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Found 55 results

  1. sooo the new update gave us the new "danger zone" module in the eden editor, and after looking around in the function viewer, i think i got it to kind of work. (in module) Variable name: BIN_dangerZone1 INIT: this call BIN_fnc_addDangerZone; this call BIN_fnc_markDangerZone; Hidden: unchecked when i enter the zone, it disables saves as usual, but doesn't disable time acceleration. i'd really like to know if somebody here got it fully working. additional PICS: https://imgur.com/PF3rEjl ERROR
  2. Hi guys, I have a mission that contains a vehicle respawn module. This respawn module is connected to a helicopter with [missionNamespace, this] call BIS_fnc_addRespawnPosition; in its init field. in the module's expression line I have execvm "MobileRespawn.sqf" . in mobilerespawn.sqf vehInit = { clearWeaponCargoGlobal _this select 0; clearMagazineCargoGlobal _this select 0; [missionNamespace, _this select 0] call BIS_fnc_addRespawnPosition; }; This all works dandy when I host locally, however when I run it on a dedicated server it does not appear to run the script, or at least does not apply the script to the respawned vehicle. What am I not getting here?
  3. Hi Everyone, So as the title says, I've created a new faction and one thing I'd like to do is get it to work with the Arma 3 modules without extra scripting in every mission I make. So I decided to create a replacement config that could add my faction into the list of factions on the module. I'll post that code below: Upon testing it out in game, I get an error message that points to this portion of BI's code in initSpawnpoints.sqf //filter out spawnpoints without any group type weight, or with wrong faction { if (true) then { _point = _x; _i = _forEachIndex; _faction = _point getVariable ["Faction",""]; //check if combination Side + Faction is valid if !((_cfgRoot >> _sideStr >> _faction) call Bis_fnc_getCfgIsClass) exitWith { ["[%3][%4] Combination | side=%1 + faction=%2 | is not valid!",_sideStr,_faction,_emitter,_point] call bis_fnc_error; _points set [_i, objNull]; }; From what I understand, it's telling me that my faction and side don't match up, or that my faction does not exist. Anybody have any clues as to what could be the issue? (The error in the code I posted is what shows up in game). Edit: Forgot, my Faction's cfgFactionClasses would probably be helpful. class cfgFactionClasses { class WWII_faction_DE_1939 { displayName = "[DE][1939] Wehrmacht"; //Faction name in-game priority = 1; //How far down it is on the menu side = West; }; };
  4. Werthles' Headless Module (now v2.0!) Fully configurable module to give headless clients control of editor/script/Zeus AI. -->TUTORIAL VIDEO - CLICK HERE<-- Albert is the name of my headless client... Downloads: http://steamcommunity.com/sharedfiles/filedetails/?id=510031102 http://www.armaholic.com/page.php?id=29455 Main features: Easy way to create headless client missions HC Setup and Ignore modules Editor/script/Zeus AIs auto-transferred to HC control AI waypoints/scripts/trigger syncs preserved Splits AIs evenly among multiple HCs 3D Debug Mode Here's Why Headless Clients Are Good: https://www.youtube.com/watch?v=0-WKHrC661g&feature=iv&src_vid=15VK_kNOu6o&annotation_id=annotation_4128809211#t=1m46.4s How To Use: Download the mod and launch Arma 3 with the mod. Edit your mission, adding a WH Setup Module, found under "Headless Modules". Configure the parameters as appropriate for your mission. Add an "Ignore" module if required. Add playable, uniquely named, headless clients. Save your mission as a multiplayer mission. Set up your server and headless clients Play your mission! Players, HCs and the server need to run the WHM mod in order to play. Part 3 of this guide is how I set up dedicated servers and headless clients: Werthles Headless Kit Guide http://steamcommunity.com/sharedfiles/filedetails/?id=459917508 Setup Module Parameters: Headless clients to be used Repeating checks for spawned AI Time to wait between repeats 3D debug mode for all or just admins Balance the number of AI units on each HC, and rebalance when uneven Delay between module activation and HC setup starting Time between each HC transfer, to aid stability Initial setup report Phrases the module should ignore when checking AI for the HC (can be whole/part unit names/group names/unit type/synced module name) If certain units need to remain controlled by (local to) the server, simply sync these units to an ignore