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I'm making a tank and I have a problem, I have an animation of hiding an armor element when a hitpoint is destroyed (like ERA), it hides and works correctly, but I want to make an unhide animation after the first animation of hiding after receiving damage is triggered, so that the "visually burnt" version of the top is revealed, I made a model of "burnt armor" but I can't get it to reveal after the 1st animation is triggered, how can I do this? My model.cfg part of animation: class BKL1 { type="hide"; hideValue=0.99999; minValue=0; maxValue=1; minPhase=0; maxPhase=1; source="BKL1"; sourceAddress=0; selection="BKL1"; }; class BKL1_Broken { type="hide"; hideValue=0; minValue=0; maxValue=1; minPhase=0; maxPhase=1; source="BKL1_Broken"; sourceAddress=0; selection="BKL1_Broken"; }; class BKR1 { type="hide"; hideValue=0.99999; minValue=0; maxValue=1; minPhase=0; maxPhase=1; source="BKR1"; sourceAddress=0; selection="BKR1"; }; class BKR1_Broken { type="hide"; hideValue=0; minValue=0; maxValue=1; minPhase=0; maxPhase=1; source="BKR1_Broken"; sourceAddress=0; selection="BKR1_Broken"; }; My animationsources part in config.cpp: class BKL1 { source = "Hit"; hitpoint = "BKL1"; raw = 1;}; class BKR1 { source = "Hit"; hitpoint = "BKR1"; raw = 1;}; class BKR1_Broken { source = "Hit"; hitpoint = "BKR1"; raw = 1;}; class BKL1_Broken { source = "Hit"; hitpoint = "BKL1"; raw = 1;}; So how i can make "Unhide", animation correcly, to make it work?
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WorldEditor makes wrong override function for OnPlayerKilled
Depechivo posted a topic in Arma Reforger - Configs & Scripting
I try create OnPlayerKilled override from GameMode_Editor_Full by pressing "+" in Script section, but World Editor makes: "override void OnPlayerKilled(int playerId, IEntity playerEntity, IEntity killerEntity, Instigator killer)" and in SCR_GameModeEditor we have: "override void OnPlayerKilled(int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)" that why i have error when compile script (Overloaded function 'OnPlayerKilled', argument 'killer' is not compatible with prototype argument type or spec 'Instigator'). How can i unlock function modify in script editor to add "notnull" in created function or make another actions to resolve this problem? -
С чего начать изучение скриптинга в arma reforger? Википедия почти полностью не понятная ибо без примеров и тд/ How do I start learning scripting in arma reforger? Wikipedia is almost completely incomprehensible because without examples and so on
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Hello guys. I've basically created an account to ask for your help as I really don't have any idea what's going on. I'm currently doing a little experiment with some scripts I found on the Steam workshop. I created my mission and created an init.sqf file for testing purposes (of course, inside the mission I created). After that and several tests, I decided to stop and continue today. Nevertheless, for some reason, when I loaded the mission I was welcomed with an error message saying: "Script C:\Users\USUARIO\Documents\Arma 3 - Other Profiles\[Sgt]%20Zeonn\missions\DiosDelClimaTEST.Altis\init.sqf not found". My first thought was to make sure my init.sqf was actually a sqf file just in case Windows messed up with my stuff. But it didn't, it is an sqf file and everything is exactly how it was yesterday, after checking the RPT files I saw this: 20:45:49 Invalid path (only relative paths supported): 'C:\Users\USUARIO\Documents\Arma 3 - Other Profiles\[Sgt]%20Zeonn\missions\DiosDelClimaTEST.Altis\init.sqf' 20:45:49 Warning Message: Script C:\Users\USUARIO\Documents\Arma 3 - Other Profiles\[Sgt]%20Zeonn\missions\DiosDelClimaTEST.Altis\init.sqf not found 20:45:49 ScriptVM file C:\Users\USUARIO\Documents\Arma 3 - Other Profiles\[Sgt]%20Zeonn\missions\DiosDelClimaTEST.Altis\init.sqf cannot be opened! It doesn't make any sense because the file path is correct, and file extension is correct (I did the full extension thing, save the file on Notepad++ and with Visual Studio to be double sure). I was about to give up when I loaded another mission, imagine my surprise when I saw the exact same error message, it's happening in all my missions. Even the older ones (like Liberation). However, I discovered that if I export the mission using the editor option (the one that saves it in the steam folder Arma3/missions as a PBO), and loaded using the Scenario option in the main menu, the init.sqf LOADS PERFECTLY, and everything runs as it's supposed to. I don't what's going on, and I have no idea how to solve it. I already tried creating a new profile, reloading the missions, verifying the game files, and everything. Would you guys help me on this? Forgot to mention: if I do an execVM "init.sqf" it also detects the file. Which makes even less sense.
