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Found 551 results

  1. vDog Patrol and vDog Feral Scripts by Valmont and Johnnyboy are long time requested scripts that allow mission makers to easily add MULTIPLAYER COMPATIBLE patrol and feral Dogs to their missions in Arma 3. vDog Scripts Main Features: - Easily add patrolling ai Dogs to allied, enemy or even playable Arma 3 units. - Easily add ai Feral Dogs who will roam a trigger area and viciously attack any unit who enters their territory. - Lightweight Scripts. (Your FPSs will thank you!). - Multiplayer Compatible! - Fully featured script also comes with sound effects. (Dog barks, growls, cries etc). - Since version 1.3 the scripts also support the ACE 3 damage model! - Even thou the scripts were made with Multiplayer and Performance in mind they work in SINGLE PLAYER just as well. - Since version 1.5 the Dogs will no longer target enemies though walls or objects! (This is a game changer!) - Since version 1.6 Patrol Dogs can be controlled by the player by assigning the dog to different TEAM COLORS! Dogs on TEAM RED will attack enemies at will. Dogs on TEAM GREEN will stay on their position. Dogs on any other TEAM COLOR will follow their owner without engaging enemies. - Since version 1.7: - The Dogs can now be targeted and shot by REGULAR Ai UNITS (This is a first for Arma 3 in the Multiplayer Department!). It can be enabled or disabled when the scripts are EXEC. (Enabled by default) - You can now command the Dogs to "ATTACK" or "STAY" via the Arma 3 RADIO MENU (0-0). - The Dogs now feature new sounds and wounded textures courtesy of @johnnyboy! - You can now heal your wounded Patrol Dogs! (Only one dog per player, but you can add more than one to Ai units in your squad for example) - Charging dogs can now cause nearby Enemy Ai units to flee in terror! - Extensive rewrite of the whole script package, now with AGENT DOGS, to accommodate the massive new features introduced in version 1.8 while performing even better than before. Requirements: - CBA Community Based addons. (Dependency removed in the latest version but CBA is still suggested just in case). - Basic Mission Editing knowledge. (For adding the commands to the unit's init and/or the triggers). DOWNLOAD: Demo Mission version 1.9 DOWNLOAD Link (Google drive): https://drive.google.com/open?id=1UbL4IuPZx8eMkg3QvzBteqZYaouLgLnj Updates/Changelogs: vDog Patrol Details: vDog Feral Details: Special Thanks and Credits: Known Limitations: Please don't hesitate to post any questions, suggestions, bugs and testing reports. Enjoy.
  2. Many people have complained that the AI cannot navigate the rice paddies in Prairie Fire DLC. This is a simple script you can paste into a trigger that will solve that problem. In the editor, place a trigger near the rice paddies you want AI to navigate. Set the trigger so it is activated by Anybody Present. Paste this code into the On Activation box of the trigger: I don't make mods, but I think someone else could easily make a mod based on my script to replace all dykes on the map (or all rice paddy dikes that are near players), thus enabling AI to move onto and through rice paddies. Also, if I could figure this out, it seems like the Prairie Fire DLC guys could easily fix the map itself. Let's hope they do! It's a great map, but its getting negative press due to AI navigation issues. This is part of a simple fix I hope.
  3. In its simplest form, is to add/remove the ability for different curators to interact with man/unmanned vehicles. Let us say that the FIA player (BLUFOR) has placed a turret in the trees for an ambush on the AAF player (Independent). While the turret is controlled by the FIA player, the AAF player is unable to interact with it in curator mode. As soon as the FIA unit manning the turret dies (or is told to leave it), the turret can now be accessed by all curators on the map while they are in curator mode (e.g. moved, deleted…). If the AAF player decides that he wants to man the turret, while controlled by the AAF player, no other curator can interact with it while they are in curator mode. In simplest terms, an unmanned vehicle is shown to all curators with the yellow circle in-game. Once the vehicle’s ownership has changed, it no longer shows up to all curators until it is empty again. I have put together the start of the script, but my knowledge of scripting is limited (still learning really). Was wondering if anyone could give me a hand/advice?
