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Found 15 results

  1. Overview Clean up all dead, dropped stuff, ruins, craters around desired point or entire map and remove empty groups. You need to define at least one parameter position, marker or object. Parameter(s): 0 (Required): STRING - marker name, or ARRAY - position in format [x,y,z] or OBJECT - trigger or any object 1 (Optional): NUMMBER - Radius for dead stuff search around param 0, if not supplied, 500m will be automatically selected. 2 (Optional): NUMMBER - Min distance from object to any player. Preventing player to see disappearing of the object, if not supplied, 300m will be automatically selected. 3 (Optional): NUMMBER - Vehicle damage above which almost wrecked vehicles without crew will be selected to remove it. If not supplied such vehicles stays in game. Value between 0.1 and 0.9 4 (Optional): BOOLEAN - Ability to handle with empty groups - true/false. If not supplied false will be selected (disabled) 5 (Optional): NUMMBER - Sleep time in sec between search if not defined 5 min will be automatically selected. Returns: Nothing To prevent remove some object you need to set an "dnt_remove_me" variable on it using: this setVariable ["dnt_remove_me",true,false] You can adjust default functionality by passing desired parameters. Can be called for one area, many areas using multiple instances, or for entire map at once. Download Google Drive Armaholic Usage Place the script in mission root/scripts directory. Best method is to compile it into a function specially if more instances needed. Usage is also commented at the top of the file. init.sqf : /*Example for whole map: Constantly search entire map with 10min interval. Objects in player range (100m) will be skipped. Almost wrecked vehicles without crew stays in game. */ if (isServer) then { fnc_cleanup = compileFinal preprocessFileLineNumbers "scripts\cleanup.sqf"; null = [ [worldSize/2,worldSize/2,0], worldSize/2, 100, 1200 ] spawn fnc_cleanup; }; init.sqf : /*Example for marker: Constantly search entire marker area with 5min interval. Objects in player range (300m) will be skipped. */ if (isServer) then { fnc_cleanup = compileFinal preprocessFileLineNumbers "scripts\cleanup.sqf"; null = [ "marker0", ((getMarkerSize "marker0") call BIS_fnc_greatestNum) ] spawn fnc_cleanup; }; init.sqf : /*Example for object: Constantly search entire trigger area with 10min interval. Almost wrecked empty vehicles with damage > 0.8 will be removed. Objects in player range (500m) will be skipped. Empty groups will be removed. */ if (isServer) then { fnc_cleanup = compileFinal preprocessFileLineNumbers "scripts\cleanup.sqf"; null = [ _myTrigger, ((triggerArea _myTrigger) call BIS_fnc_greatestNum), 500, 0.8, true, 1200 ] spawn fnc_cleanup; }; cleanup.sqf Changelog 12/25/15 First release. 01/04/16 Version 1.0 * Possibility to adjust functionality. * You can now define objects to delete and define damage threshold for vehicles. * removing empty groups 02/17/16 Version 1.1 Added : * Set persistence for certain object. 13/01/17 Version 1.2 *Changed usage of BIS_fnc_inTrigger to inAreaArray command *Set lazy evaluation for conditions 03.01.2018 Version 1.3 Changed usage to more user friendly way. Added player in area check Known Issues None knew for now. Legal You are allowed to change what you want in this script.
