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Found 471 results

  1. DESCRIPTION: This is a script which enhances the in-game VOIP by adding radio effects when communicating with other players, while factoring weather conditions during transmissions. No mods or third-party programs required. Setup is easy! I created a Feature Request ticket for BI to add a mutePlayer command. Please up vote! VIDEO: SCREENSHOTS: FEATURES: No mods required! No third-party programs required! Script will initialize only if TFAR / ACRE2 aren't enabled Tiny file size (44 KB) No performance impact Admin/clients don't have to download anything to play your mission No custom sounds; AFAR recycles Arma 3's audio files No custom artwork; AFAR recycles Arma 3's models/textures No custom animations; AFAR uses an animation already Arma 3 No custom items; Players just need a radio equipped to talk on radio channels Adds interesting depth to VOIP, which it has lacked for so long Talking on VOIP channels in-game will broadcast radio noise to all friendlies with a radio Radio noise gets louder based on overcast, rain, and sunOrMoon Incapacitated / dead players cannot use radio In-game radio interface includes options to customize settings locally Compatible with land, sea, and air vehicles Compatible with Arma's End Game respawn templates Compatible with Arma's End Game Spectator Compatible with Arma's Dynamic Groups Compatible with Zeus More information in the "ReadMe.txt" TO DO LIST: Simplify script installation Add new (Optional) radio animations Rewrite interface code into .SQF instead of .HPP Singleplayer compatibility Extend AI communications with you Terrain interference Expand radio interference effects Reintroduce distance factors (Once BI adds necessary commands to Arma) Release a separate standalone mod version (Low priority) Create official AFAR gitHub repository (Lowest priority) KNOWN BUGS: (Upcoming Change-Log) Mouse button inputs (LMB, MMB, RMB) are not supported CREDITS: • Phronk: Script Creator • Bohemia Interactive: Radio model, audio, animation, and BIS_fncs CONTRIBUTIONS: • DirtySanchez: Helped organize functions/define CfgRemoteExec • Metalman [EXP]: Helped optimize code initialization TESTERS: • BadBenson • Chaser • Kargi8499 • Limey • MorpheousMike • PRYMSUSPEC • Sjakal • statsback2zero • Task Force Ronin INSTALLATION: (24AUG2019) - v0.93 Download Link (Google Drive) Download Link (Steam Workshop) Download Link (Armaholic) CHANGE-LOGS:
  2. I'm working on this event for a mission of mine where a ghost hawk flies into the AO, the player, and their squad board said ghost hawk, and the ghost hawk takes them out of the AO. I decided it would be best to use CaptureUnit for this, as the AI piloting can be unreliable at best. And because I wasn't sure how else to have it so that the player and squad would have a limited amount of time to board the helicopter, I decided I'd break the UnitCapture into two parts: Part one flying into the AO and landing, and Part two taking off and RTB. Part one works fine up until the moment the UnitPlay finishes, at that point the helicopter flies back up into the air and then lands again. And once the player and ai are in the helicopter it does lift off the ground, but then it just hovers, but it's giving me no indication that the script has any errors (and I'm very confident that it doesn't myself). Is there something I can do to fix this? Or should I go about getting the helicopter to pick up the player some other way?
  3. I have with the help of others created a script that spawns and despawns furniture in houses. Download: https://github.com/Tinter/Tinter-Furniture/releases At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Github: https://github.com/Tinter/Tinter-Furniture Steam workshop (Does only have a test mission): https://steamcommunity.com/sharedfiles/filedetails/?id=1895377640 Showcase of the script: Quick showcase of how to add make and add compositions: It spawns furniture locally as simple objects in nearby houses, despawning it when you're far away. The furniture is defined by compositions that you make in eden and using the scripts provided, organize them into files. The compositions are defined on classnames, but a lot of work has gone into trying to make similar buildings compatible, for example the buildings on Altis and Malden are different, but the script will recognize them as the same. Info on how exactly to do this is in the readme file. Furniture is also spawned on the server so that AI will also (hopefully) consider it. I have no indepth test of performance with this script active, but I have played missions with it active and it didn't slow the mission to a crawl at least. At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Thanks to Diwako, G4rrus, Tennessee, jonoPorter, Meanwhile
  4. GF Custom Deathscreen Script by GEORGE FLOROS [GR] Description: Adding an image of blood and sound when killed to spice it a little bit . You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation: Installation / Usage: For usage instructions and information of how to use the GF Custom Deathscreen Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and the description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.1 fixed name v1.0 Forum topic: - Armaholic forums Armaholic GF Custom Deathscreen Script
