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Found 611 results

  1. Hi. I have a script that handles a group of 3 units. One of the group is a leader , another is just a rifleman and the third one is a gunner of a static weapon. In a script I can select the leader by the following code: _leader = leader _group //(_group is not defined here but lets pretend it is) I can select the rest of the units with: _restofunits = (units _group - [_leader]); This way I have 2 units left, but I need to select one of them, what would the code be ?
  2. Hello! ETHICS is a full solution script for ARMA 3 that provides wide creation and management over statics kill zones like minefields, UXO zones, and trap zones. Built for single-player and multiplayer, ETHICS include kill zone doctrines such as land anti-personnel, land anti-materiel, naval anti-materiel, unexploded ordnance, and booby-trap. How to install / Documentation: https://github.com/aldolammel/Arma-3-Ethics-Minefields-Script/blob/main/ethics-minefields.Altis/ETHICSMinefields/_ETH_Script_Documentation.pdf What to expect from ETHICS script:   Drag and drop a marker on Eden to create a full and unique kill zone such as minefields; Also easy to build naval minefields, Unexploded ordnance zones (UXO), and Trap zones; Ethics control (ON/OFF) to avoid planting explosive devices through civilian areas; Topography control (ON/OFF) to avoid planting over rock clusters and mountains; NEW! UXO doesn't respect Ethics or topography rules, and can be dropped under the water; NEW! Boobs-trap doesn't respect topography rules and they are always hidden, never in the open; NEW! Anti-personnel (AP) landmines avoid roads and streets; NEW! Anti-materiel (AM) landmines can be planted (ON/OFF) only on roads and streets; Classic minefields can be also hybrid, bringing AP and AM mines features; Set (or not) for each kill zone has a faction owner; Easy explosive devices amount management through the global intensity presets: lowest, low, mid, high, or extreme; Easy way to hide all markers on the map (ON/OFF), even to kill zone owners; Debugging: friendly error handling; Debugging: a hint monitor, and systemChat feedbacks for the mission editor; Debugging: full documentation available. Video demo: Soon. Script config: Full documentation available: Dependencies: None 😉 Download: - On GitHub: https://github.com/aldolammel/Arma-3-Ethics-Minefields-Script - On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2926204522 Missions using it: Soon... - - - - - - - - - - - Changelog: Feb, 5th 2023 | v1.5.3: news, fixes and notes. Known issues: Dynamic Simulation looks not work properly with mines; Mines is not editable by the Zeus module yet;
  3. "So gory, that Bohemia Interactive once banned it from the Workshop!" "The most badass mod you've ever used." Adds various elements of gore to ArmA3 such as blood splatters, blood sprays, blood pooling, bleeding, gibbing, and other misc details. For Multiplayer: Servers and clients must run the addon. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=667953829 Github: https://github.com/zooloo75/BloodLust/ Requires CBA! The addon must be running on the server and all clients. YOU MAY NOT RUN BLOODLUST ON A MONETIZED SERVER WITHOUT MY PERMISSION! Support my endeavors with a generous donation using the "Donate" button below. Donations go towards coffee/beer and stuff. Thank you for your generosity! 🙂 Changelog:
  4. What's up, folks. CSWR is a simple and limited script that spawns AI units once right before the mission starts and makes those units move randomly to waypoints forever in life, where spawn points and waypoints are pre-defined by Mission Editor through Eden marker's positions. CSWR is able to spawn also ground vehicles with their crewmen, and accept pretty well unit loadout customization. CSWR doesn't change any original AI behavior after the spawn*. (*) Except in the case of vehicles with turrets, the CSWR forces its gunners to stay in the turrets, shooting to death, without ever disembarking. How to install / Documentation: https://github.com/aldolammel/Arma-3-Controlled-Spawn-And-Waypoints-Randomizr-Script/blob/main/controlled-spawn-and-waypoints-randomizr.VR/CSWRandomizr/_CSWR_Script_Documentation.pdf What to expect from CSWR script: Manually define which marks the faction can use as a spawn point. You can create a lot of spawn points for one or more factions. Once the spawn points are created, the script will spawn the groups randomly through