Jump to content

Search the Community

Showing results for tags 'scripting'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Server tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Virolahti
  • TKO's Livonia
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 329 results

  1. I'm having an issue with players doing the dumbest things while I am "setting the mood". It's a simple helo insertion, and I don't want them to be able to get out of this helicopter in any way shape or form until it lands and ejects them out. Some scripts only manage to prevent them from getting out of the helicopter, but the eject function works just fine. I'm fairly new to scripting and it is likely an error on my side, but I haven't been able to stop them. I figured a way to solve this would to set them all as hostages to be released until the transport unload waypoint is complete, but I don't have the scripting knowledge to do it. How would I do this? If it's a really simple fix, I apologize for my stupidity. I like ambiance, but players doing suicidal things like this I want to desperately avoid.
  2. BIForums personal (highlights) Gun light flash - how to remove or decrease 15th anniversary of OFP/CWA DXDLL - advanced tweaking (and 12th anniversary) 14th anniversary of OFP:CWC transitionsSimple making trees disappear when destroyed PRIMARY in config.cpp (regarding weapons)? Exclude face class(es) Berghoff's nature packs alignment fix ButtonFullSave Proxy driver/cargo - action relation DXDLL source code bn880's Tracers 1.25 Grades in CfgWeapons Discover and Identify IncomingMissile EventHandler This thread (highlights) Sniper crouch (animation) test 'Forest experiment' 'Building destruction experiment' (01) coop @c2 papier - intro Bike horn test (cut) JAM Smokeblock FDF smokeblock Handgun visibleSize bug (01) Handgun visibleSize bug (02) 'Parachute experiment' 'Mirror image experiment' 'Physics experiment' 'When a game becomes a meme' Adding user values to your models will increase the section count dramatically. 'Building destruction experiment' (02) ClimbOver Animation JumpOver Animation Building destruction (01) Building destruction (comparison) Forest destruction Forest destruction (comparison) Obscuring AI field of view after forest destruction Climbing script An example of model rescaling via island-editor Fixing forest ViewGeometry (01) Improved AI scipt (Take Cover script) Fixing forest ViewGeometry (02) Comparison of original and fixed Forest ViewGeometry CCS - @customfix cargo system (01) CCS - @customfix cargo system (02) On-the-fly loading of island's buildings Building destruction (02) Use view geometry lods to Occlude sunlight Totally Destructible Environment (TDE) 'A fallen static objects' geometries bug' HUD Evolution How to fix broken triangle-shaped forest model How I discovered the way Forest ViewGeometry works How to make Forest use ViewGeometry components How to build proper Forest ViewGeometry -benchmark Models replacement via mission folder FILE(s) NOT FOUND Security Flaw & Fix Checkfiles Aspect Ratio registry-derived issue Usage of black texture for ignoring FireGeometry components Fast Addon Testing SQUAD.XML - Problem & Solution
  3. G'day guys, There has been a lot of new threads by newcomers that ask the same/similar questions, found in many other threads. If you are new to ArmA or want to get into scripting, welcome to the forums! :) As you know, there is a search box at the top of the page, it can be used to search throughout every thread what you are after. Bear in mind that it may sometimes not provide you with the proper answer. This, however, doesn't mean that another thread should be opened. In fact, there is a huge library of scripts you probably never heard of. Check it out, there is an abundant of examples provided in each script command: https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 It is constantly being updated with new facts, info and scripts by many of our users such as KK. (Killzone Kid) Lastly, here are some basic info and tips on scripting. To create your own scripts, navigate to "My Documents\Arma 3\missions\your_saved_mission". Then, create a text document and rename the extension ".txt" to ".sqf". Once done, open it with Notepad or Notepad++. To run your script in the game, navigate to your mission folder and create a "init.sqf". Open it and put this in: [] execVM "myscript.sqf"; If you want to get a specific unit to do some action (e.g. setDamage or setFuel), give your unit a name but without spaces. Then in a trigger, put this in: myguy setDamage 1; The symbol ";" used after each command, is to separate the command from another. (Think of it as a period symbol)Also, if you are thinking that Steam Workshop is the only place for mods, addons, scripts, etc. Armaholic is the official site for releasing such. You can find it here, they also have a FAQ as well: http://www.armaholic.com If you want to convert a string to code, you can use call compile STRING. This is very handy (and sometimes a smart trick) when passing code around such as lbData. ;) This wraps up the introduction for those new to scripting. If you have any questions, concerns or ideas that may improve this thread, feel free to post here. ^_^ Happy Scripting, ;) Rawner135 ArmA 3 Tutorial Links: Arma 3 Scripting Tutorial For Noobs - forums.bistudio.com [Tutorial] Server Side Scripting - forums.bistudio.com Camera Scripting - www.armaholic.com KK's blog - ArmA Scripting Videos: Modding Tutorials by GameDev Byrne: https://www.youtube.com/playlist?list=PLqRU_EL4pwOHOJ6L2P5XlpfmNoWqulZqf Other Tutorial Links: http://www.kylania.com/ex/ Conversation System Mission Editor ArmA 2 Mission Editor Triggers OFPEC ArmA 2 Scripting Commands ArmA2 COMREF Forums Post - Classnames ArmA2 Library ArmAholic ArmA2 Moves ArmA2 Modules Description.ext Scripting Topics (Check All Links) Startup Parameters Crash Files Tasks ARMA 2 Functions PostProcess Effects
  4. As the title says. I want a door to be locked in my mission, but since its a stealth mission I want the player to have to force the door lock instead of opening it with an explosion, for let's say 20 seconds, until it opens. How do I achieve this?
