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Found 513 results

  1. Hi Community, I plan to play a small highlight video for our Battlegroup at the end of an ingame campaign. This also works wonderfully on the Dedicated. As a screen, I chose the Land_Billboard_F, which works so far and is perfect for about 15 people viewing at the same time. But every time the video starts, the standard Texture with path "a3\structures_f\civ\infoboards\data\billboard_metal_co.paa" is loaded with a metal and cracked effect, which makes the quality of the display very poor. I have now tried to set a white .paa in the texture field of the object editor, but this is also replaced when the video is starting. And the setting of foreground and background colors in white or black by BIS_fnc_playVideo does not come into play either. How do I get rid of the switch to the standard .paa when starting the video? Do I have to set or change configs there? I haven't gotten into that part yet. I am very grateful for every tip and help. Part of the belonging Script:
  2. minerminor79er2

    Drop Pod Script

    I'm trying to get a vehicle to act as a drop pod. When you get into a specific seat there is an addAction that will open your map and then when you click on a position on the map it will teleport the vehicle and all inhabitants to that location at 500m-1km above and remove the option to drop again. I already have a the action and part of the teleport working but I wanted suggestions on how to adjust height of the teleport and remove remove the action after its been done.
  3. Good morning! I was just wondering if there's a script to hide objects and make them reappear, using another object as an interactable? In this image, I'd like the green console on the right to have an interactable menu that will be able to "deactivate-" aka hide- the red bridge. How would I go about doing this? Any and all help will be appreciated, Thanks!
  4. I'm trying to create a custom module, but when I place it nothing happens. I also don't know what I'm supposed to put for curatorInfoType, here's my config.cpp: class CfgPatches { class NAK_Modules { units[] = {"NAK_spawnUnit"}; requiredVersion = 1.0; requiredAddons[] = {"A3_UI_F","A3_UI_F_Curator","A3_Functions_F","A3_Functions_F_Curator","A3_Modules_F","A3_Modules_F_Curator","A3_Modules_F_Bootcamp_Misc"}; weapons[] = {}; }; }; class CfgFactionClasses { class NO_CATEGORY; class NAK: NO_CATEGORY { displayName = "NAK"; }; }; class CfgVehicles { class Logic; class Module_F: Logic { class AttributesBase { class Default; class Edit; // Default edit box (i.e., text input field) class Combo; // Default combo box (i.e., drop-down menu) class Checkbox; // Default checkbox (returned value is Boolean) class CheckboxNumber; // Default checkbox (returned value is Number) class ModuleDescription; // Module description class Units; // Selection of units on which the module is applied }; // Description base classes, for more information see below class ModuleDescription { class AnyPlayer; class AnyBrain; class EmptyDetector; }; }; class NAK_spawnUnit: Module_F { // Standard object definitions scope = 2; // Editor visibility; 2 will show it in the menu, 1 will hide it. scopeCurator = 2; displayName = "Spawn Unit"; // Name displayed in the menu category = "NAK"; icon = "NAK_spawnUnit\media\naksquad.paa"; vehicleClass = "Modules"; side = 7; // Name of function triggered once conditions are met function = "NAK_fnc_spawnUnit"; // Execution priority, modules with lower number are executed first. 0 is used when the attribute is undefined functionPriority = 1; // 0 for server only execution, 1 for global execution, 2 for persistent global execution isGlobal = 1; // 1 for module waiting until all synced triggers are activated isTriggerActivated = 1; // 1 if modules is to be disabled once it is activated (i.e., repeated trigger activation won't work) isDisposable = 0; // 1 to run init function in Eden Editor as well is3DEN = 0; // Menu displayed when the module is placed or double-clicked on by Zeus curatorInfoType = "RscDisplayAttributeModuleNuke"; // Module attributes, uses https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes#Entity_Specific class Attributes: AttributesBase { // Arguments shared by specific module type (have to be mentioned in order to be present) class Units: Units { property = "NAK_spawnUnit_Units"; }; // Module specific arguments class UnitType: Edit { property = "NAK_spawnUnit_UnitType"; displayName = "Unit Type"; tooltip = "Put unit class here"; defaultValue = "B_Soldier_F"; }; class ModuleDescription: ModuleDescription{}; // Module description should be shown last }; // Module description. Must inherit from base class, otherwise pre-defined entities won't be available class ModuleDescription: ModuleDescription { description[] = { "Use this module to spawn a unit." }; // Short description, will be formatted as structured text sync[] = {}; // Array of