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Found 277 results

  1. Next to already revealed an known https://community.bistudio.com/wiki/Category:Arma_3:_New_Scripting_Commands_List There are more script commands now :) + fixed http://feedback.arma3.com/view.php?id=12324 + only discussion related to new or changed Arma 3 Beta/Dev Scripting allowed
  2. G'day guys, There has been a lot of new threads by newcomers that ask the same/similar questions, found in many other threads. If you are new to ArmA or want to get into scripting, welcome to the forums! :) As you know, there is a search box at the top of the page, it can be used to search throughout every thread what you are after. Bear in mind that it may sometimes not provide you with the proper answer. This, however, doesn't mean that another thread should be opened. In fact, there is a huge library of scripts you probably never heard of. Check it out, there is an abundant of examples provided in each script command: https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 It is constantly being updated with new facts, info and scripts by many of our users such as KK. (Killzone Kid) Lastly, here are some basic info and tips on scripting. To create your own scripts, navigate to "My Documents\Arma 3\missions\your_saved_mission". Then, create a text document and rename the extension ".txt" to ".sqf". Once done, open it with Notepad or Notepad++. To run your script in the game, navigate to your mission folder and create a "init.sqf". Open it and put this in: [] execVM "myscript.sqf"; If you want to get a specific unit to do some action (e.g. setDamage or setFuel), give your unit a name but without spaces. Then in a trigger, put this in: myguy setDamage 1; The symbol ";" used after each command, is to separate the command from another. (Think of it as a period symbol)Also, if you are thinking that Steam Workshop is the only place for mods, addons, scripts, etc. Armaholic is the official site for releasing such. You can find it here, they also have a FAQ as well: http://www.armaholic.com If you want to convert a string to code, you can use call compile STRING. This is very handy (and sometimes a smart trick) when passing code around such as lbData. ;) This wraps up the introduction for those new to scripting. If you have any questions, concerns or ideas that may improve this thread, feel free to post here. ^_^ Happy Scripting, ;) Rawner135 ArmA 3 Tutorial Links: Arma 3 Scripting Tutorial For Noobs - forums.bistudio.com [Tutorial] Server Side Scripting - forums.bistudio.com Camera Scripting - www.armaholic.com KK's blog - ArmA Scripting Videos: Modding Tutorials by GameDev Byrne: https://www.youtube.com/playlist?list=PLqRU_EL4pwOHOJ6L2P5XlpfmNoWqulZqf Other Tutorial Links: http://www.kylania.com/ex/ Conversation System Mission Editor ArmA 2 Mission Editor Triggers OFPEC ArmA 2 Scripting Commands ArmA2 COMREF Forums Post - Classnames ArmA2 Library ArmAholic ArmA2 Moves ArmA2 Modules Description.ext Scripting Topics (Check All Links) Startup Parameters Crash Files Tasks ARMA 2 Functions PostProcess Effects
  3. MGI ADVANCED MODULES Hi all, Here is an addon for mission makers. If you need to easily spawn some factions, some civilian life or just add randomized weapons loot in houses... If you want an advanced AI heal & revive, for SP or MP mission, able to heal players or bros.. If you want a transport support on any vehicle... A vehicle respawn system with crew, waypoints, loadouts, addActions, arsenal.... Friendly kill sanction... AI cannons able to fire HE shells on infantry... Some generators able to switch on/off a district... or adapt silencers to combat behavior... or perhaps a simple tool for reading all map object classes/display names/p3d model names... Other tools like tire puncture on barbed wires? ... And of course, MP compatible, favorite mods compatible... Here you are. https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809 Adapt silencers to stealth/combat situation No video SP/MP compatible - all mods Advanced locations (spawning factions on areas) See video SP/MP compatible - all mods Advanced transport See video SP/MP compatible - all mods AI can respawn No video SP/MP compatible - all mods Civilian life See video SP/MP compatible - some known mods Drop vehicle instead of crate See video SP/MP compatible - all mods Enhanced Turrets No video SP/MP compatible - all mods (so far. feedback welcome) Flip overturned vehicle No video SP/MP compatible _ all mods HALO jump No video SP/MP compatible - all mods Heal & revive see video SP/MP compatible - check for mods... Modded units are not a problem. But some mods like ACE