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Found 6 results

  1. 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)
  2. 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?
  3. 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 ?
  4. 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
  5. 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]; };
  6. 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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