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Found 513 results

  1. Overview I was trying to create an ArmA 3 OPTRE mission, where the player needs to trace data from a communications relay/tower and get the locations of two additional objectives they need to complete in order to extract and complete the mission. The mission is single-player (so far) but will have multiplayer integration in the future. I have the addAction set up to remove itself once the player interacts and executes the code inside the addAction as well, not only that but I also have markers, and a diary record get created when the player interacts with the addAction command. Problem I have a task created whenever the player clears out the communications relay of hostiles (Eridanus Rebel Insurrectionists), the task ID and variable name are both TASK2 (because it's the second task in the scenario) and it's position is also synchronized with the communications tower. The problem that I've been having is an "Expected Task, Got Object" Error from the code in the addAction. The code is listed below. communications_relay addAction ["Learn Objective Locations", {player createDiaryRecord ["Diary", ["Objective Locations", "Intel Recovery: <br />Convoy Assault:]]; "intel_recovery" setMarkerType "hd_objective"; communications_relay removeAction 0; TASK2 setTaskState "Succeeded"}]; Post Now, I'm pretty new to ArmA 3 scripting, so I didn't particularly feel like putting all of the code inside of an external SQF file, mainly because of the fact I didn't wanna deal with passing all of the variables to the script file and then doing it that way. Also, if it's not too much to ask for, I ask for you to please explain what the code solution you send does so I can understand it better. Thanks in advance for the help!
  2. Hello, does anyone know how to create the Zeus modules for the Zeus of Arma 3 Vanilla. I knwo how to create the modules for EDEN, but I don't see nothing for Zeus Modules https://community.bistudio.com/wiki/Modules Thx.
  3. Hey all, I've just created this script really quick, friends from my unit came to me and asked for me to create it, and I thought I'll just explain my thought process behind it. It's fairly simple and covers basics of scripting, but it's also rather fun to play. Github link: https://github.com/wik-z/arma-shoothouse-script
  4. Hi. Anyone know how to make these animated/clickable markers on the map..? Like in arma 2 warfare for example where you select respawn location. I don't know where to start with it Never dealt with it before
  5. Hello Lads, I am new to Arma Community and i have been into Arma since 6 months. i learned a lot and i'm in love of this game, and Frankly i want to do my own campaigns, Missions, Mods, and Intros. But i can't due lack of Experience in Arma 3, i watch a lot of Youtube Videos and tutorials, i'll get straight to point ... i want to use the Damn F*cking Intro/ Scenario/Outro Bar and it's Complicated with Feurex Tutorial Video - like Class Campaign {}, Class missionDefault {}, and a lot a lot... i just need assistance in my work that's all, if anyone could give me an example of the perfect Campaign or show me how to open Eastwind Project mission files so i can learn from the Original Campaign, i would be very fuckin Appreciate. Also i have military Experience, i know a lot of Covert Ops and Operations done amazingly by The US Armed Forces and British Armed Forces including The SAS, US Delta, US Navy SEALs and i can assist in Mission Making for anyone including Middle East Military.
  6. Hey guys, got a question. I am a newbie at scripting, and I am trying to script a unit to preform an animation from the menu seen in game. So, for simplicity's sake, lets say its Unit 1 and unit 2. I have a script set up so unit 1 uses a death based script to make it look like he took a bullet. So after that script is complete I need unit 2 to make a signal to move up. Problem is, I do not know how to make unit 2's animation start upon the end of unit 1's animation. Can anyone direct me to the proper scripting line, if there is one, or how to make a timed wait for unit 2's animation. Thanks folks
  7. Hello there 😄 I'm DrDuckhill, and I'm new in this forum. I'd like to know how to make some working windshield wipers for helicopters, or if there already are scripts (?) for that. You need to know, I have NO CLUE about modding, writing scripts whatsoever. It's just that I want to bring some more realism into flying a helicopter. Working windshield wipers, working instruments (in the EuroCopter 135 / 635 mods the instruments don't work). I hope you guys can help me 🙂 See ya'll