have their own scripts and could be incompatible. Furthermore, I scripted for some conditions about the presence of FirstAidKit and MediKit. This module is complex enough. I didn't grab into mods for exotic classes of items (and I will not). Of course, you can choose to skip these conditions. Kill punishment See video SP/MP compatible -all mods Loot weapons & items in houses See video SP/MP compatible - some mods (CUP UNSUNG IFA3 RHS R3F) Marker to Task See video SP/MP compatible - all mods Respawn vehicles No video (see an old one about script to have an idea) SP/MP compatible - all mods Important note: This module uses EH handleDamage. This EH doesn't work if you apply something like: testedVehicle setDamage 1 from console. The script needs some hits on parts (updating vehicle data before destruction). So, crew and waypoints will be respawned after a current kill/disabled vehicle in game. SP simple respawn No video Single Player only Switch ambient lights See video SP/MP compatible - all mods so far... Tire puncture No video SP/MP compatible - some mods Touch of class! See video SP/MP compatible - all mods Wear what you want No video SP / MP compatible - all mods (not all. Some weird mods don't have true uniforms but some skinned units... Nothing to do with that) One man tank No video SP/MP compatible - all mods with Tanks or APCs Prisoners See video SP/MP compatible (not fully tested in MP) - all mods so far Have fun! Pierre MGI
  4. Hey all, Does anyone know if there is any way to enable the advanced medical system of ACE 3 for specific units? To be more specific I am trying to create a medical training system where you will be able to spawn wounded "mannequins" and practice on them. It works fine in general (please let me know if you would be interested on it, it's just two scripts and I would love to share them), but if you want to practice with the advanced medical system you have to activate it on the AI too (not just the players). "That's fine" you may say, but according to the ACE developers (see here) the AI is not able to handle the advanced medical system. This means that the rest of the AI on the map won't be able to heal themselves (or their friendlies), which is something we definitely want to avoid. Thus, I come for a search of a way to enable advanced medical to only specific units (my mannequins :)). The other alternative would be to handle explicitly all the injuries and wounds and "medical behavior" of the mannequins but this is quite too much work to be done. I will definitely consider doing if I don't find any other solution, but I would really appreciate some thoughts and insight on this before going this way. Thanks in advance, Achilles.
  5. Hello everyone, This is the first time I write here, so before I state the problem I would like to say a big thanks to all the people contributing and helping around here (I have found a lot of info and solved quite some issues of mine from pages here in the past). So, my issue here is that I have a simple script (see below) using an if, then, else statement. The script is: // Check if wounded mannequins exist _groupIndex = allGroups findIf { groupId _x isEqualTo "medicalTrainingWoundedGroup"; // Look for a specific group ID }; /* * At this stage _groupIndex == -1 -> This is checked */ // Check returned group index if(_groupIndex isEqualTo -1) then { hint "Creating Group..."; // Debugging _woundedGroup = createGroup[west, true]; // Create a group to assign wounded mannequins _woundedGroup setGroupId["medicalTrainingWoundedGroup"]; // Set ID of the group to reference it in the future calls of the script } else { _woundedGroup = allGroups select _groupIndex; // Use the index to get it from the list of all groups }; I have also added a comment stating that _groupIndex is equal to -1 for your convenience. So, the actual problem I have encountered is that the first branch of the 'if, then' statement is NEVER executed, which is really weird to me. As you can see I have already checked the value of _groupIndex variable and it seems to be '-1' indeed, so if nothing else the first branch of the 'if' statement should be executed. But, no, instead the second branch (after the 'else' statement) is executed. I have also tried _groupIndex == -1 as well as _groupIndex isEqualTo str -1 which I believe is wrong (but tried it nevertheless) and as isEqualTo does NOT return an error I didn't get the results I wanted but didn't get an error either. I am quite new to scripting (although I have some intermediate experience with programming in general) and I am not sure where my error could be, so any insight would be most welcome. Thank you in advance, Z.