  2. What I began on my current AR project is to create a tool class with methods that make me some things easier. In this case I show how to create an easy to use CreateVehicle and a DeleteVehicle method with overloaded argument lists. Which just means that you can have different parameter syntaxes as known from various Arma 3 commands. I created a new script file in the newly created folder MyProject/scripts/GameCode/Tools according to the AR directory structure as I understand it^^. I named the file SaRo_Tools.c - this file will contain the class with my tools methods. What do I have to do when spawning a vehicle without that tools class? Something like this: Now instead of doing this we create our tools class which does most of this automatically: Now you have 2 easy methods to spawn a vehicle: IEntity vehicle1, vehicle2; //1st method using resource name and spawn position vehicle1 = SaRo_Tools.CreateVehicle("{DD774A8FD0989A78}Prefabs/Vehicles/Wheeled/M998/M1025_armed_M2HB_MERDC.et", Vector(1288.93, 0, 766.7)); //2nd method using resource name, an existing entity and a position vector relative to that entity vehicle2 = SaRo_Tools.CreateVehicle("{DD774A8FD0989A78}Prefabs/Vehicles/Wheeled/M998/M1025_armed_M2HB_MERDC.et", someEntity, Vector (0, 0, -15)); //spawns 15m behind someEntity Maybe I did some mistakes in this post because I did write it out of my mind partially. But I ll validate, expand and edit it if Im at home... Deletion methods will be done then as well EDIT: to get this done, I also added 2 entity deletion methods to the tools class. I just post those 2 methods and not the CreateVehicle methods from above again although they are in that class: Now you have 2 easy methods to delete an entity: //1st method delete using the entity ID SaRo_Tools.DeleteVehicle ( SaRo_BMHQ01MenuBaseClass.camoNetID ); //2nd method delete using the entity itself SaRo_Tools.DeleteVehicle ( someEntity ); Now YOU know how to build an own tools library class and you also know how to overload class methods. Its your turn to create more methods that way to get things a bit easier for you...
  3. I want to have a backpack initialized with an action to build up a campsite. For now I have the working script to add the action to the backpack and run the script as the action is triggered/used. Now I want the backpack to disappear after the campsite has been built up. I tried to call deleteVehicle but failed. I think it is because the script is bound to the object that I want to remove and therefore does not work. What I am looking for is like a custom event I might create? Like publishing an event called campFinished and registering and event handler to my object which will kill it in the callback function. Is something like this possible? If not - what is the common approach to achieve a similar result? Complete code is open here: https://github.com/xetra11/ReconMod If anybody wants to reproduce it on it's own. fn_backpackInit.sqf params ["_backpackItem"]; format['init backpack: %1', typeOf _backpackItem] call ReconMod_fnc_log; _backpackItem addAction ["Build Recon Camp", ReconMod_fnc_buildCampsite]; fn_buildCampsite.sqf (last line is my try to delete the backpack - does not work) params ["_target", "_caller"]; private ["_message", "_campComposition"]; _message = format['%1 is building up a campsite', name _caller]; hint _message; 'playing build up animation' call ReconMod_fnc_log; _caller playMove "AinvPknlMstpSnonWnonDnon_medicUp3"; _campComposition = [ ["Land_FirePlace_F",[0.407715,-0.0605469,0.00431442],0,1,0,[],"","",true,false], ["Land_WoodenLog_F",[1.30078,-1.04712,4.19617e-005],0,1,0,[],"","",true,false], ["Land_Ground_sheet_folded_khaki_F",[-0.0664063,1.74048,8.01086e-005],260.778,1,0,[],"","",true,false], ["Land_Laptop_02_unfolded_F",[1.31445,-1.0542,0.5],136.964,1,0,[],"","",true,false], ["Land_Sleeping_bag_F",[-1.36768,-0.928467,-0.00595856],37.9681,1,0,[],"","",true,false], ["Land_Sleeping_bag_brown_folded_F",[2.34326,-0.0712891,-3.8147e-006],245.926,1,0,[],"","",true,false], ["Land_Sleeping_bag_F",[-0.641113,1.8584,-0.0278778],174.749,1,0,[],"","",true,false], ["Land_Sleeping_bag_F",[2.49707,0.719482,0.0018959],266.758,1,0,[],"","",true,false], ["Land_Ground_sheet_khaki_F",[3.14111,-0.101318,3.8147e-006],96.0028,1,0,[],"","",true,false], ["Land_CanisterFuel_F",[-2.85938,1.72168,0.000972748],191.718,1,0,[],"","",true,false], ["Land_Ammobox_rounds_F",[3.03857,1.61816,0.00495911],218.802,1,0,[],"","",true,false], ["Land_TentDome_F",[-4.22217,-0.0065918,0.00314331],181.884,1,0,[],"","",true,false], ["Land_Ammobox_rounds_F",[3.88281,1.70947,9.53674e-005],143.886,1,0,[],"","",true,false], ["Land_TentDome_F",[-2.9668,3.74658,0.0138435],215.286,1,0,[],"","",true,false], ["Land_TentDome_F",[3.51807,3.35718,0.00638962],320.122,1,0,[],"","",true,false] ]; 'constructing camp...' call ReconMod_fnc_log; [position _caller, 0, _campComposition] call BIS_fnc_ObjectsMapper; 'camp build!' call ReconMod_fnc_log; hint 'recon camp has been built up'; _message = format['deleting campsite building item: %1', _target]; _message call ReconMod_fnc_log; deleteVehicle _target;
  4. DESTROYER_PL

    How I delete my account?