  8. Hi Arma team, New to scripting and I have a question or more. Background story: Single-player mission. BLUFOR(player) is a militia opposing an OPFOR militia. BLUFOR needs arms. We're actually attacking a powerful ally and blaming it on our enemy to get supplies and support. NOTE: For the simplicity of the mission the convoy is OPFOR! Convoy consists of 1 APC in the front, 2 trucks then an APC at the rear. The outcome should be: When the lead APC(variable: lead_convoy) hits the AT mine the (player) group engages the rear APC with an RPG and engages the dismounted crew when (all) the fighting is over gets into one of the trucks, and profits. The drivers of the ammo trucks should surrender and survive so the attack is blamed on a rival militia, crafty huh? Here's the part that's troublesome: There should be a group of BLUFOR AI that hits the front APC as they dismount after the AT mines detonate, then kills the crew of the lead APC and then gets in one of the trucks to profit. I have this in a trigger once the lead convoy vehicle hits the mine: ``` Condition: !alive convoy; { // Change state of the AI units from hiding (this works ok) _x commandWatch objNull; _x enableAI "AUTOTARGET"; _x enableAI "TARGET"; _x enableAI "SUPPRESSION"; _x enableAI "AUTOCOMBAT"; _x enableAI "MOVE"; } foreach (units ambush_1); // stops the trucks from rushing off (this works ok) {_x disableAI "MOVE"} forEach (units (group driver ammo_truck_1)); {_x disableAI "MOVE"} forEach (units (group driver ammo_truck_2)); // I want to change the vehicles to captive and the occupants ammo_truck_1D setcaptive TRUE; // Can you set a vehicle captive? ammo_truck_1D action ["EJECT", ammo_truck_1]; removeAllWeapons ammo_truck_1D; ammo_truck_2D setcaptive TRUE; ammo_truck_2 setcaptive TRUE; ammo_truck_2D action ["EJECT", ammo_truck_2]; removeAllWeapons ammo_truck_2D; ``` Behaviour: The AI ambush_1 activates, the truck drivers (ammo_truck_1D/2D) stop, get out and are captured. But the ambushers spend the time engaging the APC crew (waypoint activated) and rest mag-dumping into the empty ammo trucks often at point-blank range like absolute fuck faces. The ambushers do not get into the vehicle after the firefight is over from any waypoints. Playing from a squad member of the ambush_1 crew the ammo_trucks remain targets of the squad. I guess the question is how to make the trucks accessible to our AI?
  9. Hey everyone, I've gone and created a pretty ambitious first mission with multiple paths depending on how effectively the player can assist ground forces. I've completed the mission but I want to refine one of my scripts. I've tried to educate myself as much as possible but I can't seem to find a tutorial/forum post for my specific problem. One of the objectives for the player to complete involves destroying reinforcements dropped off via helicopter. I had scripted the objective to be completed by killing the infantry and destroying their supporting gunship. However, I scripted it using specific names for each individual troop, ie !alive Heli_Troop1a && !alive Heli_Troop1b && !alive Heli_Troop2a etc etc. It was a brute force method to sort of get the effect I wanted and required specific units to be killed. I am looking for a way for each squad member to be counted, totaled, and compared against a desired value. I'm using 7 as that value as that is about 1/3 of all the troops. The script I have tried using in the trigger is: ({alive _x} count units Heli_Troops1 + Heli_Troops2 + Heli_Troops3) < 7 && !alive Heli_2 && triggerActivated Trig_Heli_Troops; The editor accepts the code but upon starting the mission I get an error message about a generic error in expression. I'm not sure what I'm doing wrong, but then again I barely know any real scripting beyond simple commands I can look up. I have also tried multiple different ways of writing the count units section of code including using && instead of + and separating each group name with (). None have worked. If anyone could help me out I'd greatly appreciate it. Edit: Disregard solved it! (({alive _x} count units Heli_Troops1) + ({alive _x} count units Heli_Troops2) + ({alive _x} count units Heli_Troops3)) < 7 && !alive Heli_2 && triggerActivated Trig_Heli_Troops; Still kind of a roundabout way I feel, but it works. Maybe this can help someone else.