synced entities (can contain base classes) }; }; }; class CfgFunctions { class NAK { class NAK { file = "\NAK_spawnUnit\functions"; class spawnUnit{}; }; }; }; And here's my function: // Argument 0 is module logic. _logic = param [0,objNull,[objNull]]; // Argument 1 is list of affected units (affected by value selected in the 'class Units' argument)) _units = param [1,[],[[]]]; // True when the module was activated, false when it is deactivated (i.e., synced triggers are no longer active) _activated = param [2,true,[true]]; // Module specific behavior. Function can extract arguments from logic and use them. if (_activated) then { // Attribute values are saved in module's object space under their class names hint "Hello"; }; hint "Hello"; // Module function is executed by spawn command, so returned value is not necessary, but it is good practice. true For now, I'm just trying to get it to hint Hello. Sorry if this is in the wrong forum. Here's my file structure: NAK_Modules (folder) @NAK_Modules (folder) addons (folder) NAK_spawnUnit (folder) config.cpp (file) functions (folder) media (folder) fn_spawn.sqf (file) naksquad.paa (file)
  5. I'm gonna be crazy with sqf. 🤯 What's my goal? How did I tried to get that? I've tried it in different ways and my best try was like that: Initialization: Up to here it works fine. Now I want to include the exercise to the addAction of the laptop and put it in another .sqf. The Exercise (and the problem): Any idea? If I now post all my tries I think it take to long. I think I got it as compact as possible to understand what I've done. That's just to one range. There are much more in the initializing but I deleted it here because not necessary at this point. I've no errors until I try to implement a number of maximum targets. 😞
  6. The UI updates fine at the start with default values all set apart from when i "Add" to the float it does not add it to the ui when on a Peer Client. The Issue Been trying to get my ui to update its values on a peer client but getting nowhere. Script runs perfectly fine on workbench client. but foodbar widget wont update itself on a peer client even tho the float is changed properly. class SCR_playerHungerNotifications: SCR_InfoDisplay Script is component of the Character. When i put a Print in the UpdateValues Function. it does not even print it when on a peer client. but it does print it on workbench client. Then when i want to add to the hunger value i call AddHunger(float value) in class SCR_HungerSystemComponentClass : ScriptComponentClass that is on the character It seems to update the value from seeing it change in console. but then the class SCR_playerHungerNotifications: SCR_InfoDisplay never updates it on the peer client. (works fine on workbench client) Any ideas or help would be great. Cheers Reax.
  7. Anyone managed to call the "RestAPI" class GET/POST methods successfully? I've been messing around trying to get a hello world type example working, but everytime I call the GET method the workbench crashes. If someone has managed to get this working I'd love to see an example. Maybe I'm just missing the obvious, so I'll include my test code below. class PY_TestGameModeClass: SCR_BaseGameModeClass { }; class PY_RestCallback : RestCallback { override void OnSuccess( string data, int dataSize ) { Print(data); // JsonApiStruct json = new JsonApiStruct; // json.ExpandFromRAW(data); SCR_HintManagerComponent.GetInstance().ShowCustomHint(data, "Cat Factz!", 20.0); }; override void OnError( int errorCode ) { Print(" !!! OnError() "); }; }; class PY_TestGameMode: SCR_BaseGameMode { override protected void EOnInit(IEntity owner) { super.EOnInit(owner); if(!System.IsConsoleApp()) //No GUI, so no events for it { Event_OnControllableSpawned.Insert(OnPlayerSpawnedClient); } } static PY_TestGameMode GetInstance() { return PY_TestGameMode.Cast(GetGame().GetGameMode()); } void OnPlayerSpawnedClient(IEntity entity) { GetGame().GetCallqueue().CallLater(ShowCatFact, 5000); } void ShowCatFact() { PY_RestCallback cbx1 = new PY_RestCallback; RestContext ctx = GetGame().GetRestApi().GetContext("https://catfact.ninja/"); ctx.GET(cbx1,"fact"); } }
  8. Hey! I'm looking for feedback on a mission that I built recently in the eden editor. Took a lot of work, but want to make it better with anything I can. My knowledge base for scripting or coding is fairly limited (other than the youtube stuff I've learned from) so if you have efficiency recommendations that use scripts, I'd love to hear them. Required mods will be in the steam description. I'll post the links to an ACE version and Non-ACE version that are on the Steam Workshop. You can render the feedback here or on the steam site, but any input is much appreciated! Thanks! (ACE Version) https://steamcommunity.com/sharedfiles/filedetails/?id=2809026965 (Non-ACE Version) https://steamcommunity.com/sharedfiles/filedetails/?id=2809866742 Thanks again to anybody who provides feedback!