  5. I know this must be easy, but I've been looking on online and there's nothing I found that was useful. In my mission I want players to be able to open up a rugged portable cabinet, after that I want a message to pop up somewhere to tell them that the box was empty. How do I do this? I already have the system in place thanks to 3den enhanced, I just need the script to alter the state of the cabinet and to pop the message
  6. MGI ADVANCED MODULES Hi all, Here is an addon for mission makers. If you need to easily spawn some factions, some civilian life or just add randomized weapons loot in houses... If you want an advanced AI heal & revive, for SP or MP mission, able to heal players or bros.. If you want a transport support on any vehicle... A vehicle respawn system with crew, waypoints, loadouts, addActions, arsenal.... Friendly kill sanction... AI cannons able to fire HE shells on infantry... Some generators able to switch on/off a district... or adapt silencers to combat behavior... or perhaps a simple tool for reading all map object classes/display names/p3d model names... Other tools like tire puncture on barbed wires? ... And of course, MP compatible, favorite mods compatible... Here you are. https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809 Adapt silencers to stealth/combat situation No video SP/MP compatible - all mods Advanced patrols (spawning factions on locations/areas, patrolling then split for defending/attacking) See video SP/MP compatible - all mods Advanced transport See video SP/MP compatible - all mods AI can respawn No video SP/MP compatible - all mods Civilian life See video SP/MP compatible - some known mods Drop vehicle instead of crate See video SP/MP compatible - all mods Enhanced Turrets No video SP/MP compatible - all mods (so far. feedback welcome) Flip overturned vehicle No video SP/MP compatible _ all mods HALO jump No video SP/MP compatible - all mods Heal & revive see video SP/MP compatible - check for mods... Modded units are not a problem. But some mods like ACE have their own scripts and could be incompatible. Furthermore, I scripted for some conditions about the presence of FirstAidKit and MediKit. This module is complex enough. I didn't grab into mods for exotic classes of items (and I will not). Of course, you can choose to skip these conditions. Kill punishment See video SP/MP compatible -all mods Loot weapons & items in houses See video SP/MP compatible - some mods (CUP UNSUNG IFA3 RHS R3F) Marker to Task See video SP/MP compatible - all mods Respawn vehicles No video (see an old one about script to have an idea) SP/MP compatible - all mods Important note: This module uses EH handleDamage. This EH doesn't work if you apply something like: testedVehicle setDamage 1 from console. The script needs some hits on parts (updating vehicle data before destruction). So, crew and waypoints will be respawned after a current kill/disabled vehicle in game. SP simple respawn No video Single Player only Switch ambient lights See video SP/MP compatible - all mods so far... Tire puncture No video SP/MP compatible - some mods Touch of class! See video SP/MP compatible - all mods Wear what you want No video SP / MP compatible - all mods (not all. Some weird mods don't have true uniforms but some skinned units... Nothing to do with that) One man tank No video SP/MP compatible - all mods with Tanks or APCs Prisoners See video SP/MP compatible (not fully tested in MP) - all mods so far Have fun! Pierre MGI
  7. I’m currently making a Singleplayer where the player clears out multiple enemies before capturing an unarmed enemy officer, using holdActionAdd. The plan is for the enemy officer’s load out will then change (blindfold put on) and then for the enemy to follow the player into which ever vehicle they get into. As a somewhat novice to scripting any help would be greatly appreciated, cheers.
