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Found 280 results

  1. Dynamic Animal/Game Spawn Script This script will continuously spawn animals that can be hunted (and butchered with the ravage mod and the mods "Survival systems" module active) in proximity of the player. Showcase Video: (This is just showing the basic functions with speed up despawn times and reduced spawn/despawn distances FYI) Functions of the script: - spawn loop for animals - random number and type of animals - can be butchered (using the ravage mod and a knife) - despawn once player moves away - customizable code How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "animalspawner.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - "animalspawner.sqf" 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code below into your notepad doc. 4. Save the notepad document with this name ------> animalspawner.sqf 5. Move the animalspawner.sqf to your mission folder. ========================================= animalspawner.sqf code: Script Dependencies: No dependencies. However, the Ravage mod and the mods "Survival systems" module is required to butcher the animals and process their meat. You can find all about the Ravage mod here: LINK Setting up the Script in the editor: 1. Find the Ravage section in your Editors "Systems" tab. 2. Place the module "Survival systems" Note: you need a "Gutting Knife" (from the Ravage mod) to butcher the animals 5. Place your player and start your mission. Using the script without Ravage mod: - the script runs without the Ravage mod active, no changes needed Credit: the basic template for the spawner came from a fellow ravager, however I can not trace back the specific post anymore. so shout out to all the friendly scripters from the ravage comunity for all their input;)!
  2. Hello! First | The basic premise of what I am attempting to do is two-fold. A) respawn existing vehicles (of different types - i.e. some jets, some helicopters, some ground vehicles), with the same custom pylons - for the jets/helis - set by the pylon/dynamic loadout editor in 3den. This part works fine thus far (see below). And B) apply unlimited ammo on a delay (i.e. it takes 45 seconds for the ammo to restore) to both the original vehicle and its respawned clone. The main trouble I am having is getting unlimited ammo to work with the new, respawned vehicles. Second | A code dump and summary of what is where: The code below is my unlimited ammo expression in the existing F/A-181 (and other vehicles). Ideally, the missiles & bombs refresh on a delay, hence the {sleep 45} segment. This part works perfectly for my purposes. this addEventHandler ["Fired",{[_this select 0,getNumber (configFile/"CfgAmmo"/(_this select 4)/"explosive")] spawn {if (_this select 1==1) then {sleep 45};_this select 0 setVehicleAmmo 1}}]; This code is present in the expression of a Game Logic and synced to all relevant air vehicles. It works perfectly for my purposes; no errors and functions as intended. [this] call { if (!isServer) exitWith {}; params ["_thisObject"]; _vehs = synchronizedObjects _thisObject; _initScript = { params ["_vehicle", ["_pylons", "none"]]; if (typeName _pylons == typeName []) then { private _pylonPaths = (configProperties [configFile >> "CfgVehicles" >> typeOf _vehicle >> "Components" >> "TransportPylonsComponent" >> "Pylons", "isClass _x"]) apply { getArray (_x >> "turret") }; { _vehicle removeWeaponGlobal getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon") } forEach getPylonMagazines _vehicle; { _vehicle setPylonLoadout [_forEachIndex + 1, _x, true, _pylonPaths select _forEachIndex] } forEach _pylons; }; }; { [_x] call _initScript; } forEach _vehs; [_vehs, _initScript] spawn { params ["_vehs", "_initScript"]; sleep 1; _respawnlist = []; { _respawnlist = _respawnlist + [[_x, position _x, [vectorDir _x, vectorUp _x], getPylonMagazines _x]] } forEach _vehs; while { true } do { sleep 1; { _veh = _x # 0; _respawnpos = _x # 1; _playerdistance = 200; { if (_veh distance _x < _playerdistance) then { _playerdistance = _veh distance _x }; } forEach allPlayers; if (!alive _veh || (_veh distance _respawnpos > 20 && _playerdistance > 20)) then { _vehType = typeOf _veh; [_veh, _respawnlist] spawn { params ["_veh", "_respawnlist"]; deleteVehicleCrew _veh; _veh lock true; _inSpawn = false; waitUntil { sleep 0.5; _inSpawn = false; { _respawnpos = _x # 1; if ((_veh distance _respawnpos) < 30) exitWith { _inSpawn = true; }; } forEach _respawnlist; _inSpawn || ((speed _veh == 0) && (isTouchingGround _veh)); }; if (!