  4. This script adds every unit placed, by one of the four BLUFOR Curators, to every BLUFOR Curator on the map. I was wondering how I would make it so that this script would add Curator-placed units to all allied Curators on the map. For example, if I had three teams, who are all enemies, (BLUFOR, OPFOR and Independent) and each team has three players (ZeusBLUFOR001_Curator for BLUFOR, ZeusOPFOR001_Curator for OPFOR and so on). How would I add these players to a "group" which can then be used in the above script to add each placed unit by one of the players to all their allies? Do I need to create three arrays and add the Curators (so if I plan to create or remove Curators, I can adjust appropriately), and if so, how? Something like: Array 1 - Curator_west Array 2 - Curator_east Array 3 - Curator_independent Then I was hoping I could write: Then addCuratorEditableObjects to the Curators which are in their associated array (group).
  5. SSAAPS - Sarogahtyps Simple Arena Active Protection System Full Singleplayer and Multiplayer compatible. Arma 3 script which simulates the russian Arena system which is an Active Protection System (APS) for tanks. Basically the russian Arena system lifts an explosive charge upto some meters above the tank. There it explodes and directs a few hundred shrapnels in a cone to the ground. If the countermeasure is successfull then the incoming threat is hit by some shrapnels of the cone. The script spawns some bullets above the tank which create the shrapnel cone. Then the incoming threat gets (hopefully) directed to ground. GitHub - Branch GitHub - wiki GitHub - Issue Tracker GitHub - Download GitHub - Direct File Download Dropbox - Download (temporary disabled) Installation (short story) - copy "functions" folder in your missions root folder - integrate cfgFunctions from description.ext into your own description.ext - if you secured your missions remote execution then integrate CfgRemoteExec from description.ext into your own description.ext - if you don't have a description.ext then you can just copy the given one into your missions root folder - apply the script with this line to any vehicle: [tank_1] spawn saro_fnc_arena_start; to stop the script on that vehicle just do this on any part of your mission: tank_1 setVariable ["saro_arena_active", false, true]; to adjust the behavior of the sysem you should take a look into fn_arena_start.sqf I do not recommend to adjust more parameters than skill and reload time. Full installation documentation will follow within the next days/weeks/months 😉 The Download contains an Example mission as .pbo and as unpacked Folder. brand-new shiny trailer video: version 1.0 video: Please tell me all thoughts you have in this thread. Issues and wishes can also reported on GitHub - Issue Tracker Changelog v1.10 - added simulation of the charge container which lifts up, explodes and sends shrapnels to threat - added ability to get threats exploding mid-air instead of smashing to ground only - added parameter to adjust protection skill of the system v1.01 - hot fix - new vanilla example mission created. the old one was mod depended. v 1.0 - initial release
  6. Hi. I wanted to add by script through a trigger with area the parade uniform of dlc art of war whose id is U_O_ParadeUniform_01_CSAT_F I wrote the following in the trigger activation field: (unitname) addUniform "U_O_ParadeUniform_01_CSAT_F"; But when I go to the trigger area, nothing happens. I managed to add the cap by writing in the trigger's add field: (unitname) addheadgear "H_ParadeDressCap_01_CSAT_F"; I don't have the dlc art of war. If that's the problem, then why am I able to add the cap but not the uniform? tks in advance!