the faction spawns. There is no re-spawn. Death is death. Vehicles with turrets spawned by CSWR, when damaged, their gunners never leave the vehicle, doing the last standing in combat until death. Manually define which marks will be used as waypoints. There are 2 types of destinations: those that can be visited by everyone; and those that only a specific faction can go to. Once the destinations are created, the script will take care of taking (or not) the groups there, randomly. Manually set the number of soldiers, who they are, their loadouts, who belongs in each squad, and even vehicles. There are 3 infantry and 3 vehicle templates to customize for each faction: light squad; regular squad; heavy squad; light vehicle; regular vehicle; and heavy vehicle. Manually define how many groups, what type of groups if they will spawn calm or already aware, running, etc. It does important you as editor set the movements through the field each group can consider randomly. All vehicles and units spawned by CSWR are editable by Zeus if this skill is allowed. Video demo: Initial config: Creating the unit groups and how many of them must be spawned: Customizing the loadouts: Dependencies: None 😉 Download: - On GitHub: https://github.com/aldolammel/Arma-3-Controlled-Spawn-And-Waypoints-Randomizr-Script - On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2740912514 Missions using it: Escape from Kherson: https://steamcommunity.com/sharedfiles/filedetails/?id=2878171355 Ukrainian ATGM Team: https://steamcommunity.com/sharedfiles/filedetails/?id=2847369831 Fake SDF in Syria: https://steamcommunity.com/sharedfiles/filedetails/?id=2728537885 Tanks Theater: https://steamcommunity.com/sharedfiles/filedetails/?id=2160397214 ISIS VBIED: https://steamcommunity.com/sharedfiles/filedetails/?id=2732654349 - - - - - - - - - - - Changelog: Oct, 18th 2022 | v2.7: news, fixes and notes. Known issues: - No issues tracked.
  5. I'd like to give some turrets an IR Laser pointer. It looks like addWeaponTurret will not work since there is no weapon for IR Laser Pointer. Is there any way of achieving this effect? Thanks for any tips.
  6. 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
  7. Hello, this is a simple script to halo jump a player. Does it work in Multiplayer? Yes, MultiPlayer and SinglePlayer. What does this script do? This script allows a player to HALO on a given point on a map. How do I use this script? Place the script in Select an object on the editor and place the following line into its init to allow HALO from the action menu: (remove <t color='#37A9E7'></t> to show it as plain white like any other action) //If script is in scenario root directory this addAction["<t color='#37A9E7'>H.A.L.O. Jump</t>","[player] execVM 'halo.sqf';"]; //If script is in other scenario directory this addAction["<t color='#37A9E7'>H.A.L.O. Jump</t>","[player] execVM 'yourFolder\halo.sqf';"]; halo.sqf //Uncomment following line if used as function //_unit = param[0]; //Uncomment following line if used as script _unit = _this select 0; _haloAltitude = 1000; //Opening map and handling click openMap true; mapclick = false; onMapSingleClick "clickpos = _pos; mapclick = true; onMapSingleClick """";true;"; waituntil {mapclick}; _haloLocation = clickpos; _unitLoadout = getUnitLoadout _unit; cutText ["H.A.L.O. in progress...", "BLACK OUT", 1]; sleep 1; openMap false; _unit setPos _haloLocation; _unit addBackpack "B_Parachute"; //Halo [_unit, _haloAltitude] call bis_fnc_halo; sleep 2; cutText ["", "BLACK IN", 1]; waitUntil {(getpos _unit select 2) < 2}; //Giving loadout back sleep 1; _unit setUnitLoadout _unitLoadout;
  8. Hello! im trying to make a script that spawns 1-3 helicopters on a random location on a map and they starts to patroling. what i have so far is this : _vehicle = createVehicle [ "B_Heli_Light_01_F", player getPos[ 100, getDir player ], [], 0, "FLY" ]; createVehicleCrew _vehicle; this is spawning it in the air but i cant seem to find anything that makes it spawn random, this makes it spawn over the player head. i know that BIS_fnc_randomPos exists but cant seem to get it to work. i also need the script to add " [group _unit, getPos _unit, 1000] call BIS_fnc_taskPatrol; " to the helicopters init field to make it start patroling. and maybe if we are pushing it, maybe having to loiter a little around each waypoint i feel like i got almost all the pieces to the puzzle but have lost my glasses so i cant put it together... i hope you guys can help.