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I always found interesting the usage of dynamic ambient soundtracks in games with a more or less open environment (e.g, Fallout, TES...). In my opinion, dynamic music change based on combat/calm state always gives players more immersion and brings the overall joy of the gaming process higher. Unfortunately, Arma doesn't have anything similar in terms of dynamic music so I decided to do it myself. The base concept of this script was made in late 2019 and was used mainly for SP/private MP scenarios being constantly polished throughout these years. I'm not a very experienced scripter, but I tried to make this performance-friendly as much as possible so all suggestions are more than welcome. The script is very customizable, so you can even come up with your own music. Installation for SP: init.sqf → https://pastebin.com/raw/4qvFQExk Scripts\DynamicAmbient.sqf → Vanilla — https://pastebin.com/raw/m1ikVp2A SOG PF — https://pastebin.com/raw/4KkvMGq7 CUP (A2) — https://pastebin.com/raw/dxyRVPS3 Scripts\onLoadEH.sqf → Anything that is not SOG PF — https://pastebin.com/raw/MwMqsaVj SOG PF — https://pastebin.com/raw/50ktvUpD Installation for MP: initPlayerLocal.sqf → https://pastebin.com/raw/DT0Btx4S Scripts\DynamicAmbient.sqf → Vanilla — https://pastebin.com/raw/m1ikVp2A SOG PF — https://pastebin.com/raw/4KkvMGq7 CUP (A2) — https://pastebin.com/raw/dxyRVPS3 Steam guide (fore more thorough explanation) Showcase missions: Vanilla CUP SOG PF Showcase videos: Credits: Bohemia interactive for such an amazing game. Savage Game Design for beautiful CDLC CUP Team for an astonishing addons Official Arma 3 discord (especially Lou Montana) for various hints Tinker, modify, and use as you wish, just don't forget to give a credit to the author 🙂
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Okay so I'm currently working on a Vietnam Zeus mission. The players do have a GPS in their inventory (yeah i know its not time accurate but its to not get lost). I'm currently building some "underground" tunnels which are located on a dirt strip airfield. I don't want the players to know that they are on the airfield, thus i want to remove their GPS globally when they enter the tunnels via teleporter. I just can't find anything on if or how that works. Not even the config name of the gps so i can do a removeItem script. If someone already did that or knows how to do it, I'll be very thankful for any type of help. THY
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How do I make Al move to the waypoint I made for him after he leaves my squad?
Alicia Clark posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, first, my AI unit already has a waypoint when he joins my squad, but remember that waypoint wasn't working because he's on my squad, and that waypoint was supposed to be later. So what I wanted to do was say there's a specific time in my mission where he needs to leave my group and go to the waypoint where I put it, but the problem is he's not moving at all. Even though I synced the trigger to that waypoint, it was set to skip that waypoint. And it was already put in the condition to only activate it at the specific time when he needed to leave. In simple terms, I want the waypoints to work after he leaves my group. Is this possible? -
Hi, I am looking for a developer for my Invade And Annex server. I require a few smallish changes to the framework I am using. I'm using Quiksilvers Apex_framework_155.Altis invade and annex mission on my server but I've ran into a few bugs and things I want added into the server. What I'm looking for specifically is all land vehicles to be able to be slingloaded via Huron. The fuel usage cut to a quarter. The group system redone as the current one is broken and glitchy. A rank system that saves points and handles rankings. (May require SQL database knownledge.) Finally a Anti-air role added into the other roles and it is the only one that is missing. Payment can be discussed in Pms Thanks
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Hello guys, i´m trying to get the VVS to spawn the vehicles on the diferent decks of the ATLAS LHD I have tried following the steps on this post that had the exactly same issue, but on the Nimitz. Can anyone help me do it? Like on a STEP by STEP. Thank you in advance. My idea: Flight deck: Air Vehicles Middle Deck: Light Vehicles Bottom Deck: Heavy Vehicles and Boats EDIT: I have seen this video and downloaded the mission but I don´t understand all the boxes and stuff.
