x isKindOf "O_MBT_02_cannon_F"} count thisList >0); the trigger interval is 2 seconds, and the activation field is: {[ _x,[],["showCamonetHull",1,"showCamonetTurret",1,"showLog",1]] call BIS_fnc_initVehicle;} forEach thisList; I assume something with the condition isn't working, as I'm not really sure how to properly set up that. This was my test version, ideally, it would work for multiple vehicle types, like APCs and tanks. I was also hoping to maybe make it randomize the preset, like have a few presets per vehicle and have it pick one to apply, although, getting it to work at all would be nice. Thanks in advance
  21. Hey, I'm very new to scripting and am having trouble with something. I am making a multiplayer pvp/pve mission, and I want players to be able to call in an arsenal on their position when they need it. So I've used the base game "Supply drop support" to accomplish this, with the "crate init" field using this: ["AmmoboxInit",[_this,true]] call BIS_fnc_arsenal; 0 spawn { sleep 30; }; Now the arsenal bit works perfectly, but I also want the crate to be deleted/destroyed after a set amount of time, to prevent them being everywhere, and also limit players ability to exploit having an arsenal beside them. I've tried a few different methods to do this, and looked online quite a bit, but can't figure it out. Im certain its something small I'm messing it up, but either way i cant figure it out. i've tried putting things like "deleteVehicle _this" and using a "_this setDamage 1" to break or delete the crate, with no luck. the error messages also dont make much sense to me, so any help is appreciated. (In the "sleep" area is where ive been putting the delete commands) As a side note, if anyone could help me easily delete the normal contents of the crate via scripting that would also be appreciated
  22. Leopard 123

    VBS 3 Script

    Hello, does anyone know a way in VBS to prevent soldiers leaving a vehicle when the vehicle takes too much damage?
  23. Hello everyone, I've been playing arma for about 11 years now and I've seen some pretty cool AI mods, however, I've noticed a lot of the really well functioning mods and scripts that were an absolute asset in ARMA 2 haven't been succesfully ported over to ARMA 3 and I wanted to remedy that. With that said, I wanted to create an AI medevac module that takes seriously wounded troops off of the battlefield and back to a pre-determined base/ area. For revival or death (50/50 percentage based on location of damage and severity). I know it can be done since there were a few good ones for arma 2 (especially the 9 line medevac module) any advice and or tips for me as I undergo this? Anyone want to partner up? Thank you all in advance for the comment's, suggestions, berations etc...
  24. Hi, I'm pretty new to scripting/coding and have largely been stalking the forums and repurposing other people's codes to get stuff to work for my personal missions. I have a tank control script that works perfectly in single-player/when there is only one player per side, but when there are 2 people on the same team, it seems to give control of the created group to the other person. I'm not sure how to fix it, I've looked online but can't seem to find anything. I could always go back to having a unit recruitment script but for my dedicated tank pvp mission I thought this would be better, so any help getting it working would be appreciated. (if it makes any difference, I'm hosting this as a multiplayer game from my PC) the script is this, placed in the init of each vehicle I want the script to apply to. this addEventHandler ["GetIn", { _tank = _this select 0; _unit = _this select 2; If(isplayer _unit) then { createVehicleCrew _tank; crew _tank select {!isplayer _x} joinSilent group player; } ; }] ; this addEventHandler ["GetOut", { _tank = _this select 0; _role = _this select 1; _unit = _this select 2; If(_role != "cargo")then { If(isplayer _unit) then { {deleteVehicle _x;} forEach crew _tank; } else { deleteVehicle _unit; }; }; }]; this is the script I have in the vehicle respawn modules expression field: _this select 0 addEventHandler ["GetIn", { _tank = _this select 0; _unit = _this select 2; If(isplayer _unit) then { createVehicleCrew _tank; crew _tank select {!isplayer _x} joinSilent group player; } ; }] ; _this select 0 addEventHandler ["GetOut", { _tank = _this select 0; _role = _this select 1; _unit = _this select 2; If(_role != "cargo")then { If(isplayer _unit) then { {deleteVehicle _x;} forEach crew _tank; } else { deleteVehicle _unit; }; }; }];
  25. I'm basically looking for a way to make members of a squad respawn at a specific respawn position when there is more than 1 respawn point for the team. Let's say I have 3 respawn points or respawn modules for the BLUFOR team and I want my 1st and 2nd AI squads to only respawn at "respawn_west" (so at the first respawn point). How do I make this possible? I tried to sinc the AI squads to a respawn module, but it didn't work as intended. So I thought that there might be a script that makes the AI squad do that, but I have no idea how I can implement that. I'm fearly new to scripting and I know very little on how to make scripts. Does anyone have an idea on what I can do?
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