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Found 12 results

  1. Description: This is a GUI that allows the person who executed the script to add/assign or remove/unassign Zeus to any specified player(s). Downloads & More Information: GitHub: link Pastebin: link * No download required! Video: link Steam Guide: link Curator Creator Version 1.0: (Check the GitHub for the latest version) comment "Script Title: Curator Creator (Create and Assign New Zeuses). < Current Version: 1.0 > "; comment "Credits: Created by J [WoLF] and M9-SD. "; comment "Description: - Creates new unique zeus module for specified players. - Assigns unique Zeus module to specified clients. - Automatically updates zeus interface with new objects. - Re-assigns zeus to player every respawn. - Re-assigns zeus to player upon reconnecting to the session. - JIP (join-in-progress) compatible. "; comment "Usage: - Copy entire script. Paste in debug console. - Execute on local client. - Exit the pause menu if open. - Wait for GUI to appear. - Select recipients of the Zeus Interface. - Choose to remove or add interface. - The selected players will now either be assigned or unassigned their unique Zeus module. "; comment "Distribution: - You may share this script with anyone you want. - Don't give this to trolls, please. - Give credit where it is due. - Enjoy :) "; [] spawn { comment "-----------------------------------------------"; if (!hasInterface) exitWith {}; waitUntil { !isNil { player } && { !isNull player } }; waitUntil { !isNull (findDisplay 46) }; comment "-----------------------------------------------"; systemChat "[JAM] >>> Zeus Helper >>> Initializing Curator Creator..."; JAM_fnc_createAndAssignZeus = { if (typeOf getAssignedCuratorLogic player != "") then { comment "do nothing"; systemChat "[JAM] >>> Zeus Helper >>> You already have a zeus interface."; } else { JAM_fnc_createAssignCurator = { comment "-----------------------------------------------"; if (!hasInterface) exitWith {}; waitUntil { !isNil { player } && { !isNull player } }; waitUntil { !isNull (findDisplay 46) }; comment "-----------------------------------------------"; _myPlayer = _this # 0; _myCuratorPlayer = _myPlayer; JAM_addZeus_UID = getPlayerUID _myPlayer; JAM_addZeus_superCuratorVar = ("JAM_" + JAM_addZeus_UID + "_superCurator"); JAM_addZeus_superCuratorPlayerAttributesVar = ("JAM_" + JAM_addZeus_UID + "_superCuratorPlayerAttributes"); _JAM_my_curatorInitText = ("" + "if (isNil """ + JAM_addZeus_superCuratorVar + """) then {" + JAM_addZeus_superCuratorVar + " = JAM_superCurator_group createUnit ['ModuleCurator_F', [0, 90, 90],[],0.5,'NONE'];" + JAM_addZeus_superCuratorVar + " setVehicleVarName '" + JAM_addZeus_superCuratorVar + "';" + JAM_addZeus_superCuratorVar + " setVariable ['text','" + JAM_addZeus_superCuratorVar + "'];" + JAM_addZeus_superCuratorVar + " setVariable ['Addons',3,true];" + JAM_addZeus_superCuratorVar + " setVariable ['owner','objnull'];" + JAM_addZeus_superCuratorVar + " setVariable ['vehicleinit',"" _this setVariable ['Addons',3,true]; _this setVariable ['owner','objnull']; ""];" + "unassignCurator " + JAM_addZeus_superCuratorVar + ";" + "objnull assignCurator " + JAM_addZeus_superCuratorVar + ";" + JAM_addZeus_superCuratorPlayerAttributesVar + " = JAM_superCurator_group createUnit ['ModuleCuratorSetAttributesPlayer_F', [2, 