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mission maker tools MGI ADVANCED MODULES
pierremgi posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
MGI ADVANCED MODULES Hi all, Here is an addon for mission makers. If you need to easily spawn some factions, some civilian life or just add randomized weapons loot in houses... If you want an advanced AI heal & revive, for SP or MP mission, able to heal players or bros.. ... or respawning AIs, in waves or at once.. If you want a transport support on any vehicle... A vehicle respawn system with crew, waypoints, loadouts, addActions, arsenal.... Friendly kill sanction... AI cannons able to fire HE shells on infantry... Some generators able to switch on/off a district... or adapt silencers to combat behavior... or perhaps a simple tool for reading all map object classes/display names/p3d model names... Other tools like tire puncture on barbed wires? ... And of course, MP compatible, favorite mods compatible... Here you are. MODULES on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809 The summary is just here. The modules are described and explained in an updated documentation: DOCUMENTATION LINK Have fun! Pierre MGI- 295 replies
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Good time of a day, dear Arma Community. I am making a simple mission where the player is assigned to a helicopter crew, and needs to change the uniform, vest and headgear. It is a separate task, I've been inspired by the bootcamp task to take ACOR (if it is spelled right) sight. The issue is that I can't achieve the needed result, even though I have the right gear. Arma does not say there are any issues within the script, it just does not respond, nor gives the hint. I suppose the class is wrong, but don't know where. I hoped you could assist me a little. while {true} do { if (vest player == "V_TacVest_blk" && uniform player == "U_B_PilotCoveralls" && headgear player == "H_PilotHelmetHeli_B") then { hint "Geared and Ready"; ["_gearUp", "SUCCEEDED"] call BIS_fnc_taskSetState; break; }; sleep 2; }; I am using SQF syntax.
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[Scripting] Issues with destoying buidlings in MP
gogus12 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I've been trying to do this for a while and I can't seem to get it right. It is quite simple, it is a function that destoys a certain part of the buidlings in a array of buildings. params["_houses","_amount"]; private _number = (count _houses) * _amount; for [{private _i = 0}, {_i < _number}, {_i = _i + 1}] do { (_houses select _i) setdamage [1, false]; }; It works in SP without issues, however in multiplayer weird stuff starts happening. It will work as intended for some players, but other with see both the wrecked building and the original building, most of the time flickering. I thought it was a JIP issue, and it probably is. But I've read a lot a posts and the wiki about a dozen of times and setDamage is global, and should work with the JIP queue (as said here http://killzonekid.com/arma-scripting-tutorials-scripted-charges-v2/ at the end) And I trust bohemia with what they do, it usually works. So I guess I am missing something I could just do everything with a remoteExec[0,true] but that seems a little brutal and will generate a lot of unecessary traffic, I would rather not include that feature if that is the only solution. i could also store the buidlings somewhere and destoyThem whenever someone enters the server, it is less worse than the remoteExec but it still is a bit nasty since their is no local version of setDamage. So the question is, has anyone ever managed to do that in a "performance friendly" way? Thank you for your time :) -
Issues using inidbi2 for persistent saves