  9. When the normal Prairie Fire napalm effects end, there is no visible damage to trees, bushes, grass and buildings. This is bad for immersion. This script improves on that by detecting where the napalm bombs impact, and replacing trees, bushes and buildings with burnt and burning trees/bushes/buildings. These scripts work for airstrikes called via the Air Support module or airstrikes created via scripts. Download sample mission Credits: @aliascartoons for his excellent Fire scripts. All fires on trees, bushes, buildings, vehicles and men are created using his scripts. Thank you Alias! (I have modified these slightly to use arma sounds so the sample mission does not require his sound files or description.ext) @pierremgi for pointing me to the Prairie Fire airstrike scripts. How to add to your mission: ...I will add in these instructions tomorrow! 🙂
  10. DynamicCamo (Updated Version 1.5 ) 17/5/19 What does it do? It takes account of players stance, uniform and environmental factors to adjust the players and/or AI unitTrait CamouflageCoef and audibleCoef A low camouflageCoef and audibleCoef gives greater camouflage to the unit and makes it harder for ai to see and hear you. Units appear to be created with camouflageCoef set t0 1 as default. This script dynamically resets this depending on a number of factors. It does this each time player changes stance and at set intervals. This is not just a "stealth" or Ghillie script and will provide camo benefit in all infantry combat. No distinct handling of urban environment at this time. Maybe later. Why? Player may feel AI are not sufficiently impaired in detecting player by factors such as uniform camo, light level, rain, Overcast level, Fog, and Wind, and Trees, Bushes and rocks near player. Script allows player to determine what impact these factors will have on AI ability to detect player or ai unit by sight and sound. It does not alter AI ability to detect movement. When the script is run on an ai unit it impacts the ability of other ai iunits to see or hear that uit depending on environmental factors etc just as for player. What influences the Dynamic Camo? Units stance, units uniform, Fog, Rain, Overcast, light level,wind and bushes or trees and some other objects ( rocks, telephone poles so far) adjacent to unit. Changes happen automatically on change of stance (a minimum 3 second cooldown is built in.) and at scheduled intervals of around five seconds. Can the effect be adjusted ? User can adjust impact of the Dynamic camo by passing the range for the impact for both caounflageCoef and AudibleCoef . These are passed as arguments when calling the script. See guide to adjusting the effect. Installation Copy script as camoscript.sqf to mission folder. In player init ( and/or the init of any other ai unit you want to have dynamicCamo running on) put camo = [this, "DEBUG", 0,1,0,1,5] spawn compile preprocessFile "camoscript.sqf"; will run script in DEBUG mode with a five second recalc delay and a full effect.. Remove DEBUG to turn off and just play. IMPORTANT - the script monitors keys associated with stand/crouch and prone through the use of User1. It will work if you don't do this but you will only get the automatic calculation every five seconds and not the additional stance change triggered recalculation. Go to the menu - controls>custom controls > User1 and ensure you set both the prone key AND the crouch stand key for User1. ( usually z and x keys) If you want to use a different User number select User2... User20 as desired, set keys as stated and change User1 to your desired User,n in script. USE You don't need to do anything other than occasionally crouch, stand up , go prone and watch the different camouflageCoef that is being set for you. Try at night V day, with and without rain, fog etc and watch result. In general I am trying to adjust the impact of the various factors so that they combine together sensibly. User can adjust impacts via linearconversion. If anyone doesn't understand anything please ask. Script prints calculated values when DEBUG on. A BRIEF GUIDE TO ADJUSTING THE EFFECT - NOTE 1- It takes quite low values of camouflageCoef to make detection quite hard so this version comes with the factors and the result scaled towards that direction. 