  7. Engima's Civilians v0.90.40 by Engima Description: Engima's Civilians is a script that adds dynamic civilians to an Arma 3 mission. Civilians spawn near player(s) and are removed again when they are far away. Works on maps with enterable buildings. You can customize how many civilians there will be, civilian units classes, the maximum number of groups to use, minimum spawn distance, maximum spawn distance, and blacklist markers to define areas where no civilians will be. You also add callbacks if you want to do something when units spawn or being removed. Script works in singleplayer, multiplayer, hosted, dedicated, for JIPs, and on any map with enterable buildings. Media: Youtube video - How to create a quick mission with civilians. https://youtu.be/OVirxev6wjw Download: Download Link at Armaholic. Also released as CPack Engima.Civilians for the TypeSqf Editor. Installation: Manually: 1. Copy folder "Engima" to root of your mission folder. 2. Create the file "init.sqf" in your mission folder (if you don't already have it). Add the following line to the top of the init.sqf: call compile preprocessFileLineNumbers "Engima\Civilians\Init.sqf"; 3. Customize the script in the file "Engima\Civilians\ConfigAndStart.sqf". TypeSqf 1. Open the CPack console and run command "install Engima.Civilians". Usage: Here is the simplest example that starts the civilian script with all default parameters. This code is to be put in Engima\Civilians\ConfigAndStart.sqf. [] spawn ENGIMA_CIVILIANS_StartCivilians; Here is an example that uses all parameters and first saves them in a variable named "_parameters". The function call (or spawn) that starts the civilian script is beneath. This code are to be put in Engima\Civilians\ConfigAndStart.sqf. // Set civilian parameters. _parameters = [ ["UNIT_CLASSES", ["C_man_1", "C_man_1_1_F", "C_man_1_2_F"]], ["UNITS_PER_BUILDING", 0.1], ["MAX_GROUPS_COUNT", 100], ["MIN_SPAWN_DISTANCE", 50], ["MAX_SPAWN_DISTANCE", 500], ["BLACKLIST_MARKERS", []], ["HIDE_BLACKLIST_MARKERS", true], ["ON_UNIT_SPAWNED_CALLBACK", {}], ["ON_UNIT_REMOVE_CALLBACK", { true }], ["DEBUG", true] ]; // Start the civilian script _parameters spawn ENGIMA_CIVILIANS_StartCivilians; Documentation and a complete reference of set up parameters can be found in file "Engima\Civilians\Documentation.txt". How to update from older version: Manually: 1. Back up your own customization file (Engima\Civilians\ConfigAndStart.sqf). 2. Replace the folder Engima\Civilians with the corresponding folder in the download package. 3. Replace the original ConfigAndStart.sqf with your own ConfigAndStart.sqf that was backed up in step 1. TypeSqf: 1. Open the CPack console and run command "update Engima.Civilians". Change log: v0.90.40 - First version. Requirements: Arma 3. Other releases Engima's Traffic Engima's Simple Tasks The ASCOM protocol
  8. DESCRIPTION: This is a script which dynamically spawns furniture in random houses when a player enters the town it's associated with. The furniture despawns when the player(s) in that town leave. Easy to setup! VIDEO: SCREENSHOTS: FEATURES: No mods required! No DLCs required! Compatible with all maps which use buildings from Altis, Malden, Stratis, and Tanoa Compatible with single-player, client-hosted, and dedicated servers Nearly no performance impact Spawns furniture in random houses within town, when player enters it Furniture layouts are built with AI pathing / buildingPositons in mind Despawns the furniture when there are no players within that town Includes an easy to configure script file TO DO LIST: (Upcoming Change-Log) Finish support for Tanoa buildings Include support for CUP buildings Include furniture layouts for abandoned buildings Include furniture layouts for industrial buildings Include furniture layouts for military buildings Create up to 5 possible furniture layouts for each individual unique building KNOWN BUGS: Bug free! CREDITS: Phronk: Script Creator Bohemia Interactive: Furniture models, textures, and configs CONTRIBUTORS: Metalman10 optimized the initialization of functions TESTERS: Chaser (ATCAG) PRYMSUSPEC Sjakal INSTALLATION: Copy & paste the "PF" folder into your mission's root folder EXAMPLE: C:\Users\<MyUsername>\Documents\Arma 3 - Other Profiles\missions\<myMissionName.mapName> Copy & paste this line of code into your mission's init.sqf: execVM"PF\init.sqf"; Done! (OPTIONAL) - The "CFG.sqf" file in the "PF" folder is the settings file. PF_BlacklistMkr = ["BL_Mkr1", "BL_Mkr2", "BL_Mkr3"]; //List of blacklisted markers PF_BlacklistLoc = ["airbase","Stratis Air Base", "military range"]; //List of blacklisted locations PF_Dbug = FALSE; //Debug mode: true = on, false = off PF_Chance = 75; //% Chance for furniture to spawn per house PF_Optimize = TRUE; //TRUE enables hiding all furniture until player is within 150m, FALSE disables it v0.6 (06.03.2018) DOWNLOAD LINK - (Google Drive) DOWNLOAD LINK - (Steam Workshop) DOWNLOAD LINK - (Armaholic) CHANGE-LOGS:
  9. Adds battery to night vision googles, it uses "desiganator battery" from ACE3 and it can be changed via ACE action menu. Requires ACE3 Feactures: - Adds battery to NVGs - Thermals consume double - Time acceleration how to use: - Download Script from here: https://github.com/Flyingtarta/clv_nvg_battery - Paste folder on mission root - add to description.ext: class CfgFunctions { #include "clv_nvg_battery\functions.hpp" }; class RscTitles { #include "clv_nvg_battery\gui\interfaz.hpp" }; Battery last 5 hours. Script is under developement and ill be a mod in a future if there is some problem when using it you can disableit midgame with: missionnamespace setvariable ["TARTA_NVB_BATTERY_EXIT",true,true];
  10. So we are creating a Sanbox Server we want to have some AA Turrets for fun but they keep on shooting down allies (everything exept some planes is bluefor) . This happens when i kill like 3 standing Hummingbirds so that they can respawn at there origin postion and after that the AA turrets shoot me down autonomous. i tried thinks like putting {this disableAI _x} foreach ["TARGET","AUTOTARGET"]; in the init but it didn´t help at all. thanks for you´re help Marv Admin German-Gamers.net
  11. Hello everyone. I'm creating a mission on eden editor and when I put the support requester and the provider to be able to boom boom boom the enemies, when I test an error message appears... https://photos.google.com/album/AF1QipNj5RLe8PA5816sVP5DhiNch5T8zEC-9shFZTAS despite this, the support works normally. But my will to be perfectionist do not allows me to move on. So I created a new scenario from zero and did the same settings and nothing showed up. I tried find the file mentioned but i couldn't... 😕
  12. 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
  13. GF Fog Script - Mod by GEORGE FLOROS [GR] Description: GF Fog Script , create your desired , Environment. 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 Fog Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerlocal.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: Create your desired , Environment. The script will spawn a normal fog for player , according the selected options and a large size fog for the vehicles. There are 3 types of Fog for each. It is possible to spawn this , at a certain position , object or unit : name this ex : GF_Fog_3 # These examples are included in the end of the script GF_Fog_3 spawn GF_Fog_Type_2; or for more object with the same spawn : null = {_x spawn GF_Fog_Type_1;}forEach [GF_Fog_1,GF_Fog_2]; 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: v2.1 Fixed : an error with GF_Fog_Change_spotDistance.sqf. v2.0 Added : GF_Fog_Change_spotDistance.sqf to adjust the AIs spotDistance , an initServer.sqf , to run the GF_Fog_Change_spotDistance.sqf , an option for an FPS limit. Fixed : an error with the fog spawn underwater, an error with the vehicle fog despawn , when the vehicle is destroyed. 1.1 Fixed an error with the vehicle fog despawn. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40262 Armaholic GF Fog Script - Mod
  14. Hello again, I'm working on a 1 versus 1 deathmatch mission (There's a closer description in another Forum-Topic). The respawn is working as well as the rest of it. The last thing I want to add is a scoreboard with the remaining tickets but not like the one when you press 'P' (at least in my case). At first I wanted an always shown indicator like in Tom Clancy's - Rainbow Six Siege at the top middle of the screen. After a while I found this script (Steam-Source). It's not a permanent indicator (which I would prefer) but it shows at least after every respawn a count. This is for the client and this is for the server It could be my mistake but I didn't manage to get this to work and I find the following problem: A dead player is always seen as an civilian. Because of that the script just always runs the "else" path. So the scoreboard shows not the real remaining tickets. As a "fix" of this I found this on steam (Steam-Source) but I didn't manage to do this. Can someone help me fixing the bug for the scoreboard I found? Or is someone able to script a scoreboard like the one in Rainbow Six? Thank you very much for your help!