91, 91],[],0.5,'NONE'];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['curator','" + JAM_addZeus_superCuratorVar + "'];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['unitpos',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['fuel',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['respawnposition',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['respawnvehicle',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['skill',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['rank',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['damage',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['exec',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['lock',true];" + JAM_addZeus_superCuratorPlayerAttributesVar + " setVariable ['vehicleinit',"" _this setVariable ['curator','" + JAM_addZeus_superCuratorVar + "']; _this setVariable ['unitpos',true]; _this setVariable ['fuel',true]; _this setVariable ['respawnposition',true]; _this setVariable ['respawnvehicle',true]; _this setVariable ['skill',true]; _this setVariable ['rank',true]; _this setVariable ['damage',true]; _this setVariable ['exec',true]; _this setVariable ['lock',true]; ""];" + "[" + JAM_addZeus_superCuratorVar + ",[-2,-1,0,1]] spawn BIS_fnc_setCuratorVisionModes;" + "JAM_" + JAM_addZeus_UID + "_updateSuperCuratorEditableObjects = true;" + "[] spawn {while {(JAM_" + JAM_addZeus_UID + "_updateSuperCuratorEditableObjects" + ")} do { if ( ((getAssignedCuratorUnit " + JAM_addZeus_superCuratorVar + ") != objNull) && (alive (getAssignedCuratorUnit " + JAM_addZeus_superCuratorVar + "))) then { " + JAM_addZeus_superCuratorVar + " addCuratorEditableObjects [([] call JAM_fnc_getEditableObjects),true]; }; sleep 30;}; };" + "}; " + ""); [_JAM_my_curatorInitText,{ _initText = _this; _initCode = compile _initText; if (isNil "JAM_blacklistedObjectsArray_01") then { JAM_blacklistedObjectsArray_01 = [ "ModuleCurator_F", "ModuleCuratorSetCamera_F", "Logic", "ModuleHQ_F", "VirtualCurator_F", "ModuleCuratorSetModuleCosts_F", "ModuleCuratorAddPoints_F", "ModuleCuratorSetObjectCosts_F", "ModuleCuratorSetCosts_F", "ModuleCuratorSetCoefs_F", "ModuleCuratorSetDefaultCosts_F", "ModuleCuratorAddEditingAreaPlayers_F", "ModuleMPTypeGameMaster_F", "ModuleRadioChannelCreate_F", "ModuleCuratorSetAttributesPlayer_F" ]; }; if (isNil "JAM_fnc_getEditableObjects") then { JAM_fnc_getEditableObjects = { _allObjs = allMissionObjects 'all'; _editableObjs = []; { if ( ( not ( ( typeOf _x ) in JAM_blacklistedObjectsArray_01 ) ) && ( not ( _x isKindOf "Logic" ) ) ) then { _editableObjs pushBackUnique _x; }; } forEach _allObjs; _editableObjs; }; }; if (isNil "JAM_superCurator_group") then { JAM_superCurator_group = createGroup sideLogic; }; [] spawn _initCode; }] remoteExec ['spawn',2]; comment "JIP"; [[JAM_addZeus_UID,JAM_addZeus_superCuratorVar], { comment "-----------------------------------------------"; if (!hasInterface) exitWith {}; waitUntil { !isNil { player } && { !isNull player } }; waitUntil { !isNull (findDisplay 46) }; comment "-----------------------------------------------"; _curatorUID = _this # 0; _curatorVarStr = _this # 1; if (getPlayerUID player == _curatorUID) then { _curatorPlayer = player; JAM_my_curatorInitText = ("" + "waitUntil {(not isNil """ + _curatorVarStr + """)}; " + "_curatorVar = " + _curatorVarStr + "; " + "_curatorPlayer = _this select 0; " + "[_curatorVar,_curatorPlayer] spawn { _curatorVar = _this # 0; _curatorPlayer = _this # 1; while {((getAssignedCuratorLogic _curatorPlayer) != _curatorVar)} do { unassignCurator _curatorVar; objnull assignCurator _curatorVar; unassignCurator _curatorVar; _curatorPlayer assignCurator _curatorVar; sleep 3.5; }; };" + "JAM_" + _curatorUID + "_updateSuperCuratorEditableObjects = true;" + "_curatorPlayer = _this select 0; '[JAM] >>> Zeus Helper >>> You were given Zeus interface. To open, press [Y].' remoteExec ['systemChat', _curatorPlayer];" + ""); [[JAM_my_curatorInitText,_curatorPlayer],{ _initText = _this # 0; _curatorPlayer = _this # 1; _initCode = compile _initText; [_curatorPlayer] spawn _initCode; }] remoteExec ['spawn',2]; comment "re-assign upon death/respawn"; JAM_keepGivingMeZeus = true; if (!isNil "JAM_EH_autoReassignCuratorUponDeath") then { player removeEventHandler ["Respawn",JAM_EH_autoReassignCuratorUponDeath]; }; waitUntil {(alive _curatorPlayer)}; JAM_EH_autoReassignCuratorUponDeath = player addEventHandler ["Respawn",{ if (JAM_keepGivingMeZeus) then { [] spawn { waitUntil {(alive player)}; sleep 3.5; [[JAM_my_curatorInitText,player],{ _initText = _this # 0; _curatorPlayer = _this # 1; _initCode = compile _initText; [_curatorPlayer] spawn _initCode; }] remoteExec ['spawn',2]; }; }; }]; }; }] remoteExec ['spawn',0,JAM_addZeus_superCuratorVar]; }; _target = player; [_target] spawn JAM_fnc_createAssignCurator; }; }; JAM_fnc_deleteAndUnassignZeus = { if (typeOf getAssignedCuratorLogic player == "") then { comment "do nothing"; systemChat "[JAM] >>> Zeus Helper >>> You already do not have a zeus interface."; } else { JAM_fnc_deleteUnassignCurator = { comment "-----------------------------------------------"; if (!hasInterface) exitWith {}; waitUntil { !isNil { player } && { !isNull player } }; waitUntil { !isNull (findDisplay 46) }; comment "-----------------------------------------------"; _myPlayer = _this # 0; _myCuratorPlayer = _myPlayer; JAM_addZeus_UID = getPlayerUID _myPlayer; JAM_addZeus_superCuratorVar = ("JAM_" + JAM_addZeus_UID + "_superCurator"); JAM_addZeus_superCuratorPlayerAttributesVar = ("JAM_" + JAM_addZeus_UID + "_superCuratorPlayerAttributes"); _JAM_my_curatorInitText = ("" + "if (!isNil """ + JAM_addZeus_superCuratorVar + """) then {" + "JAM_" + JAM_addZeus_UID + "_updateSuperCuratorEditableObjects = false;" + "unassignCurator " + JAM_addZeus_superCuratorVar + ";" + "objnull assignCurator " + JAM_addZeus_superCuratorVar + ";" + "unassignCurator " + JAM_addZeus_superCuratorVar + "; sleep 0.1;" + "comment 'deleteVehicle " + JAM_addZeus_superCuratorVar + ";';" + "};" + "if (!isNil """ + JAM_addZeus_superCuratorPlayerAttributesVar + """) then {" + "comment 'deleteVehicle " + JAM_addZeus_superCuratorPlayerAttributesVar + ";';" + "};" + ""); [_JAM_my_curatorInitText,{ _initText = _this; _initCode = compile _initText; [] spawn _initCode; }] remoteExec ['spawn',2]; comment "remove JIP"; [[JAM_addZeus_UID,JAM_addZeus_superCuratorVar], { comment "-----------------------------------------------"; if (!hasInterface) exitWith {}; waitUntil { !isNil { player } && { !isNull player } }; waitUntil { !isNull (findDisplay 46) }; comment "-----------------------------------------------"; _curatorUID = _this # 0; _curatorVarStr = _this # 1; if (getPlayerUID