module. Compatibility When combining with mods that require setup time, try increasing the WHM startup delay or activate the module on a trigger, so WHM setup starts afterwards. ALiVE Compatibility ALiVE Profiles: Attach "WH Setup Module" to a radio trigger (or similar solution), then activate once in game (else profiles do not load or save correctly). ALiVE Support Modules: Give the group a distinct callsign, then add this to the list of units to ignore within the "WH Setup Module".Please let me know if you find an issue with this and any mods. I will list any issues found here. I would like to make this compatible with as many mods as possible! Headless Client Tips: Headless Clients must be set as playable and have a unique name. HCs cannot connect to client internet multiplayer servers, only local servers or dedicated servers. This is because IPs cannot be whitelisted with these servers. HCs can only connect to servers which are passworded. WHM will change the locality of the AI being transferred to HCs. This can interfere with some scripts. If it does, you can use the "Ignore" module to stop WHM from giving the HC control of individual groups. See: http://killzonekid.com/arma-scripting-tutorials-locality/ Links For Scripted Version: WHK Setup Guide (For scripted version) https://www.youtube.com/watch?v=15VK_kNOu6o Werthles Headless Kit http://steamcommunity.com/sharedfiles/filedetails/?id=459317544 Werthles Headless Kit Guide http://steamcommunity.com/sharedfiles/filedetails/?id=459917508 WHK Armaholic Download http://www.armaholic.com/page.php?id=28917 Please let me know if there are any problems/things that could be improved, and I'll get to work on it! I'd also love to see this in action. Please link me if you have screenshots/videos!
  5. Hi all, I'm frequently scripting around BI modules overriding. I scripted some "multiple bombs" + "napalm" CAS for thus who knows MGI tactical pack addon. Today, I'd like to share a little script if you would like to drop a car (any vehicle) instead of a crate. Place a BI support module (virtual drop). It should work also with a real support. Not tested. Name it. Don't forget the BI support requester, sync modules as usual. In the BI module, write all vehicle types you want (helicopter classes existing in your cfgVehicles); In my example, as I'm fond of UNSUNG: ["uns_ach47_m200","uns_ch47_m60_army"] and this remark: the APEX V44 Blackfish ("B_T_VTOL_01_armed_F") is a plane but you can use it for faster drop! add what you want in the crate init, for example, I like to signal the crate with smoke/flare and add virtual arsenal on it: [_this,{ _this addAction ["<t color='#ffff11'>Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal},nil,10,false,true,"", ""]} ] remoteExec ["call"]; _flare = if (sunOrMoon <0.5) then [{"F_20mm_Yellow"},{"smokeShellYellow"}]; _fumi = _flare createvehicle getPosATL _this; _fumi attachTo [_this,[0,0,-2]]; Remark: this code is for standard drop of a crate, but will be overridden with vehicle code. add a simple calling code in the Vehicle init of the module (here vehicle is the helicopter, not the parcel!): _this spawn MGI_fnc_dropVeh with the following remark: I use to compile sqf in init.sqf: MGI_fnc_dropVeh = compileFinal preprocessFileLineNumbers "MGI_fnc_dropVeh.sqf"; (You can also directly execVM it, writing _this execVM "MGI_fnc_dropVeh.sqf" in vehicle init of the module). Now, the sqf code: MGI_fnc_dropVeh.sqf: Last version 03rd/08/18 _veh = _this; if !(_veh isKindOf "uns_ach47_m200") exitWith {}; comment "choose the helicopter class you want for car drop, the other ones will drop simple crates."; _home = getpos _this; _grpVeh = group _veh; sleep 3; _currentwpt = [_grpVeh, currentWaypoint _grpVeh]; _currentwptPos = waypointPosition _currentwpt; _currentwptdesc = waypointDescription _currentwpt; deleteWaypoint _currentwpt; _wpt = _grpVeh addWaypoint [_currentwptPos,0]; _wpt setWaypointDescription _currentwptdesc; _wpt setWaypointStatements ["TRUE", " if (isServer) then { [this, this getVariable 'BIS_SUPP_supportRunCoords', 'B_Parachute_02_F', 'B_MRAP_01_hmg_f', this getVariable 'BIS_SUPP_selectedModule'] spawn { _pilot = _this select 0; _wpPos = _this select 1; _chuteType = _this select 2; _crateType = _this select 3; _crateCode = compile ""[_this,{_this addAction ['Arsenal',{['Open',true] spawn BIS_fnc_arsenal},nil,10,false,true,'', '']}] remoteExec ['call']; _flare = if (sunOrMoon <0.5) then [{'F_20mm_Yellow'},{'smokeShellYellow'}]; _fumi = _flare createvehicle getPosATL _this; _fumi attachTo [_this,[0,0,-2]]""; comment 'optional remove the _crateCode line if you dont want an arsenal'; _oldDist = _pilot distance _wpPos; while {_oldDist >= _pilot distance _wpPos} do { _oldDist = _pilot distance _wpPos; sleep 0.1 }; _pilot setVariable ['BIS_SUPP_supporting', FALSE]; _chute = createVehicle [_chuteType, [100, 100, 200], [], 0, 'FLY']; _chute setPos [position _pilot select 0, position _pilot select 1, (position _pilot select 2) - 50]; _crate = createVehicle [_crateType, position _chute, [], 0, 'NONE']; vehicle _pilot setVariable ['MGI_crate',_crate,true]; _crate call _crateCode; comment 'to be removed also, if the _crateCode line is removed above.'; _crate attachTo [_chute, [0, 0, 0]]; waitUntil {position _crate select 2 < 3 || isNull _chute}; detach _crate; _chute setVelocity [0,5,0]; vehicle _pilot setVariable ['MGI_crate',nil,true]; }; }; "]; _grpVeh setCurrentWaypoint _wpt; _wp2 = _grpVeh addWaypoint [_home, 0]; _wp2 setWaypointType "Move"; _wp2 setWaypointBehaviour "SAFE"; _wp2 setWaypointStatements ["TRUE", "vehicle this land 'LAND'"]; _veh land "none"; waitUntil {!isnil {_veh getVariable "MGI_crate"}}; sleep 60; {deleteVehicle _x} forEach crew _veh; deleteVehicle _veh; Hope you'll have fun with that. An adapted version is now included in the MGI advanced Modules addon.
  6. MGI ADVANCED MODULES Hi all, Here is an addon for mission makers. If you need to easily spawn some factions, some civilian life or just add randomized weapons loot in houses... If you want an advanced AI heal & revive, for SP or MP mission, able to heal players or bros.. If you want a transport support on any vehicle... A vehicle respawn system with crew, waypoints, loadouts, addActions, arsenal.... Friendly kill sanction... AI cannons able to fire HE shells on infantry... Some generators able to switch on/off a district... or adapt silencers to combat behavior... or perhaps a simple tool for reading all map object classes/display names/p3d model names... Other tools like tire puncture on barbed wires? ... And of course, MP compatible, favorite mods compatible... Here you are. https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809 Adapt silencers to stealth/combat situation No video SP/MP compatible - all mods Advanced locations (spawning factions on areas) See video SP/MP compatible - all mods Advanced transport See video SP/MP compatible - all mods AI can respawn No video SP/MP compatible - all mods Civilian life See video SP/MP compatible - some known mods Drop vehicle instead of crate See video SP/MP compatible - all mods Enhanced Turrets No video SP/MP compatible - all mods (so far. feedback welcome) Flip overturned vehicle No video SP/MP compatible _ all mods HALO jump No video SP/MP compatible - all mods Heal & revive see video SP/MP compatible - check for mods... Modded units are not a problem. But some mods like ACE have their own scripts and could be incompatible. Furthermore, I scripted for some conditions about the presence of FirstAidKit and MediKit. This module is complex enough. I didn't grab into mods for exotic classes of items (and I will not). Of course, you can choose to skip these conditions. Kill punishment See video SP/MP compatible -all mods Loot weapons & items in houses See video SP/MP compatible - some mods (CUP UNSUNG IFA3 RHS R3F) Marker to Task See video SP/MP compatible - all mods Respawn vehicles No video (see an old one about script to have an idea) SP/MP compatible - all mods Important note: This module uses EH handleDamage. This EH doesn't work if you apply something like: testedVehicle setDamage 1 from console. The script needs some hits on parts (updating vehicle data before destruction). So, crew and waypoints will be respawned after a current kill/disabled vehicle in game. SP simple respawn No video Single Player only Switch ambient lights See video SP/MP compatible - all mods so far... Tire puncture No video SP/MP compatible - some mods Touch of class! See video SP/MP compatible - all mods Wear what you want No video SP / MP compatible - all mods (not all. Some weird mods don't have true uniforms but some skinned units... Nothing to do with that) One man tank No video SP/MP compatible - all mods with Tanks or APCs Prisoners See video SP/MP compatible (not fully tested in MP) - all mods so far Have fun! Pierre MGI
