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Found 461 results

  1. 1- place a unit (player). 2- place an object, let's say FM Radio. save the scenario, then go to its folder "\documents\arma 3\missions\name_of_your_scenario" 3- Create music folder "music" and put your music file or the sound file inside this folder. 4- Create "description.ext" file in that folder which is you scenario folder. open it and paste this: class CfgSounds { sounds[] = {}; class sound1 { name = "sound1"; sound[] = {"music\YOURSOUNDFILE.ogg",1,1,18,1,1,1,0}; //The 18 indicates the distance at which the sound will be heard; titles[] = {}; }; }; Go back to the editor "eden" and double click the object and write this in its init field: this say3D "sound1"; That's it. Many thanks to Feuerex who helped me a lot with his videos. Press "Like" button if you like this post. Resources: The mission file.
  2. Im trying to have a task succeed after assembling a ar-2 darter drone, wats the best way to accomplish this?
  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 Arma community! Throwing this out there because I am terrible at this and stuck with getting a conversation scripted. Below all the posted scripts I describe how I am currently experimenting with it What I am trying to do is get an interactive conversation flow between the player and an NPC with the scroll menu and different response options, like in Arma 2. BI has a pretty decent conversations page for this exact subject, with lip synch and all, I have copied it and made only minor tweaks to make it more readable for myself, and for my sound files to play. The example mission is here if someone who knows this stuff wants to take a look or if someone wants a good starting point for conversations in their scenario ----> Google drive example mission What works - I have kbTell working fine, so I know the code and folder set ups are ok, and my sound files play just fine. What is the problem? - when using kbAddTopic nothing! No errors!, no RPT log suspects, no stuttering... but also no functionality 😔. It must be something I am doing wrong but I cannot for the life of me debug it or figure out why. So here we are. It would be super cool to have AI conversations with player choices, especially for the SP crowd My directory - kb --------------- folder with bikb and sqf sounds ----------- folder with a few test samples in .ogg that are confirmed 100% to work in game description.ext mission.sqm Scripts - Description.ext class CfgSentences { class event1 { class talk { file = "kb\talk.bikb"; #include "kb\talk.bikb" // avoids a double declaration }; }; }; kb\talk.bikb class Sentences { class sentence1 { text = ""; textPlain = "Shuuuush"; speech[] = { "\sounds\officer_intro_1.ogg" }; class Arguments {}; actor = "officer" }; class sentence2 { text = ""; textPlain = "Go Away"; speech[] = { "\sounds\officer_intro_2.ogg" }; class Arguments {}; actor = "officer" }; // these sentences are EH options for later class response{ text = "response"; speech[] = { "\sounds\squelch.ogg" }; class Arguments {}; actor = nomad; }; class option1 { text = "op1"; speech[] = { "\sounds\squelch.ogg" }; class Arguments {}; actor = nomad; }; class option2 { text = "op2"; speech[] = { "\sounds\squelch.ogg" }; class Arguments {}; actor = nomad; }; class option3 { text = "op3"; speech[] = { "\sounds\squelch.ogg" }; class Arguments {}; actor = nomad; }; // the Interrupted sentence triggered when the conversation menu is closed without answering (e.g using backspace) class Interrupted { text = "SideChat text"; speech[] = { "\sounds\officer_intro_3" }; class Arguments {}; actor = "officer"; }; }; // Needed parameters. class Arguments {}; class Special {}; startWithVocal[] = { hour }; startWithConsonant[] = { europe, university }; kb\talk.sqf I am also not entirely sure how this one works, I am somewhat scripting literate (after so many hours trial and error) but I don't know if I should replace all the private _variables with the planned interlocuters or...??? that cant be right can it?, idk!? 😟 /* -------BI notes I kept-------- here we will be storing all the sentences from which the player will choose (left side menu) if there is only one option in the array, the sentence will replace the "Talk to" action name we want the player to be able to approach his buddy and talk to him via the action menu. we need to check: if the player is pointing at his buddy if the player is not answering any of his buddy's sentences if the player has not told him hello already then we add that array to _convMenu - the parameters are mostly self-explanatory: ------BI Params--------------- (do these have to be replaced?) _this: Object - the player receiving the sentence. Must have had this particular script assigned via kbAddTopic Player, AI player talking with or both?? _from: Object - the unit that told the sentence _sentenceId: String - the sentence the player is reacting to. Defined in .bikb in class Sentences _topic: String - topic name used in kbAddTopic */ private _convMenu = []; if (_from == officer && _sentenceId == "" && !