player == _curatorUID) then { _curatorPlayer = player; JAM_my_curatorInitText = ("" + "_curatorPlayer = _this select 0; '[JAM] >>> Zeus Helper >>> Zeus Interface was removed from your client.' remoteExec ['systemChat', _curatorPlayer];" + ""); [[JAM_my_curatorInitText,_curatorPlayer],{ _initText = _this # 0; _curatorPlayer = _this # 1; _initCode = compile _initText; [_curatorPlayer] spawn _initCode; }] remoteExec ['spawn',2]; JAM_keepGivingMeZeus = false; [] spawn { if (not (isNull (findDisplay 312))) then { (findDisplay 312) closeDisplay 0; }; waitUntil {(not (isNull (findDisplay 312)))}; if (not JAM_keepGivingMeZeus) then { if (not (isNull (findDisplay 312))) then { (findDisplay 312) closeDisplay 0; }; }; }; if (!isNil "JAM_EH_autoReassignCuratorUponDeath") then { player removeEventHandler ["Respawn",JAM_EH_autoReassignCuratorUponDeath]; }; }; }] remoteExec ['spawn',0]; [[],{}] remoteExec ['spawn',0,JAM_addZeus_superCuratorVar]; }; _target = player; [_target] spawn JAM_fnc_deleteUnassignCurator; }; }; JAM_curator_recipients = []; comment "check if player is Zeus"; if (isNil "JAM_fnc_getDisplay46or312") then { JAM_fnc_getDisplay46or312 = { comment "default"; _displayNumber = 46; if ((isNull (findDisplay 312)) && (not isNull (findDisplay 46))) then { _displayNumber = 46; }; if (not isNull (findDisplay 312)) then { _displayNumber = 312; }; comment "return value (display number)"; _displayNumber }; }; comment " - Define critical variables. > JAM_txtSizeNum > JAM_txtSizeStr "; JAM_txtSizeNum = 0.5 * safezoneH; JAM_txtSizeStr = str JAM_txtSizeNum; with uiNamespace do { JAM_txtSizeNum = 0.5 * safezoneH; JAM_txtSizeStr = str JAM_txtSizeNum; }; with missionNamespace do { JAM_txtSizeNum = 0.5 * safezoneH; JAM_txtSizeStr = str JAM_txtSizeNum; }; comment " ...Variables Defined. "; JAM_open_selectJAMZeusRecipients = { JAM_curator_recipients = []; _centerScreenPos = [0.494844 * safezoneW + safezoneX,0.489 * safezoneH + safezoneY,0.004125 * safezoneW,0.0055 * safezoneH]; disableSerialization; d_selectJAMZeusRecipients = (findDisplay ([] call JAM_fnc_getDisplay46or312)) createDisplay "RscDisplayEmpty"; showChat true; _ctrl_selectJAMZeusRecipientsTitle = d_selectJAMZeusRecipients ctrlCreate ["RscStructuredText", -1]; _ctrl_selectJAMZeusRecipientsTitle ctrlSetStructuredText parseText ("<t valign='middle' align='center' size='" + (str (JAM_txtSizeNum * 0.8)) + "'>ZEUS HELPER >>> CURATOR CREATOR<br/><t size='" + (str (JAM_txtSizeNum * 0.7)) + "'>(Create and Assign New Zeuses)<t/>"); _ctrl_selectJAMZeusRecipientsTitle ctrlSetBackgroundColor [0,0,0,0.77]; _ctrl_selectJAMZeusRecipientsTitle ctrlSetPosition _centerScreenPos; _ctrl_selectJAMZeusRecipientsTitle ctrlSetFade 1; _ctrl_selectJAMZeusRecipientsTitle ctrlCommit 0; _ctrl_selectJAMZeusRecipientsTitle ctrlSetPosition [0.427812 * safezoneW + safezoneX,0.313 * safezoneH + safezoneY,0.128906 * safezoneW,0.033 * safezoneH]; _ctrl_selectJAMZeusRecipientsTitle ctrlSetFade 0; _ctrl_selectJAMZeusRecipientsTitle ctrlCommit 0.5; ctrl_sJr_PlayerList = d_selectJAMZeusRecipients ctrlCreate ["RscListBox", -1]; { _pL_index = ctrl_sJr_PlayerList lbAdd name _x; } forEach allPlayers; ctrl_sJr_PlayerList ctrlSetPosition _centerScreenPos; ctrl_sJr_PlayerList ctrlSetFade 1; ctrl_sJr_PlayerList ctrlCommit 0; ctrl_sJr_PlayerList ctrlSetPosition [0.427812 * safezoneW + safezoneX,0.379 * safezoneH + safezoneY,0.061875 * safezoneW,0.22 * safezoneH]; ctrl_sJr_PlayerList ctrlSetFade 0; ctrl_sJr_PlayerList ctrlCommit 0.5; ctrl_sJr_recipientList = d_selectJAMZeusRecipients ctrlCreate ["RscListBox", -1]; ctrl_sJr_recipientList ctrlSetPosition _centerScreenPos; ctrl_sJr_recipientList ctrlSetFade 1; ctrl_sJr_recipientList ctrlCommit 0; ctrl_sJr_recipientList ctrlSetPosition [0.494844 * safezoneW + safezoneX,0.379 * safezoneH + safezoneY,0.061875 * safezoneW,0.22 * safezoneH]; ctrl_sJr_recipientList ctrlSetFade 0; ctrl_sJr_recipientList ctrlCommit 0.5; _ctrl_cancel = d_selectJAMZeusRecipients ctrlCreate ["RscButtonMenu", -1]; _ctrl_cancel ctrlSetStructuredText parseText ("<t valign='middle' align='center' size='" + JAM_txtSizeStr + "'>CLOSE<t/>"); _ctrl_cancel ctrlSetTooltip "Cancel the script and close this menu."; _ctrl_cancel ctrladdEventHandler ["ButtonClick",{ d_selectJAMZeusRecipients closeDisplay 0; JAM_curator_recipients = []; }]; _ctrl_cancel ctrlSetFade 1; _ctrl_cancel ctrlSetPosition _centerScreenPos; _ctrl_cancel ctrlCommit 0; _ctrl_cancel ctrlSetPosition [0.469063 * safezoneW + safezoneX,0.698 * safezoneH + safezoneY, 0.0464063 * safezoneW,0.022 * safezoneH]; _ctrl_cancel ctrlSetFade 0; _ctrl_cancel ctrlCommit 0.5; _ctrl_removeJAMZeusbutton = d_selectJAMZeusRecipients ctrlCreate ["RscButtonMenu", -1]; _ctrl_removeJAMZeusbutton ctrlSetStructuredText parseText ("<t valign='middle' align='center' size='" + JAM_txtSizeStr + "'>---------REMOVE ZEUS---------<t/>"); _ctrl_removeJAMZeusbutton ctrlSetTooltip "Delete and unassign unique zeus module for each player on the right-hand list."; _ctrl_removeJAMZeusbutton ctrlSetBackgroundColor [0.5,0.2,0,0.6]; _ctrl_removeJAMZeusbutton ctrladdEventHandler ["ButtonClick",{ if (count JAM_curator_recipients != 0) then { d_selectJAMZeusRecipients closeDisplay 0; { _recipientName = _x; systemChat ("[JAM] >>> Zeus Helper >>> Removing Zeus from " + (_recipientName) + "..."); { if ((name _x) == (_recipientName)) then { [JAM_fnc_deleteAndUnassignZeus,{ _code = _this; [] spawn _code; }] remoteExec ['spawn',_x]; }; } forEach allPlayers; } forEach JAM_curator_recipients; comment "[] call JAM_init;"; } else { hint "[JAM] : ERROR : You have not selected any players; Array is empty."; systemChat "[JAM] : ERROR : You have not selected any players; Array is empty."; }; }]; _ctrl_removeJAMZeusbutton ctrlSetPosition _centerScreenPos; _ctrl_removeJAMZeusbutton ctrlSetFade 1; _ctrl_removeJAMZeusbutton ctrlCommit 0; _ctrl_removeJAMZeusbutton ctrlSetPosition [0.432969 * safezoneW + safezoneX,0.654 * safezoneH + safezoneY,0.118594 * safezoneW,0.033 * safezoneH]; _ctrl_removeJAMZeusbutton ctrlSetFade 0; _ctrl_removeJAMZeusbutton ctrlCommit 0.5; _ctrl_addBtn = d_selectJAMZeusRecipients ctrlCreate ["RscButtonMenu", -1]; _ctrl_addBtn ctrlSetStructuredText parseText ("<t valign='middle' align='center' size='" + JAM_txtSizeStr + "'>Add<t/>"); _ctrl_addBtn ctrlSetTooltip "Add selected player to the target list."; _ctrl_addBtn ctrlSetBackgroundColor [-1,0.5,-1,0.6]; _ctrl_addBtn ctrladdEventHandler ["ButtonClick",{ _selectedItem = lbCurSel ctrl_sJr_PlayerList; _playerName = ctrl_sJr_PlayerList lbText _selectedItem; if (JAM_curator_recipients find _playerName == -1) then { JAM_curator_recipients pushBackUnique _playerName; ctrl_sJr_recipientList lbAdd _playerName; }; }]; _ctrl_addBtn