_inSpawn) then { sleep 30 }; deleteVehicle _veh; }; sleep 10; _newveh = _vehType createVehicle _respawnpos; _newveh setPos _respawnpos; _newveh setVectorDirAndUp (_x # 2);[_newveh, _x # 3] call _initScript; _respawnlist set [_forEachIndex, [_newveh, _respawnpos, _x # 2, _x # 3]]; }; } forEach _respawnlist; }; }; }; This is the current code present in the "System Specific - Vehicle Respawn" Module expression (not its Init). It does not work at all. params ["_newVeh", "_oldVeh"]; [_newVeh addEventHandler ["Fired", { [_newVeh select 0, getNumber (configFile/"CfgAmmo"/(_newVeh select 4)/"explosive")] spawn { if (_newVeh select 1 >= 0) then { sleep 5 }; _newVeh select 0 setVehicleAmmo 1 } }]] call BIS_fnc_initVehicle; The Vehicle Respawn Module: It throws the no errors upon mission launch and no errors upon vehicle respawn. My friends and I suspect it is not even executing properly. Here are a few screencaps of the 3den editor of the scene in question if it helps you: // Overview of the whole airfield. The Vehicle Respawn Module on the Right by the center of the airfiled is exlusively linked to ground vehicles. It respawns the vehicles fine but without the unlimited ammo. // The test F/A-181. // The Game Logic. // My two primary test subjects (Left is experimental; Right is the control). As you can see, the left F/A-181 is the primary test subject for the Vehicle Respawn Module, as it is synced to both the Vehicle Respawn and the Game Logic. The right F/A-181 (and all other air vehicles) is synced only to the Game Logic. Both jets initially spawn with the proper pylons/dynamic loadouts and unlimited ammo, as expected vis-a-vis the 3den editor settings. Both jets respawn with the proper pylons/dynamic loadouts. Neither jet respawns with unlimited ammo, currently. I feel close to solving this, but I am blind to what I am missing/adding unnecessarily. I have tried numerous other variations with even less luck. I am sure there is some redundancy between the Vehicle Respawn Module and the game logic, and I would appreciate any simplifications there. However, that is a secondary concern. Thanks for reading this far! Hopefully, you can help me and anyone else who wants to do this.
  3. So currently I have not found many ways with my small knowledge of SQF/arma natives or finding anyway online thats been demonstrated- But I'd like assistance in creating a script. Currently I am using SOG Prairie Fire Exectutor/Random Site modules to place caches that are all removeable via addAction for a search and destroy type mission- With each cache being randomly spawned via module. All of this works and I wish to to map markers to said caches that do spawn, as the Random Site module chooses several different locations. I would like only for (in this instance EAST or OPFOR) to have markers on said objects that are the caches. What method could I use for this? A snippet in initPlayerLocal? Can someone help create a mockup of what that would be? Id like: Markers to be visible for OPFOR only in mission MOST methods for one side markers Ive seen show ALL the markers in the briefing regardless Dont know how to actualize this. In initPlayerLocal? In seperate SQF script? Have them tied to editor placed objects. In this case, the object name/type in the screenshot: Multiple objects that are names cache_(letter)(number) ex. cache_a1 Any help is appreciated. I dont really know where to start code wise.