  5. GEORGE FLOROS GR

    GF Missions Script

    GF Missions Script by GEORGE FLOROS [GR] Description: GF Mission Script , configurable script. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Mission Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: This is a standalone Mission Pack , that will give more depth in a mission. It is working in every map. It will generate missions on random. This script is also including DAC Script version. ** CAUTION ** The player variable names , must start with : s_1 , s_2 and so on up to s_70. Otherwise , they must be defined in the DAC/DAC_Config_Creator.sqf Feel free everyone , to post your missions (scripted , MP compatible) in order to make this Misson Pack bigger ! Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Special Thanks to : Big thanks to Silola , for his unique DAC mod/script. DAC V3.1 (Dynamic-AI-Creator) https://forums.bohemia.net/forums/topic/167033-dac-v31-dynamic-ai-creator-released/ Changelog: v3.0 Several Fixes. v2.0 added a lot of available options, added the EOS Script, added a custom spawn system, added more missions, addded a time out option, the missions that must be spawn in the desired position, added safe areas, added addactions, added the new GF_Set_Custom_Loadout script, which is modified for this purpose, scripts for the spawned enemies will allow everyone to select from an array for the classnames for ex: RHS units , vehicles , etc excluded GF_Police_and_Siren script , and there are a lot of changes on the whole script. This version is completely reedited. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40207 Armaholic GF Missions Script Extra usefull information from the topic , will be added at the post below:
  6. Hello! I'm very new to scripting in Arma, or any form of code in general. I"m struggling to get this script to work. My current goal is to throw a green smoke grenade and have a helicopter spawn, fly to the smoke grenade position, drop a supply crate, and fly away. Any help would be amazing! Original script credits go to Tym Cooper's video on helicopter positon to smoke grenades - "https://www.youtube.com/watch?v=e_hOKoOfqfw" and Soolie's supply drop script - "https://forums.bohemia.net/forums/topic/177299-customizable-supply-drop-release/" Arma tells me my error is in this line of code (around line 44) places "lxl" before select 0 _supplyWP2 = _supplyGrp addWaypoint [[(_dropPos select 0)+_supplyRandomLocX, (_dropPos select 1)+_supplyRandomLocY, _dropPos select 2], 2]; HERE is the full script //script start _shooter = _this Select 0; _ammotype = _this Select 4; _dropPos = getpos player nearestObject "SmokeShellBlue"; _supplyBoxFnc = "b_supplycrate_f"; _supplyCargoFnc = { _supplyBoxFnc addWeaponCargoGlobal ["hgun_Pistol_Signal_F",3]; _supplyBoxFnc addMagazineCargoGlobal ["6Rnd_RedSignal_F", 10]; _supplyBoxFnc addWeaponCargoGlobal ["hgun_Pistol_heavy_01_snds_F",3]; _supplyBoxFnc addMagazineCargoGlobal ["11Rnd_45ACP_Mag", 10]; _supplyBoxFnc addWeaponCargoGlobal ["srifle_GM6_LRPS_F",3]; _supplyBoxFnc addMagazineCargoGlobal ["5Rnd_127x108_APDS_Mag", 10]; _supplyBoxFnc addItemCargoGlobal ["V_PlateCarrierGL_rgr", 10]; _supplyBoxFnc addItemCargoGlobal ["U_I_GhillieSuit", 10]; _supplyBoxFnc addBackpackCargoGlobal ["B_AssaultPack_ocamo", 10]; }; //hint format["%1",_ammotype]; sleep 2; switch (_ammotype) do { case "SmokeShellBlue": //add script below { //_supplyLocArray = [+1000,-1375,-1500,-1125,+1250,-1000,+1375,-1250,+1500,+1125]; _supplyLocArray = [+100,-100]; _supplyRandomLocX = _supplyLocArray select floor random count _supplyLocArray; _supplyRandomLocY = _supplyLocArray select floor random count _supplyLocArray; _supply = [[( _player select 0)+_supplyRandomLocX, ( _player select 1)+_supplyRandomLocY, ( _player select 2)+50], 180, "I_Heli_Transport_02_F", WEST] call bis_fnc_spawnvehicle; _supplyHeli = _supply select 0; _supplyHeliPos = getPos _supplyHeli; _supplyMrkrHeli = createMarker ["supplyMrkrHeli", _supplyHeliPos]; _supplyCrew = _supply select 1; _supplyGrp = _supply select 2; _supplyGrp setSpeedMode "FULL"; _supplyGrp setBehaviour "CARELESS"; _supplyWP1 =_supplyGrp addWaypoint [(_dropPos),1]; _supplyWP1 setWaypointType "MOVE"; _supplyWP2 = _supplyGrp addWaypoint [[(_dropPos select 0)+_supplyRandomLocX, (_dropPos select 1)+_supplyRandomLocY, _dropPos select 2], 2]; _supplyMrkrLZ = createMarker ["supplyMrkrLZ", _dropPos]; "supplyMrkrLZ" setMarkerType "Empty"; "supplyMrkrHeli" setMarkerType "Empty"; _supplyHeli flyInHeight 150; hint "The supplies are on the way"; _supplyMrkrHeliPos = getMarkerPos "supplyMrkrHeli"; _supplyMrkrHeliPos2 = [_supplyMrkrHeliPos select 0, _supplyMrkrHeliPos select 1, (_supplyMrkrHeliPos select 2)+50]; _supplyHeli = _supplyMrkrHeliPos2 nearestObject "I_Heli_Transport_02_F"; _supplyMrkrLZPos = getMarkerPos "supplyMrkrLZ"; _supplyLZ = createVehicle ["Land_Laptop_device_F", getMarkerPos "supplyMrkrLZ", [], 0, "NONE"]; deleteMarker "supplyMrkrHeli"; deleteMarker "supplyMrkrLZ"; _supplyLZ hideObject true; waitUntil {( _supplyLZ distance _supplyHeli)<400}; _supplyHeli animateDoor ["CargoRamp_Open",1]; waitUntil {( _supplyLZ distance _supplyHeli)<200}; sleep 2; _supplyHeli allowDammage false; _supplyBox = createVehicle [_supplyBoxFnc, position _supplyHeli, [], 0, "CAN_COLLIDE"]; clearBackpackCargoGlobal _supplyBox; clearWeaponCargoGlobal _supplyBox; clearMagazineCargoGlobal _supplyBox; clearItemCargoGlobal _supplyBox; _supplyBox disableCollisionWith _supplyHeli; _supplyHeli disableCollisionWith _supplyBox; _supplyBox allowDammage false; _supplyBox attachTo [_supplyHeli, [0, 0, 0], "CargoRamp"]; _supplyBox setDir ([_supplyBox, _supplyHeli] call BIS_fnc_dirTo); detach _supplyBox; deleteVehicle _supplyLZ; //concerned area [_supplyBox,_supplyCargoFnc,nil,true] call BIS_fnc_MP; [_supplyBox,"FncSupplyLight",nil,true] call BIS_fnc_MP; //concerned area _supplyChute = createVehicle ["B_parachute_02_F", position _supplyBox, [], 0, "CAN_COLLIDE"]; _supplyBox attachTo [_supplyChute,[0,0,-0.5]]; _supplyChute hideObject true; _supplyChute setPos getPos _supplyBox; _supplyLight = "Chemlight_green" createVehicle (position _supplyBox); _supplyLight attachTo [_supplyBox, [0,0,0]]; sleep 1; hint "The supplies have been dropped"; _supplyChute hideObject false; _supplyHeli allowDammage true; _supplyBox allowDammage true; _supplyHeli animateDoor ["CargoRamp_Open",0]; //:::::::::::|SMOKE|::::::::::: _supplySmoke = "SmokeShell" createVehicle (position _supplyBox); _supplySmoke attachTo [_supplyBox, [0,0,0]]; //::::::::::::::::::::::::::::: waitUntil {(getPos _supplyBox select 2)<2}; detach _supplyBox; _supplyChute setPos [ (getPos _supplyChute select 0)+0.75, getPos _supplyChute select 1, getPos _supplyChute select 2]; hint ""; sleep 5; {deleteVehicle _x;}forEach crew _supplyHeli;deleteVehicle _supplyHeli; }; case "1Rnd_SmokeGreen_Grenade_shell": { Hint "Green SmokeShell Detected"; }; case "FlareGreen_F": { Hint "Green Flare Detected"; }; case "3Rnd_SmokeGreen_Grenade_shell": { Hint "Green SmokeShell Detected"; }; case "UGL_FlareGreen_F": { Hint "Green Flare Detected"; }; case "3Rnd_UGL_FlareGreen_F": { Hint "Green Flare Detected"; }; }; //script end used for players unit init player addEventHandler ["fired",{_this execvm "supply_smoke.sqf"}]
  7. Hello. I would like to know how to have this menu for the plane in game ?
  8. GF Headshot + Killfeed Script by GEORGE FLOROS [GR] Description: Adding a notification , for Headshot + Killfeed , to spice it a little bit . You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Headshot + Killfeed Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: It is 2 scripts , that you can use also seperate. It is possible , to select between 3 different type of notification , for both scripts. Working on Multiplayer + Spawned Units Display kills on global Credits & Thanks: For the Killfeed Script ,source used from : https://forums.bistudio.com/forums/topic/183541-creating-a-basic-kill-feed/ by kaysio Posted August 5, 2015 Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: Version 3.2 The Known issues : [There will be a headshot notification also for the ai , BUT only for the server Server Kills will not show on global on the left corner up ] are know fixed. Minor fixes . Version 3.1 Changed the name of all the scripts , starting now with GF . Version 3.0 Compatible with Ravage Mod The Kills will also show in Global in the chat and Left corner up with the weapon image The sounds of Headshot will display as 3D Added onPlayerKilled to have a notification Minor fixes Version 2.0 Refixed the codes Killfeed now working with every weaponry The Kills shows on global ( systemChat ) Headshot will not display more than once (dead or alive) Added 20 Headshot sounds Option for randomize the Headshot sound Version 1.0 Forum topic: - BI forums - Armaholic forums Armaholic GF Headshot + Killfeed Script
  9. GF Explosive Objects Script - Mod by GEORGE FLOROS [GR] Description: GF Explosive Objects Script - Mod , will spawn explosive objects , mainly indoors. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Explosive Objects Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF Explosive Objects Script - Mod , will spawn explosive objects , mainly indoors. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the spawn. The objects will spawn also , at the spawned or placed in editor Buildings. There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40411 Armaholic GF Explosive Objects Script - Mod
  10. I have been searching for a solution to this for a few days, and finally decided to make a post. Is there a way to remove specific default actions from an object through scripting in ACE3? Or even disable to interact with a specific object at all? I would like to remove the ability to remove wheels and repair from a set of vehicles. Sorry if this is not the exact location to post this, but the ACE wiki does not seem to have anything on this, and I couldn't find an answer online.
