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Found 513 results

  1. How does one use the MissionEventHandler "BuildingChanged"? I'm currently trying to make it so that when a building is damaged (and changes into its partly damaged form) a trigger is activated and props inside the building are deleted. Unfortunately, I'm having real trouble getting the script to work. Please help!
  2. Hey guys and gals, I'm trying to create a task where the player has to take an object on the ground (no matter which one, currently trying with a first aid kit). I don't know why I absolutely can't make it right. I create and configure the task, the task state and the trigger as always, and in the trigger I write "Item_FirstAidKit" in items player" And it won't work at all. Can you guys send help? I'm really stuck on this basic thing and I'm pretty frustrated about it, no matter what I do I can't make it work (Also asked on the steam forums)
  3. Hiho and welcome to Vandeanson's Lazy Gear Categorizer, a first demo of my Arma 3 scripter and mission maker tool. VLGC should help you to put together equipment array categories for your mods and missions but will allow you to avoid an annoying back and forward copy paste nightmare between the Editor and Notepad. Just chill out in VR and categorize in game. Simply load your equipment mods (if you want to), start the demo mission, and use the addActions to select what type of gear (Uniforms, weapons,...) you want to assign to the category types 1 - 6. You can choose for yourself what these types stand for, so the mod/script can be used for multiple projects. Just restart the mission once one project is done to start with categorizing the next equipment typw. In this video example, I use VLGC to categorize gear into groups of (e.g. Uniforms) that have different warmth values from warm winter gear to light summer gear. This i want to use for a survival and temperature system, so different type of uniforms will increase the players body temperature and may protect against the cold, or cause the player to overheat, and a lot of other simulations. In the video you see how I placed reference units and trigger hintd next to the mannequin spawn area to visually remind me what gear should go where. Then I select the equipment type (in this case Uniforms) that I want to categorize. Now the unit on the box gets the Uniform I need to decide about equipped, I can inspect it and decide if it should be "winter","summer","autumn" or "spring" equipment. The classname of the Uniform is then added to a respective new category/array (one of the 6) that can be copied later on, once all Uniforms from the Uniform pool are categorized. Also, a new unit with the just categorized gear spawns in the equipment types (1-6) area, so I can easily see what gear went to what category already. I will add an option to change categorized gear again, if you miss clicked or changed your mind. In the end, when the available Uniform pool is empty, I get to copy each type array to the clipboard and into my notepad/atom. Here I can give the new array a final name for later use. In case I mess something up, I also get an option to go back and copy each array again. Now I can restart the mission and select another equipment piece or I add another mod and make a e.g. CUP version of the Uniform arrays. All active mods are recognized and the following slots can be categorized: Uniform Backpack Headgear Glasses/facewear Vests Backpacks Pistols Rifles Launchers The demo mission from the video can be found on STEAM. Cheers VD
  4. So I'm currently making a vanilla (except for 3den enhanced on my end) singleplayer campaign. I finished Feuerex's tutorial on the subject but I still have some questions. 1. How can I hide missions that the player hasn't gotten to yet in the campaign menu? 2. How do I transfer the player's inventory between missions? And then I have some questions relating to my campaign in general. 1. How do I move the mission between scenario phases? (referring to these https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Phases) 2. How should I go about making a hub level? like camp maxwell in survive. 3. How do I make required gear for missions while in the hub level? Again using survive as an example.