2 - I am tuning the impact of factors as the script develops. If you want to try your own tuning try the graph calculator link below then adjust linear conversion output ranges or specific values ( eg for stance) as required. The values currently in the script give a fairly good out of the box result though. Further Development Plans 1) make specific calculation for audibleCoef- done.2) weighting for unit being near bush(s) - done 3) same for tree(s) 4) parameterise adjustables so that they are supplied by array? done 5) handling of weighting for uniform ( ie ghillie suits etc) done ( may upgrade further) 6) test and weight for inside building 7) useable for squad and other ai. (partly done) 8 ) consider MP and JIP compatibility. Version/ Update Notes This is an annotated fully working version. I trust the annotations make the script self explanatory. Version 1.1 - included setting of audibleCoef. Make unit harder to hear. Separate scaling of effect for audibleCoef to allow user to define how much they want impact on audibleCoef. Version 1.2 - handling of light level significantly improved around dawn and dusk. Light level impact adjustable via linearconversion. Version 1.3 - audibleCoef calculation now uses specific factors which can be weighted separately from those for camouflageCoef. Other tweaks include adjustment of range values Version 1.4 - 1) script now auto recalcs every 5 seconds as well as on stance change. Soldier can keep lower stance camo max five seconds on bob down and up. 2) calculated values shown by systemchat and hint for camouflagecoef , audiblecoef and number of trees/bushes/hides found in 2m radius. Turn of by setting DEBUG to empty string in call ie camo = [this,"DEBUG"] spawn etc. See installation. 3) calculation now influenced by near proximity of trees bushes and hides to player. 4) sleep after stance change calculation shortened to 2s for better responsiveness. Version 1.5 1) script now has parameters which can be passed to it allowing easy adjustment of Dynamic Camo impact. See USE. 2) Script now gives different DynamicCamo depending on uniform type. 3) Script works with ai to ai. Ai running the script benefit from DynamicCamo. 4) Recalc interval can be specified per instance of the script. The Script - The script was starting to clutter up this first post so I have removed it. The script is available via the download link for the test scenario at the bottom of this post. If you have any problems getting it from there let me know. All comments welcome. I set up this graphical calculator to show how the function works - just mess with the sliders. https://www.desmos.com/calculator/buiia4zs2j Test scenario mission with v1.5 https://www.dropbox.com/s/xf6x34963ixjue0/camouflagescript.Altis.zip?dl=0 Watch camo level change on stance change. Watch values change as you move about (script in this version also shows opfor man knowsabout unit value with debug set.) Try to escape across the patrolled fields. For me the effect is a bit strong at this point but you can change values in script call. See adjusting the effect above. Make sure to set User1 keys to x and z as instructed above before playing or recalc on stance change wont work. Sept 2022 - Now available on steam Workshop as a MOD whcih autoruns on player unit at teh start of any scenario, ,mission etc with standard settings giving a reasonable camo impact. THis autorun dynamic Camo can be stopped and mission makers can still use their own parameters or mess with debug mode using the mod.