  11. Hi everyone, Need help with this script. I create a marker who spawn on tanks placed in Zeus on the map call T1, T2 etc... This marker could be dynamic. I mean its move with the tanks and show on the map, with a bliking effect only when the player will be at a defined distance. So I try this, but the marker don't move with the tank. I try to use setPos getPos player, to attach markers to tanks but nothing. The Marker will be create correctly, could see on the map, but didn't move with de tank... _tank = ["T1", "T2", "T3", "T4", "T5"]; while {((!alive _tank) && (player distance _tank < 1000))} do { (_marker1 = createMarker ["mark1", _tank]; _marker1 setMarkerShape "Ellypse"; _marker1 setMarkersize [500, 500]; _marker1 setMarkerColor "ColorRed"; mark1 attachTo [_tank]; ["mark1", 3, 50] spawn BIS_fnc_blinkMarker; }; Somebody could help me?
  12. INCONTINENTIA'S UNDERCOVER / CIVILIAN RECRUITMENT This is a complex and performance friendly undercover simulation for players and their AI subordinates. Work as a guerrilla cell, go undercover, recruit comrades, and cause mayhem. SP / Coop and Dedi compatible. (For those of you who've used my previous undercover scripts, this release is a significant upgrade and represents a few hundred hours' work and testing over the last version, so hopefully you'll see the improvement!) Requires: CBA FEATURES General Virtually every factor that can affect your cover (within engine limitations and the caveats mentioned below) has been accounted for. Optimised to the max; should not noticably affect performance at all - no noticeable performance impact even during a stress test of 45+ undercover units simultaneously undercoverising several enemy patrols. Operates primarily on each client - server / client interaction is therefore kept to a minimum even when multiple players are undercover at the same time Compatible with RHS, ACE, ALiVE, Zeus, ASR, bCombat, TPWCAS, VCOM... pretty much everything its been tested on (some factions' helmets and bandannas may not be recognised but the overall effect of this will be minimal - if you desperately want all features, use vanilla or RHS versions of these assets) Comprehensive undercover / incognito simulation - Works on players and their AI group members Quick, easy setup: most aspects of the script are automatically implemented based on the settings you choose Can run in the background even when the mission isn't focused around undercover operations - automatically reduces checking overhead when unit isn't undercover so it should be practically unnoticeable No need to turn the script on or off - it just works No checkboxes, compromised notifications or any other "gamey" stuff; just an optional hint when you're obviously hostile and when you aren't - the rest is up to you Responds to whether the units are in vehicles or on foot, dressed as enemies or civilians, whether the unit's face fits or doesn't fit in with the faction they are pretending to be, or whether it is day or night, with each situation requiring players to behave appropriately Suspicious enemies may challenge or watch and follow undercover units if they act weirdly; the more weird stuff you do, the more likely they are to see through your disguise (you can even use this to your advantage to draw enemies attention away from another unit while they do something suspicious - just don't get too cocky or they will open fire on you) Players must "act" their role; doing weird stuff will raise suspicion and could blow your cover - if you point your weapon at an enemy and they see you doing it, they will get suspicious very quickly. Equally, if an enemy sees you crawling around or planting explosives, you're not going to stay undercover for long. Enemies will detect if undercover units are the nationality of the group they are impersonating; covering your face with a scarf or bandanna will reduce this but not as much as choosing undercover units whose faces fit in with the people they are trying to impersonate All actions have consequences, good or bad. If the MRAP you're driving gets a bit close to a patrol, moving into the back of it and out of sight of the enemy might just save your skin. Equally, putting a balaclava on when you're a civilian will attract a lot of attention - which is especially not good if you're already carrying a military rucksack. Once undercover units become compromised, enemies will remember the vehicles they are spotted in and clothes they are wearing - change your clothing (both uniform and either headgear or goggles) and if no enemies see you doing it, your new disguise may stick Easily switch disguises: take enemy uniforms from nearby crates, vehicles, dead bodies and the ground (and order AI subordinates to do the same) Quickly conceal and un-conceal your (and your subordinates') weapons if you have the inventory space - without faffing with inventories Different configurable detection systems for regular and asymetric enemy forces Stealth kills work - If nobody sees you firing a shot, your cover will remain intact BUT, enemies do remember suspicious units - if you kill someone and other enemies of that side already know who you are and that you are nearby, there is a chance your cover will be blown regardless However, your cover will return if you kill everyone who knows about you before they can spread the word Different behaviour for regular and asymmetric forces Define a side as asymmetric and they will not be able to share your identity outside of the local area, but they will be better at spotting imposters Define a side as regular and your cover will stay blown for much longer and for a much wider area once compromised... but they may not have such a good nose for imposters (Optional) Civilian Recruitment Undercover units can recruit civilians to join their group The more enemies you kill, and the more chaos you are associated with, the better your reputation will become The better your reputation, the