BeaniePope. posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I started using inidbi2 to hold persistent player data on a server my friends want to run. I have 4 sqf files, following a tutorial I watched, for using inidbi2 to get this done init.sqf _clientID = clientOwner; _playerUID = getPlayerUID player; _playername = name player; checkDatabaseEntry = [_clientID, _playerUID, _playername]; publicVariableServer "checkDatabaseEntry"; player addAction ["Save Data", { _playerUID = getPlayerUID player; _playerInventory = getUnitLoadout player; _saveData = [_playerUID, _playerInventory]; publicVariableServer "saveData"; }]; "loadData" addPublicVariableEventHandler { //private "_data"; //_data = [_this select 1]; _playerInventory = [_this select 1]; player setUnitLoadout _playerInventory; }; initServer.sqf "checkDatabaseEntry" addPublicVariableEventHandler { private "_data"; _data = [_this select 1]; _clientID = [_data select 0]; _playerUID = [_data select 1]; _playerName = [_data select 2]; _inidbi = ["new", _playerUID] call OO_INIDBI; _entryExists = "exists" call _inidbi; if (_entryExists) then { hint "Database Entry Found, Acquiring Data"; null = [_playerUID, _clientID] execVM "getDatabaseEntry.sqf"; } else { "Database Entry does not exist, creating Entry"; null = [_clientID, _playerUID, _playerName] execVM "createDatabaseEntry.sqf"; }; }; "saveData" addPublicVariableEventHandler { private "_data"; _data = [_this select 1]; _playerUID = [_this select 0]; _playerInventory = [_this select 1]; _inidbi = ["new", _playerUID] call OO_INIDBI; ["write", ["Player Inventory", "Inventory", _playerInventory]] call _inidbi; } getDatabaseEntry.sqf _playerUID = [_this select 0]; _clientID = [_this select 1]; _inidbi = ["new", _playerUID] call OO_INIDBI _playerInventory = ["read", ["Player Inventory", "Inventory", []]] call inidbi loadData = _playerInventory; _clientID publicVariableClient "loadData"; createDatabaseEntry.sqf _clientID = [_this select 0]; _playerUID = [_this select 1]; _playerName = [_this select 2]; _inidbi = ["new", _playerUID] call OO_INIDBI; ["write", ["Player Info", "Name", _playerName]] call _iniddbi Despite, my best efforts, I cannot get the scripts to work. Strangely, whenever I load in, despite following the tutorial to a T, Arma 3 seemingly skips over the checkDatabaseEntry event, and never runs it, as I never get the hint to pop up. I am running this with inidbi2 on a Armahosts server, any help would be GREATLY appreciated Thank you, Queen -
Hello, I'm a complete newbie in the field of modding in games, I've never done this before, I don't know where to start, I want to create a vehicle BMP-2M, I know that it seems to be on the Internet, but I want to create my own version , I have a friend who is obsessed with military vehicles, I would like to create several vehicles for him. Where should I start, what should I use? (I want to warn you that English is not my native language, I mostly use a translator, but sometimes it translates very clumsily, so I may not understand something, sorry)
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This script is a bit of a doozie and I generally wanted it to be handled within all one SQF... Or at least thats what I thought I could do. But my issue is with every attempt at (albeit randomly) changing scopes/globals I always get 'error undefined variable in _' and to be quite I have no idea what I am doing outside of looking at several examples of several things, then attempting to combine them. So I have a scenario involving 4 groups, in a traitor-survival permadeath like scenario. Campers, killers, hunters, and guards. I wanted to an add action script on a Bell to ring that, in this order: Institutes a 30 second COOLDOWN for the addaction. Initiates a titleText BLACK FADED screen when activated, that pauses then shows text like "12 hours later" Hidden by that screen I wish to teleport players to certain markers And skips time 12 hours, more pause BLACK IN titleCut when then the teleportation has happened and they see a different time of day upon lifting Script/Addaction resets/loops Technicalities: Script must be repeatable for my purpose I want a UNIT VARIABLE NAME array, 1 for each pre mentioned group that is NOT SIDE dependent. All units are on Indfor. And a TELEPORTATION MARKER array, and code inserted to the teleportation bits so that once activated, for example, all campers will randomlytravel to one of the several CAMPER markers. This allows for rounds to not be the exact thing. CODE MUST NOT BE SIDE DEPENDENT. Ive