  11. VASS - Virtual Arsenal Shop System Introduction VASS provides a simple to setup shop system and is the successor to the Arsenal Shop. The system provides several functions to handle traders and items. As of now it does not come bundled with an economy system but the implementation of an external one is easily possible. Setup Enable system: Download the GitHub repo: https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System Check the example mission (Mission.VR) Copy the VASS folder to your mission Add the lines from the description.ext Add trader: Execute the addShop function: [this] call TER_fnc_addShop Add an inventory with the addShopCargo function: [this, ["itemclass0", 15, 5, ..., "itemClassN", price, amount]] call TER_fnc_addShopCargo For easier setup of this cost table I have created a mod that does this task with a user interface: https://steamcommunity.com/sharedfiles/filedetails/?id=1760193128. The settings can be changed by opening the object's attribute window and scrolling down to the "VASS" section. Handle money: Edit the TER_fnc_VASShandler in "VASS\fnc\fn_VASShandler.sqf" Change the getMoney and setMoney functions to match your economy system Documentation GitHub will have a wiki on all aspects of the system. In addition to that all relevant functions have a header at the beggining of the file to show you what arguments they expect and what they do. Further links GitHub: https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System VASS 3den mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1760193128 BI forums: https://forums.bohemia.net/forums/topic/219677-release-virtual-arsenal-shop-system/ Screenshots That's all for now and I hope that you find this useful! 7erra DISCLAIMER - This post was edited nearly a year after the original post. Don't expect comments from the previous discussion (up until page 5) to be applicable to the new system
  12. DESCRIPTION: This is a script which enhances the in-game VOIP by adding radio effects when communicating with other players, while factoring distance during transmissions. No mods or third-party programs required. Setup is easy! VIDEO: (Very outdated, will recreate soon™️) SCREENSHOTS: FEATURES: Doesn't require any mods Doesn't require any third-party programs Script will initialize only if TFAR & ACRE2 aren't enabled Tiny file size (130 KB) No performance impact Admin/clients don't have to download anything to play your mission No custom files; AFAR reuses all Arma content Adds interesting depth to VOIP, which it has lacked for so long Using VOIP in-game will broadcast radio noise to friendlies with a radio within radio range Players not in range cannot hear you or your radio noise Incapacitated / dead players cannot use radio (Optional) 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 Easy to configure with the "AFAR\CFG.sqf" In-game radio interface includes options to customize settings locally More information in the "ReadMe.txt" TO DO LIST: Voice clipping due to signal interference Release a separate standalone mod version KNOWN BUGS: (Upcoming Change-Log) High ping players, server, or desync can cause code delays AFAR's displayEventHandlers are paused for client, while a display other than 46 or 312 is active CREDITS: • Phronk: Script Creator • Bohemia Interactive: Radio model, audio, animation, and BIS_fncs CONTRIBUTIONS: • Dedmen: Added important VON script commands to Arma 3 • DirtySanchez: Helped organize functions • Metalman [EXP]: Helped optimize code initialization TESTERS: • Genesis92x • Harris • LightHouse • MorpheousMike • Moser • newgen • PRYMSUSPEC • Task Force Ronin INSTALLATION: (03SEP2021) - v0.98 Download Link (Google Drive) Download Link (Steam Workshop) Download Link (Armaholic) CHANGE-LOGS:
  13. Hi! I'm looking to force a custom display on top of the arma 3 loading displays. But currently I can't do it. Anyway all works except when I press the "ok" button in the lobby. That's when arma switches its displays to the top. And no way to counter it. I tried several ways: - used a oneacheframe with the command "createDialog ["displayName", true]" - used a oneacheframe with the command "createDisplay "displayName"" - used a oneacheframe with the command "createDisplay "RscText"; _dsp ctrlSetBackgroundColor [0,0,0,1];" - to override the arma 3 base classes in the config.cpp with their "onLoad" - create a control on the current display. - used an init.sqf (with respect to its initialization order) - used a preInit function (mission and mod side) - used a prestart function Do you have any ideas? Thanks in advance ^^
  14. Trying to make notifications. Arma returns "missing semicolon on line 2", but there is clearly different problem. Code: Techincally, is ctrl-c, ctrl-v from bohemia docs. Code reach line 2 for sure, but after that I have no idea. //////////////////// NOTIFICATIONS ////////////////////////////// class CfgNotifications // error here "class [#]CfgNotifications" { class Default { title = ""; iconPicture = ""; iconText = ""; description = ""; color [] = {1,1,1,1}; duration = 5; priority = 0; difficulty[] = {}; }; class TaskCompleted1 { title = "TASK COMPLETED"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa"; description = "Poor vehicle."; }; }; //////////////////// NOTIFICATIONS END //////////////////////////// Please tell me, that I missed something obvious. I tried to comment out line by line, but for no succes.