(_this kbWasSaid [_from, _topic, "sentence1", 999999])) then { _convMenu pushBack ["menu text", _topic, "sentence1", []]; }; // here we make the unit say the proper sentence based on the one he just received // switch-case-do is used here but it is only one solution to manage sentences (if-then etc could do) switch (_sentenceId) do { case "sentence1": { _this kbTell [_from, _topic, "a player response?"]; }; case "sentence2": { _this kbTell [_from, _topic, "????"]; }; case "responses": { // the player will have 3 answers to choose from: _convMenu pushBack ["op1", _topic, "option1", []]; _convMenu pushBack ["op2", _topic, "option2", []]; _convMenu pushBack ["op3", _topic, "option3", []]; }; }; // return the sentence list pool _convMenu; the above is kind of hard for me to make sense of honestly with all the scopes and the switch-case-do wizardry. I have the player named nomad and a BLUFOR AI named officer. I have two triggers one for kbTell and one for BIS_fnc_kbAddTopic When I trigger kbTell all is good, would be great if you only needed to fire off some sentences and be done. ["the topic", "Cfg of topic"] spawn BIS_fnc_kbTell - no issues all is good But with kbAddTopic no such luck here using the following on player only, officer only, both, as objects or as strings, and for any of the methods below: X kbAddTopic ["myTest", "kb\talk.bikb", "kb\talk.sqf"]; X kbAddTopic ["myTest", "kb\talk.bikb"]; X kbAddTopic ["myTest", "kb\talk.bikb", "compile preprocessFileLineNumbers "kb\talk.sqf"]; what I mean by X --> (player, nomad, officer, with and without"") from trigger, from unit init, from a script. Nothing Again no errors or anything to start chipping away at like usual. Here are the resources I have already tried and poured many hours over: Conversations official Biki, 99% of what I have is from the source already, read many times over kbAddTopic Jezuro's old posting HateDead's old posting IndeedPete's pretty cool conversation system that I may just have to adopt if I cant figure this out. Also where I got the sample sound files. Youtube, but kind of like the BI fourm threads a lot of the stuff is outdated Google of course Prayer and hope Anything you guys have would be MUCH appreciated. Thank you so much!
  5. 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
  6. I am aware that BIS_fnc_endMission exists and that there's a good level of parameters to customize the ending; however I am wondering if there is a way to change the font itself and remove the glitch overlay. Since it's vietnam era. I'm trying to keep the tone as much as possible, so the possibility of inputting a typewriter type font is the favored outcome.. I assume that it might require a call BIS_fnc_dynamicText function, but my understanding there is only a limited amount of in engine texts that I would be able to use. I'm also suspecting that I might need to create a transparent image layer, but I haven't figured out how to work that in. I'm wondering if anybody has any ideas that could solve this issue.
  7. Advanced Developer Tools by Leopard20 Short description: An addon that adds completely new and revamped developer tools to the game, including a Debug Console with syntax highlighting, Config Viewer with many new features, etc. Long description: If you're a mod/mission maker, then you definitely must've used the Debug Console, the Config Viewer, as well as other in-game tools that can help you test and verify your codes and configs. But when you use those tools, the first thing that strikes you is their clunkiness and a rather user-unfriendly design. For instance, lack of syntax highlighting in Debug Console means that you'll have to actually read every single word of your code in order to make sure you haven't made a typo, etc. That's why most of us use third party code editors such as Visual Studio Code and Notepad++. But this means that you'll have to switch out of the game every time you want to write and test some code. Or let's take a look at the Config Viewer: every time you want to go one level deeper into the config, the whole config viewer must be reloaded! And if you have hundreds of mods loaded, this means you have to spend more time waiting for the Config Viewer to load than actually viewing the config! This is exactly why I made this mod: to make the Arma environment more user friendly to the mod/mission makers. So without further ado, let's take a look at the features! Screenshots: Review Video (Thanks to Instant Arma): Documentation: The documentation is available in the mod folder. You can find the online version here. ⚠ If your input method is set to anything other than English in Windows, some input related features (shortcuts, auto-completion of brackets, etc.) might be broken. I'll try to address this issue in future updates. Download: Steam Workshop Note: This is a preview release. Please provide feedback regarding the mod features, such as design, what you'd like to see, etc. Thank you! Localization: Interested in translating the mod to your language? Or maybe the translation is not good and you'd like to improve it? Please visit the localization repository on GitHub. Known issues: FAQ: Requirements: None (Arma 3 v2.06+)
  8. So I'm trying to make a mission that allows players to dress as civilians to gather Intel close to enemy positions without being attacked. I saw a script that was something like: this setCaptive true; (in my player init) The use a trigger with: currentWeapon player == primaryWeapon player; (In the trigger conditions) and: Player setCaptive false; But it doesn't work. I can drop my weapons and approach the enemy but they still fire at me. I don't know how to script but I think that instead of currentWeapon player, I need some way of scripting "if player has no weapon" then setCaptive true. Any thoughts?