more likely civilians are to join you Kill enemies without getting spotted and there is a chance they will lash out against civilians, with a potential to cause a civilian uprising (optional) Automatically arm ambient civilians with weapons and items which they may use if recruited or during an uprising Try to steal civilians' clothes from them (but be prepared that your reputation will take a hit or you may become compromised) (Requires ALiVE) Turn recruited units into a profiled group to be used by AI commander of the same faction as the undercover unit (add to object init: this addaction ["Profile group","[player,'profileGroup'] remoteExecCall ['INCON_ucr_fnc_ucrMain',2]",[],1,false,true]); USAGE Add all files from Incon-Undercover folder into your mission folder. If you already have a description.ext or initPlayerLocal.sqf then add the code to your existing files. (Make sure to delete any previous version of my undercover scripts). In description.ext, if the class is already defined (for instance, cfgFunctions), just add the #include line to the given class. Configure your settings in the UCR_setup.sqf file in the INC_undercover folder (pay close attention to these, one wrong setting can lead to some weird behaviour). For each out of bounds area, place a marker over the area with "INC_tre" somewhere in the marker name (e.g. "MyMarkerINC_tre" or "INC_tre_sillyMarkerName_15"). The script will handle the rest. But if you want, you can also include other markers by listing them in the relevant array in UCR_setup.sqf. Add in Incon Persistence if you want your band of merry men to persist between ALiVE sessions (this is now a separate script but automatically persists reputation). For each playable undercover unit, put this in their unit init in the editor: this setVariable ["isSneaky",true,true]; Non-player units in the undercover unit's group do not need anything; the script will run on them automatically on mission start. Caveats / Compatibility: Only one side can have undercover units at a time (so no east undercover and west undercover units undercoverising each other at the same time) Only one side can be defined as asymmetric at a time and only one side can be defined as regular - and both must be hostile to the undercover unit's side. So if having a three-way war, one side must be asym and the other regular. If having a three-way (...war), it is recommended to not have any incognito factions as an engine limitation means that incognito units (i.e. those disguised as the enemy) will be seen as friendly to all - could break the immersion if you're dressed as OPFOR and GreenFOR don't shoot at you when they should. For mission makers - just be aware that the following could affect your mission: enemy units may wander from their original positions to follow undercover units if they become suspicious. Also, when compromised by regular forces, an undercover unit's description will be shared across other enemies in the local area after some time if they don't kill everyone who knows about them Works on all tested mods. If you find an incompatibility, tell me! Credits Massive thanks to Spyderblack723 for his help creating some of the functions and correcting my mistakes / oversights on the original release. Also for generally being super helpful over the past year as I've got into modding. Grumpy Old Man, Tajin and sarogahtyp are responsible for creating a performant detection script, which I then adapted and used as a basis for the undercover script, so thank you to those guys too. Also thanks to das attorney, davidoss, Bad Benson, Tankbuster, dedmen, fn_Quiksilver, marceldev89, baermitumlaut and Duda123 for some top optimisation tips. And huge thanks to accuracythruvolume for testing and feedback. Download version 1.21 release candidate here CHANGELOG
  13. Access Points A simple to use system which allows mission makers to easily setup access points that allow players to reach places they wouldn't be able to normally reach (but should) *whew*. Why'd I make it? Because Tanoa looks pretty, but the skyscrapers don't have interiors, making players unable to access the rooftops by foot. Download: http://files.bitdungeon.org/arma/AccessPoints.Tanoa.v0.3.zip Multiplayer Compatible! Updated on 6-9-2016 Demo Video License http://www.gnu.org/licenses/gpl-3.0.en.html Setup Preliminary: Copy the "AccessPoints" directory into your mission. Copy the "execVM" statement into your mission's "Init.sqf". 1. Find yourself a nice building that you want to rig. 2. Place a trigger that you want a player to enter to access the roof. 3. Resize the trigger to better fit the doorway (optional) 4. Change the "Text" attribute of the trigger to follow the format "AccessPoint_UniquePairNameHere". This distinguishes this access point pair from the others. 5. Apply the change to the trigger text. 6. Copy the trigger (or create a new one, if you hate yourself). 7. Paste the trigger at the position you want players to be able to access. 8. Tweak the rotation and scaling of the new access point to your heart's desire. 9. Start the scenario and test it out! 10. Boom! That's it! You got it done like the badass you are. Changelog
  14. Compilation List of my GF Scripts - Mods by GEORGE FLOROS [GR] Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Below are the links and the download button , for every of my available GF Scripts . This list , will always be up to date. For anything that you might want , feel free to ask , if it's possible to do something for this , after all the arma series generally , has a good and helpfull community! Thank you Guys , for the whole support ! and off course . . . have FUN !
  15. I'm looking to see if it is possible to lock stand-alone doors so that only certain player IDs can open them. And if so, can it be done through a script in the mission folder so that IDs can be added without having to open the mission file in Arma every time I'd like to change the list?