  15. Simple Bomb Defuse [script] - v1.2.2 Description: Idea was to create simple "mini-game" / "chalenge" when defusing bombs in game, where unit have little time to think and create space for errors. With this script you can add possibility to "screw something" when deactivating mines. Script randomly generate string of 3 color matrix, where unit must identify which color have most appearances in matrix and cut that color wire accordingly. You can stress out unit with timer you set for deactivating the bomb. If unit cut wrong wire or timer runs out, then bomb will explode. Best object to make bomb is burning barrel, but you can use any object, just need to modify little attached objects. I added C4 and light and beeping sound to improve finding bomb in dark. Bomb can be defused with any unit, just need to have toolkit in inventory. In future, I can modify script for demotilion class only if needed. Should be working on multiplayer / dedicated server, need more testing. Instalation: - copy folder "bomb" into your mission folder - include line #include "bomb\cfgFunctions.hpp" into your CfgFunctions class in description.ext file Example: class CfgFunctions { #include "bomb\cfgFunctions.hpp" }; Usage: - place unit in editor - place object in editor (barrel) - In object init line put null = ["object", "time", "kit", "debug"] execVM "bomb\bomb.sqf"; Example: null = [this, 10, true, false] execVM "bomb\bomb.sqf"; Configuration: "object" - object to transform to bomb, default: this "time" - time in seconds for bomb defuse, default: 10 "kit" - boolean value if needed tools to defuse bomb, default: true "debug" - boolean value if need show right wire to cut, default: false Settings: open file ../bomb/settings.sqf in bomb folder where you can change internal settings of script. _choices - array of choices to cut wires, more choices will have more colors to cut, default: red, green, blue _explosion - change classname of explosion, possible values in comments _matrix - show size of maxtrix with colors, default: big _expertMultiplier - if expert is defusing bomb, unit will have more time to defuse bomb, default: 2 (time * 2x) _disableAce3 - disable/enable ACE3 interaction menu Features: - friendly hint with instructions - hint is showing only to defuser - ace3 support - JIP friendly - multiplayer / dedicated server friendly - easy installation - plug & play system - specialist have more time to defuse bomb - custom time for specialist - defusing bomb with ToolKit or DefusalKit - random generation of matrix - custom size of matrix - custom choices (number of wires) - beeping sound - blinking light Planned: - dialog for cutting wires - cutting wires in right order - when wrong cut, timer will accelerate - "slippery hands" ( this is where I move toolkit from unit inventory and spawn it next to him, as he can't cut wires when he dont have toolkit) - probability of second wiring ( first wiring is dummy ) Changelog: v1.2.2 - prevent attaching objects and sounds to object if class is not Land_MetalBarrel_F v1.2.1 - added new config parameter "_disableAce3" to disable ACE3 interaction menu v1.2 - reformat to functions - added multiplayer / dedicated server support (tested) - JIP friendly (tested) - hint showing to only defuser (tested) - battle-tested in real environment - changed to "plug & play" system - added settings.sqf file - added readme.txt file for instructions - cleaned code v1.1 - added ace3 support - added customizable explosion size - added customizable size of maxtrix - added more wires (custom) - specialist have more time to defuse bomb - custom time for specialist (default 2x time) - custom internal settings - added documentation - added simple mission for test v1.0 - public release License: Use it for public, non monetized purposes only. If you have modifications, use pull request in git repo. Will revise/include them in script. Disclaimer: Do not incorporate this script or portions of it in monetized products or servers without asking for permission and obtaining approval from me! Credits: Larrow - fix for c4 attachment MILHAUS_CZ - testing JIP and DEDI Issues: - please use issue tracker - hint showing to every player - not damaging player with ace3 Download: https://bitbucket.org/mikehudak/a3_bomb.vr http://www.armaholic.com/page.php?id=31817 Preview: Media:
  16. 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];
  17. 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
  18. Hi there, Vehicles Overhauling (VO) is a system of repairing, refueling, and rearming vehicles by proximity and with any asset of your choice. Also, the services are divided by doctrine: Ground, Air, and Nautical. Each doctrine and even service is easily turned Off or On, according to the editor's needs. If needed, the editor can allow repairing just for ground vehicles while unavailable for air ones, for example. Triggering or code via Eden Editor is needless. VO is configured through only one file, prioritizing implementation simplicity and quick change management that the mission editor might want. How to install / Documentation: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script/blob/main/vehicles-overhauling.VR/vehiclesOverhauling/_VO_Script_Documentation.pdf What to expect from VO script: Define what vehicle type have automatically access to ground, air or nautical services (rearm, repair, refuel); Define what service each station (asset) will provide: repair, refuel or rearm or all of them (full service); Every object/asset on Eden Editor can be traceable as station automatically, it's up to the mission-editor; Once defined which assets are stations, on Eden you just drag and drop the asset and the script will track them; All repair, refuel, and rearm Arma 3 and its DLCs assets are already tracked; All repair, refuel, and rearm RHS and CUP assets are already tracked; 100% compatible with CBA+ACE. No code or triggers is needed on Eden Editor; Just one file to set your mission needs easily: fn_VO_parameters.sqf; Script working as gold on hosted and dedicated servers; Demo: Main file > fn_VO_parameters.sqf: Dependencies: None! Download: From Github: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script From Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2758919670 Missions running it: Tanks & Helicopters (Light) Tanks & Helicopters Livonia Tanks Theater TvT Bradley Furious - - - - - - - - - - - Changelog: 2022-Oct-07, v2.2: news, fixes and notes here. Known issues: Critical > Dedicated Server > If two or more players are in the same armed vehicle, the vehicle will rearm two or more times after spend some ammo ------ (WIP) Critical > RHS on > Air Doctrine > RHS airplanes are NOT rearming properly. ------ (WIP) Important > ACE on > Repairing > if the vehicle got damage only in wheels/tracks, guns and/or turret, the repairing doesn't run; Minor > ACE on > Refueling > I'm trying to hide the pump hose; Minor > ACE on > Repairing > If the vehicle starts to cook-off with a repair station close, the vehicle gets repaired, but still cooking. Cheers, thy
  19. Hello everyone, I was hoping to find some help here. I just recently started tinkering with scripts to make missions for me and my friends to play. I want to implement a Huron that will fly to one randomly selected marker from an array of markers and place a cargo container, then fly off. The heli should start after a given time after mission start. For that I have a script that works in singleplayer, but not in multiplayer. 1) I have a systemchat message that displays when the script runs but it only shows on my machine. What do I need to do here? the relevant code is: systemChat str(format ["You can hear a Helicopter in the distance."]); 2) If I launch the mission in Editor MP, the debug message informs me that the variable _heli for my huron is "undefined variable in expression". I don't understand why it considers it "undefined". the relevant code is this: _heli_spawn = [_spawn, 0, _heli_class, West] call BIS_fnc_spawnVehicle; _heli = _heli_spawn select 0; ---------------------------------------------------------- Whole script is this (taken from some guy in the forum and slightly edited for my needs): P.S. i have the following in the init file: 0 = ["B_Heli_Transport_03_F","Land_Cargo10_military_green_F","spawn","destination",10] execVM "slingload.sqf"; Thank you guys in advance.