  9. Hello, I am trying to add custom music to a spawned helicopter. I was successful in making a mission where the helicopter is already there in the mission and I was able to add the scripts to the Init. How can I spawn vehicles with custom sounds in the action menu? Thank you for any help.
  10. Hello, fellas. I am looking for a way to implement an alternative text that appears in the side chat, which depends on wether the player walked through a trigger, or not. I was thinking of something like this. //TLDR: DON'T USE THIS SCRIPT. IT'S NOT WORKING. act_unitDialog = player addAction ["<t color='#ecc47e'>Interact with Unit</t>",{ player removeAction act_unitDialog; deleteVehicle intSurvivor; pvc_officer_injured1 sideChat "Text 1"; sleep 2.63; pvc_officer_injured1 sideChat "Text 2"; sleep 3; pvc_officer_injured1 sideChat "Text 3"; sleep 1; if (passedTrigger == 1) then { player sideChat "This text appears, because you walked through a trigger."; }; if (passedTrigger == 0) then { }; }]; So this is how I think it could work. Here's a short list of what the variables mean: intSurvivor = The Trigger Name. act_unitDialog = The Variable for the action. pvc_officer_injured1 = The unit I am talking to. pvc = Shortcut of my name that I use in basically everything. passedTrigger = The trigger you need to pass in order to trigger the text. I'm relatively unexperienced in scripting, and I could use some help with that. Thanks in advance. 🙂 - Collo
  11. Hey all! I'm working on a mission, and I have some jets flying by using unitPlay to play pre recorded flight paths. Problem is, even if I force their engines on and have AI in them, they will just stay at 0 throttle and by consequence be dead quiet which just looks wrong. I am aware of setAirplaneThrottle, but it only works on player aircraft. is there a way to force the AI or the planes to be at full throttle upon script execution? I hope what I said makes sense! <3
  12. Good Afternoon All, I've run into an issue where a script that I've created where the script itself doesn't execute even though it's scripted to in the "initServer.sqf". The script itself works fine and I've tested it extensively in Singleplayer and in my own LAN server, but when I load it up onto my dedicated server it doesn't run unless I specifically call it after the start of the mission. This script should be executed on the server only and works by calculating the change in damage to the main rotor, evaluates if that change is lower than a specific threshold (here 0.02 to be exact), and if it is lower it will then subtract that damage. This effectively cancels out the "background damage" that's caused by over-torquing the main rotor on the H-60 while still allowing outside damage, like small arms fire, to be applied. So far, I have tried placing the whole script in the "initServer.sqf" file, creating a separate .SQF file for the script and execVM-ing it through both an "init" box and "initServer.sqf", creating a function in the "initServer.sqf" and calling it, and a myriad of other things including delaying the script's execution until after mission start and so forth. None of my attempts have worked. I would appreciate any and all input on this matter. Thanks guys. Here is the script itself: params ["_helicopter", "_Debug_Messages"]; //////////////////////////////////ADDING OVERTORQUE REMOVER if (_Debug_Messages == true) then { hint parseText format ["<t font = 'PuristaBold'>MythScript</t> is now active.<br></br><br></br>Attached to: %1", typeOf _helicopter]; }; sleep 5; _lastDamage = 0.02; _change = 0; while {alive _helicopter} do { if (_Debug_Messages == true) then { hintSilent parseText format ["Change: %3<br></br><br></br>Current Rotor Damage (raw): %1<br></br><br></br>Current Rotor Damage (corrected): %2", _lastDamage, (round (_lastDamage * 100)), _change]; }; _change = (_helicopter getHitPointDamage "hithrotor") - _lastDamage; if (_change < 0.02 && _change > 0) then { _helicopter setHitPointDamage ["hithrotor", ((_helicopter getHitPointDamage "hithrotor") - _change)]; }; _lastDamage = (_helicopter getHitPointDamage "hithrotor"); if (_lastDamage == 0.04) then { _helicopter setHitPointDamage ["hithrotor",0]; }; sleep 0.5; }; //////////////////////////////////
