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Found 346 results

  1. 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.
  2. 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
  3. 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
  4. 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. ­čśę 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
  5. 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!
  6. 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.
  7. 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 Ballistic of Rocket in OFP 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 Automatic Body Removal Zamerny - memory point Geometry of fallen tree - FIXED
  8. 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!
  9. 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.
  10. 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.
  11. I have some experience in writing code, but for the life of me cannot figure out how to write a small add on that is 1) always present, not a modified SQF(I do know how to sign a PBO) 2) Access events or other Arma scopes, I want to control the execution of my code. Does someone have a config.cpp with necessary headers for creating an add on. I just want to save flight data out of the game. I have seen the members/types of the Arma Class on BIS's web page, but have no clue on how to structure it. Thanks in advance!
  12. FiredMan can complete replace Fired. Problem solved, please close this.
  13. Hello, I have been trying to get this script working for the past day. I got a vehicle to only move to the next way point when a trigger has been activated. In this case when BLUFOR is inside a trigger zone for at least two minutes. However, I want them to land wait for all players to get into the vehicle until moving to the next way point. However, doing it the same way I did the original movement it only lands then take right back off regardless of the passengers being inside. In this case the helicopter is called "heli1" and the player(s) are called "player1" "player2" etc. I have also tried using the get out and get in command however, they get out but not back in. Here is the code player1 in heli1 && player2 in heli1; Is there a way for the game to get a list of all active players instead of limiting how many I can have. And how can I fix the problem of the helicopter either leaving us or not moving at all. Thanks in advance. Trey G
  14. 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
  15. I've been playing a lot on a server where they have a scroll menu action for each player to build sandbag walls as cover by selecting build obstacle and then drop equipment.(it hovers where you are looking until you select drop so you could build a high wall if you really wanted to) https://photos.app.goo.gl/uCoBd6wFRe8EmJ319 I've tried other sandbag type scripts but they don't work like whatever this is. I would really like to be able to use this for a co-op mission as it really improves play for my friends and I. (I was going to directly ask the mission maker but i haven't been able to ascertain whom that is as of yet) I appreciate any ideas anyone might have as to how they've accomplished this or what I would need in my mission folders to make this work. Thanks
  16. Hello all. I'm a non-coder, trying to figure this out, and have put together my first ever patch, to change a loadout in ITC's SPHs. I've got 99% of it ironed out, but am running into an issue where I get an error in CBA every time I load a mission with it included - trying to polish this to use w/ Zeus-based MP server, and would love to eliminate this error. Here's the relevant error section from the RPT. This repeats several 10's of times, over a couple seconds. 