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Found 14 results

  1. Screenshots: "- [ Screen 1 ] - [ Screen 2 ] - [ Screen 3 ] -" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Download: To download my ArmA 2 Profile Editor tool visit my website: "www.Zey64.net" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Features: - Easier editing and managing of player profiles for "ArmA 2" & "ArmA 2: Operation Arrowhead". - Overview of all face and glasses classes for you character. (Face Customization!) - Custom face and glasses support. - You can enter a longer player name. - Duplicate current player profile with all saved settings ingame. (Duplicated profile have "_2" postfix) - Creates new player profile for "ArmA 2" & "ArmA 2: Operation Arrowhead". (the profile has the default settings!) - File status check. (shows which files are already included in the profile and which are not) - Single files like "*.ArmA2Profile" or "*.ArmA2OAProfile" can also be loaded. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Alternative option: If you don't want to use my tool or it doesn't work on your device I have another alternative to change your character design! Here you can find the listing of all faces classnames and glasses classnames that can be used in the game. ::: "ArmA 2 Faces" & "ArmA 2 Glasses" - Library ::: Instructions on how to proceed can also be found there. (e.g. > Here) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Don't be surprised if the changes are not visible in the player profile, but they will be visible in the game. Works in Singleplayer and Multiplayer mode. Have fun. best regards - Zey64
  2. Hello guys, thanks for taking the time. I am working hard on an experience for some people that I am going to entertain as Zeus and mission maker, but gotten to a point where I have not manage to find any module, mod or other script that meet my specific needs. My friends during their adventure through a map, will come and go to different locations, and return to the same ones again potentially. Each time they do, I want to be able to spawn in AI units, under specific classnames, in very specific location like a marker or trigger. Maybe one AI of one type of classname stands at a gatehouse, and another AI of another type of classname is standing outside in the rain. But each time they go there, they will spawn in into the same spot or markers. And if they leave, they will despawn again, in order to save on performance for the server. I have seen many population scripts out there, but they generally populate areas and houses, they do not place them into very specific manual locations, or i can choose which classname will be placed down to the detail. I am also looking for the option that if I spawn a third guy by the guard house, he starts to patrol in a small radius when he has appeared. I can easily create this by placing down NPCs, but it is going to tax the performance if I have so many different locations populated all at once. It would be better if they despawn on leaving, and respawn on approach. It would also be useful if there are specific enemy classnames in an area they can attack, they will respawn later in case they want to go back and do the same attack over again. Anyone has any ideas or suggestions? Much appreciated!
  3. Hi guys, I am trying to do a script, which allow me to spawn a "fuel smuggler" (trader) who buys fuel crates only and gives the player 500 cash for every fuel barrel he buys. After 10 min he will disappear only to show 20 minutes later on another place. Monetary system is Grad Money Menu. while {true} do { sleep 1200; _pos1 = [1323.44,7742.14,0]; _pos2 = [11845.7,7733.76,0]; _pos3 = [2177.42,10840.1,0]; _pos4 = [2936.97,3438.3,0]; _rpos = [_pos1,_pos2,_pos3,_pos4] call BIS_fnc_selectRandom; _smugveh = "C_Truck_02_fuel_F" createVehicle _rpos; _smugveh setFuel 0; _spos = [_rpos, 3, 15, 3, 0, 0.5, 0] call BIS_fnc_findSafePos; private _grp = createGroup [civilian,true]; _smuggler = _grp createUnit ["CUP_C_TK_Man_02",_spos]; _smuggler enableAI "PATH"; _smugtrig = createTrigger ["EmptyDetector",_spos]; _smugtrig setTriggerArea [5,5,0,false]; _smugtrig setTriggerActivation ["STATIC","PRESENT",true]; _smugtrig setTriggerStatements ["{_x isKindOf "CargoNet_01_barrels_F"} count thisList == 1", "_delete = nearestObjects [_smuggler, ["CargoNet_01_barrels_F"],50]; {deleteVehicle _x;} forEach _delete; [player, 500] call grad_moneymenu_fnc_addFunds;",""]; _marker = createMarker ["Smuggler present!", _rpos]; _marker setMarkerType "loc_LetterS"; _marker setMarkerColor "colorCivilian"; sleep 600; deleteMarker "Smuggler present!" deleteVehicle _smugtrig; deleteVehicle _smugveh; deleteVehicle _smuggler; }; No luck so far, nothing spawns. ¯\_(ツ)_/¯ I wonder where my mistake is ...
  4. Hi, I want to know, what's the classname for each factions of the new DLC S.O.G Preairie for edits missions? In the game base I know the main factions BLU_F, OPF_F, CIV_F, but don't for this DLC somebody can help me with this?