  16. Using @rebel12340 's Radio Jammer script, I wanted to add a little life to them. I updated to his latest version and made it much easier to use them mid-mission with any Zeus: Again, all credit to @rebel12340 for his work, I made 0 edits to his script, just added the effects and Zeus function. You can grab Rebel's original script here: You can download everything from here: https://github.com/phoenixdowngaming/Xians-Scripts/tree/master/Radio_Jammer Inside the Init of your Zeus Module: this addEventHandler ["CuratorObjectPlaced", { params ["_curator", "_entity"]; [_entity]execVM "RadioJammer\jammer_Check.sqf"; } ]; RadioJammer\jammer_Check.sqf: private _jammer = _this select 0;//the jammer if (typeof _jammer == "Land_DataTerminal_01_F") then //check if the object Zeus placed is a Data Terminal aka Jammer { [_jammer,3] call BIS_fnc_dataTerminalAnimate;//Animate the jammer to be open and "on" [[_jammer]] execVM "RadioJammer\TFARjamRadios.sqf";//activate Rebel's radio Jamming script, ALL CREDIT TO HIM FOR THIS, I MADE 0 EDITS TO HIS WORK _jamPos = getPos _jammer;//get the position of the jammer _jamSource = "Land_HelipadEmpty_F" createVehicle [0,0,0];//create an invisible helipad to use as our sound source _jamSource setPos _jamPos; _Zeus = allCurators;//get a list of Zeus's incase multiple are being used {_x addCuratorEditableObjects [[_jamSource],false ];} forEach _Zeus;//make sure to add the helipad to Zeus incase he wants to move or delete the jammer after its been placed _jamDamage = getDammage _jammer;//in order to loop the sound, I chose to use a damage check [_jammer,["Shutdown Jammer","RadioJammer\jammer_shutdown.sqf",[_jammer,_jamSource],1,false,true,"","_this distance _target < 3"]] remoteExec ["addAction",0]; while {_jamDamage < 0.10} do { [_jamSource,["jammer_loop",25,1]] remoteExec ["say3D",0]; sleep 3; }; //this while loop checks the damage of the jammer every 3 seconds. apparently it can't be shot or blown up so we apply the damage manually in the shutdown script which ends the sound effects }; RadioJammer\jammer_shutdown.sqf private _jammer = _this select 0; //The Jammer device itself private _jamsource = nearestObject [_jammer,"Land_HelipadEmpty_F"]; //the sound effect source private _jamDamage = getDammage _jammer; //the jammers current damage deleteVehicle _jamsource; //stops the sound regardless of loop or length of sound effect _jammer setDamage 0.75; //set damage, can be any value really but I chose 75% [_jammer,"green","green","green"] call BIS_fnc_DataTerminalColor; //change the colors from red to green to let player now its "safe" [_jammer,0] call BIS_fnc_dataTerminalAnimate; //animate the box to Close, giving visually feedback to the player [_jammer,["power_down",25,1]] remoteExec ["say3D",0]; //play the power down sound effect directly from the jammer itself player setVariable ["tf_receivingDistanceMultiplicator", 1]; //variable used to turn radios back on player setVariable ["tf_transmittingDistanceMultiplicator", 1]; //variable used to turn radios back on }; Description.ext enableDebugConsole = 1; respawn = "BASE"; respawnDelay = 5; //This is the section that is most important. All the sounds are 'declared' here to be used in game class CfgSounds { class jammer_loop { name = "jammer_loop"; sound[] = {"\sound\jammer_Effect.ogg", db+2, 1}; titles[] = {1,""}; }; class power_down { name = "power_down"; sound[] = {"\sound\power_down.ogg", db+6, 1}; titles[] = {1,""}; }; }; 1 Known Bug so far: I've had a few people tell me that the sound effect is very low which is odd because on my machine, its loud. A quick workaround/fix is to just turn up the db+# in the description.ext to a higher number and that should get it working Any questions, suggestions or feedback, let me know! I learned most my scripting knowledge back in Arma 2 so if its old or if anything can be done an easier/better way, I'd love to know about it!
  17. I've just begun modding in Arma 3, after someone approached me and asked me to help him with modding in a beret that didn't exist anywhere on the workshop yet, I did everything as he asked me to and followed closely Arma 3's limitations (10k triangles at most, no smooth shading, all triangles, taken from https://community.bistudio.com/wiki/Arma_3_Modding_Characters). I used Blender to model the beret and managed to export it into a P3D file, then I exported its texture in a PAA file, then I created its icon and saved it as a PAA file, too. The problems began with the config file. I used a tutorial for a steel tube (https://www.youtube.com/watch?v=hxiwU94zwjg&) first, and actually spawned it in the game, it appeared in my inventory, but it didn't exist once I dropped it onto the ground, I thought that's just because I didn't add a line to the config, I don't think it's important so I ignored it Then I found an actual config file for a headgear (from https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Headgear_configuration) and I thought if I just changed up some things it'd work good enough. After I was done modifying that config file and got the mod working the game wouldn't let me spawn the beret in. I didn't get any debug messages, nothing. The beret just wouldn't spawn in my inventory, as if it didn't exist in the first place. Now I know this is a long post, but I feel like I needed explained my whole "adventure", so that maybe someone gets an idea of what the problem might be. Here's the mod file if you want to check it out https://github.com/Kalimedes/Mod