23:01:10 Error in expression <ba_settings_fnc_openSettingsMenu'] call SLX_XEH_COMPILE_NEW; ['\x\cba\addons\set> 23:01:10 Error position: <SLX_XEH_COMPILE_NEW; ['\x\cba\addons\set> 23:01:10 Error Undefined variable in expression: slx_xeh_compile_new 23:01:10 File \x\cba\addons\settings\fnc_addSetting.sqf [CBA_fnc_addSetting]..., line 5634 23:01:10 Error in expression <nit.sqf', 'cba_settings_fnc_init'] call SLX_XEH_COMPILE_NEW; ['\x\cba\addons\set> 23:01:10 Error position: <SLX_XEH_COMPILE_NEW; ['\x\cba\addons\set> 23:01:10 Error Undefined variable in expression: slx_xeh_compile_new 23:01:10 File \x\cba\addons\settings\fnc_addSetting.sqf [CBA_fnc_addSetting]..., line 5622 23:01:10 Error in expression < call SLX_XEH_COMPILE_NEW; }; }; call cba_settings_fnc_init == 0 }> 23:01:10 Error position: <cba_settings_fnc_init == 0 }> 23:01:10 Error Undefined variable in expression: cba_settings_fnc_init 23:01:10 File \x\cba\addons\settings\fnc_addSetting.sqf [CBA_fnc_addSetting]..., line 5655 And here's the fairly simple cfgVehicles.hpp (called with an #include from the Config.cpp) /// Magazines macros definition /// #define mag_2(a) a, a #define mag_3(a) a, a, a #define mag_4(a) a, a, a, a #define mag_5(a) a, a, a, a, a #define mag_6(a) a, a, a, a, a, a #define mag_7(a) a, a, a, a, a, a, a #define mag_8(a) a, a, a, a, a, a, a, a #define mag_9(a) a, a, a, a, a, a, a, a, a #define mag_10(a) a, a, a, a, a, a, a, a, a, a #define mag_11(a) a, a, a, a, a, a, a, a, a, a, a #define mag_12(a) a, a, a, a, a, a, a, a, a, a, a, a #define mag_15(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define mag_20(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define mag_24(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define mag_30(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define mag_35(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a class CfgVehicles { class LandVehicle; class Tank: LandVehicle {}; class Tank_F:Tank { class Turrets { class MainTurret {}; }; }; class MBT_01_base_F:Tank_F { class Turrets: Turrets { class MainTurret: MainTurret {}; }; }; class MBT_01_arty_base_F:MBT_01_base_F { class Turrets: Turrets { class MainTurret: MainTurret {}; }; }; class B_MBT_01_arty_base_F:MBT_01_arty_base_F { class Turrets:Turrets { class MainTurret:MainTurret {}; }; }; class itc_land_SPH01_base:B_MBT_01_arty_base_F { class Turrets:Turrets { class MainTurret:MainTurret { //animationSourceBody = "turret_source"; //animationSourceGun = "gun_source"; turretInfoType = "ITC_Land_RscIGS_SPH"; weapons[] = {"itc_land_155mm_howitzer"}; magazines[] = { mag_35("itc_land_g155hex"), mag_10("itc_land_g155smo"), mag_5("itc_land_g155ill"), mag_10("itc_land_g155lgm"), mag_10("itc_land_g155pgm"), mag_5("itc_land_g155map"), mag_10("itc_land_g155mat") }; }; }; }; class itc_land_b_SPH_Sholef2:itc_land_SPH01_base { class Turrets:Turrets { class MainTurret:MainTurret { //animationSourceBody = "turret_source"; //animationSourceGun = "gun_source"; //turretInfoType = "ITC_Land_RscIGS_SPH"; //weapons[] = {"itc_land_155mm_howitzer"}; magazines[] = { mag_35("itc_land_g155hex"), mag_10("itc_land_g155smo"), mag_5("itc_land_g155ill"), mag_10("itc_land_g155lgm"), mag_10("itc_land_g155pgm"), mag_5("itc_land_g155map"), mag_10("itc_land_g155mat") }; }; }; }; class itc_land_b_t_SPH_Sholef2:itc_land_b_SPH_Sholef2 { class Turrets:Turrets { class MainTurret:MainTurret { //animationSourceBody = "turret_source"; //animationSourceGun = "gun_source"; //turretInfoType = "ITC_Land_RscIGS_SPH"; //weapons[] = {"itc_land_155mm_howitzer"}; //magazines[] = { // mag_35("itc_land_g155hex"), // mag_10("itc_land_g155smo"), // mag_5("itc_land_g155ill"), // mag_10("itc_land_g155lgm"), // mag_10("itc_land_g155pgm"), // mag_5("itc_land_g155map"), // mag_10("itc_land_g155mat") //}; }; }; }; }; You'll note I've commented out some strings, trying to figure out what I can cut from the file, and what needs to stay - the last two classes at the end ("...b_SPH..." and "...b_t_SPH..." weren't changing when I put their parent class in (itc_land_SPH01_base), so there's an inheritance issue somewhere, but I was able to get it to work. Less concerned about that (I can do iterative revisions to figure it out) and more concerned about the CBA errors. Any thoughts as to what might be causing the CBA error, or resources I can dig into to figure it out, are all appreciated. Thanks in advance!