clearly tried to make 3 arrays, one for each 'type', the reason why all units are Indfor is for smooth 'roleplay' purposes What Works: I believe the time passage works. The black screen fade in/out/text works. The teleportation does NOT WORK. I am screwing up with scopes/globals in accessing the array's Ive set up... Genuinely would like some help but have no idea how to proceed forward and I thank anyone in advance bellInteraction.sqf // Define the unit and marker arrays outside the function to avoid redefining them every time the script runs. campers = ["cpr1", "cpr2", "cpr3", "cpr4", "cpr5", "cpr6", "cpr7", "cpr8", "cpr9"]; campMarkers = ["campMarker1", "campMarker2", "campMarker3"]; scouts = ["sct1", "sct2", "sct3"]; scoutsMarkers = ["scoutMarker1", "scoutMarker2", "scoutMarker3"]; hunters = ["htr1", "htr2", "htr3"]; huntersMarkers = ["hunterMarker1", "hunterMarker2", "hunterMarker3"]; guards = ["grd1", "grd2", "grd3"]; guardsMarkers = ["guardMarker1", "guardMarker2", "guardMarker3"]; // Teleport function _teleportPlayers = { params ["_unitArray", "_markerArray"]; { private _unit = missionNamespace getVariable _x; if (!isNull _unit) then { private _randomMarker = selectRandom _markerArray; _unit setPos (getMarkerPos _randomMarker); }; } forEach _unitArray; }; // The main script that will be executed when the bell is rung _bellScript = { params ["_target", "_caller", "_id"]; // Check for cooldown if (!isNil {bellCooldown}) exitWith { _caller sideChat "The bell is on cooldown. Please wait."; }; // Set cooldown bellCooldown = true; _target removeAction _id; // Screen fade out to black titleText ["", "BLACK FADED", 1]; sleep 5; titleText ["<t color='#ffffff' size='5'>12 hours later...</t>", "BLACK FADED", -1, true, true]; sleep 2; // Skip 12 hours skipTime 12; // Teleport each group [campers, campMarkers] call _teleportPlayers; [scouts, scoutsMarkers] call _teleportPlayers; [hunters, huntersMarkers] call _teleportPlayers; [guards, guardsMarkers] call _teleportPlayers; // Screen fade in from black titleCut ["", "BLACK IN", 5]; // Reset cooldown after 10 minutes (600 seconds) sleep 600; bellCooldown = nil; // Re-add the action to the bell _target addAction ["Ring Bell", _bellScript]; }; // Execute the script with the provided parameters params ["_bell"]; _bell addAction ["Ring Bell", _bellScript]; The Bell Init Code: bell addAction ["Ring Bell", "mscripts\bellInteraction.sqf"];
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npc chat BIS_fnc_kbTell how to create multiple NPC chat dialog sessions.
whitetigercam posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
hello, so I'm making an experimental mission in ARMA 3 and I have a single chat session between two characters at the beginning of the mission and I'm trying to make multiple chat sessions later on, I've figured out how to make one chat session with a trigger work but don't know how to script multiple sessions. Here is what I have so far for the First Chat Session. (i'm new to scripting. any advice would be nice thanks.) chat1.sqf description.ext cardialog.bikb -
Custom Function alternates between working and not working every 2nd time
complacent_lizard posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So here's a weird one: I have a custom function setup in my scenario which: Spawns in an IFV Spawns a group to crew it Spawns a group to ride in the back Tells both groups to drive to a marker and eject the infantry Tells both groups to attack an area with BIS_fnc_taskAttack It works as expected, in fact, quite well. There's just 1 problem - every 2nd time I spawn this function, the infantry in the back dismount as soon as they spawn in and hoof it all the way to the marker. I've tested multiple times and it's consistent. For example, if I spawn this function 8 times, the 1st, 3rd, 5th, and 7th time will work perfectly and the 2nd, 4th, 6th, and 8th will dismount the infantry as soon as they spawn. This occurs in both a singleplayer and multiplayer (LAN) environment. It's too consistent to be a random error - it's clearly something I've missed in how my function is set up but I've had no luck finding a lead for about 5 days now. Here's the function (it is defined within cfgfunctions.hpp and works without spitting out errors when I spawn it): if !