  4. I have constantly checked and put the skill to maximum and made it so the enemy only has a 20mm. Location of target: Dents de midi Location of enemy: 200m south of Chapoi ~400m above ground The issue is whenever I press 'Play Scenario', the plane just starts firing countermeasures instead of firing at its designated target. and then quickly either crashes into my CIWS or flies off, turns around and crashes into the side of the mountain. I have made it so both the plane and CIWS doesn't take any damage but just fight and target each other for the whole time so I can make a cinematic. Here is the used code for the targeting: (Context: Target is 't6') null = this spawn {_this dotarget t6; sleep 0.5; while {alive t6 and alive _this} do {sleep 4; gl action ["useweapon",vehicle _this,_this,0]; }};
  5. Hey, I have seen this tutorial by Jerry Hopper Arma Reforger Cinematic Timeline howto . He is saving the whole map into the modfolder to make Eden editable, but in my version the "Save world as" button is greyed out. Does anyone know a workaround? It would be just awesome to get the possibility to delete objects and changing the terrain for so many mod ideas. I don't know why BI is restricting that. Same with the texture files. Modded weapons, cars and everything else could look like it would fit perfectly in the game. Have a nice day Mittens
  6. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  7. Hello all OFP fans in 2021. I'm proud to announce (in behalf of OFP community member TonyHawk) new remastered czech "Ruprtova poradna" website was re-released to celebrate 20 years of OFP. https://ruprt.ofpr.info/ Feel free to visit and enjoy the nostalgic feeling. It should contain all original content and some enhancements. Please report any problems or requests at https://github.com/Hawkie94/ofp-ruprt. PS: Original version is still available at http://ofp.ruprt.cz/, but it doesn't work properly anymore and links to downloadable content are mostly broken.
  8. Hi there, you did a great job on the Mac port. I use it on an M1 MacBook Air. It's very smooth. I can't find the files and folders for my missions and scenarios I'm working on in the editor. Where are the folders? I can export the missions to the missions folder. But then of course I can't edit them anymore. Any ideas? The "show scenario folder" option in the editor doesn't do anything either. Therefore it's not possible to add scripts to the missions... hmmpff
  9. hello all, new to the forums and A3 mission generating. currently working on a D-Day landing Zeus OP for my group and I'm having issues. When I launch the initial gameplay test from the editor directly everything works as I designed, the German AI forces starting engaging the US landing craft from a range of approximately +/-500m (from mg bunkers to about 150m from water edge). the problem arises when I push the mission pbo to my dedicated server on Host Havoc the AI don't engage unless fired upon or zeus'd right in front of each other. I've tried messing with the AI defenders settings as well as trying to adjust the server settings but nothing is working. what could I be doing wrong or what is causing the difference in gameplay between the 2 types of hosting? thanks! DoughB0i
  10. Hi, I'm trying to make a mission like in Arma 3 Campaign "Stepping Stone", where player have the option to starting poin on map, during the briefing stage. Here's the thing I want to do: https://gyazo.com/f8b7ea5f2126f1300fa5a00bc4505eb6
  11. Hi: I'm creating a WWII-themed mission based on the map @IwoJimaV2 and the mod IFA3, facing up the fow_uscm faction agains fow_ija. I had previously created 2 different missions of the spanish FFAA Mod vs the CUP Russians, using the guide of the wiki (https://community.bistudio.com/wiki/Arma_3_MP_Warlords) with no trouble at all, even with custom asset lists, but this time I'm getting several errors that are preventing me from leaving enabled AI slots and buying troops. This mission, however, has some oddities: ·I've chosen as REDFOR the fow_usmc faction (which is coded as independent (greens), but I don't think that's the problem, as I tested changing them for genuine redfor factions, and the fow_ija (BLUFOR)was already in that faction. ·I haven't left