  5. I am making a storage system that will take items from a crate and store them in an array. Where im having some trouble is when I convert the classname to displayname to display in the listbox, When the player selects the listbox displayname I have to convert the displayname back to classname and end up getting a different classname then what goes in. If I input "U_BG_Guerilla2_2" whos displayname is "Guerilla Outfit (Pattern)" into private _classname = "getText (_x >> 'displayName') == _this" configClasses (configFile >> "cfgWeapons"); if (count _classname > 0) exitWith {configName (_classname select 0)}; _classname = "getText (_x >> 'displayName') == _this" configClasses (configFile >> "cfgMagazines"); if (count _classname > 0) exitWith {configName (_classname select 0)}; _classname = "getText (_x >> 'displayName') == _this" configClasses (configFile >> "cfgVehicles"); if (count _classname > 0) exitWith {configName (_classname select 0)}; _classname It will return "U_IG_Guerilla2_2" instead of "U_BG_Guerilla2_2". I have tried using [configFile >> "cfgWeapons" >> _classname, true] call BIS_fnc_returnParents; but returns ["U_IG_Guerilla2_2","Uniform_Base","ItemCore","Default"]. This seems to be a problem with vanilla arma gear because any RHS gear I use it on returns the same classname. If anyone has any ideas I appreciate the help.
  6. Just collecting classnames and putting it into format for use: ALL CUP Weapons (with attachments): CUP Weapons (without/with very limited Attachments)
  7. I need help spawning a single classname specific infantry unit from a spawn AI module for sector control. Is there a script I need for the init box? Or is there a particular way I need to format a list of classnames in the blacklisted groups box? What I'm trying to do is have a particular spawn module spawn 1 single AI infantry unit of my choice (IE just a CSAT rifleman). That will capture sectors for a sector control mission I'm working on. If and when it's killed the module will simulate that AI "respawning" by spawning the same exact classname chosen for the AI.
  8. Hi there, I have issues with my code coming from the fact that i don't really know of to use the configFile and everything that comes with it. I want to return all vehicles including those with "skins". So here is a part of the code i'm trying to use: _allClassNames = []; _Cfg = configFile >> "CfgVehicles"; for "_i" from 0 to (count _Cfg)-1 do { _class = _Cfg select _i; _className = configName _class; _allClassNames pushback _className; }; copyToClipBoard str _allClassNames; /* Extract of _allClassNames: "O_Heli_Transport_04_bench_F", "O_Heli_Transport_04_box_F", ---------------------------- Extract of a list of all class names : "O_Heli_Transport_04_bench_F", "O_Heli_Transport_04_bench_black_F", "O_Heli_Transport_04_box_F", */ I'm clearly missing some vehicles here. (Also how do i get the sqf highlighting when posting code on the forums ?)
  9. Hello, I need help in creating an array of all zombies (Ryan's Zombies and demons mod) that exist on one side. For the moment i have this : zombies = "getNumber (_x >> 'side') == 0" configClasses (configFile >> "CfgVehicles"); But I miss one condition (maybe a getText) to have all the zombies' class. Like that : getText (_x >> '????') == ???? Can anyone help me?
  10. i have been working with the Spawn AI modules and such, and i have had moderete succsess with changing their loadouts in the expression field for custom factions using this line of code: spawnedGroup = _this select 0; { loadout = [_x, configfile >> "CfgVehicles" >> selectRandom ["SUD_NATO_Soldier_TL","SUD_NATO_Soldier_AR","SUD_NATO_Soldier_AT","SUD_NATO_Soldier_GL","SUD_NATO_Soldier","SUD_NATO_Soldier_Medic"]] call BIS_fnc_loadinventory; } forEach units spawnedGroup; My question is this: Is there a way to do the same with vehicles? I mean spawning a custom vehicle for it to be used as a standart part of the group.
  11. Heya, I have searched high and low for a solution to a problem I am having with a specific condition for a trigger. What I want to do is have a trigger fire when a specific object (not named identity) but rather, classname is present in it's area. The goal here is have ALL CH-67 Hurons, ie. "B_Heli_Transports_03_F", units fire the trigger, not just one with a specific name. I found a post in the ArmA 2 Threads that advised that the following worked in ArmA 2; {vehicle _x iskindof "BAF_Jackal2_GMG_W"} count thislist > 0; I tried using; {vehicle _x iskindof "B_Heli_Transports_03_F"} count thislist > 0; in ArmA 3 and it does not work, the trigger does not fire. So for clarity, I am looking for a condition that will fire a trigger when a specific classname enters it's radius / area. Any thoughts? Theopolus
  12. Hi all. I am wondering if it is at all possible to activate a script when unit enters specific class. For example: if ((vehicle player) = "B_Hunter_F") then {hint "Right vehicle"} else {hint "wrong vehicle"}; Is it possible to use classnames instead of particular unit names that will apply to all such vehicles ingame or not ?
  13. Like the blufor is referred to as WEST opfor is EAST and the wiki said independent is GUER but that doesn't work for me. I know this for sure because I'm counting the amount of units in a trigger and when I use EAST and place a couple east units in the trigger then it will count them but when I use GUER and place independent troops in the trigger the debug log or whatever says that GUER is an undefined variable, but it runs with EAST perfectly.
  14. Hey guys! In the wiki entry of setIdentity is described how to create an identity in description.ext and set it by its classname. here is the description.ext example of those wiki entry: class CfgIdentities { class MyLittleSoldier { name = "Givens"; nameSound = "Givens"; face="WhiteHead_06"; glasses="None"; speaker="Male05ENG"; pitch=1.1; }; }; if u have that in ur description.ext then u can set a units identity with: _soldier1 setIdentity "MyLittleSoldier"; I m working on a script which deletes units and spawns them at a later time. therefor i need to get the identity classname ("MyLittleSoldier" in the above example) directly from the unit. Idk how to get it. Any help is appreciated...
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