  13. Hello BI community, I am as green as it gets with these forums, with that said I did search for relevant topics, without success so apologies in advance if I overseen a similar topic in advance, but honestly I don't even know how to query best what I am searching for. I will describe what I am hoping to achieve: I have an object, it can be anything, but in this case its a Crate. I also have a Trigger and a helicopter. The concept is as follows: The Helicopter is parked on and in the trigger. Any player can go to the box and use an addAction menu to select a Pylon Loadout for said helicopter. The addAction menu then activates the trigger to execute a code to first wipe any existing pylons and then give them the new pylons. The problem: I managed to get pretty much everything to work, expect that I don't know how to apply the code without giving the Helicopter a Variable Name or using "vehicle player". I would like to trigger to simply apply the commands to the helicopter without me specifying a Variable name, as I wish to make this trigger universal to every helicopter that lands on it, and dynamically, so if new helicopters happens to be created/purchased, that they can also use and take advantage of the feature. The code (Without a Trigger and Wipe in this case) ChangeTime = 5; this addAction ["Plyon (X)", { Delayer =[] spawn { hint format ["Changing Plyons... ETA: %1" , ChangeTime]; sleep ChangeTime; vehicle player setPylonLoadout [1, "rhs_mag_b8v20a_s8kom"]; vehicle player setPylonLoadout [2, "rhs_mag_b8v20a_s8kom"]; vehicle player setPylonLoadout [3, "rhs_mag_b8v20a_s8df"]; vehicle player setPylonLoadout [4, "rhs_mag_b8v20a_s8df"]; vehicle player setPylonLoadout [5, "rhs_mag_9M120M_Mi24_2x"]; vehicle player setPylonLoadout [6, "rhs_mag_9M120M_Mi24_2x"]; vehicle player setPylonLoadout [7, "rhs_ASO2_CMFlare_Chaff_Magazine_x4"]; hint "Plyon reconfiguration completed."; }, }]; This code will work but only if its activated and then the player goes into the helicopter, and while I am not certain, I believe it would probably also change the pylons for other helicopters that happen to be piloted by a human. Stuff that I tried: I tried using this, thislist and various other means inside the trigger but of course those target the trigger itself or create an array and setPylonLoadout needs a Object not an array. Question and TL/DR: Is there a way to apply the pylons within the trigger without given the helicopters any Variable Names? Thanks in advance and apologies if this was already answered somewhere before.
  14. Hey! I am having an issue with the createMarker func. I have all the markers placed down, i search through many forums, but couldn't figue what could cause the problem. Any help would be appreciated! _ma1 = getPosATL marker1; _ma2 = getPosATL marker2; _ma3 = getPosATL marker3; _ma0 = getPosATL marker0; _newpos = +_ma1; _newpos set [1, (_newpos select 1) + random [500, 800, 1000]]; _newpos set [2, (_newpos select 2) + 1]; _newpos set [0, (_newpos select 0) + 1]; player setpos (_ma1); "respawn_west_1" setMarkerPos (_ma1); _respawneast = createMarker ["Runner Spawn", _newpos]; //the issue is with this one: error 0 elements provided, expected 3// _respawneast setMarkerType "b_med"; _respawneast setMarkerColor "ColorRed"; Edit: The goal of this script would be that the _respawneast marker would be at a random location of the _respawn_west_1 marker.
  15. Hello, i am struggling with animations in multiplayer, I am aware of methods using switchMove alternatively but as far as I know they do not have the animations i want. I am trying to make a unit sit in a chair, the issue i have is in SP everything works, in MP everything works but when I play MP with another person connected to the server the unit will spawn in the ground, or spawn in a completely different location, I tried to delay the animation, making it so the animation is called in the init.sqf at a later point, which worked initially but after testing again today was no longer working, and the units were back in the ground. I tried many different methods of calling the animation such as: if (isServer) then { [[UNIT_NAME, "SIT1", "ASIS"], BIS_fnc_ambientAnim] remoteExec ["call"]; }; if (local this) then {[UNIT_NAME, "SIT1", "ASIS"] call BIS_fnc_ambientAnim}; [UNIT_NAME,"SIT2"] call BIS_fnc_ambientAnim; The most annoying thing is debugging, it's super inconsistent, sometimes it just magically works sometimes it doesn't, and i can't test unless i have another person join the server, as it all works normally if i play the mission in MP alone. I would really appreciate any help, I'm quite lost and don't know what to try, I just want a consistent way to get animations to work, not change the units position and preferably keeping it vanilla not using any mods.