(isServer) exitWith {}; _unitClass = "Unknown"; //DEFINE GROUPS _bIfvGroup = ["B_crew_F","B_crew_F"]; _bIfvInfGroup = ["B_soldier_F","B_soldier_F","B_Patrol_Soldier_MG_F","B_engineer_F","B_soldier_F","B_recon_F"]; //SPAWN IFV _bNewVehicleIfv = createVehicle ["B_APC_Wheeled_01_cannon_F", [27635,23853,0], [], 0, "NONE"]; _bNewVehicleIfv setDir 227; _bNewVehicleIfv lockturret [[0,0],true]; clearWeaponCargoGlobal _bNewVehicleIfv; clearMagazineCargoGlobal _bNewVehicleIfv; clearBackpackCargoGlobal _bNewVehicleIfv; clearItemCargoGlobal _bNewVehicleIfv; //SPAWN IFV CREW newBluforIfvCrew = createGroup [west,true]; { _newBluforCrewUnit = _x createUnit [getMarkerPos "bAiSpawn02",newBluforIfvCrew,"newBluforCrewUnit=this"]; { [newBluforCrewUnit] call LIZ_fnc_bCrewLoadout; if alive driver _bNewVehicleIfv then {newBluforCrewUnit moveInGunner _bNewVehicleIfv;} else {newBluforCrewUnit moveInDriver _bNewVehicleIfv;}; newBluforCrewUnit disableAI "FSM"; newBluforCrewUnit allowFleeing 0; newBluforIfvCrew setSpeedMode "FULL"; } foreach units (newBluforIfvCrew); } foreach _bIfvGroup; _bNewVehicleIfv lockDriver true; sleep 2; //SPAWN IFV INFANTRY newBluforIfvInfGroup = createGroup [west,true]; { _newBluforMechUnit = _x createUnit [getMarkerPos "bAiSpawn02",newBluforIfvInfGroup,"newBluforMechUnit=this"]; { if (typeOf newBluforMechUnit == "B_soldier_F") then {_unitClass = "Rifleman";}; if (typeOf newBluforMechUnit == "B_Patrol_Soldier_MG_F") then {_unitClass = "MG";}; if (typeOf newBluforMechUnit == "B_engineer_F") then {_unitClass = "AT";}; if (typeOf newBluforMechUnit == "B_recon_F") then {_unitClass = "Recon";}; switch (_unitClass) do { case "Rifleman": { [newBluforMechUnit] spawn LIZ_fnc_bRifleLoadout; }; case "MG": { [newBluforMechUnit] spawn LIZ_fnc_bMgLoadout; }; case "AT": { [newBluforMechUnit] spawn LIZ_fnc_bAtLoadout; }; case "Recon": { [newBluforMechUnit] spawn LIZ_fnc_bReconLoadout; }; }; newBluforMechUnit moveInCargo _bNewVehicleIfv; newBluforIfvInfGroup setSpeedMode "FULL"; } foreach units (newBluforIfvInfGroup); } foreach _bIfvInfGroup; sleep 1; //RANDOM OBJECTIVE MARKER _randomDismountMarker = ["dismountMarker01","dismountMarker02","dismountMarker03","dismountMarker04"] call BIS_fnc_selectRandom; _randomObjMarker = ["combatMarker01","combatMarker02","combatMarker03"] call BIS_fnc_selectRandom; //SEND ORDERS FOR IFV CREW _wp1 = newBluforIfvCrew addWaypoint [getMarkerPos _randomDismountMarker, 0]; _wp1 setWaypointType "TR UNLOAD"; _wp1 setWaypointSpeed "FULL"; //SEND ORDERS FOR INFANTRY GROUP _wp2 = newBluforIfvInfGroup addWaypoint [getMarkerPos _randomDismountMarker, 0]; _wp2 setWaypointType "GETOUT"; newBluforIfvInfGroup setBehaviourStrong "AWARE"; newBluforIfvInfGroup setSpeedMode "FULL"; [newBluforIfvCrew, 0] synchronizeWaypoint [ [newBluforIfvInfGroup, 0] ]; //IFV LEAVES INFANTRY ATTACKS waitUntil {({_x in _bNewVehicleIfv} count (units newBluforIfvInfGroup)) < 6}; [newBluforIfvInfGroup] spawn LIZ_fnc_eject; waitUntil {({_x in _bNewVehicleIfv} count (units newBluforIfvInfGroup)) < 1}; sleep 2; [newBluforIfvInfGroup, getMarkerPos _randomObjMarker] call BIS_fnc_taskAttack; [newBluforIfvCrew, getMarkerPos _randomObjMarker] call BIS_fnc_taskAttack; Currently this function is triggered by me using a Radio Trigger for testing - 0 = [] spawn LIZ_fnc_bIfvSpawn. I also considered that my other function LIZ_fnc_eject (which ejects the infantry from the IFV) might have something to do with it, so here it is: _infantry = _this select 0; { unassignVehicle (_x); (_x) action ["EJECT", vehicle _x]; sleep 0.2; } foreach units (_infantry); sleep 3; If you can see my error, or if I've unwittingly left out some key piece of information, please let me know. Help me BI forums, you're my only hope.- 1 reply
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I started creating new textures for vehicles which can easily be swapped using settexture, but now I've created multiple custom face textures. What's the easiest way to apply these textures to npcs in my multiplayer mission?