  8. WHAT IS SQX? SQX is a script language that is used to create scripts and missions in Arma 3. SQX is very similar to SQF, but it has support for object oriented scripting. PHILOSOPHY SQX extends the SQF language primarily by adding control structures that allow for object oriented scripting. As such, plain SQF is allowed, but it also introduces support to organize the code into classes and inheritance. SQX also introduces a small toolbox of some optionally available new commands and keywords that may be helpful (such as the "return" statement). The SQX language reference explains all the ways that SQX differs from SQF. One could say that SQX is for SQF what TypeScript is for Javascript. FEATURES OF SQX True object orientation (objects and inheritence, virtuals and overrides) Type handling and customizable types (classes, interfaces, enums) Three different kinds of class members (fields, methods, properties) Three different kinds of accessors (private, protected, public) Support for statics (methods and properties) Syntax close to SQF Some new convenient commands (like "is", "as", "return" etc.) Compiler synchronizes line numbers between SQX and SQF to support runtime error handling Objects can be broadcasted between machines Complete reference documentation (at www.typesqf.com). WHAT CAN YOU DO? You can structure your code in an object oriented way, creating your own types and actions using classes, interfaces and enums. Well, these are just the tools. What you really can achieve is great structured code, easy to read, easy to write and easy to understand. It extends the boundaries of what code is possible to overview and control. WHAT IS OBJECT ORIENTATION? Start with this Wikipedia article: https://en.wikipedia.org/wiki/Object-oriented_programming. HOW TO GET STARTED? Download the TypeSqf Editor from www.typesqf.com. Create a new mission. In Eden Editor in Arma 3, create a new mission and insert at least one playable unit. In TypeSqf, select "Open mission" and select the newly created mission.sqm. Install the CPack TypeSqf.MissionTemplate.Mp.Standard. In TypeSqf, open the CPack Console in the Tools menu. Write "Install TypeSqf.MissionTemplate.Mp.Standard" and press ENTER. The mission template (written in SQX) is now installed into your mission. Compile and build the project and play the default template mission. Compile the mission in TypeSqf by using "Compile project" on the Build menu. Play the simple default mission. MEDIA The following video shows when I use SQX to create and use a Crowd object: HOW DOES IT WORK? A class instance variable (instantiated with the new keyword) is under the hood an SQF variable of type Array. The class instance's fields and properties are saved as array items in an order kept track of by the SQX compiler. Methods compiles into global functions, with the instance variable (the class array) sent in as the first parameter. This is of course all abstracted by the compiler and not visible to the developer. All SQX is written into .sqx files, and all .sqx files are then compiled into .sqx.sqf counterparts enabling them to be read and interpreted by Arma 3. SOME IMPORTANT NOTES A language limitation: Due to limitations in SQF arrays it is not possible to instantiate two classes that reference each other. I.e. a parent class can have children, but these children cannot contain references back to its parent. The solution is simply to avoid these kinds of structures, and if you do it you will get a runtime error. An editor limitation: The TypeSqf editor does not have complete autocompletion regarding SQX, but it helps with the most common stuff. E.g. it only suggests one level of chained properties and methods, and it suggests variable names by searching the whole file instead of the actual programming scope context. If you are an advanced developer, please remember that the SQX language does handle most of expected code structures, which is more than the editor will suggest. THE TYPESQF EDITOR Note that this forum is for the SQX Language, which is closely related to, but also separated from, the TypeSqf Editor. Please only post questions and comments regarding the SQX Language here. Questions and comments about the TypeSqf editor goes into the TypeSqf forum. VERSION HISTORY Version 1.01 SQX: Added checks for when a sub class is missing call to explicit base constructor. Version 1.0 First version.