  16. So, I'm currently working on a mission with a fixed object to access the arsenal (ACE). This arsenal however should only be accessible to the pilots role to deliever logistics. Unfortunately there are some players in the group that won't listen to strict rules, saying that no one shall go there and access the arsenal. So I was wondering if there is a way or a script to either: a) Kill any player (except of the pilots and the zeus), force them to respawn, when they step into a trigger area or b) show only the zeus via a hint that Player1 has entered the trigger area to which the zeus can react himself. I'd prefer the killing method however. If someone has an idea I'd be happy to know and hear about it. THX
  17. So I’m new to coding in general and thought I’d try out scripting in arma 3, I have written code but it does not do as intended. And I don’t even know if I’m using the right commands, I’m done trying to rack my brain scouring BI script command list and random YouTube videos if anyone know how to achieve this please post it here or reference me to where I can get help. so here’s what I want to do: 1. Give variable name in Eden editor. 2. Get variable name given in Eden editor for reference in script as a “class”. 3. Use variable name “class” to run a specific script. plot example: Object (unit) variable name given in editor = Assault //in script code to get the variable name of “This” unit. code to check if the variable name is equal to a specific class name. code that executes another code if the check returns true. if you have any insight on how to achieve this or even close to it please reply
  18. Sooo.... I'm currently working on a mission, using the Mi-24G by RHS. The only problem me and other players of my clan encountered were that the helicopter has no missile warning system. Or at least it has one which doesn't work. Over the HUD is like a picture of the helicopter with lamps surrounding it. A lamp would light up at the clock direction a missile would be coming from. Unfortunately not even the vanilla Spike launchers manage do get this thing working. So I was wondering if there might me some sort of script which allows me to have a working missile warning system. Even if its on one of the side MFDs. Thanks in advance!
  19. I get a error everytime I start a game. It's because a mod requires ace but the mod works perfectly fine without ace and since I play only singleplayer ace isn't good for me and it's too complicated imo. Does anyone know how I can disable this error notification?
  20. I have made a base with multiple flags that I use as arsenals. I have made it where the flags are able to be raised and lowered, however, when the player raises or lowers the flag, only the player sees the flag move. Example: Player 1 goes up to flag and uses the "raise flag" action. Player one sees the flag go from the lower position to the upper position. Player 2 does not see the flag move. How can I get one person to raise/lower the flag and it appear raised or lowered for all players? Here is what I have in the flags init: call{this setFlagAnimationPhase 0.1;}; this addAction["Raise Flag",{RangeFlag3 setFlagAnimationPhase 1.0;}]; this addAction["Lower Flag", {RangeFlag3 setFlagAnimationPhase 0.1;}];
  21. I had a Function wrote by a friend that I need to call in a MP mission file. The Function is saved in the file already in a sub folder called functions and is called fn_MoveObject.sqf How would I go about calling this function in an SQF? Also is there a better way to call an sqf on a MP mission than "call{Ham addaction [ "Check in with the Sergeant", { "HamTalk.sqf" remoteExec ["execVM", 2];}];};"
  22. I know you read the title, but I do have an idea of how to actually do it. So firstly there would just be something that spawns an invisible object below a player when they press a button, maybe some variation of BIS_fnc_spawnObjects or some such If THAT works, Find some way to detect When the player is facing horizontally to a building and above ground height (def hardest part), then spawn it beneath them so they can stand on the wall Then maybe have it spawn multiple along a wall at the same height so the player can just run/walk along a wall at a height. Add in some anims and de-spawning params and it's "wallrunning" I'm asking here since I'm fairly new to scripting and realize I probably won't be able to find EVERYTHING on my own, so I'm asking people with infinitely more experience. Hopefully something cool can come out of this.