  5. I am currently trying to make it so that when a hold action is preformed on a crate, it will put the crate in the back of a non specific Zamak Truck. Currently, it will put the crate in the nearest Zamak Truck (destroyed or alive). I need it to only pick the closest alive Zamak Truck. I've tried loads of different methods, but I'm now quite stuck. Please help! This is my script so far, all working fine. [ this, "Load.", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {}, {}, { _this call { _ZamakTrans = nearestObjects [ _this select 0, [ "Truck_02_transport_base_F" ], 25 ]; if ( count _ZamakTrans > 0 ) then { target = ( _ZamakTrans select 0 ); _lockIndexes = [ 2, 3, 4, 5, 6, 7 ]; { if ( ( _x select 2 ) in _lockIndexes ) then { moveOut ( _x select 0 ) }; } forEach fullCrew target; { target lockCargo [ _x, true ]; } forEach _lockIndexes; box attachTo [ target, [ 0, 0.25, -0.15 ] ]; box setVectorDirAndUp [ [ 1, 0, 0], [0, 0, 1 ] ]; }; } }, {}, [], 2, Nil, true, false ] remoteExec [ "BIS_fnc_holdActionAdd", 0, this ]; What I need is to pick the closest alive Zamak Truck, not just the closest one. (any advice/criticism on my script will be greatly appreciated.)
  6. Okay so I have broken a script while trying to change the mod dependencies because I opened it in in notepad and I did not unbinarize it first. The good thing is I made a backup of the file but the backup is a txt document. How do I fix this? I have downloaded arma tools and I have some of mikero's tools such as derap but I don't know what i'm doing from here. Any help would be greatly appreciated! When I try to load mission I am receiving a message that says mission.sqm, line 0: '.raP': " encountered instead of '='
  7. I am currently trying to make it so that when a hold action is preformed on a crate, it will put the crate in the back of a non specific Zamak Truck. This would mean that the seats in the back of the truck would have to be locked and anyone sitting in the truck must be ejected from those seats. This is my script so far, all working fine. [ this, "Load.", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {}, {}, { _this call { _ZamakTrans = nearestObjects [ _this select 0, [ "Truck_02_transport_base_F" ], 25 ]; if (count _ZamakTrans > 0) then { target = _ZamakTrans select 0; { target lockCargo [ _x,true ] } forEach [ 2, 3, 4, 5, 6, 7 ]; box attachTo [ target, [ 0, 0.25, -0.15 ] ]; box setVectorDirAndUp [ [ 1, 0, 0], [0, 0, 1 ] ]; }; } }, {}, [], 2, Nil, true, false ] remoteExec [ "BIS_fnc_holdActionAdd", 0, this ]; All I need at the moment is to be able to eject people from the seats 2, 3 4, 5, 6 and 7. (any advice/criticism on my script will be greatly appreciated.)
  8. I want to get into making SP Campaigns but I'm pretty incompetent when it comes to scripting. I'm looking for a project with people who are willing to teach me the basics so I can get some experience.
  9. I'm hosting a Zeus mission in the future and I want to allow players to be able to respawn. However, I don't want a timed respawn and I want them to respawn as a group. I don't want them to respawn individually. The reinforcements would respawn back in the base whilst the rest of the unit is fighting. The reason I want to do manual reinforcement respawns for my players is so that I can wait for an appropriate amount of players to die before respawning all of them at a time that's convenient. How could I set this up to where I could perform a reinforcement respawn whilst playing as Zeus? How can I do this?
  10. I have some units/soldiers doing push-ups & some standing at ease.. it works fine in single player but as soon as I export to Multiplayer they all default to original stance.. I was told it was a locality issue but I don’t how to address this.. all the ppl who responded only told me what the issue was then sent me links to the scripting forum which doesn’t help someone that’s new to scripting.. it’s good information but u still need some sort of understanding to even read it.. I have a simple script & need help finding a simple solution.. I would appreciate some help & not just a professional scripter telling me what I did wrong.. sorry if I sound like a dick but all I get from the scripting discord is an elitist attitude from others because I don’t EVERYTHING they do.. please help me with this
  11. Hey all, Does anyone know if there is any way to enable the advanced medical system of ACE 3 for specific units? To be more specific I am trying to create a medical training system where you will be able to spawn wounded "mannequins" and practice on them. It works fine in general (please let me know if you would be interested on it, it's just two scripts and I would love to share them), but if you want to practice with the advanced medical system you have to activate it on the AI too (not just the players). "That's fine" you may say, but according to the ACE developers (see here) the AI is not able to handle the advanced medical system. This means that the rest of the AI on the map won't be able to heal themselves (or their friendlies), which is something we definitely want to avoid. Thus, I come for a search of a way to enable advanced medical to only specific units (my mannequins :)). The other alternative would be to handle explicitly all the injuries and wounds and "medical behavior" of the mannequins but this is quite too much work to be done. I will definitely consider doing if I don't find any other solution, but I would really appreciate some thoughts and insight on this before going this way. Thanks in advance, Achilles.