any neutral Warlord Sector. All of the island is controled by BLUFOR, except for REDFOR Base (a beachhead). ·There are double REDFOR (american) slots than BLUFOR (japanesse). Japan players are expected to reinforce/help the AI to create a more interesting game, not to push like in a regular Warlords game. ·There are a lot of BLUFOR ambush groups, and random minefields (the System) covering some routes. I don't think this configuration is causing any problems, but the point is I don't even know what else to do, so I'll copy the broken_script alerts I get while opening my game in multiplayer: (I got this logs from ~:\Users\~~\AppData\Local\Arma 3\Arma3_x64_2020-10-13_22-26-51.rpt) This"paragraph" creates a loop that repeats several times. If I let AI playable teammates enabled, I algo get this error: All of my sectors (the 2 bases and 4 sectors) are properly configured and synced ingame. But with AI enabled, they don't even show up. If I disable them, I can play (but the 1st error keeps me from buying troops) Finally, I'm showing you my CfgWLRequisitionPresets. It should allow me already to buy a few fow_ija infantrymen but not even the Infantry category shows up. I'n my file there's also the parameters codeblock, also copied from the wiki, and that (at least) works properly when testing from multiplayer. Well, I think I have more or less explained my problem, and contributed most of the relevant information (just ask me if I should provide more complete logs, the mission files or whatever xD) In case any of my enabled mods is messing up, I'm also sharing my modlist. Most are WWII Assets, along with their dependencies, the Iwo Jima Map, and 3 movement-enhancement mods. I will deeply appreciate any clues about what I could do. This battle wasn't (afaik) represented in any Arma Scenario and I'd like to bring to fruition this project. Regards. This is my modlist: Enhanced MovementSteam http://steamcommunity.com/sharedfiles/filedetails/?id=333310405 CUP Terrains - CoreSteam http://steamcommunity.com/sharedfiles/filedetails/?id=583496184 CBA_A3 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 Advanced Towing Steam http://steamcommunity.com/sharedfiles/filedetails/?id=639837898 Advanced Sling Loading Steam http://steamcommunity.com/sharedfiles/filedetails/?id=615007497 IFA3_AIO_LITE Steam http://steamcommunity.com/sharedfiles/filedetails/?id=660460283 IFA3 liberationSteam http://steamcommunity.com/sharedfiles/filedetails/?id=950999958 7Y Assets WW2Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1202636528 IFA3 liberation compatibility 7Y WW2 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1215887665 Iron Front ArmA 3 : Faces of War Compatibility patch Steam http://steamcommunity.com/sharedfiles/filedetails/?id=828493030 Flying LegendsSteam http://steamcommunity.com/sharedfiles/filedetails/?id=2012417505 Faces of WarSteam http://steamcommunity.com/sharedfiles/filedetails/?id=891433622 Enhanced Movement Rework Steam http://steamcommunity.com/sharedfiles/filedetails/?id=2034363662 Cyprus Autorun By A. Cyprus Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1433000796 @IwoJimaV2 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=2017579768
  12. Hey, so I've got a question regarding the setting up of multiplayer spawns *on* static ships in ARMA 3. No matter what I do, I am unable to successfully spawn onto a static ship, such as in the hangar bay of a destroyer, or on the flight deck of a carrier. Is there some secret Bohemian sorcery that I simply don't know that makes it work, because there's absolutely zero material out there on this matter and it's beginning to get frustrating.
  13. I hope you are all well and thank you in advance for your help. Here's my problem: I'm currently making a composition on a vehicle, and I'd like to attach some specific weapons to the sides, which members could pick up as needed. Unfortunately, the weapons in question are addons that appear in the arsenal, but not in the editor. I've seen on the forum that there are ways to spawn an unlisted weapon, but these methods don't allow you to see the weapon before launching the mission. I need to see the weapon in order to place it correctly on the vehicle concerned. Do you know how I can do this?