ctrlSetPosition _centerScreenPos; _ctrl_addBtn ctrlSetFade 1; _ctrl_addBtn ctrlCommit 0; _ctrl_addBtn ctrlSetPosition [0.427812 * safezoneW + safezoneX,0.357 * safezoneH + safezoneY,0.061875 * safezoneW,0.022 * safezoneH]; _ctrl_addBtn ctrlSetFade 0; _ctrl_addBtn ctrlCommit 0.5; _ctrl_removeBtn = d_selectJAMZeusRecipients ctrlCreate ["RscButtonMenu", -1]; _ctrl_removeBtn ctrlSetStructuredText parseText ("<t valign='middle' align='center' size='" + JAM_txtSizeStr + "'>Remove<t/>"); _ctrl_removeBtn ctrlSetTooltip "Remove selected player from the target list."; _ctrl_removeBtn ctrlSetBackgroundColor [0.5,-1,-1,0.6]; _ctrl_removeBtn ctrladdEventHandler ["ButtonClick",{ _selectedItem = lbCurSel ctrl_sJr_recipientList; _playerName = ctrl_sJr_recipientList lbText _selectedItem; if (JAM_curator_recipients find _playerName > -1) then { _idx = JAM_curator_recipients find _playerName; JAM_curator_recipients deleteAt _idx; ctrl_sJr_recipientList lbDelete _selectedItem; }; }]; _ctrl_removeBtn ctrlSetPosition _centerScreenPos; _ctrl_removeBtn ctrlSetFade 1; _ctrl_removeBtn ctrlCommit 0; _ctrl_removeBtn ctrlSetPosition [0.494844 * safezoneW + safezoneX,0.357 * safezoneH + safezoneY,0.061875 * safezoneW,0.022 * safezoneH]; _ctrl_removeBtn ctrlSetFade 0; _ctrl_removeBtn ctrlCommit 0.5; _ctrl_giveJAMZeusbutton = d_selectJAMZeusRecipients ctrlCreate ["RscButtonMenu", -1]; _ctrl_giveJAMZeusbutton ctrlSetStructuredText parseText ("<t valign='middle' align='center' size='" + JAM_txtSizeStr + "'>------------GIVE ZEUS------------<t/>"); _ctrl_giveJAMZeusbutton ctrlSetTooltip "Create and assign unique zeus module for each player on the right-hand list."; _ctrl_giveJAMZeusbutton ctrlSetBackgroundColor [-1,-1,0.4,0.6]; _ctrl_giveJAMZeusbutton ctrladdEventHandler ["ButtonClick",{ if (count JAM_curator_recipients != 0) then { d_selectJAMZeusRecipients closeDisplay 0; comment "[] call JAM_init;"; { _recipientName = _x; systemChat ("[JAM] >>> Zeus Helper >>> Giving Zeus to " + (_recipientName) + "..."); { if ((name _x) == (_recipientName)) then { [JAM_fnc_createAndAssignZeus,{ _code = _this; [] spawn _code; }] remoteExec ['spawn',_x]; }; } forEach allPlayers; } forEach JAM_curator_recipients; } else { hint "[JAM] : ERROR : You have not selected any players; Array is empty."; systemChat "[JAM] : ERROR : You have not selected any players; Array is empty."; }; }]; _ctrl_giveJAMZeusbutton ctrlSetFade 1; _ctrl_giveJAMZeusbutton ctrlSetPosition _centerScreenPos; _ctrl_giveJAMZeusbutton ctrlCommit 0; _ctrl_giveJAMZeusbutton ctrlSetPosition [0.432969 * safezoneW + safezoneX,0.61 * safezoneH + safezoneY,0.118594 * safezoneW,0.033 * safezoneH]; _ctrl_giveJAMZeusbutton ctrlSetFade 0; _ctrl_giveJAMZeusbutton ctrlCommit 0.5; systemChat "[JAM] >>> Zeus Helper >>> Select players to give or remove Zeus Interface."; }; comment "close debug console"; if ( not (isNull (findDisplay 49)) ) then { (findDisplay 49) closeDisplay 0; }; waitUntil { isNull (findDisplay 49) }; sleep 0.1; systemChat "[JAM] >>> Zeus Helper >>> Spawning GUI..."; [] spawn JAM_open_selectJAMZeusRecipients; }; - Feel free to give me some feedback on this script, as I am sure there are some bugs to be reported with it, and I would like to improve it however I can. I might make an alternate version where it doesn't auto-add objects to the Zeus interface every 30 seconds.