  12. Hello everyone, This is the first time I write here, so before I state the problem I would like to say a big thanks to all the people contributing and helping around here (I have found a lot of info and solved quite some issues of mine from pages here in the past). So, my issue here is that I have a simple script (see below) using an if, then, else statement. The script is: // Check if wounded mannequins exist _groupIndex = allGroups findIf { groupId _x isEqualTo "medicalTrainingWoundedGroup"; // Look for a specific group ID }; /* * At this stage _groupIndex == -1 -> This is checked */ // Check returned group index if(_groupIndex isEqualTo -1) then { hint "Creating Group..."; // Debugging _woundedGroup = createGroup[west, true]; // Create a group to assign wounded mannequins _woundedGroup setGroupId["medicalTrainingWoundedGroup"]; // Set ID of the group to reference it in the future calls of the script } else { _woundedGroup = allGroups select _groupIndex; // Use the index to get it from the list of all groups }; I have also added a comment stating that _groupIndex is equal to -1 for your convenience. So, the actual problem I have encountered is that the first branch of the 'if, then' statement is NEVER executed, which is really weird to me. As you can see I have already checked the value of _groupIndex variable and it seems to be '-1' indeed, so if nothing else the first branch of the 'if' statement should be executed. But, no, instead the second branch (after the 'else' statement) is executed. I have also tried _groupIndex == -1 as well as _groupIndex isEqualTo str -1 which I believe is wrong (but tried it nevertheless) and as isEqualTo does NOT return an error I didn't get the results I wanted but didn't get an error either. I am quite new to scripting (although I have some intermediate experience with programming in general) and I am not sure where my error could be, so any insight would be most welcome. Thank you in advance, Z.
  13. Hey everyone, I need help in a custom script I need to do. I need to make a self interact available to all players on a multiplayer server, where they can select from a pre-defined list of what headwear I can give them. So like, how would I go about this for ALL players? Do I need to add an "_action = ["blah","blah"] in every single player init? Or is there a way I could do an external sqf and use an execVM or #include? I had experience with vanilla coding but that was over 4 years ago in A2.
  14. I have searched both google and the forums for this and see a couple answers to this question that do not make sense to me. I have a couple different firing ranges for my unit that are run via script. They work correctly in both hosted and on the dedi with one small exception. The rangemaster - which is a recording of one of our members played in the script - only executes on the player that activated the firing range, even though the range itself is working for every player on the server. I am 100% sure that it is a locality issue, as the addAction that calls the sqf is located in the init.sqf of the mission. I keep finding answers that have things like this: [Computadora1, ['Disparar a Barco',{<your code here>}] ] remoteExec ["addAction",0,true]; But I do not understand exactly what it all means as most people just provide a script and not an explanation of why it fixes the issues. My question is: how do I execute the addAction in game via remoteExec so that all players can both see the range and hear the rangemaster? Below is a snippet of my range code that involves the recordings - just to ensure that I haven't made a boneheaded error. init.sqf range4.sqf (partial) Thank you all in advance for the help!