  15. Hey there! Looking to get an easy UI made for gear selection for my players. I want them to interact with an object, which will bring up a screen; based on their selection(s), certain things will be available, and when they click "Go!" it will give them their loadout. Please reach out to me if you feel you can complete this in a timely manner! Also please include any cost(s) associated!
  16. 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
  17. Recently the same scripts I use for all of my normal user-made missions cfg sound script have suddenly stopped working to a bug. Every time I use playSound or say3D I get this error: Type Object, expected nothing. Yet I can play the same sound with no problems when using the effects section in a trigger. This makes absolutely no sense as this exact script works on other missions I have made but for some reason not any of my recent ones. I seriously want to get a gun and shoot my computer 35 times this shit is so frustrating. Here is my desc.ext: class CfgMusic { sounds[] = {cutscenemusic}; class music { name = "cutscenemusic"; sound[] = {"sound\cutscenemusic.ogg", db+1, 1.0}; titles[] = {0, ""}; }; }; class CfgSounds { sounds[] = {}; class banter1 { name = "banter1"; sound[] = {"\sound\banter1.ogg", 100,1}; titles[] = {}; }; class scline1 { name = "scline1"; sound[] = {"\sound\scline1.ogg", 100,1}; titles[] = {}; }; class line3 { name = "line3"; sound[] = {"\sound\line3.ogg", 100,1}; titles[] = {}; }; class banter4 { name = "banter4"; sound[] = {"\sound\banter4.ogg", 700,1}; titles[] = {}; }; class banter5 { name = "banter5"; sound[] = {"\sound\banter5.ogg", 1,1}; titles[] = {}; }; }; author="Maxim"; OnLoadName = "The Last War"; OnLoadMission = "This will be the end..."; loadScreen = "images\splash1.jpg" And beleive me, all of my aspects are correct like my sound folder is not spelt wrong and so on.
  18. I am looking to see if there is a way using a script that allows a player that has a Tool-Kit in their inventory to deploy a bike. I'm not very experienced with scripting or anything so i don't know if this is even possible.
  19. Hi everyone, Little overview, I am making a survival mission and I want to add items that are required for crafting (things like sandbags, woodplanks and cinderblock etc.) In my mission description.ext I am creating classes under the CfgWeapons for these items. However, I would like to inherit the itemCore class from configFile >> CfgWeapons >> itemCore to make my life much much easier. Simply calling the class like you would for an addon (class itemCore;) doesn't work as I am in the missionConfigFile namespace. So my question is, Is it possible to inherit a class from configFile while working inside missionConfigFile, and if not what would be the best way to go about this? Thanks in advance!
  20. Here's a couple fire related functions, you_createFire, *Updated you_fnc_houseFire (demo), Burn buildings to the ground! Spawn one central fire with smoke and a number of FX fires (performance) in the building. The building takes damage over time. Once the building is destroyed the performance fires are deleted and later the main fire. Fire will spread based on the distance supplied to the function ("_dist"). Use the parameter "_damage" (default true) to make persistent fire that does not damage the building over time or spread to other buildings.* Use parameter "_time" to determine how long each building will burn (default: 10, demo: 1). 1 second is equal to 20 seconds total burn (each iteration is %10 damage) and the main fire burns for the same amount of time again (1x10x2). The default value is 10 or 200 seconds (100 to collapse and 100 more to extinguish). 1) create a helper object on/near the building(s) ** 2) paste the function in init.sqf (or wherever) 3) see call methods in demo init.sqf * keep track of effects in the supplied array ** editor placed buildings may be "_caller" Have fun!