    As in the topic how do I delete my account?
  5. Yes I know this post has been made before and there’s countless different ways to resolve this but I’m attempting using a largely different formula with no variable names. Without using a script or external file I’ve created signs with a init to spawn aircraft on to a trigger using the code [this, “Deploy A-10A”, ”\A3\Air_F_Jets\Plane_Fighter_01\Data\UI\Fighter01_icon_ca.paa”, “\A3\Air_F_Jets\Plane_Fighter_01\Data\UI\Fighter01_icon_ca.paa”, ”player distance _target < 6”, ”player distance _target < 6”, { }, { }, {createVehicle [“rhs_a10”, getPos aircraftpad, [ ], 0, “NONE”] setDir 270}, { }, [[0,0,0]], 3, 0, false, false ] remoteExec [“BIS_fnc_holdActionAdd”, 0, this]; the code here works works beautifully and creates the vehicle desired and is copied and pasted on to different signs with different vehicles inserted instead and scrolling on the sign prompts a option to spawn the vehicle on the trigger after holding space for 3 seconds now I’m trying to make a sign that uses the same code above but in the command to run clears the objects inside of it being anything currently blocking the pad preventing a new vehicle to be spawned on the trigger. I’ve tried almost everything but when it does let me save it in Arma with no errors it doesn’t work or the code provided no longer works for example I’ve done. [this, “Clear Pad”, ” “, ” “, ”player distance _target < 6”, ”player distance _target < 6”, { }, { }, {{deleteVehicle _x} forEach nearestObjects [[aircraftpad], ["all"], 5]}, { }, [[0,0,0]], 3, 0, false, false ] remoteExec [“BIS_fnc_holdActionAdd”, 0, this]; This ended up not removing the vehicle from the pad, I’ve been working on this with google for the past two days so figured I’d ask you brilliant people.
  6. Hello, I've been playing with Put and Take event handlers to try and achieve functionality that's stated in the topic. For starters Put EH seems to only fire when you drop your weapon on the ground (groundWeaponHolder) or put the weapon into a container (box, vehicle) directly from your inventory. It doesn't fire when switching to a weapon that is on the ground even though (at least how I see it) you are still dropping your current weapon into a "groundWeaponHolder". Does anyone have an idea why this EH doesn't fire in that case? I used this shortie to test Put EH: player addEventHandler ["Put", {_unit = _this select 0; _content = _this select 1; _weapon = _this select 2; hint "This EH seems to be working";}]; Take EH on the other hand seems to work just fine for detecting the weapon pick up operation. But other than testing with simple hint that the EH fires when needed I haven't been able to come up with anything I'm looking to achieve. Now the ultimate question is: by using either of the aforementioned EHs how to delete the weapon that gets put on the ground during weapon switching operation?
  7. I created this account to play a game. I no longer need an account, I read that to delete an account you have to message a mod. Having never used this website I have no clue how to. So please delete my account or inform me on how to delete my account, thanks! -Cam
  8. Posted in wrong thread. Please delete.
  9. Now after the Tanks DLC, am making a pure OPFOR tank mission, meaning no hostile infantry. I made an infinite spawn of enemy tanks. The problem: The infantry that ejects from a disabled tank, often runs away and survives. And it stacks up. And stacks up. And stacks up. And crashes/lags the server. My solution is to make all BLUFOR infantry get detected via an eventhandler, then get the "CARELESS" stat assigned so they dont run around, and then give them a waypoint into a hidden place where players cannot see them, for example the edge of the map. There will be a trigger, which loops and deletes every blufor unit that enters it. My question: How do i create an eventhandler (has to work with JIPing players), that gives all Blufor infantry which isnt in a vehicle a waypoint and the CARELESS behaviour. Also, how do i create a black hole trigger, that eats blufor and only blufor? Just putting in "BLUFOR present" and making it repeatable might not work, as it might get stuck due to blufor still being present and not reactivating the trigger.