  15. Dear sirs, I've been slowly working on what could perhaps best be called a "bedouin simulator" for a very long time. It involves things like making tea for people, cooking, hunting, chilling with your family etc. Sometimes, for example when making tea, I have the characters moving around from the kitchen to the fire, placing the teapot, etc. So there are a lot of cut-scene like sequences. Everything is working fine in my scripts, but the only problem: the movements are very imprecise at times. I don't mind some clunkiness, but sometimes the teapot is thrown Jedi-style to the fire through walls or from over ten meters away. I use "unit domove (position exampletargetpoint);" for almost everything now. Is there any better way to get more precise results compared to domove? Domove seems to be considered the most precise, but maybe I'm missing something. There are a lot of chairs and things around, it could be some sort of collision detection that is causing the problems. It seems like there are many possibilities to test and also I'm not sure if it's even possible to get it to work much better. So if you could point me to a better type of move command for this kind of thing, or a way to deal with collision detection problems, or simply tell me "there's no way to get it better just make everyone Jedi", I would appreciate it. Here is an example of my crude code, your wife is making you some tea at your camp: detach arwa; arwa switchmove ""; arwa domove (position teapot1); sleep 20; arwa domove (position waterstock1); teapot1 attachto [arwa, [0, 0, -.2], "lefthand" ]; sleep 20; arwa domove (position fire1); sleep 20; fire1 inflame true; sleep 3; teapot1 attachto [fire1, [0, 0, .3] ]; arwa domove (position seat1); sleep 5; arwa switchMove "ActsPsitMstp_cekani2"; arwa attachTo [seat1, [0, 0, -.3] ]; arwa setdir 0; arwa dowatch fire1; sleep 60; arwa switchMove ""; detach arwa; arwa setPos (arwa modelToWorld [0, -.5, 0]); sleep 2; arwa domove (position fire1); sleep 2; teapot1 attachto [arwa, [0, 0, -.2], "lefthand" ]; teacup1 attachto [arwa, [0, 0, 0], "righthand" ]; sleep 2; arwa domove (position player); sleep 5; player switchmove "Stryker_Cargo01"; player attachTo [seat2, [0, 0, .4] ]; 0 call {player setVectorDirAndUp [[0, cos _this, sin _this], [0, 0, 1]]}; teacup1 attachTo [seat2, [.015, .31, .55] ]; sleep 2; arwa domove (position teatable1); sleep 20; teapot1 attachTo [teatable1, [-.35, 0, -.2] ]; teacup2 attachto [arwa, [0, 0, 0], "righthand" ]; sleep 1; arwa domove (position seat1); sleep 15; arwa switchMove "crew"; arwa attachTo [seat1, [0, 0, .325] ]; arwa setdir 180; seat1 attachto [fire1, [0, -1.75, .05]]; arwa dowatch player; teacup2 attachTo [seat1, [.015, -.21, .43] ]; arwahakim = arwahakim + 3;
  16. I am trying to put together a trigger which gives Zeus points every time a truck goes between two points on the map (Like a supply line). If one Zeus is playing as the OPFOR team, they must spawn a Tempest Ammo truck and tell it to Cycle between two points (Point A and Point B). If the truck is spawned at Point A, the Zeus must order it to go to Point B, once it reaches Point B it must then be ordered to turn around and go back to Point A before Zeus points are added to that team. The Zeus can have multiple trucks going back and forth to add up Zeus points more quickly. I have managed to work out how to make the triggers active when a certain Vehicle type has entered the trigger, but I am having trouble working out how to get the supply point triggers working properly.
  17. Hello there! I'm working on a remake of the "East Wind" campaign where I replace every NATO unit with a Bundeswehr unit (BWMod). I'm currently working on the first mission of the campaign, now here's my problem: There's a game logic entity where MacKinnon's vehicle is supposed to lie on the side. I replaced the Hunter with an Eagle. Now when I'm starting the mission, the Eagle is stuck in the ground. Mods: BWMod Bundeswehr ReTex Pack CBA_A3 I'm not a programming god and I have no idea how to fix this issue! Any ideas? Thanks in advance! Images: Game Logic in editor: https://ibb.co/2YqB3Rm How it looks like in the mission: https://ibb.co/9y1k8wy Game logic code: https://ibb.co/YWs2tLc Vehicle code: https://ibb.co/PgFG74h PS: Sorry for my english skills...