  2. Hello, my fellow friends from the community! 🙂 -> We all know about some scripts for special effects like those of @aliascartoons. -> Such special effects can be spawned, for example, within marker areas, or attached to objects, placed on the map. -> I would like to create such areas or use such objects, generated randomly on the map and depending on different conditions that are checked by the script over different periods of time. -> In this case, as I suggest or suppose, that a condition can be: 1) if the player is moving; 2) if the player is alive; 3) if the player is X meters away from these objects; 4) if the player is within a marker area etc. They can differ and vary from the possible commands used in the scripting. -> My idea is these effects to be randomly spawned at different locations and time around the player so he wouldn't know where they can appear if he goes through an area multiple times or replays the mission. -> I can later provide example codes of such special effects, but I guess it's more important to define the way they would appear on the map. -> I personally prefer to add some objects on the map, but if they are too many, this could lead to a weaker performance of the PC and dropping FPS. So, is it possible to create these objects randomly and they are named after creation, using specific names, which are also used for the special effects as a condition to be triggered at the same time? We all know about the S.T.A.L.K.E.R.-like effects from this mod or the effects provided by @aliascartoons. I have tagged him assuming he may also help to find a way and achieve this. Thank you in advance and cheers! 🙂
  3. Hello, guys. I want to create a coop mission. For now, all tasks are going to be for destruction. A friend gave me such a script: BIS_fnc_setTask and BIS_fnc_taskSetState: ["soTaskDemo",true,["Destroy the SAM","Demolition","destroy"],[],"Assigned",0,true,true,"destroy",false] call BIS_fnc_setTask; while{(alive soDemoTarget)}do{sleep 3}; ["soTaskDemo","SUCCEEDED",true] call BIS_fnc_taskSetState; This script creates an MP task named "soTaskDemo". It is completed when an object called soDemoTarget is not alive. ["soTaskDemo","SUCCEEDED",true] call BIS_fnc_taskSetState; This script sets the state to complete. But I don't understand where to put each part of the script, I tried with a trigger and I got an error and just 1 notification for Task completed, although I also created an object named like in the script. Please, tell me where to put what. And what else should I do/create, step by step, to succeed. I know that in MP or Coop I don't need to create the Create Task module and it should work only with scripts. Do I put this script in any .sqf file or what? No idea, so I'd appreciate any help. Thank you. Cheers!
  4. Hello, I went through about 8 pages of search results (using search words marker and trigger) and couldn't find a matching discussion to my problem.. and then when I was switching to page number 9 the forums decided I should wait for X seconds to do another search. Sooo I decided just to create a discussion about my problem rather than wait for the forum to let me continue searching. Let's see if I could put this as simple as possible: - I have multiple triggers - I want to use only one script (.sqf) to create a marker at the exact position of any trigger that gets activated by whatever activation rules I see fit to use - so then I could just spam []exec "xxxx.sqf"; in the OnActivation field of every trigger So far I have a file caparea.sqf _trigger = _this select 0; _marker = createMarker ["capturearea", position _trigger]; "capturearea" setMarkerShape "ELLIPSE"; "capturearea" setMarkerSize [300,300]; "capturearea" setMarkerBrush "SolidBorder"; "capturearea" setMarkerAlpha 1; "capturearea" setMarkerColor "ColorOPFOR"; and then I call it with []exec "caparea.sqf" from the OnActivation field. When testing this combo the game is showing me Error undefined variable in expression: _trigger I doubt that is even close to being correct but I've been trying things together found here and there from the depths of the internet. Any suggestions on how to actually achieve what I'm aiming for here?
  5. Hayden Almeida

    Argo Map Editor

    Hello everyone. There is some place that teaches how to edit new map with Eden editor for ARGO? I am with idea to create new RAID map, but i am lost somehow. I puted some triggers and Modules in the map, but i think that isnt work properly. Someone to help create a basic raid map? Thanks and sorry for my bad english.