  9. 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!
  10. 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.
  11. 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
  12. A quick warning, my knowledge of scripting is on par with that of a rock. I'm trying to make a mission for myself and a group of friends who are all new and just want to have a good time. Most of my questions I've been able to figure out through youtube videos and forum posts. But no matter how many different times I try, I can't for the life of me figure out what to do when someone pulls up notepad++ outside of Eden editor and shows me a paragraph of code to put in. I was wondering If someone more knowledgeable than me on the subject could help walk me through how to keep player inventories when they respawn.
  13. Complete newbie to Arma3 scripting and was wondering if there's a AI transport script that's already been done, that's compatible with multiplayer?
  14. 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
  15. There's a stackoverflow post with this same question if you want better readability, here https://stackoverflow.com/questions/74280551/error-on-activation-select-type-nothing-expected-array-string-config-entry But anyway, whenever I try to run this code from a trigger private _all_freedom_units = ["B_FRD_Freedomer_Patrolman_01","B_FRD_Freedomer_Sniper_01", "B_FRD_Freedomer_Exo_1", "B_FRD_Freedomer_Warrior_01", "B_FRD_Freedomer_SEVA_01", "B_FRD_Freedomer_Gaurdian_01", "B_FRD_Freedomer_Seva_II_01"]; private _final_pos = [0,0,0]; private _position_player = [0, 0, 0]; _direction = getDir player; if (_direction > 0 and _direction < 90) then {cardinal_direction = "North";}; if (_direction > 90 and _direction < 180) then {cardinal_direction = "South";}; if (_direction > 180 and _direction < 250) then{cardinal_direction = "South";}; if (_direction > 250 and _direction < 359) then{cardinal_direction = "North";}; _position_player = getPos player; _position_player_x = _position_player select 0; _position_player_y = _position_player select 1; if (cardinal_direction == "North") then{ _random_x = [250, 500] call BIS_fnc_randomInt; _random_y = [250, 500] call BIS_fnc_randomInt; _final_pos set [0 , _position_player_x + 200 + _random_x]; _final_pos set [1 , _position_player_y + 200 + _random_y]; }; if (cardinal_direction == "South") then{ _random_x = [-250, -500] call BIS_fnc_randomInt; _random_y = [-250, -500] call BIS_fnc_randomInt; _final_pos set [0 , _position_player_x + _random_x]; _final_pos set [1 , _position_player_y + _random_y]; }; _position = _final_pos; _group_freedom_patrol = createGroup [west, true]; hint str _final_pos select 0; _random_number = floor random 5; The trigger throws an error: On Activation: Select: Type Nothing, expected Array,String,Config entry and I suspect the affected code piece is _position_player = getPos player; _position_player_x = _position_player select 0; _position_player_y = _position_player select 1; since it says select in the error, but I don't know. Any help is good, thank you!