  18. Hi! We are a bit new to Arma scripting and could use some pointers: My friend and I are working on an Escape like mission and we are wondering: - Is it possible to write a script that for each town/village the Civilian presence and BLUFOR Site module are generated when Independent players get within e.g. 1000m of that town/village? My plan (not sure it's the right one): - In Eden set out the modules with variable name defined - make triggerSpawnScript.sqf --> write å script that applies a trigger area to each town/village that is activated when Independent is within 1000m of citycenter an executes the moduleSpawnScript.sqf below - make moduleSpawnScript.sqf --> write some code that looks like this: forEach town apply "module variable name" call ["CityCenter"] BIS_fnc_locations - Do all customFiles.sqf have to be executed via the init.sqf file? Are we on correct path? or way off? thank you
  19. Hello there, How can I give AI a custom death animation. (from an addon) It's for my "cinematic movie" I tried to combine "IF statement" and "switchmove" for example " if _soldier1 alive false switchmove ....; But it didn't work properly. If anybody could help, I would appreciate. Thanks :)
  20. Has anyone figured out how to execute the keyframe animation via script? the only thing I can find on keyframe animation is the page explaining the modules.
  21. Alright, so currently I am developing an OPTRE Spec Ops mission, where a group of ODST soldiers start in a Pelican dropship headed towards its insertion point. I want to begin the mission with a red light within the interior of the Pelican, which I have managed to do successfully. But, I want that light to switch to green whenever the dropship is over the insertion point activated by a trigger that I have designated as (A1). It seems that the code I implement within the initialization fields of the dropship works, but only for a split second as the red light flickers, but does not change to green. Any help is greatly appreciated! This is the code that I have tried to implement: if( triggerActivated A1) then { //The following code will set the interior color to Green. light2 = "#lightpoint" createVehicleLocal [0,0,0]; light2 setLightBrightness .125; light2 setLightAmbient [1,0.2,0.2]; light2 setLightColor [0,0,255]; light2 lightAttachObject [this,[0,-2.5,-0.8]]; }; if ( !triggerActivated A1) then { //The following code will set the interior to Red. light1 = "#lightpoint" createVehicleLocal [0,0,0]; light1 setLightBrightness .125; light1 setLightAmbient [1,0.2,0.2]; light1 setLightColor [255,0,0]; light1 lightAttachObject [this,[0,-2.5,-0.8]]; pelican1 say3D ["music1", 10, 1]; };
  22. Hi, I am currently trying to find a way to check if local player is function caller in sqf file. I have civilian with addAction, which calls this script: _caller = _this select 2; if (local player == _caller) then { _handle = createdialog "Interaction"; } I need to show the GUI only to player using the action. Sorry if it's somewhere on these forums, but I was unable to find it. Thanks for your answers 🙂 WendAF
  23. I am trying to work on a small project of gathering all of the Ammo classnames for each vehicle in my ARMA3 Library. Currently I am using the below code on the init field of my soldier, it works but it is time consuming switch back and forth between my text document and ARMA3. I was wondering if there is a quicker way to gather the information once I have placed all the vehicles I want to check in EDEN. Thank You this addAction["Check Ammo","_mags = magazinesAmmo cursorObject; copyToClipboard str _mags;"];
  24. So i recently made a retexture of a uniform following a tutorial, at first i used the config that the tutorial used and then one that i found on the internet. But it doesn't work i was wondering if someone could help me out here. Note - i do not know how to make configs or how to code.
  25. So I have a script in my description.ext file for some custom voices but when I open the mission in the Eden Editor it gives me this error message: "C:\Users\User\Documents\Arma 3\missions\mission_name\description.ext, line 1: '.': '{' encountered instead of '='." I've looked through it about 10 times and still don't know what it's talking about, any ideas?
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