  17. Last content update: 6/13/2018 showing how to use the radius for addAction, using params instead of select, adding to arrays with various commands, altering arrays with various commands, get/setUnitLoadout Last content update: 6/10/2018 going through config files and getting details to sort what you want, using radius with addAction, params, and altering arrays with resize, pushBack, pushBackUnique, set, and append and going over to assist with resize count. Last content update: 5/27/2018 added GUI tutorial for how to make a weapon selector using cfgWeapon Last content update: 5/24/2018 added sector control tutorial Last content update: 5/21/2018 This is my arma 3 scripting tutorial series which is aimed to help both people getting into making their own scripts with fairly detailed simple tutorials as well as for the intermediate person looking to create their own features for their missions. The plans for this series is to almost fully cover everything behind the arma 3 missions that people play on a daily basis and have enough content provided in the videos where people can go off and make their own vision for their mission with the knowledge gained. Most of these videos are made on the fly at 1AM-4AM without any pretesting which should give someone the idea of what goes into finding syntax errors and narrowing down a bug that's causing your feature to not function properly. It is also an excuse for you to cut me some slack if you see mistakes :) . A lot of these tutorials are made with multiplayer in mind since I think most people want to play their missions online with their friends(which is why publicVariable has been utilized so much so new people can get a good grasp on the power those commands have). New videos are added to the playlist almost every day so if your stuck with something, maybe it has been covered in a video. If you have any requests on what you would like to see made then please suggest it here. topics covered so far Scripting tutorial playlist Database tutorials with INIDBI2 playlist GUI/Dialog tutorials playlist
  18. Hello I was searching for documentation to ARMA 3 Editor module "Zone Protection". It is calling BIS_fnc_moduleZoneProtection I cannot find any description or use cases. If my hunch is right, it should be a functionality used to create an area where damage is not applied to objects / characters? However BI wiki is very much empty on this module or function. Using function viewer i had a look into the code of the function but i am very much a newbie on arma scripting. While i understood from the code that the module can be synced only with Locations logic entities - documentnation on Locations is equally shabby. I tried in a single player scenario to place a location entity and sync it with this module. To my understanding some area should have been displayed on map but nothing happened. It had no effect. So i would be grateful if somebody experienced could explain. Thank you very much! P.S: Sorry if a topic exists somewhere on the forum explaining it - i was unable to find it.
  19. Is there a way to get a tripwire to detonate when an object (e.g. door or AI) goes through it by scripting in the editor? If so, how?
  20. JElledge_58

    Hint Timer?

    Is it possible to make a hint go away after a certain amount of time?
  21. I've been trying desperately to make a mission for my friends, You basically run a hospital, randomly generated wounded Ai come to you for help, it uses ACE medical. I've gotten them to spawn and everything, but they refuse to move from where they spawn. Can anyone help me out? sleep 1; _group1=createGroup west; 'b_survivor_F' createUnit [getmarkerPos 'PatientSpawn', _group1,'pat1=this; dostop pat1']; _wp1 = _group1 addwaypoint [getmarkerPos 'hospital', 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL"; [pat1, selectRandom[0.3,0.5,0.7,0.9], "LeftLeg", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "RightLeg", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "Body", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "RightArm", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "LeftArm", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; Update: I've loaded Achilles to see if the waypoint was placed, it was, they just won't move, I even gave him another with Achilles and he still won't. Any help at all?
  22. I'm wondering how to get the AI in singleplayer to perform the THS hand signal animation. I don't see the animation anywhere in the editor. Would I manually insert it? Or do I need to create a .sqf file? Thanks!
  23. Hello, I'm new to creating missions with the editor, and am trying to set up a mission where, after you kill an officer in a base, another officer starts retreating, and you need to take him out as well. On top of that, you need to clear the base of hostiles to finish the scenario; however; if you kill the second officer before you kill the first one, the scenario doesn't end. You still get assigned to take him out even though he's already dead. I have multiple triggers and tasks set up, one that activates the retreat when you kill the first officer(which is the first task). This also assigns the task of eliminating the second officer. I have another task that makes you have to clear the base which is synced to a trigger that completes the task. I guess long story short, is it possible to skip a task if it is completed before it is assigned?
  24. 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.
  25. 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?
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