  7. Hello everyone, I am trying to create a module addon. However, after having correctly followed the subject of arma 3, it is well detected in game but the module does not appear in the editor menu. need you help me understand please? config.cpp class CfgPatches { class myTag_addonName { units[] = {"hds_systemes_operations"}; requiredVersion = 1.0; requiredAddons[] = { "A3_Modules_F", //"CBA_main" }; }; }; class CfgFactionClasses { class NO_CATEGORY; class hds_systemes_operations: NO_CATEGORY { displayName = "Hiddens systèmes opérations"; }; }; class CfgVehicules { class Logic; class Module_F:Logic { class AttributesBase { class Default; class Edit; // Default edit box (i.e., text input field) class Combo; // Default combo box (i.e., drop-down menu) class Checkbox; // Default checkbox (returned value is Bool) class CheckboxNumber; // Default checkbox (returned value is Number) class ModuleDescription; // Module description class Units; // Selection of units on which the module is applied }; class ModuleDescription { class EmptyDetector; }; }; class hds_systemes_occupations: Module_F { scope = 2; // Editor visibility; 2 will show it in the menu, 1 will hide it. displayName = "Secteur occupé"; // Name displayed in the menu icon = ""; // Map icon. Delete this entry to use the default icon is3DEN = 0; function = "hds_generations_occupations"; functionPriority = 1; isGlobal = 0; isTriggerActivated = 1; isDisposable = 1; class Attributes: AttributesBase { class Yield: Combo { // Unique property, use "<moduleClass>_<attributeClass>" format to make sure the name is unique in the world property = "hds_generations_occupations_factions_Yield"; displayName = "Faction"; // Argument label tooltip = "Veuillez sélectionner la faction qui sera généré dans le secteur"; // Tooltip description typeName = "NUMBER"; // Value type, can be "NUMBER", "STRING" or "BOOL" defaultValue = "0"; // Default attribute value. WARNING: This is an expression, and its returned value will be used (50 in this case) class Values { class le_csat {name = "csat"; value = 0;}; class le_fia {name = "fia"; value = 1;}; }; }; }; class ModuleDescription: ModuleDescription { description = "Généré une occupations dans le secteur"; // Short description, will be formatted as structured text }; }; }; class CfgFunctions { class hds { class hds_functions { file = "\hds_occupations_ops\fonctions"; class hds_generations_occupations{}; }; }; };
  8. Hello I was searching for documentation to ARMA 3 Editor module "Zone Protection". It is calling BIS_fnc_moduleZoneProtection I cannot find any description or use cases. If my hunch is right, it should be a functionality used to create an area where damage is not applied to objects / characters? However BI wiki is very much empty on this module or function. Using function viewer i had a look into the code of the function but i am very much a newbie on arma scripting. While i understood from the code that the module can be synced only with Locations logic entities - documentnation on Locations is equally shabby. I tried in a single player scenario to place a location entity and sync it with this module. To my understanding some area should have been displayed on map but nothing happened. It had no effect. So i would be grateful if somebody experienced could explain. Thank you very much! P.S: Sorry if a topic exists somewhere on the forum explaining it - i was unable to find it.
  9. As title says. I am very bad at scripting, i have made a fully made mission, everything is done. Now I need a script so that i can teleport a module "zombie waypoint" to certain location when players enter a trigger. What script and entities do i need for that. So Player enters a trigger trigger gets activated Module moves to trigger location or near it then repeat on next trigger thanks, im very new to coding and scripting.
  10. I am in a bit of struggle. I am making a mission where I want an assault boat unit to respawn if it is killed, the problem is you can't simply use the AI spawn module because it does not support naval vehicles for some insanely stupid reason. I want the boat crew to follow a waypoint (Guard waypoint) again when they respawn, but how?? PS: I have tried using JEBUS but they do not respawn or follow waypoints so... I have also tried different things with the "Object: Event Scripting - On killed" field, but nothing works. Hope you guys can help
  11. Looking for some help with the BIS Spawn AI Module. I can't find any documentation on how to set the faction beyond the vanilla ones (e.g., AAF, CSAT) or otherwise shape the spawns beyond the basic infantry/vehicle/armor/air options. I'd like to be able to at least set the faction, like to an RHS infantry type. Anyone know how to do this?