  18. Color Correction theme selections for sharing : + colorblindness issues *please add yours below! https://community.bistudio.com/wiki/ppEffectAdjust //Realistic Color Correction theme "ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [0.88, 0.88, 0, [0.2, 0.29, 0.4, -0.22], [1, 1, 1, 1.3], [0.15, 0.09, 0.09, 0.0]]; "ColorCorrections" ppEffectCommit 0; //Post Apocalyptic theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 0.9, -0.002, [0.0, 0.0, 0.0, 0.0], [1.0, 0.6, 0.4, 0.6], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0; //Nightstalkers theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1.1, 0.0, [0.0, 0.0, 0.0, 0.0], [1.0,0.7, 0.6, 0.60], [0.200, 0.600, 0.100, 0.0]]; "colorCorrections" ppEffectCommit 0; //OFP Gamma theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.6, 1.4, 0.6, 0.7], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 1; //Golden autumn theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [1.8, 1.8, 0.3, 0.7], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0; //Africa theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust[ 1, 1.3, 0.001, [-0.11, -0.65, -0.76, 0.015],[-5, -1.74, 0.09, 0.86],[-1.14, -0.73, 1.14, -0.09]]; "colorCorrections" ppEffectCommit 0; //Afghan theme "ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [0.9, 0.9, 0, [0, 0.1, 0.25, -0.14], [1, 1, 1, 1.26], [0.15, 0.09, 0.09, 0.0]]; "ColorCorrections" ppEffectCommit 0; //Middle East theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [0.9, 1, 0, [0.1, 0.1, 0.1, -0.1], [1, 1, 0.8, 0.528], [1, 0.2, 0, 0]]; "colorCorrections" ppEffectCommit 0; //Real Is Brown theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1,1,0,[0.1,0.2,0.3,-0.3],[1,1,1,0.5],[0.5,0.2,0,1]]; "colorCorrections" ppEffectCommit 0; //Gray Tone theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1.0, 1.0, 0.0,[1.0, 1.0, 1.0, 0.0],[1.0, 1.0, 0.9, 0.35],[0.3,0.3,0.3,-0.1]]; "colorCorrections" ppEffectCommit 0; //Cold Tone theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1.0, 1.0, 0.0,[0.2, 0.2, 1.0, 0.0],[0.4, 0.75, 1.0, 0.60],[0.5,0.3,1.0,-0.1]]; "colorCorrections" ppEffectCommit 0; //Winter Blue theme "colorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [1.1, 1.3, 0.0, [0.5, 0.5, 0.1, -0.1], [0.4, 0.75, 1.0, 0.60], [0.5,0.3,1.0,-0.1]]; "colorCorrections" ppEffectCommit 0; //Winter White theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.31, 0.31, 1.0, 0.1], [0.85, 0.85, 0.92, 0.48], [1 , 1, 1, 0.03]]; "colorCorrections" ppEffectCommit 0; //Mediterranean theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1.01, 1.18, -0.04, [1.0, 1.4, 0.8, -0.04], [0.55, 0.55, 0.72, 1.35], [0.699, 1.787, 0.314, 20.03]]; "colorCorrections" ppEffectCommit 1; This ColorCorrection is from @jts_2009 new mission :
  19. Hello everyone and happy new year! I wish you all the best! I am working on a mission where the player takes part in an invasion on an island and must disembark wtih his squad on the beach. There will be some locals and civilians around and I need to make them run away in fear and afraid of the invaders, when the soldiers are spotted by the civilians. So this should be used as a condition. But I know there are some commands that work for the entire class or type, just like the markers. I use such a script that hides all the markers on the start of the mission and makes them visible when a condition is met. It works for all of them, so I need a script that would include all of the local civilians walking around the island. I intend to add a voice file and a text with their screams of fear or something like that inside the trigger, if this script works from a trigger and it will be repeatable. So, would you help me with this? I'd even appreciate a single script that works with one civilian only and simply add it to every one of them I place in the editor. Thank you in advance! 🙂
  20. Vector595

    Desync

    when i play a video on arma 3 it gets totally out of sync the video looks go faster than audio
  21. when I use "BIS_fnc_playVideo" the sound of the video remains the same but the game skips the black screens of the video, Any solution??