  6. Hey everyone, I need help in a custom script I need to do. I need to make a self interact available to all players on a multiplayer server, where they can select from a pre-defined list of what headwear I can give them. So like, how would I go about this for ALL players? Do I need to add an "_action = ["blah","blah"] in every single player init? Or is there a way I could do an external sqf and use an execVM or #include? I had experience with vanilla coding but that was over 4 years ago in A2.
  7. "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: http://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:
  8. I have searched both google and the forums for this and see a couple answers to this question that do not make sense to me. I have a couple different firing ranges for my unit that are run via script. They work correctly in both hosted and on the dedi with one small exception. The rangemaster - which is a recording of one of our members played in the script - only executes on the player that activated the firing range, even though the range itself is working for every player on the server. I am 100% sure that it is a locality issue, as the addAction that calls the sqf is located in the init.sqf of the mission. I keep finding answers that have things like this: [Computadora1, ['Disparar a Barco',{<your code here>}] ] remoteExec ["addAction",0,true]; But I do not understand exactly what it all means as most people just provide a script and not an explanation of why it fixes the issues. My question is: how do I execute the addAction in game via remoteExec so that all players can both see the range and hear the rangemaster? Below is a snippet of my range code that involves the recordings - just to ensure that I haven't made a boneheaded error. init.sqf range4.sqf (partial) Thank you all in advance for the help!
  9. Hello I was searching for documentation to ARMA 3 Editor module "Zone Protection". It is calling BIS_fnc_moduleZoneProtection I cannot find any description or use cases. If my hunch is right, it should be a functionality used to create an area where damage is not applied to objects / characters? However BI wiki is very much empty on this module or function. Using function viewer i had a look into the code of the function but i am very much a newbie on arma scripting. While i understood from the code that the module can be synced only with Locations logic entities - documentnation on Locations is equally shabby. I tried in a single player scenario to place a location entity and sync it with this module. To my understanding some area should have been displayed on map but nothing happened. It had no effect. So i would be grateful if somebody experienced could explain. Thank you very much! P.S: Sorry if a topic exists somewhere on the forum explaining it - i was unable to find it.
  10. Dear sirs, I've been slowly working on what could perhaps best be called a "bedouin simulator" for a very long time. It involves things like making tea for people, cooking, hunting, chilling with your family etc. Sometimes, for example when making tea, I have the characters moving around from the kitchen to the fire, placing the teapot, etc. So there are a lot of cut-scene like sequences. Everything is working fine in my scripts, but the only problem: the movements are very imprecise at times. I don't mind some clunkiness, but sometimes the teapot is thrown Jedi-style to the fire through walls or from over ten meters away. I use "unit domove (position exampletargetpoint);" for almost everything now. Is there any better way to get more precise results compared to domove? Domove seems to be considered the most precise, but maybe I'm missing something. There are a lot of chairs and things around, it could be some sort of collision detection that is causing the problems. It seems like there are many possibilities to test and also I'm not sure if it's even possible to get it to work much better. So if you could point me to a better type of move command for this kind of thing, or a way to deal with collision detection problems, or simply tell me "there's no way to get it better just make everyone Jedi", I would appreciate it. Here is an example of my crude code, your wife is making you some tea at your camp: detach arwa; arwa switchmove ""; arwa domove (position teapot1); sleep 20; arwa domove (position waterstock1); teapot1 attachto [arwa, [0, 0, -.2], "lefthand" ]; sleep 20; arwa domove (position fire1); sleep 20; fire1 inflame true; sleep 3; teapot1 attachto [fire1, [0, 0, .3] ]; arwa domove (position seat1); sleep 5; arwa switchMove "ActsPsitMstp_cekani2"; arwa attachTo [seat1, [0, 0, -.3] ]; arwa setdir 0; arwa dowatch fire1; sleep 60; arwa switchMove ""; detach arwa; arwa setPos (arwa modelToWorld [0, -.5, 0]); sleep 2; arwa domove (position fire1); sleep 2; teapot1 attachto [arwa, [0, 0, -.2], "lefthand" ]; teacup1 attachto [arwa, [0, 0, 0], "righthand" ]; sleep 2; arwa domove (position player); sleep 5; player switchmove "Stryker_Cargo01"; player attachTo [seat2, [0, 0, .4] ]; 0 call {player setVectorDirAndUp [[0, cos _this, sin _this], [0, 0, 1]]}; teacup1 attachTo [seat2, [.015, .31, .55] ]; sleep 2; arwa domove (position teatable1); sleep 20; teapot1 attachTo [teatable1, [-.35, 0, -.2] ]; teacup2 attachto [arwa, [0, 0, 0], "righthand" ]; sleep 1; arwa domove (position seat1); sleep 15; arwa switchMove "crew"; arwa attachTo [seat1, [0, 0, .325] ]; arwa setdir 180; seat1 attachto [fire1, [0, -1.75, .05]]; arwa dowatch player; teacup2 attachTo [seat1, [.015, -.21, .43] ]; arwahakim = arwahakim + 3;
  11. I am trying to put together a trigger which gives Zeus points every time a truck goes between two points on the map (Like a supply line). If one Zeus is playing as the OPFOR team, they must spawn a Tempest Ammo truck and tell it to Cycle between two points (Point A and Point B). If the truck is spawned at Point A, the Zeus must order it to go to Point B, once it reaches Point B it must then be ordered to turn around and go back to Point A before Zeus points are added to that team. The Zeus can have multiple trucks going back and forth to add up Zeus points more quickly. I have managed to work out how to make the triggers active when a certain Vehicle type has entered the trigger, but I am having trouble working out how to get the supply point triggers working properly.
  12. Hello there! I'm working on a remake of the "East Wind" campaign where I replace every NATO unit with a Bundeswehr unit (BWMod). I'm currently working on the first mission of the campaign, now here's my problem: There's a game logic entity where MacKinnon's vehicle is supposed to lie on the side. I replaced the Hunter with an Eagle. Now when I'm starting the mission, the Eagle is stuck in the ground. Mods: BWMod Bundeswehr ReTex Pack CBA_A3 I'm not a programming god and I have no idea how to fix this issue! Any ideas? Thanks in advance! Images: Game Logic in editor: https://ibb.co/2YqB3Rm How it looks like in the mission: https://ibb.co/9y1k8wy Game logic code: https://ibb.co/YWs2tLc Vehicle code: https://ibb.co/PgFG74h PS: Sorry for my english skills...
  13. Hi everyone, I'm trying to make a script that allows you to cancel a mission by clicking on a text that says CANCEL in the description of the task. Script: _descript1 = "<execute expression=' [1] call compilefinal preprocessFileLineNumbers'DMG\functions\fn_CancelM.sqf' '>CANCEL</execute>"; And then in the task: [blufor, ["Tarea_"+_IDTarea], [_descript1,_titulo,_marker], _posicion, true, 1, true] call BIS_fnc_taskCreate; If I put it in this way the result is that nothing comes out. Thanks for your help Spyke is my first post in this forum, if I do not have to say it here please tell me. I found it here:
  14. Hi! We are a bit new to Arma scripting and could use some pointers: My friend and I are working on an Escape like mission and we are wondering: - Is it possible to write a script that for each town/village the Civilian presence and BLUFOR Site module are generated when Independent players get within e.g. 1000m of that town/village? My plan (not sure it's the right one): - In Eden set out the modules with variable name defined - make triggerSpawnScript.sqf --> write å script that applies a trigger area to each town/village that is activated when Independent is within 1000m of citycenter an executes the moduleSpawnScript.sqf below - make moduleSpawnScript.sqf --> write some code that looks like this: forEach town apply "module variable name" call ["CityCenter"] BIS_fnc_locations - Do all customFiles.sqf have to be executed via the init.sqf file? Are we on correct path? or way off? thank you
  15. Hello there, How can I give AI a custom death animation. (from an addon) It's for my "cinematic movie" I tried to combine "IF statement" and "switchmove" for example " if _soldier1 alive false switchmove ....; But it didn't work properly. If anybody could help, I would appreciate. Thanks :)
  16. Has anyone figured out how to execute the keyframe animation via script? the only thing I can find on keyframe animation is the page explaining the modules.