  6. hello there I have been playing arma for quite a long time in multiplayer, but now I would like to be able to create my own missions and put in my own stuff. For example I would like to know how to create a map warfare with predefined starting location for the bases. I would also like to put myself the money of the beginning And some cities already under control of a camp And I would see myself for the rest, if anyone knows how to do or, has a link to a good tutorial that explains how to do it,it will be really cool Cya
  7. Okay. Hey peoples, one of my first threads here pleading for Help!!! I have been working on a CQB, VR Map for quite a long time now using VR blocks only. Now, I have different rooms from the start to finish that increase in difficulty and each stage is marked by colored arrows that point the direction of the finish area. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- So what I have done is I have used large amounts of 1x1x1 VR Blocks, to build walls, towers, roofs, balconies, cover etc. My idea was to have previously cleared stages blocked off by different shaped walls of VR blocks, once the player hit the next stage's trigger that is. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- My go-to solution for this was to make a wall of blocks that separates stages 1 and 2 or Blue and Light Blue, Then set all the VR blocks conditions to false so that they would not be there on mission start and then create a trigger out of sight around a corner or something so as the player enters the trigger some magic VR wall appears in the previous stage so that the player can't go back to mission start and basically Re-Kit themselves with anything they want, before going back to finish off stages. I Just don't no how to tell the trigger to make the conditions of the sync'd VR blocks back to true once the trigger owner steps into the trigger. I really appreciate any help i get, Steam Name: Warlord I've been searching forums to no avail. I have thousands of hours of editor experience and not much to show for it so any other tips or anything will be incredibly helpful thank you so much everyone!! I have images of the Map but i can't post them here :(
  8. Hello guys. I´m sufering because i´m the only one of my friends that can´t create servers to play with them. It keeps appearing this error: And they see this: http://imgur.com/a/fxP0Y I already unistall and re install the game, verified cahce ... Can anybody help me please?
  9. Hi. In my mission a trigger completes a task and activates a new one. The problem: In singleplayer and local MP it works... on a dedicated server it does not. But the trigger works. It activates a couple of waypoints and completes a mission...but it does not activate the new task. on activation: {_x in crew heli1} count [unit1,unit2,unit3,unit4,unit5,unit6] > 0 on act: heli2 lock false; heli3 lock false; hint "does not matter" The trigger activates when one of 6 playable units enters the heli1 helicopter. What am i doing wrong? Why does it not create the new task but do everything else on a dedicated server.
  10. Hello, Please, in Eden, add a check box on each objects compatible with createSimpleObject command. That way, editors could place decorative objects with the benefit of Eden 3D. Thanks
  11. just like the title says i need to link a created group to a high command subordinate module so i can gain control of them after creation. how i have this setup the player group clears a town, trigger goes off that creates a new group of soldiers using the BIC call function. but thats all i got, it needs to be that after they are created the group is then linked to the HCS subordinate module that way i gain control of that group. ive tried using the synchronizeObjectsAdd function, however to my dismay the group doesnt have a name... and if they do i cannot find it to place that in the correct order to allow this to happen. also i cannot give the unit a name do to the way they are created apparently. Here's what i have in the trigger activation :[position player, WEST, configfile >> "CfgGroups" >> "West" >> "OPTRE_UNSC" >> "Infantry_Marine" >> "OPTRE_Groups_UNSC_Squad_Marine"] call BIS_fnc_spawngroup; Alpha_2_2 synchronizeObjectsAdd [HCS]; right now i figure as im looking at the high command menu that this group is alpha 2_2, (there are numerous reasons for thinking this) but it all boils down to that i cannot link the group leader to the actual HCS module because i cannot go in and edit his "name" to do so. and i have no idea how to issue him one.
  12. Hi all, Im trying to create a custom module for an addon I am creating. Only problem is I cant seem to remove an argument that is being displayed in the 2d editor from the module. The drop down list: Apply To: (units synchronized, groups of objects synchronised, etc...) Ive searched quite a bit and cant find where that is being created from in the config below, http://pastebin.com/H5sPvWBX Anyone know where I can find and disable this argument? Thanks in advance. EDIT: That is not the entire config, thats just the only part where modules are used or mentioned.
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