  10. Hi all, I've been stuck on this AI artillery problem for half a day now. I have 2 enemy mortars I wish to activate via trigger and script (separately, by that I mean they aren't grouped together and I have 2 triggers calling the script once for each mortar). Testing the trigger and script in game, I was originally getting an error for undefined variables (both _mortar and _target), but now I'm getting an error for "undefined variable in expression _target". In each trigger, I have: script = [mortarNumber, getMarkerPos markerNumber] execVM "eFireMission.sqf"; which, after some tuning, I turned into: markerTarget1 = getMarkerPos marker1; null = [mortar1, markerTarget1] execVM "eFireMission.sqf"; (does this difference do anything? I originally assumed that using "getMarkerPos" in the passed variable would work since "getMarkerPos" returns an array, doesn't it? And for my script, I incorporated a script I saw on the forums through a google search for artillery scripts from 7 years ago (user 2nd Ranger's post in that thread) for an MP mission I'm making for my friends and I: _mortar = _this select 0; //--- name of the mortar, arg passed from trigger _target = _this select 1; //--- central point around which mortar hits, arg passed from trigger if (isServer) then{ for "_i" from 0 to 8 do { _radius = 50; //--- random radius from the center _pos = [ (_target select 0) - _radius + (2 * random _radius), (_target select 1) - _radius + (2 * random _radius), 0 ]; _mortar doArtilleryFire[ _pos, getArtilleryAmmo[_mortar] select 0, 1 ]; sleep 2; //--- delay between rounds }; }; What am I doing wrong? Any help is appreciated, this is my first time scripting for Arma 3, I'm a little lost
  11. Hi, i am working on a campaign scenario where it begins with a black screen then a little dialog to simulate that the player just have woken up. Issue is that i can not get the black screen fading working with monologue. As of now i am using KbTell for monologue and playSound for the sound of an alarm... For the screen fadeing i have call BIS_fnc_blackOut. Here is my code: // Intro and monologue. player KbAddTopic ["intro","dialog\intro\intro.bikb","",""]; ["intro_screen", false, 5] call BIS_fnc_blackOut; playSound "alarm"; sleep 2; Player KbTell [player, "intro", "monologLine1"]; titleText ["<t color='#51b0f0' size='1.5'>Player: </t><t size='1.4'>*Yawn*.. 7:30, FUCK!</t>","PLAIN DOWN", -1, true, true]; // Dialog subtitles. waitUntil { player KbWasSaid [player, "intro", "instructorLine1", 2]; }; sleep 0.5; titleText ["<t size='1.6'></t>","PLAIN DOWN", -1, true, true]; //Removes subtitles. sleep 0.5; ["intro_screen", true, 5] call BIS_fnc_blackIn; In this exsample the black screen works and i get the titleText working but no sound. And if i use titleCut the sound works but the black screen is not in working. It just goes black the does not fade out. Anybody have a clue on on this topic?..
  12. I need some help for respawn loadouts. I'll make a server for me n my crew play and enjoy it. I make the base, vehicel respanws, put the player slots set up the server. Everythign was fine but respawn it have a problem. I change the player special states "enable stamina off" ofcourse. Put the infantry respawn module set delay bla bla.. Whatever. when i test in game to respawn i killed myself with a granade and force respawn screen come on my screen. I'll hold the space bar and forced respawn has correct work. But when i dead and take respawn my character has reset, reset loadout, reset my edits, everything have reseted on player. I'll try that scripts on server file; initPlayerLocal.sqf pLoadout = getUnitLoadout player; onPlayerRespawn.sqf player setUnitLoadout pLoadout; This does not work and i search some different scripts and find this; PlayerKilled [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; PlayerRespawn [player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory; but this scripts not work maybe make mistakes but dont think so. How can i fix this issiue????
  13. I am trying to make it so a vehicle on the ground. In this Case, a ZU-23 Either cant be locked onto by ANTI-RADIATION Etc. Or is confused because there is a lot of targets. As well as Mess up Less guided systems. Basically I want to make a target that guided munitions are ineffective against.
  14. So I have a ww2 mod where fighter planes have 1-2 bombs. Now what i want to make is that for example 5 of them take off in a formation fly over a target i ve selected,switch to bombs drop then and then switch back to guns and engage the enemy aircraft. Also when they are out of ammo they land back at the base get re supplied and all that over again until no plane stands. Idk how to make any of this,so please help. thanks in advance sven
  15. Hello! Just recently returned to Arma 3 and scripting, after almost a 1 year break. Started Old Man scenario, and was pretty enjoy it, great work, noted great time skip and sleeping mechanics, anyway it could be used as standalone? Look through https://community.bistudio.com/wiki/Arma_3_Old_Man_Systems and did not find any mention about it, "missions_f_oldman.pbo" is pretty huge to traverse, may be there is already standalone version existed? to use just this functionality?