  23. I have four compositions that I've been trying to place that all relate to one vehicle. The vehicle itself is a marshal without a turret that has several various objects attached to it via the BIS_fnc_attachToRelative script. Back view of marshal The first composition is the marshal itself with the various objects and can be placed without issue. The second is an invisible helipad that has the init field with a script containing a remote exec that adds actions that add functionality to parts of the marshal; this can be placed without a problem. The third, problem child composition, is another invisible helipad that has the following in the init field: [apcnoT,["To Gunner's Seat (Mortar)",{MoveOut (_this select 1);(_this select 1) action ["getingunner", apcnoTMor]}, [], 0, false, false, "", "_this in (crew _target) && (isNull gunner apcnoTMor)"]] remoteExec ["addaction",0,true]; deleteVehicle this This, as opposed to the others causes BattlEye to automatically kick me from the public zeus with the message "RemoteExec restriction #12" The other codes: Marshal (apcnoT) apcnoT removeWeaponTurret ["LMG_RCWS", [0]]; apcnoT lockturret [[0,0],true]; this lockturret [[0],true]; apcnoT animate ["HideTurret", 1] Mortar (apcnoTMor) [this, apcnoT] call BIS_fnc_attachToRelative; this removemagazines "8Rnd_82mm_Mo_shells"; this removemagazines "8Rnd_82mm_Mo_Flare_white"; this removeMagazines "8Rnd_82mm_Mo_Smoke_white"; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addMagazine ["8Rnd_82mm_Mo_Smoke_white",8]; this addMagazine ["8Rnd_82mm_Mo_Smoke_white",8]; enableWeaponDisassembly false Tarp (apcnoTSurf) // Adds surface to the top of the marshal, otherwise players would be infinitely falling. Location is used to teleport player. [this, apcnoT] call BIS_fnc_attachToRelative Equipment Box [NATO] (spbx1) // Action added to this to resupply mortar [this, apcnoT] call BIS_fnc_attachToRelative Rugged Portable Cabinet Lid (Sand) (NOT_NAMED) // Used as a means to climb up on top of the marshal [this, apcnoT] call BIS_fnc_attachToRelative;[this,["Climb<img size='1' image='\a3\ui_f\data\IGUI\Cfg\Actions\ladderup_ca'/>", {_this select 1 setpos getPos apcnoTSurf;;}, nil, 1, true, true, "", "true", 1.5, false, "", "" ]] remoteExec ["addAction",0]; Rugged IP Telephone (Sand) (apcnoTphone) // Arsenal after activation by helipad [this, apcnoT] call BIS_fnc_attachToRelative Helipad (Invisible) (addPhoneFunc) // Adds Arsenal to phone and resupply action to spbx1 [spbx1,["Resuply Mortar <img size='1' image='\a3\ui_f\data\IGUI\Cfg\Actions\reammo_ca'/>", {apcnoTMor setVehicleAmmo 1}, nil, 1, true, true, "", "true", 2, false, "", "" ]] remoteExec ["addAction",0,true]; [apcnoTphone,["Arsenal <img size='1' image='\a3\ui_f\data\IGUI\Cfg\Actions\ico_on_ca'/>", {["Open", true] spawn BIS_fnc_arsenal}, nil, 1, true, true, "", "true", 1.5, false, "", "" ]] remoteExec ["addAction",0,true]; deletevehicle this Helipad (Invisible) (addSeatFunc) // Adds ability to get into the mortar gunner seat while inside the marshal. This is the problem child of the bunch. [apcnoT,["To Gunner's Seat (Mortar)",{MoveOut (_this select 1);(_this select 1) action ["getingunner", apcnoTMor]}, [], 0, false, false, "", "_this in (crew _target) && (isNull gunner apcnoTMor)"]] remoteExec ["addaction",0,true]; deleteVehicle this Helipad (Invisible) (addSeatFunc2) // Adds ability to get out but on top of the marshal as well as ability to get into the marshal directly while on top of it. [apcnoTSurf,["Get In", {[_this select 1, apcnoT] remoteExec ["moveInCargo", 0];}, nil, 1, true, true, "", "true", 4, false, "", "" ]] remoteExec ["addAction",0,true]; [apcnoT,["Get Out (Topside)",{_this select 1 setpos getPos apcnoTSurf;}, [], 0, false, false, "", "_this in (crew _target)"]] remoteExec ["addaction",0,true]; deleteVehicle this I apologize for my archaic coding format as I'm used to the very old ways of scripting in the original Operation Flashpoint. I hope that extra eyes can slim down the coding or maybe combine it all into one composition that wont automatically kick me when placed. Thanks in advance.
  24. Hi all. I'm trying to set up my first MP scenario, and I need a little help. I've got the arsenal working on a supply crate, but the Ace3 interaction menu contains additional interactions that I don't want. See here. What I want to do is remove the "Open" and "Rename" actions. I found this thread, which seems to give an answer, but trying to implement that solution doesn't work. I also tried disabling simulation and making the cargo container a simple object, but that didn't work either. I also found this discussion on github, but that isn't working, either. Any help would be appreciated.
  25. https://gyazo.com/641c0226cab80eac03d04a2c5fed444b Above is an SS of my notepad. Trying to activate a trigger through my SQF with triggerActivated TurboBomb; Below are the settings of that trigger. https://gyazo.com/ce586674451bc34a810bb59350bb9817 I tried triggering the E2 setDamage [1, true]; from the sqf itself but that didnt seem to work.
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