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Found 15 results

  1. DESCRIPTION: This is a script which dynamically spawns furniture in random houses when a player enters the town it's associated with. The furniture despawns when the player(s) in that town leave. Easy to setup! VIDEO: SCREENSHOTS: Coming soon™ FEATURES: No mods required! No DLCs required! Compatible with all maps which use buildings from Altis, Malden, Stratis, and Tanoa Compatible with single-player, client-hosted, and dedicated servers Nearly no performance impact Spawns furniture in random houses within town, when player enters it Furniture layouts are built with AI pathing / buildingPositons in mind Despawns the furniture when there are no players within that town Includes an easy to configure script file TO DO LIST: (Upcoming Change-Log) Finish support for Tanoa buildings Include support for CUP buildings Include furniture layouts for abandoned buildings Include furniture layouts for industrial buildings Include furniture layouts for military buildings Create up to 5 possible furniture layouts for each individual unique building KNOWN BUGS: Bug free! CREDITS: Phronk: Script Creator Bohemia Interactive: Furniture models, textures, and configs CONTRIBUTORS: Metalman10 optimized the initialization of functions TESTERS: Chaser (ATCAG) PRYMSUSPEC Sjakal INSTALLATION: Copy & paste the "PF" folder into your mission's root folder EXAMPLE: C:\Users\<MyUsername>\Documents\Arma 3 - Other Profiles\missions\<myMissionName.mapName> Copy & paste this line of code into your mission's init.sqf: execVM"PF\init.sqf"; Done! (OPTIONAL) - The "CFG.sqf" file in the "PF" folder is the settings file. PF_BlacklistMkr = ["BL_Mkr1", "BL_Mkr2", "BL_Mkr3"]; //List of blacklisted markers PF_BlacklistLoc = ["airbase","Stratis Air Base", "military range"]; //List of blacklisted locations PF_Dbug = FALSE; //Debug mode: true = on, false = off PF_Chance = 75; //% Chance for furniture to spawn per house PF_Optimize = TRUE; //TRUE enables hiding all furniture until player is within 150m, FALSE disables it v0.6 (06.03.2018) DOWNLOAD LINK - (Google Drive) DOWNLOAD LINK - (Steam Workshop) DOWNLOAD LINK - (Armaholic) CHANGE-LOGS:
  2. Hello: With this small script, activated by trigger, a helicopter with its crew must appear on the ground, on a certain 3D position. When the script is activated, the helicopter itself is generated, but static and at a certain height, not perched on the ground. If the code indicates that the height must be 0 (_height = 0;), why does not it work? What am I doing wrong? Please, can you help me? Thank you. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _markerstr = createMarker ["MI8_C1", [9908.08,19424.5]]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_dot"; _height = 0; _pos = getMarkerPos "MI8_C1"; _MI8_C1 = [ [_pos select 0, _pos select 1, _height], EAST, ["CUP_O_Mi8_RU"],[],[],[],[],[],270] call BIS_fnc_spawnGroup; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  3. Hello: With this small code I try to place on the map two civilians with their corresponding name "CIVILIAN_1" and "CIVILIAN_2", but it does not work. Can somebody help me? Grateful.. if (!isServer) exitWith {}; _markerstr = createMarker ["CIVILIAN_1",[2747.08,2417.49]]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_dot"; _height = 4.76837e-007; _pos = getMarkerPos "CIVILIAN_1"; _CIVILIAN_1 = [ [_pos select 0, _pos select 1, _height], EAST, ["C_man_hunter_1_F"],[],[],[],[],[],0] call BIS_fnc_spawnGroup; { group _x setFormDir 270; _x allowFleeing 0; _x setdir 270; _x setUnitPos "AUTO"; _x setBehaviour "SAFE"; _x setCombatMode "RED"} forEach units _CIVILIAN_1; _CIVILIAN_1 setVehicleVarName "CIVILIAN_1"; CIVILIAN_1 = _CIVILIAN_1; sleep 4; _markerstr = createMarker ["CIVILIAN_2",[2748.23,2412.76]]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_dot"; _height = 0; _pos = getMarkerPos "CIVILIAN_2"; _CIVILIAN_2 = [ [_pos select 0, _pos select 1, _height], EAST, ["C_man_sport_3_F"],[],[],[],[],[],0] call BIS_fnc_spawnGroup; { group _x setFormDir 270; _x allowFleeing 0; _x setdir 270; _x setUnitPos "AUTO"; _x setBehaviour "SAFE"; _x setCombatMode "RED"} forEach units CIVILIAN_2; _CIVILIAN_2 setVehicleVarName "CIVILIAN_2"; CIVILIAN_2 = _CIVILIAN_2;
  4. Hi All. Im creating a multiplayer mission where I want it to start with the players in a helicopter, and they get dropped off, and then the first spawn starts from there and then later on they have choices of new spawn points. the problem I'm having is that when I select in the editor "select respawn position" I start in the bottom left corner (south west) of the map. Only when I take the the tick box off does the player start off where I have him in the editor. Is there a way to have the player start in position you have him in the editor, (in the helicopter beling delivered) and still have selectable respawn points? Its driving me mad a little as I only just looked at this and my mission is nearly finished. I have tried on player init to put "this incargo heli1" but it still ends up in the middle of the sea. As a background I have done everything in eden editor and no scripting, I don't know how to do that..... Thanks for your help James