  12. Hello everyone, I need a little help I try to create, through a script, a combination of modules to add a civilian presence to the cities crossed by the player. The problem is that at the launch of the mission, despite the generation of three modules (visible and existing in Zeus mode) the main module (ModuleCivilianPresence_F) does not link with the other two modules (ModuleCivilianPresenceSafeSpot_F and ModuleCivilianPresenceUnit_F), and I have the following error message : "bis_fnc_moduleCivilianPresence [x] Civilian Presence L-Alpha 1-2: 1 terminated." There are at least 1 spawnpoint and 1 position module. " How to make dialogue, synchronize the three modules, created via a script, ingame ? This is just a piece of extracted code; the rest of my project works perfectly : Do not pay attention to the two ways to create a unit, both ways work exactly the same, I put the necessary characters to hide the text for reading the script > /* and */ _townLoc = nearestLocations [getPos player, ["NameVillage","NameCity","NameCityCapital","NameLocal","CityCenter","Airport"], 2500]; if ((count _townLoc) > 0) then { sleep 0.01; _townPos = locationPosition (_townLoc select 0); /* sleep 0.50; _MCP_Spawn = (createGroup sideLogic) createUnit ["ModuleCivilianPresenceUnit_F",_townPos,[],0,"NONE"]; _MCP_Spawn setvariable ['BIS_fnc_initModules_disableAutoActivation', false]; sleep 0.50; _MCP_SafeSpot = (createGroup sideLogic) createUnit ["ModuleCivilianPresenceSafeSpot_F",_townPos,[],0,"NONE"]; _MCP_SafeSpot setvariable ['BIS_fnc_initModules_disableAutoActivation', false]; sleep 0.50; _MCP_Module = (createGroup sideLogic) createUnit ["ModuleCivilianPresence_F",_townPos,[],0,"NONE"]; _MCP_Module setvariable ['BIS_fnc_initModules_disableAutoActivation', false]; */ sleep 0.50; _MCP_SafeSpot = "ModuleCivilianPresenceSafeSpot_F" createUnit [_townPos, createGroup sideLogic, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false];", 0.6, "PRIVATE"]; sleep 0.50; _MCP_Spawn = "ModuleCivilianPresenceUnit_F" createUnit [_townPos, createGroup sideLogic, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false];", 0.6, "PRIVATE"]; sleep 0.50; _MCP_Module = "ModuleCivilianPresence_F" createUnit [_townPos, createGroup sideLogic, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false];", 0.6, "PRIVATE"]; }; Otherwise I also tried another method : I to place the necessary modules in the 3den editor, then move them by script when the player is near a locality. The modules change position, but the created civil entities always go to the moduleCivilianPresenceSafeSpot module's initial position, ie the position of the module when it was placed in the editor, even if it was changed position. :/
  13. Hello, everyone! I have played missions with such tasks. For example: the player can finish a main task, shown above the others, when 2 or more other side/secondary tasks are completed. My simple example: -> Main Task: Survive - Kill The Officer - Destroy Tank When I kill the officer and destroy the enemy tank, I have completed these side/secondary tasks, and with that the main task: Survive, is also completed. Is this some special script that should be used or just placing down any modules in the Eden editor?
  14. erikcz-f05fb571f456ccac

    How do i set prices of addon vehicles for zeus

    Hello, so ive spent a lot of time playing arma with my friend on my own created server with custom zeus vs zeus mode (we play with addons for russian and USA vehicles and soldiers, Russia vs USA) and we want to play with prices of soldiers so the other army cant cheat, and I tried for 30 mins searching google and trying to set up this mode on 1 zeus, but when I open zeus as game master, there is just drones section for russia NPC, and I cant even afford it cause prices with addons are bit bugged or arent set. Please help me, if you dont understand me, tell me, I try to explain more. Here is video of what im talking about, cause my english is bad:
  15. I need help spawning a single classname specific infantry unit from a spawn AI module for sector control. Is there a script I need for the init box? Or is there a particular way I need to format a list of classnames in the blacklisted groups box? What I'm trying to do is have a particular spawn module spawn 1 single AI infantry unit of my choice (IE just a CSAT rifleman). That will capture sectors for a sector control mission I'm working on. If and when it's killed the module will simulate that AI "respawning" by spawning the same exact classname chosen for the AI.
  16. I'm making a mission on a custom map, Takistan. I was wondering if it's possible to make changes in the Civilian Presence Module (CPM). Is it possible to make it spawn only CUPs Takistani civilians? The Altis civilians are a bit.. eh.. misplaced as an civilian population in Takistan.