  22. There are some scripts for vanilla arma that you can use to get an AAF Pawnee or something like that i wanted to try it with modded vehicles i use cup vehicles and there is a AH-1Z with AAF camo i wanted to put the camo on the Apache because they look kinda similiar and it might look good i tried alot of pathways but it didnt work it just makes the body of the vehicle invisible and thats it when you put a pawnee reskin on a slammer it just looks weird and it doesnt go invisible im just gonna dump in all the pathways i have and some pictures. this setObjectTextureGlobal [0,"A3\cup_airvehicles_ah1z.pbo\data\UI\aaf_ah1z_body_co.paa"]; this setObjectTextureGlobal [0,"A3\addons\cup_airvehicles_ah1z.pbo\data\UI\aaf_ah1z_body_co.paa"]; this setObjectTextureGlobal [0,"A3\@CUP Vehicles\addons\cup_airvehicles_ah1z.pbo\data\UI\aaf_ah1z_body_co.paa"]; this setObjectTextureGlobal [0,"A3\!Workshop\@CUP Vehicles\addons\cup_airvehicles_ah1z.pbo\data\UI\aaf_ah1z_body_co.paa"]; this setObjectTextureGlobal [0,"A3\!Workshop\@CUP_Vehicles\addons\cup_airvehicles_ah1z.pbo\data\UI\aaf_ah1z_body_co.paa"];
  23. Scripting General & Library Information : Feel free to share and discuss , about Ravage Scripting and Scripting general. # Follow the same form , as the first Post please . A list with the certain page , will be here available. _____________________________________________________________________________________ I also suggest to follow , the BIS Forum Members below , who really help and share their work and knowledge : # the list is off course on random. https://forums.bohemia.net/profile/900806-pierremgi/ https://forums.bohemia.net/profile/770615-larrow/ https://forums.bohemia.net/profile/832107-grumpy-old-man/ https://forums.bohemia.net/profile/773718-hazj/ https://forums.bohemia.net/profile/842941-davidoss/ https://forums.bohemia.net/profile/906542-schatten/ https://forums.bohemia.net/profile/759255-mrcurry/ https://forums.bohemia.net/profile/792430-dedmen/ https://forums.bohemia.net/profile/1145462-mr-h/ https://forums.bohemia.net/profile/801328-fn_quiksilver/ https://forums.bohemia.net/profile/745971-johnnyboy/ https://forums.bohemia.net/profile/754658-beno_83au/ https://forums.bohemia.net/profile/771259-sarogahtyp/ I thank personally and public , this members , for everything so far. _____________________________________________________________________________________ ______________________________ List : ______________________________ 1. Custom zombie spawner script, that works alo in USS Liberty or USS Freedom 2. How to add a Custom texture respawnable uniform on players or units 3. Ravage Zed Detector 4. How to create a trigger that counts the number of zombies in its radius and spawns a new horde if there are too few 5.How to keep Zeds within a 10-20 meters radius 6.How to disable the access of an item 7.How to make a certain unit/s to handle more damage 8.How to add message on player death 9.How to create a Mod Check 10. How to make Ravage zombies drop items when killed 11. Object Spawner Script 12. How to destroy a certain area 13. Check if player kills members of his own side, CIVS or certain animals and make him a renegade for that 14.How how to suicide bomber zombies , in editor 15. How to script a safe zone marker that deletes any unit (besides player) entering it 16. How to make AI shoot only after the player shot 17. How to create a moving rad zone 18. (Ravage) huntable animal spawner 19. How to create a restriction for the pickable items 20.How to add a random or certain , loadout for everyone 21.How to add ifinitive ammo for your group units AI 22.How to add crows over dead bodies/animals/zombies 23. How to set a Zed face to a unit 24. Template mission that will spawn haleks Ghosts 25. How to make reserved slots 26. How to make a Hostage , Join-Disband / Release-Tie addaction 27. How to make a simple teamkiller 28. How to make a Simple weapon jam, with or without overheat 29. How to Eject from air vehicles
  24. Hi everyone and happy new year! Introduction This is my first script in 2020. @Ori150418 posted a request about a marker searching system and this piqued my interest so I got to work. This script adds a searchable list with all markers to the right side of the map (see video below). Features Adds list with all markers Markers are searchable by their text Updates positions periodically Updates markers when opening the map Includes user made markers List is hideable Note: The performance might suffer in missions with a lot of markers. The example mission has a small test built into it which generates 100 markers randomly on the map. I'd appreciate feedback about the performance as I have a good enough system to not notice a difference. Usage Copy the file "fn_markersearch.sqf" to your mission directory Add the following line to your init.sqf/initPlayerLocal.sqf: ["init"] execVM "path\to\file\fn_markersearch.sqf" Video Downloads https://github.com/7erra/marker_search Have fun!
  25. Hello guys: I am working, creating on the map Staszow, Poland 1944 a CTI. German army against Soviet forces. In each town there is a garrison of the red army that watches over it. When German forces attack that enclave. The Soviets ask for help on the radio and, within a few minutes, two IL2 planes appear. if (!isServer) exitWith {}; //_crew1A1 = []; //_airframe1 = []; //if (isServer) then { _crew1A1 = creategroup EAST; _airframe1 = [getMarkerPos "marker_1A1", 45, "sab_il2", _crew1A1] call BIS_fnc_spawnVehicle; _pos = getMarkerPos "marker_1A1"; _pos set[ 2, 150 ]; sleep 10; _airframe2 = [getMarkerPos "marker_1A1", 45, "sab_il2", _crew1A1] call BIS_fnc_spawnVehicle; _pos = getMarkerPos "marker_1A1"; _pos set[ 2, 150 ]; _wp1A1 = _crew1A1 addWaypoint [(getmarkerpos "WP_1A1"), 1]; _wp1A1 setWaypointType "MOVE"; _wp1A1 setWaypointSpeed "FULL"; _wp1A1 setWaypointBehaviour "AWARE"; _wp2A1 = _crew1A1 addWaypoint [(getmarkerpos "WP_2A1"), 2]; _wp2A1 setWaypointType "SAD"; _wp2A1 setWaypointSpeed "LIMITED"; _wp2A1 setWaypointBehaviour "COMBAT"; }; This is the little script that handles air strikes. I publish it in case anyone is interested. It's nothing otherworldly, I know, it's very simple, but it works. It fulfills its role. Three empty markers are used: 1.- marker_1A1 where the planes appear. 2.- WP_1A1 First waypoint (MOVE) 3.- WP_2A1 Second waypoint. Attack Point (SAD) It's very easy, but if someone wants the demo mission, I can send it to them. Happy new year, guys.
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