  21. SCCLoot SCCLoot adds simple, configurable loot spawning to any Arma 3 mission. Got feedback/suggestions, or using this script in your mission? Get in touch! Features Completely open-source and redistributable. Easily editable loot tables and parameters. Building blacklist to stop specific structures from spawning loot. 5 default categories for loot (Civilian/Industrial/Military/Medical/Supermarket) with the ability to add your own. Customisable per-building loot-spawning positions. Want to make street lamps spawn loot? You can! Spawn loot in pre-placed containers and boxes. Supported Arma 3 Terrains (incl. Tanoa and Livonia) CUP Terrains Installation Place the 'SCCLoot' folder inside the root mission directory. Add the following line to your mission's init.sqf: [] execVM "SCCLoot\lootInit.sqf"; Configuration SCCLoot is designed to be highly customisable and configurable - there are several config files that can be edited to alter it's behaviour. More information can be found inside the README.TXT file. License This script is released under the BSD 2-Clause License. You are free to modify and redistribute it, provided you keep the original copyright notice. For more information, see LICENSE.TXT in the script directory. Download • GitHub
  22. Took a bit of code from LAMBS fnc_tacticsHide and did this. It runs on player's group AIs only and it's a separate script from LAMBS. It's just an example, a proof of concept (although fully functional). Note: unfortunately forgetTarget makes the whole group forget it's targets (even if used on unit), it would be nice if individual units could forget targets and let others retain the memory, this way we could order individual AT/AA to engage, now you have to make all your AT/AA's open fire (within this script), guys without launchers can remain hold fire though 👍. /* Force AT/AA specialists forget enemy vehicles when ordered hold fire Description: Allows AI in player's group to remain prone and regroup faster on the presence of enemy vehicles. Execute from initPlayerLocal.sqf */ params ["_player", "_didJIP"]; forgetAT_targets = []; forgetAT_fnc = { //hint str forgetAT_targets; if (forgetAT_targets isNotEqualTo []) then{ {(group player) forgetTarget _x}forEach forgetAT_targets; }; }; while {sleep 1; true} do{ //should hold after respawn? waitUntil {count (units group _player) > 1}; // find launchers private _launchers = (units group _player) select {(secondaryWeapon _x) isNotEqualTo "" && {unitCombatMode _x in ["BLUE","GREEN"]} && {!(isPlayer _x)}}; if (_launchers isNotEqualTo []) then{ // find enemy vehicles forgetAT_targets = (_player targets [true, 0]) select {(vehicle _x) isKindOf "LandVehicle" || {(vehicle _x) isKindOf "Air"} || {(vehicle _x) isKindOf "Ship"}}; if (forgetAT_targets isNotEqualTo []) then{ if (isNil "forgetAT_EH") then{ forgetAT_EH = addMissionEventHandler ["EachFrame", {call forgetAT_fnc}]; }; }; }else{ if !(isNil "forgetAT_EH") then{ removeMissionEventHandler ["EachFrame", forgetAT_EH]; forgetAT_EH = nil; }; forgetAT_targets = []; }; };
  23. Here is my Simple Auto-Gate or SAG 😉 The script is meant as a self contained system for creating automatic gate opening of bar-gates. The script works with pre-placed bar-gates, like on some of the CUP based maps, but will work just as well with bar-gates placed in the Eden editor. It has been tested with both the ArmA 3 standard bar-gates and the CUP ones. Just place a trigger using the editor so that the centre of the trigger is close to the bar-gate you want to control. Set the 'Name' of the trigger and set its size and orientation as required, the rest of the trigger parameters will be set by the script. Create a folder called 'Scripts' in your mission directory and copy the 'sPK_autoGateInit.sqf' file to the directory. You will need an 'init.sqf' file in the root directory of your mission with the following in it: This example sets the system for GATE_NORTH and GATE_SOUTH triggers to control the vanilla bar-gate. if ( isServer ) then { [ [ GATE_NORTH, "Land_BarGate_F" ], [ GATE_SOUTH, "Land_RoadBarrier_01_F" ] // No comma on the last entry. ] call compileScript["Scripts\sPK_autoGateInit.sqf", true]; // true - compileFinal. }; The if ( isServer ) block is to stop warnigns about running it on a player client when connecting to a dedicated server. The compileScript is a replacement for compile preprocessorFile[LineNumbers] command. Job done. The system has an additional feature where you can call the script without the bar-gate class name. In this case it will display the class of the object nearest the trigger in a 'hint' and in the report file. Search for "GateClass:" in the report file: [ [ GATE_NORTH ], [ GATE_SOUTH ] ] call compileScript["Scripts\sPK_autoGateInit.sqf", true]; The output will look like: 10:35:14 "GateClass:GATE_NORTH:Land_BarGate_F" 10:35:14 "GateClass:GATE_SOUTH:Land_RoadBarrier_01_F" Enjoy, S For the record, gate classes: Land_BarGate_F – Vanilla bar-gate class. Land_RoadBarrier_01_F – Metal frame bar-gate from Contact DLC. Land_Zavora – CUP bar-gate class. Land_zavora_2 – CUP bar-gate class, fractionally bigger and taller. This is a link to a simple VR mission demonstration: https://1drv.ms/u/s!AnX2_vGoXf5F911_Kg9MmzpPJQb8?e=ChpdqP sPK_autoGateInit.sqf:
  24. Hi there. Im looking for help about unique gas script, that probably can't be found in any script library. In lore of my operation, there is a gas. UK founded it in Arctic and in previous mission, Sweden SOF got inside, and got all intel. After few days, there is a war between UK and Sweden. UK used that gas. Gas is called "Ares" and its doing something like turning off in human any recognize of friendly, and in afterward they see hostiles in anyone. After few minutes of aggresion, human is going to die, because his heart gonna explode from extraordinary pulse. Of course I want to get this gas into civilians, because in my next operation, IDAP with Sweden Homeguard is about to make them safe, but they will not sure, who is not affected by gas, and who is not. In addition, I want to use masks from Gren_evo, and by that I want to make those who is wearing them immune to gas, becuase its only working by doing damage to respiratory system, and next to neurobiological. IDAP gonna have some kind of antibodies in syringes, that gonna for some time stop gas from spreading in body, so they could for example get him in handcuffs. And my question is, how can I make it possible ? And for sure, If im not really understandable, then ask me please. Im not god of english tho, but im trying to :)
  25. Sarogahtyps Simple Shortest Paths - SSSP V-1.0 the simplest way to find your path 😉 Actually there is the Dijkstra algorithm and the A* algorithm available. Both are able to get a shortest path through a "2D"-map and A* is always faster than Dijkstra on this. How much faster A* is depends on the size of the given situation. As more nodes and connections the given situation has as more A*'si advantage comes in play. Dijkstra's advantage is that it should find the true shortest path always while A* just finds one short Path. Also Dijkstra is much better able to solve the shortest path problem in a house with multiple floors (3D-problem). A* can solve this as well but it's often slower there and finds much longer shortest paths in that situation. A* will solve this through a multiple floor handler which is currently not implemented for it. sqf implementation of Dijkstra algorithm: Usage: First you should read the script header. The script supports 2 different formats of node/connection lists. the first syntax of parameter 3. and 4. is needed if you don't like to precalculate the distances/weights for all connections. In this case you will deliver the node positions as well and the script calculates the distances itself. The alternative syntax for parameter 3. and 4. has no positions but those distances instead. I recommend to implement the script to armas function library by registering it via description.ext file. But it will work with or without a manually done compiling as well. The following lines executes the script twice and writes the solution to .rpt-file via diag_log command. One time the precompiled script is spawned the second time it gets called (works only if environment is scheduled). Yes, you can use execVM as well. It has the same usage as the spawned function: The output for the situation shown in picture above is: 1:56:25 "Nodes after spawn" 1:56:25 [0,2,3] 1:56:25 " " 1:56:25 "Nodes after call" 1:56:25 [0,2,3] 1:56:25 " " Yeah, correct solution ... it works 😄 sqf implementation of A*-algorithm A* - Dijkstra runtime comparsion videos Planned features: - A* algorithm improvement to solve 3D problems (multiple floors) - Travelling Salesman algorithms Known issues: -Dijkstra is currently not getting always the true shortest path due to a bug in implementation Changelog v 2.0 (Download: Scripts Zip - Mission) - added implementation for A*-algorithm - minor performance optimizations on Dijkstra - added demo mission which is able to compare both algorithms v 1.1 (Download SQF) -performance optimizations - 65-70% less readability / 30-35% better performance v 1.0 (Download: SQF - Mission) - initial release
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