  17. Alright, so currently I am developing an OPTRE Spec Ops mission, where a group of ODST soldiers start in a Pelican dropship headed towards its insertion point. I want to begin the mission with a red light within the interior of the Pelican, which I have managed to do successfully. But, I want that light to switch to green whenever the dropship is over the insertion point activated by a trigger that I have designated as (A1). It seems that the code I implement within the initialization fields of the dropship works, but only for a split second as the red light flickers, but does not change to green. Any help is greatly appreciated! This is the code that I have tried to implement: if( triggerActivated A1) then { //The following code will set the interior color to Green. light2 = "#lightpoint" createVehicleLocal [0,0,0]; light2 setLightBrightness .125; light2 setLightAmbient [1,0.2,0.2]; light2 setLightColor [0,0,255]; light2 lightAttachObject [this,[0,-2.5,-0.8]]; }; if ( !triggerActivated A1) then { //The following code will set the interior to Red. light1 = "#lightpoint" createVehicleLocal [0,0,0]; light1 setLightBrightness .125; light1 setLightAmbient [1,0.2,0.2]; light1 setLightColor [255,0,0]; light1 lightAttachObject [this,[0,-2.5,-0.8]]; pelican1 say3D ["music1", 10, 1]; };
  18. Original post: "Is there any way to make backpacks accessable only when they are on ground or by other players using 'Open Backpack' action? The goal is to make player drop the backpack to get access in its inventory and so make them more realistic." UPDATE 15th Sept. -18: An addon version made! Script provided by @pierremgi PBO provided by @HazJ Download: https://hazjohnson.com/ArmA/@realisticBackpacks.zip Addon is now signed with key and bikey.
  19. Hi, I am currently trying to find a way to check if local player is function caller in sqf file. I have civilian with addAction, which calls this script: _caller = _this select 2; if (local player == _caller) then { _handle = createdialog "Interaction"; } I need to show the GUI only to player using the action. Sorry if it's somewhere on these forums, but I was unable to find it. Thanks for your answers 🙂 WendAF
  20. I am trying to work on a small project of gathering all of the Ammo classnames for each vehicle in my ARMA3 Library. Currently I am using the below code on the init field of my soldier, it works but it is time consuming switch back and forth between my text document and ARMA3. I was wondering if there is a quicker way to gather the information once I have placed all the vehicles I want to check in EDEN. Thank You this addAction["Check Ammo","_mags = magazinesAmmo cursorObject; copyToClipboard str _mags;"];
  21. So i recently made a retexture of a uniform following a tutorial, at first i used the config that the tutorial used and then one that i found on the internet. But it doesn't work i was wondering if someone could help me out here. Note - i do not know how to make configs or how to code.
  22. So I have a script in my description.ext file for some custom voices but when I open the mission in the Eden Editor it gives me this error message: "C:\Users\User\Documents\Arma 3\missions\mission_name\description.ext, line 1: '.': '{' encountered instead of '='." I've looked through it about 10 times and still don't know what it's talking about, any ideas?
