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Found 9 results

  1. Hello, I am trying to get a simple hostage script to work on a dedicated multiplayer server, but it does not seem to work properly. I can see the "Free Hostage" option on the "hostage" AI, but the AI does not do anything after I select the option. While testing in the editor, the hostage is able to go to his next waypoint, but on the dedicated server, he is still stuck in place as if the script did not execute. The code I have to setup the hostage in "hostageSetup.sqf": hostage disableAI "move"; hostage setcaptive true; removeallweapons hostage; removebackpack hostage; removeGoggles hostage; removeHeadgear hostage; hostage unassignitem "nvgoggles"; hostage removeitem "nvgoggles"; removeVest hostage; hostage setunitpos "middle"; The code in "hostageAction.sqf": hostage setcaptive false; hostage setunitpos "auto"; hostage enableAI "Move"; And then finally the code in "init.sqf": execVM "hostageSetup.sqf"; hostage addaction ["Free Hostage",{ execVM "hostageAction.sqf" },nil,6,true,true,"","true",2,false,"",""]; Is there something I should add?
  2. Spawn civilian hostage with init, and problem with addAction. The addAction does not work, I have tried several calls like... _x, _this, this, leader CIV_REHEN_NAMUVAKA_1... and nothig. Helpme please and thanks. //nul = [] execVM "spawns\CIV_REHEN_NAMUVAKA_Loop_1.sqf"; //while {true} do { [west, ["Task_CIV_REHEN_NAMUVAKA_1B"], ["Protect the hostages. - Proteja a los rehenes.","Protect the hostages. - Proteja a los rehenes."], none, "CREATED", 2, true] call BIS_fnc_taskCreate; systemchat "CIV_REHEN_NAMUVAKA_1"; CIV_REHEN_NAMUVAKA_1 = [getPos player, civilian, ["C_Man_formal_4_F_tanoan"]] call BIS_fnc_spawnGroup; //{_x doMove ASLtoATL getPosASL PenBLU_OTANDESERT_MEN_Obj_1; _x allowFleeing 0; _x setCombatMode "RED"; _x setskill ["courage",1];_x setUnitPos "UP"; } forEach units CIV_REHEN_NAMUVAKA_1; //{ _x setCombatBehaviour "SAFE"; [group _x, getPos _x, 10] call BIS_fnc_TaskPatrol; } forEach units CIV_REHEN_NAMUVAKA_1; { _x disableAI "PATH"; _x setCaptive true; _x setUnitPos "MIDDLE"; // Add rescue action _x addAction [":: Rescue - Rescatar :: ", { ["Task_CIV_REHEN_NAMUVAKA_1","succeeded"] call bis_fnc_tasksetstate; {_x setCaptive false; _x enableAI "PATH"; _x setUnitPos "AUTO"; {[_x] joinSilent group player;} forEach units CIV_REHEN_NAMUVAKA_1; } ]; } forEach units CIV_REHEN_NAMUVAKA_1; waitUntil {({alive _x} count units CIV_REHEN_NAMUVAKA_1) < 1;}; ["Task_CIV_REHEN_NAMUVAKA_1B","CANCELED"] call bis_fnc_tasksetstate; //};
  3. MISSION MAKER FRAMEWORK for ARMA III, ver. 0008 (2021) This MODULE is compatible with BASE GAME (current version) MMF is an easy-to-use function library for mission designers. Live readMe Discord Channel (new) Change Log (new) FAQ (new) MMF Version 8 (install to mission root) (dev) MMF_vX (drive) (new) Demos (new) Images Features Have fun! Credits: Soolie Build Menu GUI SmartGames Function Configs Custom Notification Benchmark, Mr Pants Playtesting Arma Public License No Derivatives (APL-ND) Use:
  4. Hey guys! First script I've ever put up on the forums, but as far as I know no one has posted a hostage script using the new HoldAction function. I needed it for a mission and figured it may be helpful to some! I'm not sure if it works in MP yet, 2 AM so I haven't gotten to test.Tested and working in MP! For me anyway. Any bugs or blatant mis-coding, let me know! Features: Random hostage animation. AI joins player group after release. Uses Arma 3 Hostage Icons. Multiplayer Compatible (JIP should work too) Random interruption and completion dialogue from hostage. Nothing too fancy! Just simple. INSTRUCTIONS/CODE: SCRIPT: For use on units spawned via script, see @davidoss's wonderful example right here. Changelogs: For those who just want a download link: DOWNLOAD HERE (Google Drive)
  5. I have a hostage mission with the 3DEN Enhanced mod and have "Is Hostage" on 4 hostages that you need to hold "Space" to free the hostage. Im aware that the the trigger has something to do with "Enh_isHostage" but i do not know the code for the task to detect that the hostages have been set free. Anybody know how?
  6. Hi. This is my first post, i usually try to search first, but i have found nothing to help me about my problem. I have a Hostage script that i found here in the forum. Hostage script by DrCox1911 , It works well, but on to my problem. When i start the mission on a dedicated server, my player character starts in the same position as the hostage and begin to untie him. It only happens when i play on a dedicated server, if i start a server from my game, it plays fine. What do you need to see, to begin to help me ?