  17. Hi to everyone, I 've searched tried and then frustrated because with a lot of googling i can find anything so far but this. Is there a way to make a minefield module randomly generated? As you can imagine i tried to link the module to an empty marker but as expected didn't work. I tried to find a post here creating a minefield with script but i couldn't as well. So i beg for your help. Even an answer like : No you can't will be so much time saver. Thank you in advance to anyone who will even read my post and question, Jim
  18. I have an issue with my server that causes the loading sequence to be wrong in regards to how quickly the "remove all objects" module functions. I presume that the loading sequence is the issue anyways, considering that the vehicles that are placed in those areas become destroyed because of the objects that were intended to be removed, but were removed too slowly. Does anyone have any idea of how to resolve this issue? I'm running the mission through a dedicated server.
  19. Hi, I just remarked that a EAST playable unit can respawn on the WEST module position. And, aftermath of that, you can see endless respawn/ fight on this position between opposite units. Steps to reproduce in 3DEN: Place a player, civilian or captive or invincible... but this may impact on the respawn behavior! (see below) Place one unit BLUFOR and one unit OPFOR, at least, in sight of each other(s), let's say distance 50m between the sides. Place a module: respawn Position, variable name: respawn_west, parameters: Infantry, BLUFOR, everyone, enabled. Between the 2 sides. optional?: place 2 logic entities: sideBlufor_F and a sideOPFOR_F . That doesn' seem to change anything here. Now, there are at least 2 possibilities to play this scenario, but weird things start here: 1- let the scenario in mission folder (not the MP folder) or just play that directly from 3DEN, but in MP session of course: 1.1 - if you are a "true side" civilian (faction CIV_F) , you will see BLUFOR and OPFOR respawning at their respective positions; 1.2 - if you are a BLUFOR captive (so civilian sided), you will see BLUFOR and OPFOR respawning at the module position. 1.3 - if you add a respawn_east module, nobody cares of it! Now, let's save this mission in MP folder, exit 3DEN, start multiplayer session, choose the mission (in green text normally): 2 - respawn feature is broken for everyone. I don't know what I missed but all these behaviors are repeatable and.. at least very strange. No mod added. Description.ext // not optimized, it was just for a test, some lines are useless here //________________________________________________ respawn = 3; respawnDelay = 3; respawnDialog = 1; enableDebugConsole = 2; respawnTemplates[]= {"Counter","Menuposition","revive"}; respawnonstart = -1; taskManagement_markers2D = 1; taskManagement_propagate = 1; disableRandomization[] = {"All"}; corpseManagerMode = 1; corpseLimit = 20; corpseRemovalMinTime = 360; corpseRemovalMaxTime = 900; wreckManagerMode = 1; wreckLimit = 5; wreckRemovalMinTime = 360; wreckRemovalMaxTime = 900; //______________________________________________ You can speed up the process with respawnDelay to 0
  20. Back in the Arma 2 AO days a script/ module used to exist that allows the player to call medevac and land at a red smoke gernade. This was a module and could be placed in any mission easily. I tried this module in Arma 3 but it did not work anymore, so I was wondering if anyone had another module. I would rather have the Module because it can easily be used for different missions, rather then writing a whole script per mission. If a module is not available i was looking for a script that might work. I have checked the forums and really don't see a FULL answer for what I'm looking for. I have tried assembling bits and pieces and have yet to get it right. The idea would be as follows. Medevac helicopter "Med_heli1" awaiting at the FOB or airbase. Player would activate the medevac call using the radio menu. Once activated the medical helicopter will begin the call. Trigger would have a timer so that the helicopter may not simply spawn or show up. The timer is to give the player the feel of waiting and securing a sight. Our birds are not ready at a moments notice unless it was already in the air. "Med_heli1" would begin the journey to the EVAC site and would await a signal. This signal could be red, green, or Ir strobe as needed. Until the helicopter