  23. Last content update: 6/13/2018 showing how to use the radius for addAction, using params instead of select, adding to arrays with various commands, altering arrays with various commands, get/setUnitLoadout Last content update: 6/10/2018 going through config files and getting details to sort what you want, using radius with addAction, params, and altering arrays with resize, pushBack, pushBackUnique, set, and append and going over to assist with resize count. Last content update: 5/27/2018 added GUI tutorial for how to make a weapon selector using cfgWeapon Last content update: 5/24/2018 added sector control tutorial Last content update: 5/21/2018 This is my arma 3 scripting tutorial series which is aimed to help both people getting into making their own scripts with fairly detailed simple tutorials as well as for the intermediate person looking to create their own features for their missions. The plans for this series is to almost fully cover everything behind the arma 3 missions that people play on a daily basis and have enough content provided in the videos where people can go off and make their own vision for their mission with the knowledge gained. Most of these videos are made on the fly at 1AM-4AM without any pretesting which should give someone the idea of what goes into finding syntax errors and narrowing down a bug that's causing your feature to not function properly. It is also an excuse for you to cut me some slack if you see mistakes :) . A lot of these tutorials are made with multiplayer in mind since I think most people want to play their missions online with their friends(which is why publicVariable has been utilized so much so new people can get a good grasp on the power those commands have). New videos are added to the playlist almost every day so if your stuck with something, maybe it has been covered in a video. If you have any requests on what you would like to see made then please suggest it here. topics covered so far Scripting tutorial playlist Database tutorials with INIDBI2 playlist GUI/Dialog tutorials playlist
  24. Hi all, Looking at making a Cold War scenario, but similar in style to the opening of BF1 in a kind of 'you are not expected to survive' kind of deal, is there a way to fade to black and give a message on screen when a player dies? This is for MP if it makes a difference. Thanks!
  25. ▶ What do you do on Vigor? I'm a Jr. Scripter working on creating / prototyping game mechanics and player interfaces. ▶ What is your contribution to the Vigor Team? I do my best to always be learning something new, both at work and in my personal life.. Whether it be the Czech language or an aspect of the Unreal Editor. For me, a day’s success is measured in the lessons learned. And from a technical perspective, my contributions are probably most visible in the Reward & Crate screens displaying cloud data to the player. ▶ What do you like about Vigor? I like the mentality of high risk, the high reward associated with the airdrop. I personally enjoy games that create this feeling of hypersensitivity and suspense that emotionally capture the player in a way that's unique or commonly connected with games like F.E.A.R. ▶ What do you want to see in Vigor? I hope to see more easter eggs. While there's already quite a few, I still feel there's room for more. It would be nice to hide some cleverly scripted actor within a level just to see how long it takes for the community to notice. 🙂 ▶ What do you do when you are not making Vigor? When I'm not working I do my best to stay creative and busy; that being said I try and balance my time among friends, goals & personal projects. ▶ Did game dev change your view on games and how? I think whenever your passion becomes your career, your mentality changes a bit. I thoroughly enjoy game-dev, but it certainly changes the way you experience games. I find myself far more analytical and taking longer to progress through the game as I’ve become overly detail-oriented. ▶ Your favorite games and why? I feel compelled to mention the Arma franchise, as I owe my career and love for game-dev to it. But growing up my favorite games were Banjo And Kazooie, Delta Force Black Hawk Down, and Stronghold Crusader. Unfortunately after joining Bohemia, I find myself playing games less in my free time. Hopefully, in the near future, I’ll be able to catch up on some of the recent releases. ▶ What's your favorite music, movie, show, book and why? This question has no short answer for me. But I love media that leaves the audience thinking. For example shows like Black Mirror, Maniac, or books like To Kill A Mockingbird. In regards to music, I was raised a metalhead, and spend a lot of time listening to thrash bands such as Kreator, Municipal Waste, DRI, & Testament. ▶ Is there something that you want to say to our community? Just that it's amazing to create content and receive feedback, so join the community discord and forum. ▶ You are an Outlander; humanity has fallen. What would you do? In reality, I think I’d find a nice shelter and only queue for encounters when I need essential resources. 🙂 Bonus Question (From Martin ) ▶ How do you enjoy living in Europe? What is the biggest difference for you? I absolutely love living in Europe. It seems every major European city is perfect for getting lost in for a weekend or so. Here in the Czech Republic, there are almost monthly festivities to keep yourself busy. It's a great place to live, I certainly recommend it to all my friends in the states considering careers abroad. After being here for a year it's rather hard to remember what the biggest difference was? The one that's reoccurring, and most frustrating in the summer, is that there is no ‘free’ water in Czech restaurants. You explicitly have to order it, in the states it's just always there. It's a terribly small thing but seems to be a reoccurring nuisance. Other then the one “pet peeve” I can't think of anything terribly different. Im sure theres a lot that I'm overlooking, but after a while, the Czech / European lifestyle just seems normal. 🙂
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