  7. Description: "Free a kidnapped ANN reporter from the hands of the Syndikat." This is a 1-day mission, which I made... today. Really wanted to finish something new again, and with the recent Apex stuff I got inspired enough to get this mission done. It's a simple search & rescue mission on Tanoa. Naturally, dev-branch or latest Apex rc-branch is required for playing. Turns out, it's actually quite stressful to make a mission in only one day, but it sets a few interesting limitations which one has to workaround somehow (hope this mission doesn't feel too cheesy). The original idea of this mission was much bigger and with a few more side tasks, but yeah... not enough time if you have to get it done as quickly as possible. :) Anyway, have fun & stuff. Link: Steam Workshop
  8. This is just a simple hostage rescue script that I wrote today while playing around with the new BIS subtitle and holdAction functions; it spawns a hostage, with animations, and creates a task which will complete if the hostage is freed, or fail if the hostage dies. You have to be within 5 meters of the hostage to untie them. The hostage will automatically be deleted upon task completion. Just paste the following code into the debug console (not MP tested because I haven't tried to make it 100% MP compatible). Enjoy. private _position = player getPos [linearConversion [0, 1, random 1, 10, 5], random 360]; h = [_position, WEST] spawn { comment "HallyG's (probably buggy) hostage script"; params [ ["_pos", [], ["", [], objNull]], ["_side", WEST, [sideUnknown]] ]; _pos = _pos call { if (_this isEqualType objNull) exitWith {getPosATL _this}; if (_this isEqualType "") exitWith {getMarkerPos _this}; if (_this isEqualType locationNull) exitWith {locationPosition _this}; if (_this isEqualTo []) exitWith {[0,0,0]}; _this }; if (_pos isEqualTo [0,0,0]) exitWith {}; private _fnc_hostageSpawn = { params ["_centre", "_side"]; private _type = (["b","o","i"] select ([WEST,EAST,INDEPENDENT] find _side)) + "_soldier_unarmed_f"; private _grp = createGroup CIVILIAN; private _unit = _grp createUnit [_type, _centre, [], 1, "NONE"]; _unit setCaptive true; _unit disableAI "MOVE"; _unit setMimic "dead"; removeAllWeapons _unit; _unit spawn { while {(alive _this) && (captive _this)} do { _this playMoveNow ("acts_aidlpsitmstpssurwnondnon" + format ["0%1",str (ceil random 5)]); sleep 0.1; }; if (alive _this) then { _this enableAI "MOVE"; _this playMoveNow ("acts_aidlpsitmstpssurwnondnon_out"); }; }; _unit }; private _randomString = { private _string = ""; private _alp = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ"; for "_i" from 1 to _this do { _string = _string + (_alp select [floor random count _alp, 1]); }; _string }; sleep 1; private _unit = [_pos, _side] call _fnc_hostageSpawn; private _taskID = 8 call _randomString; [ _side, [_taskID], ["Rescue the hostage near to the player! You have to be within 5 meters of the hostage to untie them!", "HOSTAGE RESCUE", ""], [_unit, false], "Assigned", 10, true, "Default", false ] call bis_fnc_taskCreate; [_unit, _taskID] spawn { params ["_unit", "_taskID"]; waitUntil {!alive _unit}; if !(([_taskID] call BIS_fnc_taskState) isEqualTo "SUCCEEDED") then { [_taskID, "FAILED"] call bis_fnc_taskSetState; }; }; [ _unit, "Untie Hostage", "\a3\Data_f\clear_empty.paa", "\a3\Data_f\clear_empty.paa", "(alive _target) && (_target distance _this < 5)", "(alive _target) && (_target distance _this < 5)", { ["Hostage #1","Hurry the f*ck up!"] remoteExec ["BIS_fnc_showSubtitle", _caller]; }, {}, { _unit = (_this select 3) select 0; ["Hostage #1","Thank you!"] remoteExec ["BIS_fnc_showSubtitle", _caller]; _unit setMimic "combat"; _unit enableAI "MOVE"; _unit setCaptive false; sleep 1; [(_this select 3) select 1, "SUCCEEDED"] call bis_fnc_taskSetState; sleep 5; deleteVehicle _unit; }, { ["Hostage #1","What are you doing? Don't f*cking leave me here!"] remoteExec ["BIS_fnc_showSubtitle", _caller]; }, [_unit, _taskID], 3, 0, true, false ] remoteExec ["bis_fnc_holdActionAdd", 0]; };
  9. shabaz_draey@windowslive.com

    Trigger Help

    So I have a mission where I'm bluefor, naturally Independent is friendly and opfor enemy, how do I make a trigger where when I make an indifor hostage into my group, the indifor forces instantly become my enemy?
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