  5. Hi all, I'm usually just a lurker here, but I thought I'd release my dynamic spawning system seeing as I've finally got it to the point where I'm happy to hand it out to people. So, without further ado: What is it? The Dynamic Spawner is a system that dynamically spawns units with custom loadouts, faces, voices, etc. This can add variety to your missions by giving you the ability to create factions that normally don't exist in the game - WITHOUT needing extra mods (other than gear/weapons if you want modded ones). Handy for public servers that want to avoid using mods, or for groups who want to have special factions for their scenarios without needing entire mods for new factions. How do I use it? 1. Unzip the files into your mission file, and add the following to your init.sqf: 0 = execVM "SyDynSpawn\DynamicSpawnerInit.sqf"; 2. Place down units in your mission (disable their simulation/model/etc) and give them the custom loadout you want. 3. Give the leaders of the groups relevant names. 4. Insert the names of the group leaders, and classnames of vehicles into the factions.sqf (check attached readme for details on how to do that) 5. Place down Game Logics where you want to spawn units and follow instructions in the readme file to set them up to spawn how you want. Example Mission here: https://www.mediafire.com/file/f3749dpf4uu81ld/Dynspawn_Example.Stratis.zip What does it not do yet? I've added base elements for CAS and Helicopter reinforcements, but haven't implemented a spawner for them yet. This will be added in future. Where do I get it? Here: http://www.mediafire.com/file/nb01br9o3pu9p3v/SyDynSpawn.zip Anyways, let me know if you find bugs or have questions/suggestions for future features.
  6. I would like to put together a mission with an insertion but with the ability to respawn on a custom position. But if I use the respawn on custom position option, the insertion part is dropped and I start the mission by choosing a spawn point. I'd like to do some HALO insertions...or SCUBA stuff...optional spawn points...etc... And still have the ability to put out some tents as optional spawn points as the mission progresses. Any help is appreciated.
  7. I made this huge base thing in the eldn editor but when i spawn with riflemen inside the base it spawns me in the corner of the map any fix??
  8. How would you go about caching units only to be deleted later, but doing it all locally? Ive set up a nice script that populates towns with random patrols, now i just need a way for the patrols to get deleted once the player leaves the area. HNK_fnc_createVehPatrols does nothing, thats for later once i figure out how to delete the spawned units. :P Also i ment to type selectRandom instead of floor random.
  9. Hello, I have seen numerous post about this issue, but can't seem to find a solution that actually works. So here is my problem. I have a classic sector game which I play alone or with a friend, against or with each other. Each side (Bluefor and Opfor) have a squad a player can take over and control. Rest of the forces come from an AI spawn module. It all works perfectly except all the ai's spawned from the modules doesn't bleed any tickets on both sides when they are killed in action. It is only players and ai squad members that I know how to use bleed tickets with. But the Ai's from the module does not work, so it is sort of unbalanced. Please do anyone knows how to bleed tickets form ai spawn module? Script I use for the ai squad mebmers in unit init: this addEventHandler ["killed",{[_this select 0,-1,true] call bis_fnc_respawnTickets;}];
  10. I'm currently tring to set up a mission where a player activates an action witch activates a trigger that spawns units in a group. I have done the addAction and it looks like this: this addAction ["Spawn INF", {(_this select 0) setVariable ["GERinf", 2, true];}]; and the condition of the trigger: ((InfTrigGER getVariable ["GERinf", 0]) == 2) But i have trouble with spawning the units. So far i have done this: _group105=createGroup west; _unit2=_group105 createUnit ["fow_s_ger_heer_rifleman", getMarkerPos "GERinfspawn", [], 4, "FORM"]; I'm trying not to use an outside script and basicly only do it from the ingame init. If someone can help that would be awesome :)
  11. hi guys! i was searching a way to spawn units in a very simple way, but most important to have better performance! // file is named : VEHresBplane1.sqf if (isServer) then { uiSleep 3; _Dveh = "B_plane_CAS_01_dynamicLoadout_F" createVehicle [getPos Bres1 select 0, (getPos Bres1 select 1) +5, 990]; uiSleep 1; _Dveh setpos [getPos _Dveh select 0, (getPos _Dveh select 1) +5, 990]; createVehicleCrew _Dveh; uiSleep 1; [group _Dveh, getPos Darea, 5000] call BIS_fnc_taskPatrol; uiSleep 1; waitUntil {sleep5;{alive _x} count crew _Dveh == 0}; uiSleep 30; waitUntil {sleep5;(_Dveh distance player) > 2000}; {_Dveh deleteVehicleCrew _x} forEach crew _Dveh; uiSleep 1; deletevehicle _Dveh; uiSleep 6; null = execVM "VEHresBplane1.sqf"; }; thats the code i writed, i fear its not very efficient, and i noticed that if i use it for a ground vehicle, often happens that gets damaged, crew exit and start walk on foot, vehicle gets deleted (because in fact there's no more crew alive in), but former crew is still walking around map, and will never be deleted! i wish to delete also the "former crew" (or on long times map will become overpopulated by them !! thanks for any help !