  20. Hello, Disclaimer: This is my first time delving into arma mission files, a have a small idea of what I am doing, but do not know what these files or folders should look like, nor have I ever dealt with a script before. Thank you for any help in advance. I am trying to set the addon free radio script into my LAN Antistasi Plus server. I have done what the video tutorial and what the written tutorial say to do, but cannot seem to get it to work. The script in question: https://forums.bohemia.net/forums/topic/200791-release-addon-free-arma-radio/ these are the photos of my folders, description.ext, and init.sqf file: https://drive.google.com/drive/folders/14UhTYxi86fVse8sKlMElOdvngPFOnRse?usp=sharing (Idk how elese to link photos, I am horribly unsavvy with tech, sorry for odd formatting. Again, thank you.) -PlagueDoctorCat
  21. Hello, A server owner has tasked me with creating a script to teleport him and his group of admins to a position on the map determined by a mouse click. We're doing this via "player addAction" and he already has a trigger set up to "removeAllActions player" when done. The owner needs the action to first open the map, where he will LeftAlt-LMB click on a position, and the script to teleport him and his group to that position without breaking formation. For the sake of simplicity, could the addAction possibly be put in the Init field of a playable character which execVM's a squiff? I also found this elsewhere on the forum: fnc_teleportGroup = { params ["_group", "_position"]; private _leader = leader _group; { private _dir = _leader getDir _x; private _dist = _x distance2D _leader; _x setPos (_position getPos [_dist, _dir]); } forEach units _group - [_leader]; _leader setPos (_position getPos [0, 0]); }; [group player, [x,y,z]] call fnc_teleportGroup; How can this be modified to both open the map on the addAction's activation and close it after the teleport is done? I want the xyz to be replaced with the leader's relative coords. Like a translation of a shape whose vertices are members of the group, except done with a script. I used to be able to do this but in the years since 2015 I have lost my ability and patience to write scripts myself. Big, ginormous thanks in advance.
  22. Korskyi

    arma3 editor

    Greetings Arma players! I hope you are doing well. Recently I bought Arma3 and spent quite an amount of time in this game, needless to say, I have enjoyed it so far. Then I decided to try something new - create my own mission (Like a single operation nothing big). Now I am learning what this magnificent thing called "Eden editor" is, many things are understandable but here comes the more complicated part - scripting. The idea of what I have in mind is next: there is a task to clear the city out of enemy units after it's completed the marker on the map should change to another type and the player will receive a task to defend a position and after that comes an enemy attack of a few prepared npc's. I know it's not the best idea for a newbie to start with something complicated, but I'm really fired up for this. So I was wondering if you, honored arma veterans, could give me some advice or tips on where to start or which direction I should take. Thank you in advance!
  23. I'm using Ace mod and there is that plasma sack with the id as follow: ACE_plasmaIV_250 Well, I'm trying to remove it from my inventory when I reach the trigger area with the command : this removeItem ACE_plasmaIV_250; ...but nothing happens I've also tried use: this removeItemFromBackpack ACE_plasmaIV_250; with the item in my backpack but still nothing happens... :l Any idea? tks in advance!
  24. 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 !
  25. GF Temperature Script - Mod by GEORGE FLOROS [GR] Description: GF Temperature Script - Mod , the values are based on real measures. 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 Temperature Script - Mod 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/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 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: The Values are based on real measures and there are 4 different options according to the selected climate. 1 = Hot Desert Climate , 2 = Mediterranean Climate , 3 = Subarctic Climate , 4 = custom The changes are affected from : month time Sun Elevation overcastForecast fogForecast rain gusts Altidude Sea Deep Sea Depth The Temperature Variables are : GF_Temperature_Sum_Air GF_Temperature_Sum_Sea It is possible after the script initialisation , to use them in other scipts etc. This scipt will be used in the future , for other projects as well. It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Big thanks to CarlGustaffa for his Sun elevation code. https://forums.bohemia.net/profile/742616-carlgustaffa/ 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=40349 Armaholic GF Temperature Script - Mod