  16. Making a mission for a few of the lads. Anyone have a script or a way to have a squadleader place an outpost for other players to spawn at like in Hell Let Loose or Squad? currently we are using triggers with setMarkerPos, but we'd love to use an actual point that can be added and removed. Hope this isn't too complex, cheers in advance
  17. Hi all \o/ I would like to know how to create the ModuleTracers_F module from a script. I tried various things with createVehicle and setVariable functions in order to create the module then set its parameters Min/Max/Side... but with no success at this time. Not even sure if it's possible (I guess it is ^^), I should be missing something... My goal is to create some tracers at a given position to give the feeling of a war zone. As all these AOs will be dynamically created, I can't put them by hand from 3den... so, scripts! Any help or direction will be greatly appreciated as I'm out of ideas and can't find any solution on the internet.
  18. I have an initServer sqf counting enemy kills. I would like call a separate sqf that plays a sound each time an enemy is killed. How do I correctly format the call to the sound sqf in my code shown here: if (isServer) then { _enemies = allUnits select {!isPlayer _x && side _x == WEST}; political_will = 100; (format ["British Political Will: %1", political_will]) remoteExec ["hint",0,false]; _onKilled = { political_will = political_will - 1; (format ["British Political Will: %1-", political_will]) remoteExec ["hint",0,false]; }; {_x addEventhandler ["killed",_onKilled]; false} count _enemies; }; my sound playing sqf is called killsounds.sqf Do I just need a line of code in the _onKilled brackets?
  19. as the title says, i'm very new to scripting and i'm looking for any tips on how to spawn an explosion on a prop if it gets destroyed. I'm trying to get a fuel pump to blow up when it gets destroyed and i'm looking for any help i can get 🙂
  20. Increasing the number of items within an ENUM is as simple as modded enum PresetsList { myNewPreset }
  21. Hi there! I need a non-damaging repeating mortar or artillery fire for a beach assault. I currently am using on a repeatable trigger: bomb="M_Mo_82mm_AT_LG" createVehicle (getPos ied1); deletevehicle ied1; That is just my basic idea for an explosion. Either will work for me. But if there is a way to just spawn the shell dropping in WITHOUT damage, I would like that too. Just need the special effect. And without a .sqf file preferably. Just using triggers on repeat. Any help is appreciated. Thank you
  22. I have a script for spawning ammo boxes during the mission but id like to change the contents of the boxes spawned but have no idea where to start this is the script im using to spawn the boxes ammo_spawn is the spawners variable this is just something i found on the forums i dont really know how to script ammo_spawn addAction [ "Spawn Ammobox", { createVehicle ["Box_NATO_Ammo_F",position ammo_spawn, [],10,"NONE"]; } ]
  23. Im very new to scripting i was wondering if anyone can help i need to load different ace default loadouts to specific rolls when they spawn in because using ace arsenal when i change it in the eden editor the items gear and weapons are all right just the items are not in the right places ie bandages in the vest instead of uniform which is where i placed them ive tried reading the ace wiki on default loadouts but its lost on me any help would be appreciated.
  24. I have four compositions that I've been trying to place that all relate to one vehicle. The vehicle itself is a marshal without a turret that has several various objects attached to it via the BIS_fnc_attachToRelative script. Back view of marshal The first composition is the marshal itself with the various objects and can be placed without issue. The second is an invisible helipad that has the init field with a script containing a remote exec that adds actions that add functionality to parts of the marshal; this can be placed without a problem. The third, problem child composition, is another invisible helipad that has the following in the init field: [apcnoT,["To Gunner's Seat (Mortar)",{MoveOut (_this select 1);(_this select 1) action ["getingunner", apcnoTMor]}, [], 0, false, false, "", "_this in (crew _target) && (isNull gunner apcnoTMor)"]] remoteExec ["addaction",0,true]; deleteVehicle this