  14. How do I make the beginning of a mission a black screen with the mission name that then fades into the game. Im new and dont know where to start. all tutorials are 10 years old so i joined this forum. thankyou
  15. 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
  16. I had need of a way to make new decent looking defenses for anti-air and artillery sites on the fly. So I wrote a little tile layer, called it CPG, and realized someone else might find this useful so here we are. What does CPG do? It takes a predefined set of tiles and lays them in an organic-looking pattern according to the connection rules of the tiles. It provides functions for the mission maker to easily create and edit tilesets as well as spawn patterns made from those tilesets in both the 3DEN editor as well as during mission runtime. The TL;DR is it makes this happen: How does it work? Tilesets are defined in the editor and exported to memory and/or .sqf-file. Tiles come in a limited number of types related to how they may connect. Each type can have multiple variants of which 1 is randomly selected on generation of each tile. A funky hybrid of BFS and Wave Function Collapse algorithm generates a grid and places the tiles according to the connection rules. How do I use it? First see installation steps below. Once installed you can activate the generator by calling CPG_fnc_generate (See below spoiler for examples). The "generate" function differentiates between 3DEN and mission runtime and spawns the objects appropriately. Installation Download the demo mission: https://www.dropbox.com/s/b5gzyv4q3im0tcu/CPG_demo_v1_1.zip?dl=0 Copy the CPG folder to your mission. In your description.ext > CgFunctions class include the file "CPG\functions.ext" like so: class CfgFunctions { #include "CPG\functions.ext" }; Creating your own tileset Here's a quick guide how to create your own tilesets for the generator: If you do create your own tilesets and feel like sharing please post them to this thread. 🙂 Old releases: v1.0 - https://www.dropbox.com/s/e8p4n46cvp5acb4/CPG_demo_v1_0.zip?dl=0
  17. Snapping for Eden and Zeus Steam Workshop Easily align objects in the editors. Features - Object-to-object snapping - Translation, rotation, and surface - Custom-defined and auto-calculated snap points: thin objects get 1 point at each end, thick objects get 4 corner points. - Does not create mission dependencies - Client-side for Zeus - Hints: nearest snap points shown in red if too far to snap, yellow and green for successful snap - Works for all objects inheriting from class Static Eden - Enabled with Translation Grid (use a small grid size) - Rotation snapping to nearest 90-degree-angle enabled with Rotation Grid - Surface mode for walls on hilly terrain enabled with Surface Snapping Zeus - Enable snapping with Curator Compass - Enable Rotation snapping with Curator Clock Keybinds To enable keybinds, turn on the CBA Addons setting, then set keys for toggling each mode in Modded Keybinds (Not CBA keybinds, those don't work in Eden). Bonus keybind for opening the Attributes menu for selected entities. Contribute custom snap points to the GitHub.
  18. Hi All, I'm New to the forums and to scripting i'm well out of my depth but i'm learning slowly. i'm sure this has been asked before sorry if it has. I'm having some issues with my script. I want to set up multiple markers that when a player that is alive is within a radius is near this marker it spawns units from a list of possible units. I want all the values the units the spawn radius and etc to be customisabled. I'd love to know how to get them to spawn in buildings as well as on different floors. These spawn points would be through the map in towns and other locations. At the moment i only have it set to 1 marker and 1 unit type but the units don't spawn and i'm a bit lost as to what i should do i can't seem to figure it out. I'd rather create something my self than use already existing scripts (i'm being difficult i know sorry) My script is below I'm not sure if ive pasted it in correctly let me know. Thanks all. _opforMarker = "Opfor_1"; // Name of the marker where the OPFOR units will spawn around _spawnRadius = 100; // Radius around the marker where units can spawn _opforUnits = ["O_Soldier_F"]; // Types of units that can spawn // Get the position of the marker _markerPos = getMarkerPos _opforMarker; // Create a new group for the spawned units _newGroup = createGroup east; // Define the trigger area _triggerPos = _markerPos; _triggerRadius = 50; // Create the trigger _opforTrigger = createTrigger ["EmptyDetector", _triggerPos]; _opforTrigger setTriggerArea [_triggerRadius, _triggerRadius, 10, false]; _opforTrigger setTriggerActivation ["WEST", "PRESENT", true]; _opforTrigger setTriggerStatements ["True", "hint 'trigger on'", "hint 'trigger off'"]; // Spawn units around the marker { _unitPos = [_markerPos, _spawnRadius, 360] call BIS_fnc_findSafePos; _unitType = selectRandom _opforUnits; _unitType createUnit [_unitPos, _newGroup, "_newUnit = this"]; }
  19. null = this spawn {_this dotarget t6; sleep 0.5; while {alive t6 and alive _this} do {sleep 4; gl action ["useweapon",vehicle _this,_this,0]; }}; I used this code in my mission is there a way to use this or something like it but with a trigger? Right now the AI shoots as soon as the mission starts I'd like for them to only shoot once the player moves into a trigger.