  9. Hey all. Apologies if I posted in a wrong section. I'm getting into modding and I'm playing around with some different solutions. I was thinking about creating and releasing a mod soon. As a part of it however, I need to create a custom object that can draw a text (from its custom attributes) on its flat surface. I really want to avoid creating textures for every single digit and letter of the alphabet. I'm guessing it's possible, as even aircraft HUD's and dials can display current altitude and speed. I tried looking it up on the forums but I didn't find anything useful. Obviously performance is key for me, so if there isn't any good way to solve it, I'm happy to do it with a ton of textures instead. The object is very unlikely to change its text mid-game because it's basically a specific, static sign, so I don't know if having each frame loop to update it is really necessary, unless it doesn't take too much power. In case I need to use the textures approach, can anyone shed some light how to create an object that works with setObjectTexture? As mentioned earlier, I would like to provide some extra options in the eden editor's object's attributes to customise the sign's textures, is there a way of making it reflect its textures set in attributes in Eden after they've been changed? Is there a way of creating textures that glow in the dark, or otherwise having a light on an object that turns on at night and lights up the sign? Thanks!
  10. Hey there everyone, I'll get to the point. I'm still pretty new to ArmA 3 Scripting and mission creating. I have a couple of these questions that maybe the Veteran community could answer. I want to add custom images, unit patches, voice lines, etc etc etc. BUT. I am inexperienced in how to get them to work. I've looked on the community and the wiki but it doesn't seem to work in the way that I was hoping. The questions. - What scripting program is good? - What programs would I need? - Where can I find a way to insert my own custom made files into the game?
  11. Hello, I think of myself as decent when it comes to Arma scripting, but I can't seem to figure out event handlers for this case. I'm basically trying to create two event handlers that will play sounds when a unit dies or is damaged. One event handler will play a randomized death sound The other will play a randomized on hit sound effect I have already defined sounds in my mission description file. However, how would I apply these event handlers too all units in the mission that match certain unit classes (i don't want to have to place something in every unit's init). Is this possible? It's worth noting that this is for a MP environment (not dedicated) and I plan to use say3d on a dummy object for the death sounds.
  12. Hello, I am trying to make a TreeView dialog that allows me to select units (in fact what I would like is exactly the same treeView of the Eden Editor) and I have been making filters and using the configClasses but I just did not like the result. Anyone know how I could get something like that? I'm using this to filter, but it doesn't seem to be a good approach I think, because some strange units still appear fn_load.sqf _cntrlTree = (findDisplay 1500) displayCtrl 0; _ManList = ("configName _x isKindOf 'Man' AND configName _x isKindOf 'SoldierWB' AND (getText (_x >> 'faction')=='BLU_F') AND (getText(_x >> 'editorSubcategory')=='EdSubcat_Personnel')" configClasses (configFile / "CfgVehicles")); { _text = getText(configFile >> "CfgVehicles" >> configName _x >> "displayName"); _text0 = getText(configFile >> "CfgVehicles" >> configName _x >> "editorSubcategory"); _cntrlTree tvAdd [[],_text]; _cntrlTree tvSetTooltip [[_forEachIndex], configName _x]; } forEach _ManList; _cntrlTree tvSort [[], false]; The following is in case someone serves as I am doing the treeVIew, although to solve the problem it may not be necessary. Thanks for the help.
  13. Im trying to spawn jet with crew (pilot) in air, but "BIS_fnc_spawnVehicle" don't return even empty array, code: _spawnMarker = selectRandom ["markerSPopforAC2", "markerSPopforAC1", "markerSPopforAC0"]; _enemiesCount = selectRandom [2, 3, 4]; _height = selectRandom [700, 1000, 1250, 1500]; _isSaD = false; _position = getMarkerPos _spawnMarker; _position set [2, _height]; //fix height if(_spawnMarker == "markerSPopforAC2") then { _isSad = true; }; try { ["Spawning root at: %1 // count: %2 // SaD: %3", _spawnMarker, str _enemiesCount, str _isSad] call fnLog; _root = [_position, 180, "O_Plane_CAS_02_F", east] call BIS_fnc_spawnVehicle; _rootGroup = _root select 2; _rootVehicle = _root select 0; ["Spawn pos: %1, root: %2", str _position, str root] call fnLog; // for [{_i = 0}, {_i < (_enemiesCount - 1)}, {_i = _i + 1}] do { // _child2DPos = [_position, 100, 500, 0, 1, 0, 0] call BIS_fnc_findSafePos; // _childFixedPos = [_child2DPos select 0, _child2DPos select 1, _height]; //setup array with missing height // _child = [_position, 180, "O_Plane_CAS_02_F", east] call BIS_fnc_spawnVehicle; // //_childCrew IS ARRAY // _childCrew = _child select 1; // //take first member of crew (we have only one pilot) // //and join him to group // [_childCrew select 0] join _rootGroup; // }; _waypointPos = _position; _waypointType = "CYCLE"; // if(_isSaD) then { // _waypointPos = getMarkerPos "marker_10"; // _waypointType = "SAD"; // }; _waypoint = _rootGroup addWaypoint [_waypointPos, 0, 1]; _waypoint setWaypointType _waypointType; } catch { ["Error occured: %1", str _exception] call fnLog; hint str _exception; }; Sample debug output: Spawning root at: markerSPopforAC0 // count: 4 // SaD: false Spawn pos: [12715.8,29182.7,1000], root: I would be thankful for any suggestions.