This, as opposed to the others causes BattlEye to automatically kick me from the public zeus with the message "RemoteExec restriction #12" The other codes: Marshal (apcnoT) apcnoT removeWeaponTurret ["LMG_RCWS", [0]]; apcnoT lockturret [[0,0],true]; this lockturret [[0],true]; apcnoT animate ["HideTurret", 1] Mortar (apcnoTMor) [this, apcnoT] call BIS_fnc_attachToRelative; this removemagazines "8Rnd_82mm_Mo_shells"; this removemagazines "8Rnd_82mm_Mo_Flare_white"; this removeMagazines "8Rnd_82mm_Mo_Smoke_white"; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addmagazine ["8Rnd_82mm_Mo_LG", 8]; this addMagazine ["8Rnd_82mm_Mo_Smoke_white",8]; this addMagazine ["8Rnd_82mm_Mo_Smoke_white",8]; enableWeaponDisassembly false Tarp (apcnoTSurf) // Adds surface to the top of the marshal, otherwise players would be infinitely falling. Location is used to teleport player. [this, apcnoT] call BIS_fnc_attachToRelative Equipment Box [NATO] (spbx1) // Action added to this to resupply mortar [this, apcnoT] call BIS_fnc_attachToRelative Rugged Portable Cabinet Lid (Sand) (NOT_NAMED) // Used as a means to climb up on top of the marshal [this, apcnoT] call BIS_fnc_attachToRelative;[this,["Climb<img size='1' image='\a3\ui_f\data\IGUI\Cfg\Actions\ladderup_ca'/>", {_this select 1 setpos getPos apcnoTSurf;;}, nil, 1, true, true, "", "true", 1.5, false, "", "" ]] remoteExec ["addAction",0]; Rugged IP Telephone (Sand) (apcnoTphone) // Arsenal after activation by helipad [this, apcnoT] call BIS_fnc_attachToRelative Helipad (Invisible) (addPhoneFunc) // Adds Arsenal to phone and resupply action to spbx1 [spbx1,["Resuply Mortar <img size='1' image='\a3\ui_f\data\IGUI\Cfg\Actions\reammo_ca'/>", {apcnoTMor setVehicleAmmo 1}, nil, 1, true, true, "", "true", 2, false, "", "" ]] remoteExec ["addAction",0,true]; [apcnoTphone,["Arsenal <img size='1' image='\a3\ui_f\data\IGUI\Cfg\Actions\ico_on_ca'/>", {["Open", true] spawn BIS_fnc_arsenal}, nil, 1, true, true, "", "true", 1.5, false, "", "" ]] remoteExec ["addAction",0,true]; deletevehicle this Helipad (Invisible) (addSeatFunc) // Adds ability to get into the mortar gunner seat while inside the marshal. This is the problem child of the bunch. [apcnoT,["To Gunner's Seat (Mortar)",{MoveOut (_this select 1);(_this select 1) action ["getingunner", apcnoTMor]}, [], 0, false, false, "", "_this in (crew _target) && (isNull gunner apcnoTMor)"]] remoteExec ["addaction",0,true]; deleteVehicle this Helipad (Invisible) (addSeatFunc2) // Adds ability to get out but on top of the marshal as well as ability to get into the marshal directly while on top of it. [apcnoTSurf,["Get In", {[_this select 1, apcnoT] remoteExec ["moveInCargo", 0];}, nil, 1, true, true, "", "true", 4, false, "", "" ]] remoteExec ["addAction",0,true]; [apcnoT,["Get Out (Topside)",{_this select 1 setpos getPos apcnoTSurf;}, [], 0, false, false, "", "_this in (crew _target)"]] remoteExec ["addaction",0,true]; deleteVehicle this I apologize for my archaic coding format as I'm used to the very old ways of scripting in the original Operation Flashpoint. I hope that extra eyes can slim down the coding or maybe combine it all into one composition that wont automatically kick me when placed. Thanks in advance.
  25. Hi there, I'm attempting to unhide a layer that I have previously hidden using the following code in the mission init.sqf, with "layer_checkpointwest" being my layer: { _x hideObjectGlobal true; } forEach (getMissionLayerEntities "layer_checkpointwest" select 0); I want to unhide everything in this layer at some point later on in the mission. Originally I had it set up in an addAction for a Zeus player to trigger: zeus1 addAction ["4. Unhide Checkpoint Ambush Scene", {{_x hideObjectGlobal false;} forEach (getMissionLayerEntities "layer_checkpointwest" select 0);}, nil, 1.5, false, true, "", "true", 3]; For SP and locally hosted MP this works fine, however on a dedicated server nothing seems to happen. I am thinking it's something to do with the way hideObjectGlobal needs to be called on the server - but even using a trigger to remoteExec a script > "[] remoteExec ["unhidecheckpoint.sqf", 2, false];" with essentially the opposite of the init.sqf code doesn't seem to work either. I've been reading so much on this and I don't feel like I'm fully understanding what I'm missing! Any help or advice with this is much appreciated.