  20. Hi, I was hoping someone could help me setup a system to add customizations to vehicles (camo nets, bags, tracks, or change the camouflage) in a trigger. I have a mission using the spawn AI module, but I can't find a way to add customizations to vehicles through the spawn ai module, so I figured a trigger would be the next best way. In my mission, the vehicles spawn inside this trigger, and I figure you could have the trigger apply certain presets to them. I tried scripting this myself, but I'm very new to this and got stuck. What i tried was setting the trigger activation to: Any player, not present, repeatable (this is so that if a player drives their vehicle through the trigger it doesn't apply the customizations to their vehicle, only ai vehicles.) My condition field is: this && ({_x isKindOf "O_MBT_02_cannon_F"} count thisList >0); the trigger interval is 2 seconds, and the activation field is: {[ _x,[],["showCamonetHull",1,"showCamonetTurret",1,"showLog",1]] call BIS_fnc_initVehicle;} forEach thisList; I assume something with the condition isn't working, as I'm not really sure how to properly set up that. This was my test version, ideally, it would work for multiple vehicle types, like APCs and tanks. I was also hoping to maybe make it randomize the preset, like have a few presets per vehicle and have it pick one to apply, although, getting it to work at all would be nice. Thanks in advance
  21. Hey, I'm very new to scripting and am having trouble with something. I am making a multiplayer pvp/pve mission, and I want players to be able to call in an arsenal on their position when they need it. So I've used the base game "Supply drop support" to accomplish this, with the "crate init" field using this: ["AmmoboxInit",[_this,true]] call BIS_fnc_arsenal; 0 spawn { sleep 30; }; Now the arsenal bit works perfectly, but I also want the crate to be deleted/destroyed after a set amount of time, to prevent them being everywhere, and also limit players ability to exploit having an arsenal beside them. I've tried a few different methods to do this, and looked online quite a bit, but can't figure it out. Im certain its something small I'm messing it up, but either way i cant figure it out. i've tried putting things like "deleteVehicle _this" and using a "_this setDamage 1" to break or delete the crate, with no luck. the error messages also dont make much sense to me, so any help is appreciated. (In the "sleep" area is where ive been putting the delete commands) As a side note, if anyone could help me easily delete the normal contents of the crate via scripting that would also be appreciated
  22. Hi, I'm pretty new to scripting/coding and have largely been stalking the forums and repurposing other people's codes to get stuff to work for my personal missions. I have a tank control script that works perfectly in single-player/when there is only one player per side, but when there are 2 people on the same team, it seems to give control of the created group to the other person. I'm not sure how to fix it, I've looked online but can't seem to find anything. I could always go back to having a unit recruitment script but for my dedicated tank pvp mission I thought this would be better, so any help getting it working would be appreciated. (if it makes any difference, I'm hosting this as a multiplayer game from my PC) the script is this, placed in the init of each vehicle I want the script to apply to. this addEventHandler ["GetIn", { _tank = _this select 0; _unit = _this select 2; If(isplayer _unit) then { createVehicleCrew _tank; crew _tank select {!isplayer _x} joinSilent group player; } ; }] ; this addEventHandler ["GetOut", { _tank = _this select 0; _role = _this select 1; _unit = _this select 2; If(_role != "cargo")then { If(isplayer _unit) then { {deleteVehicle _x;} forEach crew _tank; } else { deleteVehicle _unit; }; }; }]; this is the script I have in the vehicle respawn modules expression field: _this select 0 addEventHandler ["GetIn", { _tank = _this select 0; _unit = _this select 2; If(isplayer _unit) then { createVehicleCrew _tank; crew _tank select {!isplayer _x} joinSilent group player; } ; }] ; _this select 0 addEventHandler ["GetOut", { _tank = _this select 0; _role = _this select 1; _unit = _this select 2; If(_role != "cargo")then { If(isplayer _unit) then { {deleteVehicle _x;} forEach crew _tank; } else { deleteVehicle _unit; }; }; }];