  12. In the two different missions I made, players spawn either in the water, or floating underneath their spawn point. I'm using the respawn on location of death setting, in case that matters. One of the maps is Altis, the other is Winter Chernarus. Any way to fix this?
  13. Hey guys, I am working on a script to spawn groups of AI around a marker. I am executing the script only on the server and the AI is spawning but not shooting even though that they are reacting to the player. They have ammo and their behaviour changes to Combat. I did some testing and found out if the script is executed on the client the AI shoots on the player, but only the AI which got spawned by the player. So each AI is shooting a different player. This also overflows the objective with AI because every player spawns a new group. As far as I know the "brain" of the AI is the computer which spawned it. Is it possible that a server setting is wrong? I am also using 3 headless clients. This is my code: That's how I call the script: [[[_mainobjective],"scripts\mainobjectives\setUpBigTown.sqf"],"BIS_fnc_execVM",false] call BIS_fnc_MP; Spawning the group: _pos = [getMarkerPos (markers select _mainobjective), 0, 400, 1, 0, 1, 0] call BIS_fnc_findSafePos; _grp = [_pos, AIHQ, 5] call BIS_fnc_spawnGroup; _grp setBehaviour "SAFE"; Does anyone have an idea why the AI is not shooting? or how to fix that? Trying to fix that issue for days now and were not able to find any other post. Excuse me if I overlooked any post. Thank you guys in advance for any reply.
  14. Hello, In the mission I am currently working on I need the ability to spawn pre-defined units via their string name, to a vehicle defined by either it's editor given variable name, or it's string name. Preferably the vehicles variable name. Then, I'm going to call the script via a trigger that is triggered via the Radio menu. As well as if it is possible, I'd like to then have another script that does the opposite, and de-spawns them, and will be called the same way via a trigger, and they will be On-Off options. Oh and yes, text via side to say that it has been toggled on or off! Any info is much appreciated, as I don't even know were to start. PS: As well as could you explain how to do the same for objects if there is a difference? I could put this information to good use to put the USS Nimitz On station and Off station.
  15. I'm quite new to functions with variables and scripting in general and I would really appreciate some help! The code will not even execute and I've been banging my head for hours now. Can someone please take a look? The function I'm trying to run is called spawnHeli (see code below) and its written in a file called functions.sqf. functions.sqf is called in init.sqf by execVM "functions.sqf"; and the spawnHeli function is called in a trigger in the editor by _nul = [getMarkerPos "heliSpawnPoint", "ocra"] spawn spawnHeli; The spawnHeli function I want to run as it is written in functions.sqf: It seams like already in the init phase the end of the functions.sqf file is not reached so can it be some error in the spawnHeli function preventing it from compiling? spawnHeli = { private["_xPos","_yPos","_zPos","_type"]; _xPos = this select 0; _yPos = this select 1; _zPos = this select 2; _type = _this select 3; _spawnMarkerPos = [_xPos,_yPos,_zPos]; if (isServer) then { _heli = []; _crew = []; _crew = creategroup EAST; if(_type == "ocra") then { _heli = [_spawnMarkerPos, 180, "O_Heli_Light_02_F", _crew] call bis_fnc_spawnvehicle; } else { if(_type == "kajman") then { _heli = [_spawnMarkerPos, 180, "O_Heli_Attack_02_F", _crew] call bis_fnc_spawnvehicle; } else { exitWith {}; }; }; _wp = _crew addWaypoint [getPos player, 0]; _wp setWaypointType "SAD"; _wp setWaypointCombatMode "RED"; _wp2 = _crew addWaypoint [getPos player, 1]; _wp2 setWaypointType "LOITER"; _wp2 setWaypointCombatMode "RED"; uiSleep 300; _wp3 = _crew addWaypoint [getMarkerPos "wpCas", 2]; _wp3 setWaypointType "Move"; _wp3 setWaypointCombatMode "green"; _Ocra = _heli select 0; waitUntil{ (getPos _Ocra) distance (getmarkerpos "wpCas") < 2000}; {deleteVehicle _x} forEach (crew _Ocra); deleteVehicle _Ocra; } else {}; };
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