  16. Is there any way to make custom missile warheads? I'm trying to script smoke missiles into a mission I'm making.
  17. I am trying to figure out how to script AI to open a gate in a mission. A basic security checkpoint gate that is part of the map (NOT a spawned object) keeps getting smashed by my HMMWV instead of it being opened and driven through. Can anyone help?
  18. complacent_lizard

    SP Money System

    Hi! I'll cut to the chase! I'm creating a single player sandbox scenario where I'd like to include a "money system" which allows the player to purchase certain weapons or clothing items after either having money added or subtracted as a result of completing / failing a task. I'd like not only to offer the Arma 3 community a cool scenario, but also a script framework for a SP money system, that other players can use in the future to save time! Trouble is, my scripting ability currently sits somewhere between novice and intermediate; seeing as this is a complex project requiring knowledge of dialogs (for GUIs) as well as scripting variables, I was hoping that you could share the best tutorials, tips and pointers relating to establishing variables for a scenario as well as interactive GUI menus called through an external script! (Also, I have read a number of other threads, and tried out some other player's scripts - believe me, reaching out like this is a last resort!) Thanks for reading, and I hope you can just quickly send some advice my way, and for future readers! Cheers :)
  19. Is there a way using holdAction to delete obstacles (e.g. Shoothouse Wall (long)) in the way of doors/windows? I am very inexperienced in scripting, and I couldn't figure out how to do it myself.
  20. We are looking for individuals who are very experienced in the following Scripting for server side Add-ons Scripting for client side GUI creation and integration We are willing to pay $30 USD an hour for development time and Q&A sessions. We only pay using PayPal or services that accept PayPal payments. Our project is almost 2 years old and is in need of experienced individuals to do the things we have planned for the future. We do not care if you have other projects or are part of other communities, no loyalty required, this is strictly pay for time on our tasks. contact me on discord LifeSnatcher#6222
  21. I used a script/command to use for recording vehicle movements. I have that down no problem. My problem with my mission is i want the AI in my 4 gun trucks to watch a certain direction and keep that direction throughout that mission for their sector of fire. I.e. South, West, and East. I've used different code and nothing seems to work. Plus I'm decently new to scripting and coding. The code I've used so far is: g3 doWatch 265; g3 setDir 265; g3 setFormDir 265; g3 doWatch e2; Nothing seems to work. 😩 I placed an Enemy AI for a search and destroy waypoint for the gunners. They look at the direction and then once the convoy starts moving they loose interest, 'stopped watching that direction'. g3 - Gunner 3 e2 - Enemy 2
  22. Hi, How can i use 'removeAllWeapons player' in remoteexec? or 'deletevehicle vehicle player' with remoteexec? i know the basics about remoteexec and can create some hints,playsound,... with it but i dont know how to do it with those 2? thx for your help!
  23. ok, so I got the helicopter to escort properly, then I turn around and he's stopped moving at all. I look for him in spectator, and him, and his gunner are not showing in the entity list at all... they're like ghosts. I've tried deleting the unit and setting all it's waypoints again and he wont budge, i'm stumped.
  24. So my goal is to make zeus blind from Blue players and i have med som progress. However it seems for some reason when i run my script to remove Blue players, the game adds them again. while {true} do { sleep 10; { if !((side _x) == east) then { ZM1 removeCuratorEditableObjects [[_x],true]; }; } foreach allUnits + vehicles; }; I am looking for any suggestions to how i can fix this. Thanks!
  25. DISCLAIMER/ INTRO: Hello, sorry if this is the wrong place to ask, but I no longer know where to look for advice. I've looked all around the forums and googled around for a week now. I have made missions for my friends since arma 2, but I have no experience with scripting other than implementing simple scripts that is rather user-friendly. PROBLEM: So I have made 6 star wars co-op missions for my friends to play, while I zeus around. My first 4 missions runs in multiplayer with no problems, but my two last missions I am having some trouble with: While I'm making my mission in the editor, I use the singleplayer to test it, however when I tried running it in the multiplayer to make sure everything worked fine before showing it to my friends, it all seemed to freeze up completely when spawning into the mission. It got so bad I had to Ctrl+Alt+Delete to exit the game. The first 4 missions worked fine, with only the 4th mission using one simple script in the trigger. However in the 5th and 6th mission (the ones I'm having trouble with) I introduced some ALIAS scripts into the missions (not sure if that's directly the problem). I am wondering if there is something I can do to fix it or optimize it for use in the multiplayer? I really need it to work, but I don't know what to do anymore.
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