  23. Hi all, I trying to make a custom mission using CUP Terrains and RHS US and Russia weapons, and after making a custom loadout my AI won't respawn with their main weapon, just a pistol. They have everything else from their custom loadout and the method I've used has worked perfectly before so I'm unsure what the issue is. I've created the description.ext, onPlayerKilled.sqf and onPlayerRespawn.sqf and put in the necessary code which has worked before. Any help will be appreciated. Also the code for onPlayerKilled is p1 setVariable["Saved_Loadout_p1",getUnitLoadout p1]; p2 setVariable["Saved_Loadout_p2",getUnitLoadout p2]; p3 setVariable["Saved_Loadout_p3",getUnitLoadout p3]; p4 setVariable["Saved_Loadout_p4",getUnitLoadout p4]; p5 setVariable["Saved_Loadout_p5",getUnitLoadout p5]; p6 setVariable["Saved_Loadout_p6",getUnitLoadout p6]; p7 setVariable["Saved_Loadout_p7",getUnitLoadout p7]; p8 setVariable["Saved_Loadout_p8",getUnitLoadout p8]; And for onPlayerRespawn removeAllWeapons p1; removeAllWeapons p2; removeAllWeapons p3; removeAllWeapons p4; removeAllWeapons p5; removeAllWeapons p6; removeAllWeapons p7; removeAllWeapons p8; removeGoggles p1; removeGoggles p2; removeGoggles p3; removeGoggles p4; removeGoggles p5; removeGoggles p6; removeGoggles p7; removeGoggles p8; removeHeadgear p1; removeHeadgear p2; removeHeadgear p3; removeHeadgear p4; removeHeadgear p5; removeHeadgear p6; removeHeadgear p7; removeHeadgear p8; removeVest p1; removeVest p2; removeVest p3; removeVest p4; removeVest p5; removeVest p6; removeVest p7; removeVest p8; removeUniform p1; removeUniform p2; removeUniform p3; removeUniform p4; removeUniform p5; removeUniform p6; removeUniform p7; removeUniform p8; removeAllAssignedItems p1; removeAllAssignedItems p2; removeAllAssignedItems p3; removeAllAssignedItems p4; removeAllAssignedItems p5; removeAllAssignedItems p6; removeAllAssignedItems p7; removeAllAssignedItems p8; clearAllItemsFromBackpack p1; clearAllItemsFromBackpack p2; clearAllItemsFromBackpack p3; clearAllItemsFromBackpack p4; clearAllItemsFromBackpack p5; clearAllItemsFromBackpack p6; clearAllItemsFromBackpack p7; clearAllItemsFromBackpack p8; removeBackpack p1; removeBackpack p2; removeBackpack p3; removeBackpack p4; removeBackpack p5; removeBackpack p6; removeBackpack p7; removeBackpack p8; p1 setUnitLoadout(p1 getVariable["Saved_Loadout_p1",[]]); p2 setUnitLoadout(p2 getVariable["Saved_Loadout_p2",[]]); p3 setUnitLoadout(p3 getVariable["Saved_Loadout_p3",[]]); p4 setUnitLoadout(p4 getVariable["Saved_Loadout_p4",[]]); p5 setUnitLoadout(p5 getVariable["Saved_Loadout_p5",[]]); p6 setUnitLoadout(p6 getVariable["Saved_Loadout_p6",[]]); p7 setUnitLoadout(p7 getVariable["Saved_Loadout_p7",[]]); p8 setUnitLoadout(p8 getVariable["Saved_Loadout_p8",[]]);
  24. I'm basically looking for a way to make members of a squad respawn at a specific respawn position when there is more than 1 respawn point for the team. Let's say I have 3 respawn points or respawn modules for the BLUFOR team and I want my 1st and 2nd AI squads to only respawn at "respawn_west" (so at the first respawn point). How do I make this possible? I tried to sinc the AI squads to a respawn module, but it didn't work as intended. So I thought that there might be a script that makes the AI squad do that, but I have no idea how I can implement that. I'm fearly new to scripting and I know very little on how to make scripts. Does anyone have an idea on what I can do?
  25. I want to have a box where players can come up, and select a class from scroll wheel options, and it'll give them the gear immediately. I've seen it done, I just want to do it myself. Please reply if you know how. LTJG Hummel SEAL Team 10