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So, I'm working on a mission for my group, and one of the objectives is to rescue a captive held by opfor. I want the captive to be injured, but in a way so that whilst they won't die, medics will need to treat them and they'll need a medevac sooner rather than later. I'm thinking severe bloodloss, severe pain, some bandaged wounds, a broken leg and a major wound TQ'd should do the trick. Rather than fuck about with trying to use ace_medical_fnc_addDamageToUnit to get sorta the right wounds, I've decided it would be simplest to just build the medical state I want as a JSON, and use ace_medical_gnc_deserializeState to apply said state to the unit. Most parts of the JSON file are fairly self explanitory, but I'm having trouble figuring out what the 4 numeric values for ace_medical_openwounds / ace_medical_stitchedwounds / ace_medical_bandagedwounds correspond to, and what those values represent, as there seems to be no documentation on it (at least, I've not been able to find any. maybe I'm just an idiot). I'm slowly "trial / error"ing my way through, but I'm wondering if anyone else knows / can explain these values, as it would save me a considerable amount of time.
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Hi there, I'm trying to set it up so that my blufor players can activate a trigger to set off some Vietnam War style music. I've mainly tried the example listed in this post. class CfgSounds { class LadyDay { name = "LadyDay"; sound[] = {music\LadyDay.ogg,5.0,1.0}; titles[] = {};}; }; I've got my music file converted to .ogg, I've got the description.ext file configured as it should be (as far as I can tell). I believe the in game trigger is configured right. I'm just not sure where I"m going wrong. Screenshots will be provided for better context. Yes I have my music volume up, I did make sure to double check that. For additional context, they are piloting the SOG boats down a river while activating the trigger. I don't think that should affect anything though, right??? Description.ext file Folder architecture, .ogg file is called LadyDay.ogg and is located in the "music" folder In game Blufor trigger set up to call for the correct classname.
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unsolved Code only works for the player that has interacted with it
draoth posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm currently working on a money system for a gamemode I made for my friends and I. Boxes spawn all over the map and when a player gets close to it; he receives some money. The only problem I have with this script is that it only seems to work for the player who interacts with the box for the first time. This code is part of a sqf which is executed from the init.sqf. Does anyone have any idea why it doesn't work for all players in the server but only for the first player who picks up a box? BoxAmount = 0; for "_i" from 1 to 50 do { _Mcolor = "ColorGreen"; _Mtext = "$50"; _MMoney = 0; _quality = [1,2,3] selectRandomWeighted [0.1,0.2,1.3]; if (round _quality == 1) then { _Mcolor = "ColorWhite"; _Mtext = "$500"; _MMoney = 500; }; if (round _quality == 2) then { _Mcolor = "ColorYellow"; _Mtext = "$200"; _MMoney = 200; }; if (round _quality == 3) then { _Mcolor = "ColorGreen"; _Mtext = "$100"; _MMoney = 100; }; //hint format ["%1",_quality]; private _types = [ "BUILDING", "BUNKER", "BUSSTOP", "CHAPEL", "CHURCH", "FORTRESS", "HOSPITAL", "HOUSE", "LIGHTHOUSE", "POWERSTATION", "WATERTOWER" ]; _allBuildings = nearestTerrainObjects [[14000,18000], _types, 50000, false, true]; _allPositions = []; _allBuildings apply {_allPositions append (_x buildingPos -1)}; _rndPos = selectRandom _allPositions; _box = "Land_PaperBox_01_small_closed_brown_f" createVehicle [_rndPos select 0, _rndPos select 1, (_rndPos select 2) + 3]; _Mname = "marker" + str _i; [_Mname, _rndPos, _Mcolor, _Mtext, _box, _MMoney] spawn { _Mname = _this select 0; _rndPos = _this select 1; _Mcolor = _this select 2; _Mtext = _this select 3; _box = _this select 4; _MMoney = _this select 5; _dropoffmarker = createMarker [_Mname, _rndPos]; _dropoffmarker setMarkerShape "ICON"; _dropoffmarker setMarkerType "mil_box"; _dropoffmarker setMarkerColor _Mcolor; _dropoffmarker setMarkerText _Mtext; private _Amoney = player getVariable [format["_Amoney_%1", player],0]; while {true} do { if (player distance _box < 5) exitWith { deleteVehicle _box; deleteMarker _dropoffmarker; _Amoney = _Amoney + _MMoney; hint format ["You picked up $%1", _MMoney]; player setVariable [format["_Amoney_%1", player], _Amoney]; }; sleep 2; }; }; }; -