  10. Hello Community, I would like to make a Lakeside Life Server. To solve this I downloaded the Jackson County source files, mounted my P drive and unpacked my needed Mod pbos to the P drive . Terrain Builder and Bulldozer are working fine. BUT. Some of the roads were placed as shape roads and other as Object from E76. The Bridge on Jackson County doesnt work. I can delete the Objects from the bridge and the Road objects . Buit under the Bridge is also a shape road. If i delete the shape and export the layers, then the street is still there in Bulldozer and Arma 3. And I have also a issue with placing roads . I can place roads as objects but I cant place them as road shapes.If I place them as road shapes, I dont see them in Bulldozer and Arma 3.I made all like in the Tutorials on Youtube or like tutorials on forums. I hope somebody can help me to delete road shapes so i can´t see them in Bulldozer and Arma 3. I hope somebody can help me. Greetings from Germany Tom
  11. I am having a bit of an issue with something I tried to do extensive research on. I am trying to make some preset vehicles that the Zeus can edit, start out with being able to respawn on position. When I use a Vehicle Respawn module placed in the editor, and sync that module to an Add Editable Objects module for Zeus, the vehicles aren't editable even if the vehicles themselves were added to the Add Editable Objects module. Only if I remove the Vehicle Respawn module, and keep the vehicles synced to the Add Editable Objects can the Zeus edit the vehicles. I need some alternatives to fix it, if you can help me find a way to make any of my ideas work, I would most appreciate it! Try to make it so any vehicles spawned by the Vehicle Respawn module will be added for the Zeus to edit. Make it so if the Zeus deletes the Vehicle Respawn module, have all the vehicles associated with it delete. A script/initialize string that will enable/set the respawn option for vehicles to the On current position for the Zeus. So that way the game starts with the vehicles being able to respawn on position. Have the vehicles use a respawn script that doesn't require the respawn module. I would appreciate anyone who could help me out!
  12. Hi, I wanna delete a group and an heli when a trigger activates, this is my code: for [{_i=1},{_i < 5},{_i = _i + 1}] do {_unit = units helig select _i; deleteVehicle _unit;} ; deleteVehicle heli1; It says: error zero divisor.
  13. I feel like this should have been asked and answered somewhere already but I haven't found it yet. I'm working on the Takistan CUP map and have just discovered that the minarets are indestructible. This is most unfortunate since I've just spent a while working on a script to detonante an IED inside one which I was really hoping would bring the building down. I was looking into ways of destroying and deleting objects that are already part of the terrain but haven't yet been able to get it to work with CUP buildings. Is there a way?
  14. I want to start a mission straight into the virtual arsenal. I'm creating a story-based mission and I want the player to create his/her character before it all begins. I don't want the player to look at a box and select the aresenal. I want them to spawn into the arsenal, one time only. I also want to: pause the scripted events at the mission start while the player is in the arsenal. give the player objectives and waypoints. display text on screen and dialogue from NPCs. speak to NPCs, conversation wheels, which trigger events such as spawning, objectives and waypoints. delete unwated NPCs and objects. Its been a few years since I worked with ArmA. Could somebody point me in the right direction?
  15. Has anyone noticed mods gone missing between branch switches? It seems some mods get deleted and then have to be redownloaded during these changes (happens automatically). I haven't pinned down exactly how or why, but i've noticed mod folders completely disappear from the ARMA root folder (not just in the launcher...) If anyone has any insight, i'd appreciate it and maybe a way to stop this from happening... Thanks all.
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