  14. So I'm currently trying to make a mission like that from Ace Combat's multiplayer where each team is trying to take out the other's ground or sea assets first while in aircraft. Currently I'm just using a sector control game mode that works fine just using modules. What I've done is make it so dying and respawing for players doesn't take away tickets and the cap area is a tiny area in the middle of the map which players will ignore (this is a private multiplayer things so we just agree to ignore it) Now the point of the question. There is also a bunch of AI trucks driving around, when one of them dies I want it to take a specific number of tickets away from the side it belonged too. Therefore, destroying all of Opfor's teams AI trucks would mean they have no tickets and Blufor Would win. Is there something I could stick in the AI trucks "Init" in the editor that would just remove a number of sector control tickets for it's side die upon death?
  15. 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.
  16. Hello, I'm currently trying to write a script that creates a trigger via the radio Alpha channel and that can be activated by the player. The trigger statemesnts should set another unit (hunter1) into a combatmode Red and also have a line of sideChat from the player. Here is what I have so far _trig1 = createTrigger ["EmptyDetector", [0,0,0]]; _trig1 setTriggerArea [0, 0, 0, false]; _trig1 setTriggerActivation ["ALPHA", "present", false]; _trig1 setTriggerText "Sniper Cover - Geronimo"; _trig1 setTriggerStatements [ "this", "hunter1 setcombatmode "RED"", "player sidechat "OPEN UP!" ]; }; I keep getting an error message saying I'm missing a "]" but I cant for the life of me figure it out. Any help would be greatly appreciated. Thanks in advance, Denzo
  17. 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?
  18. I was trying to use some trigger to refuel/repair/rearm ground vehicles, heli and jets but when i reach the trigger, an error appears "scriptname.sqf not found" I already did the Scripts folder in the mpmissions folder, etc... I'm new at these script things, someone can help me with this? I just want to choose a place in my missions tô refuel/rearm/repair my vehicles
  19. Looking to make AI fire on random preset markers. I have ripped and tinkered with some bits and pieces of code. Most come from GOM's posts and replies. Here is what I've come up with: [] Spawn { while {true} do { _arty = mortar1; _target = ["target1","target2","target3"] call BIS_fnc_selectRandom; _artyAmmo = getArtilleryAmmo [_arty] select 0; _artyETA = _arty getArtilleryETA [getPosATL _target, _artyAmmo]; _inRange = (getPosATL _target) inRangeOfArtillery [[_arty], _artyAmmo]; systemchat format ["In range: %1",_inRange]; if (_artyETA > 0 AND _inRange) then { systemchat "Cleared to fire!"; systemchat format ["Impact ETA: %1s",_artyETA]; _arty commandArtilleryFire [getPosATL _target, _artyAmmo, 5]; sleep 45; } }}; But as far as I can tell, the target cannot be randomly selected. This bit here seems to break it: _target = ["target1","target2","target3"] call BIS_fnc_selectRandom; It works to fire on one position with it as this: _target = target1; The artillery fires nicely with the Do While loop and the sleep x; bit. But one other issue is that arty doesn't start firing until the sleep x time has passed. Which is a small issue in itself. Even with sleep being at the end of the code, it waits the full amount of time before firing. I thought these scripts ran top to bottom. TL;DR: Code works only for single target. I want to fire 5 shots, then pick another random preset target (target1,target2,target3,etc.) then fire 5 more with a sleep delay between barrages. Huge bonus: If someone can post a separate bit of code to fire on players current position. Once it fires, I just want it to hit where it was supposed to. As if players are running from the arty fire and if they stay still, RIP. I looked into getRelPos for players, but had no luck. Just errors.