sees this or this trigger is activated it would orbit the player area to avoid being an easy target. Once the helicopter detects it will land at the smoke, IR, or a suitable location. (Engines stay on and hopefully it doesn't crash) Player can bring the casualty to LZ (helicopter) and it will be loaded onto. Once all wounded has been loaded or helicopter is full it would RTB and await it's next call. (the idea of having the casualties removed vs having them healed instantly is up in the air, I prefer to have the guy off the squad because it is far more realistic and teaches you to really watch what your doing vs run and gun.) (if this was not possible or not wanted the casualties can be healed over a time and returned to the players squad) The other thing would be to LIMIT how many times the bird could be called or to set a trigger that can force the player to secure the LZ and make sure the no opfor is detected. (In real life those birds dont fly into a hot LZ, that LZ needs to be secured and if you lose control or become overrun a hasty LZ would have to be established, they dont want the birds shot down and even though the 9 line has an ARMED escort option it is RARE.) I have tried some of the options using the EDEN editor but it really looks like a mess so I'm assuming script or module would be the only way to make it work and not clutter up the entire map. Thanks again for any help Bill
  21. 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;}];
  22. MGI GUN RUN Last update: 01/02/2018 Hi all, Here is another script to add a specific gun run, calling a virtual or real CAS. This script is to copy/paste inside BI init CAS module. Nothing more to do! The code will search for "cannon" or "Gatling" in the pilot's weapon. So far, it doesn't work for gunners. You can see "no pilot cannon" in the sub-menu. If you find some non-listed pilot's cannon, let me know. Tips: - Always place your module/aircraft at 2 km from a target area. It's far better for a straight-in approach. You can even place them outside of the map. - Don' try to repeat the CAS too soon with a real aircraft. It will turn around the target without aiming it. Don't forget, pilots are dumb (I can say that referring to my own carrier). - At this time, Buzzard is far more precise than Wipeout which generously spread ammo with poor efficiency. Code to copy/paste in init field of the CAS module: 0 = this spawn { MGI_CAS_MODULE = _this; MGI_CAS = compileFinal " if !(GUNRUNCAS) exitWith {}; private _isVirtual = ({_x isKindOf 'air'} count synchronizedObjects MGI_CAS_MODULE ==0); _pilot = player getVariable 'BIS_SUPP_selectedProvider'; _veh = vehicle _pilot; _home = getPos MGI_CAS_MODULE; _trts = (_veh WeaponsTurret [-1]) select { getText (configfile >> 'CfgWeapons' >> _x >> 'nameSound') == 'cannon'}; waitUntil {!isNull (_pilot getVariable 'BIS_SUPP_requester')}; _requester = _pilot getVariable 'BIS_SUPP_requester'; 'Gun run requested' remoteExec ['hint',_requester]; waitUntil {!isnil {_pilot getVariable 'BIS_SUPP_supportRunCoords'}}; _coords = _pilot getVariable 'BIS_SUPP_supportRunCoords'; _alt = getTerrainHeightASL _coords; _limit = [40,90] select (_veh distance2D _coords < 2500); _pilot setCombatMode 'BLUE'; _veh flyInHeightASL [_alt +500,_alt +500,_alt +500]; waitUntil {_veh distance2D _coords < 2000}; _timer = diag_tickTime; _veh flyInHeightASL [_alt +100,_alt +100,_alt +100]; _resultOK = false; 'In sight' remoteExec ['hint',_requester]; _tgttype = ['laserTargetE','laserTargetW'] select (side _veh == WEST or (side _veh == RESISTANCE && WEST getFriend RESISTANCE >0.6)); _tgt = createVehicle [_tgttype,_coords,[],0,'none']; if (count _trts > 0) then { _trt = _trts select 0; _mags = (getArray (configfile >> 'CfgWeapons' >> _trt >> 'magazines')) arrayIntersect (_veh magazinesTurret [-1]); _cnt = getNumber (configFile >> 'cfgMagazines' >> _mags select 0 >> 'count'); _pilot setCombatMode 'RED'; _pilot reveal [_tgt,4]; while {diag_tickTime < _timer + _limit} do { _tgt setPosASL (getPosASL _tgt vectorAdd [0,0,(0.18 * (_veh distance2D _tgt)) -270]); if (!isNil 'BIS_SUPP_laserTGT') then {deleteVehicle BIS_SUPP_laserTGT; BIS_SUPP_laserTGT = nil}; _veh selectWeaponTurret [_trt,[-1]]; _veh doTarget _tgt; if ((_veh weaponDirection _trt vectorCos (AGLToASL _coords vectorDiff (eyepos _pilot))) > 0.999) then { [[_veh,_trt], BIS_fnc_fire] remoteExec ['call',_veh]; if (_veh magazineTurretAmmo [_veh currentMagazineTurret [-1],[-1]] < _cnt) then {_resultOK = true}; } else { _pilot lookAt _tgt }; uiSleep .01; }; }; if (!