Hello I want to spawn the explosion of the 30 mm MP-T from the LDF APC using createVehicle. I know you can spawn "HelicopterExploBig" and I was wondering if there was a CFGAmmo for the 30mm explosion.
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Scripting for Vehicle Wreck Recovery
RudyRedTop posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi there, I'm working on a campaign for my group that involves them being under a vehicle resource scarcity. I'd really like to use a system similar to how Mike Force does wreck recovery with all of it's vehicles, helicopters, etc. However I can't seem to find any good mods or scripts online to start from. Any and all advice is greatly appreciated. Edit: I did just realize I should be able to download the Mike Force Mission itself and take a look at stuff, but any advice is still more than welcome. Edit Edit: I started looking through the Cam Lao Nam Mike force mission and actually learned a lot of cool stuff on how it works. I've determined that for my purposes the only actual functionality I would need is the packaging wrecks into crates function but I suspect it's not going to be as simple as pulling "fn_veh_asset_package_wreck.sqf" into my own mission because there are a lot of other functions and variables that are linked to it as well. -
scripting Polygon Triangulation for Map Markers
Mallen_ posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys, So im posting this in the hopes that it can help people looking for similar solutions to shading a custom map area defined by a polygon of markers, it took a while to get working but creates a really clean effect thats easy to adapt to most situations. -
UnitCapture, vehicle engineOn and scripted AI kills.
Kaldor_Draigo posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hey guys, I’m developing a mission where I’m utilizing some scripts and mods and I can’t get everything to work correctly. -I’ve scripted the SUV for UnitCapture and everything works fine, except the engine turns off 30 seconds into the mission, is there a way to keep cycling EnginOn? I can’t use other methods for the SUV due to the scenario and dependent scripts. -After a short firefight, my independents are supposed to “break contact” and get into the vehicle to leave. I’m trying to avoid radio activation, but if that is the only method of utilizing a trigger to get AI to mount a vehicle under fire I can do that. I’ve used HLF_fnc_InfUnitcapture on all AI, and they go through the animation of getting in the vehicle but when the vehicle leaves they are lagging behind, glitched and bouncing back and forth on top of the SUV. -The last issue I’m facing is that with HLF_InfUnitCapture, weapon elevation is not recorded/played back, so my super elite team of ninjas shoot at the wall when there is an AI enemy standing on the roof of the building. Is there any way to make it so when the AI receives incoming fire they die, or a function where a delayed trigger instant kills them? (Think “if BLUFOR presence = true then instakill baddies” type solution if we can steer that way.) my overall mission is a PMC security detail being ambushed at a building right when they drive up, and they have to return fire and then get back into their SUV to leave. Simple mission, complex scripts lol. Any help or suggestions are appreciated!- 1 reply
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- engineon
- unitcapture
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