  20. 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
  21. Hello. I am working on a little mission that uses a varible that i have called _time to randomly select a number from the array for a timer with the sleep command in a script. but right before the sleep i have a hint format command to tell the player. Code: _time = [45, 60, 120] call BIS_fnc_selectRandom; hint format ["All freandly units are KIA. Next avalible unit in: %1 seconds!", _time]; This is going to be a mission for more then 1 person and i haven't found out how to use this on a global stage and i can't seem to get it working with the call BIS_fnc_MP command. Any ideas?
  22. Hello, I've been thinking about a possible MOD for Arma 3 that could really produce some butt-clenching, heart pounding, gameplay moments. It's heavily inspired on the Battle Royale mod which is dying out sadly, and there's some MMO elements in them too. Anyways, I've made a small presentation that explains the idea better: https://docs.google.com/presentation/d/1LYfntb3MyRWQUp3Eyju9cyEopTPzSF_dRzpS99TxcvE/edit?usp=sharing I'm no developer, my goal with this post is to just 'test the water' and see if there is some interest in a game mod like this. Secondly if someone can enlighten me on how much work creating a minimal viable prototype of this MOD would take, or point me in the general direction of someone that can help me get this going, that would also be greatly appreciated. Thank you! best regards
  23. Hi, I just want to open this post for people who want to test with the New Rewrite of ACE Medical. It is a very simple script that can help you understand the states in which the new medical system alternates. I hope you find it useful. init.sqf addMissionEventHandler ["Draw3D", { { _unit = _x; if (!(isNil "_unit") AND ((side _unit) == west OR (side _unit) == civilian))then{ _pos = ASLToAGL getPosASL _unit; _headPos = [_pos select 0, _pos select 1, (_pos select 2) + 1.2]; _heartRate = _unit getVariable ["ace_medical_heartrate", 00]; _bloodPressure = _unit getVariable ["ace_medical_bloodpressure", [00,00]]; _bloodVolume = _unit getVariable ["ace_medical_bloodvolume", 00]; _Text = format ["HR: %1 | BP: %2 | BV: %3",_heartRate toFixed 1,_bloodPressure,_bloodVolume toFixed 1]; drawIcon3D ["", [1, 1, 1,1], _headPos, 0, 0, 0, _Text, 2, 0.03, "PuristaBold"]; _headPos = [_pos select 0, _pos select 1, (_pos select 2) + 0.5]; _state = _unit getVariable ["cba_statemachine_state0",""]; _text = ""; if(_state == "cardiacarrest")then{ _text = format["cardiacarrest (%1 s)", (_unit getVariable ["ace_medical_statemachine_cardiacarresttimeleft",0]) toFixed 1]; }else{ _text = _state; }; drawIcon3D ["", [0.1, 0.45, 1,1], _headPos, 0, 0, 0, _text , 2, 0.03, "PuristaBold"]; }; } forEach allUnits; }]; Spyke
  24. Original post: "Is there any way to make backpacks accessable only when they are on ground or by other players using 'Open Backpack' action? The goal is to make player drop the backpack to get access in its inventory and so make them more realistic." UPDATE 15th Sept. -18: An addon version made! Script provided by @pierremgi PBO provided by @HazJ Download: https://hazjohnson.com/ArmA/@realisticBackpacks.zip Addon is now signed with key and bikey.
  25. Hello, My goal is to spawn a suicide truck ( _shilux ) by script, and have it explode when it reaches the location ( rock1 ). wave4_p1.sqf _shilux = createvehicle ["B_mas_cars_Hilux_Unarmed", getMarkerPos "espawn", [], 30]; sleep 4; _grp1 = createGroup east; "CUP_I_TK_GUE_Soldier" createUnit [getMarkerPos "espawn", _grp1, "this moveindriver _shilux", 0.5]; sleep 3; _wp1 = _grp1 addWaypoint [getPos rock1, 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointCombatMode "BLUE"; _wp1 setWaypointBehaviour "CARELESS"; sleep 4; _strigger = createTrigger ["EmptyDetector", getPos rock1, true]; _strigger setTriggerArea [0,0,0, false]; _strigger setTriggerActivation ["EAST", "PRESENT", false]; _strigger setTriggerStatements ["_shilux distance rock1 <30", "_bomb = 'M_Mo_82mm_AT_LG' createvehicle (getpos _shilux)", "hint 'Trigger off'"]; My success with this is limited; The truck follows the waypoint to rock, but does not explode. The truck just sits there waiting What am I missing here? Any help would be greatly appreciated, thanks
×