_resultOK) then {_pilot setVariable ['BIS_SUPP_failed',true]}; (['Gun run aborted','Gun run terminated, resuming support'] select _resultOK) remoteExec ['hint',_requester]; if !(_isVirtual) then { waitUntil {waypointType [group _veh,currentWaypoint group _veh] == 'MOVE'}; [group _veh,currentWaypoint group _veh] setWaypointPosition [_home,0]; [group _veh,currentWaypoint group _veh] setWaypointStatements ['true','']; _veh setFuel 1; {_veh setAmmo [_x, 2000]} forEach _trts; }; _pilot setVariable ['BIS_SUPP_supporting',false]; if (_isVirtual && alive _veh) then {uiSleep 180; deleteVehicle _veh}; "; _this spawn { while {true} do { GUNRUNCAS = false; waituntil {uiSleep 0.2; ((player getVariable "BIS_SUPP_request") select 0 == "CAS_Bombing") && {!isnull (player getVariable "BIS_SUPP_selectedProvider")}}; _pilot = player getVariable "BIS_SUPP_selectedProvider"; _veh = vehicle _pilot; _trts = (_veh WeaponsTurret [-1]) select { getText (configfile >> "CfgWeapons" >> _x >> "nameSound") == "cannon"}; private _cooldown = time - (_this getVariable ["BIS_SUPP_lastCall",time -122]) - ((_this getVariable ["BIS_SUPP_cooldown",0]) max 60); BIS_SUPP_commMenu = BIS_SUPP_commMenu + [ [ ["Gun run request",["No pilot cannon!",format ["wait for %1 sec",-(round _cooldown)]] select (_cooldown < 0)] select (count _trts == 0 or _cooldown <0), [4], "", -5, [[ "expression","GUNRUNCAS = true; [] spawn MGI_CAS; player setVariable ['BIS_SUPP_ammoType', 0]" ]], "1", ["1","0"] select (count _trts == 0 or _cooldown < 0), "\A3\ui_f\data\IGUI\Cfg\WeaponCursors\cannon_gs.paa" ] ]; uiSleep 0.1; showCommandingMenu "#USER:BIS_SUPP_commMenu"; waituntil {uiSleep 0.2; isnull (player getVariable "BIS_SUPP_selectedProvider")}; }; }; }; Seems to be short? It took me a lot of hours to find this solution. Feel free to test, comment, ask for some implementation. Pierre
  23. I have a question regarding the new DLC Laws of War and the showcase mission In the showcase where you get to try out CAS and choose the right one without killing civilian you can choose what kind of bomb the incoming jet gets to use. For examble you can order the new cluster bomb. But i dont seem to find any way to edit the CAS module so that the selected bomb is used. I can only choose between guided and unguided. I know if you choose an non virtual CAS provider with artillery you can choose the type of ammo but why not with planes. Hope someone knows more about scripting than me or knows how they did it in the showcase. PS. I know theres a way to force the plane to use a specific kind of weapon by disabling all others but that doesnt seem to work with virtual Provider.
  24. Mister GTX

    Civilian Presence Module

    Hello Community, With the new Mission from the Tac Ops DLC, they have also introduced some new cool Modules for the Eden Editor and I have played around a wile but I still couldn't figure out how the Civilian Presence Modules work :( I would be really thankful if anybody could explain to me how those Modules work! Warm Regards, Lt. Halliwell, to be continued ...
  25. Hi all. I am currently trying to make use of the parameters to dynamically add tickets to the Respawn Tickets Module so that players can adjust the number of tickets for their own session to control their overall time-frame. Currently, how the game works is based on sector Bleeding rather than actual respawn. Basically when sectors are taken to a certain percentage, the tickets will start bleeding. So player respawn isn't taken into account for the reduction in tickets. Module is set to 250 each per side, WEST, EAST. I used: // get the number from parameters // somehow get the difference, e.g. 500 - 250 = 250 if (isServer) then { [WEST, _difference] call BIS_fnc_respawnTickets; [EAST, _difference] call BIS_fnc_respawnTickets; }; But it seems that under a dedicated Server, the above command doesn't seem to reflect on all players, and most likely only on the server..... though I thought the command is supposed to work on a global level. And testing it out of the isServer if else statements, it resulted in additional of more tickets every time a player joins..... So I was wondering if anyone is able to explain how that function works or if I have used the wrong combinations... or I should have used either just the module or the function command. Thanks.
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