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Found 154 results

  1. 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
  2. Hello, I am doing a D-Day landing level and want to use a trigger to make a crew from an LCVP exit. I understand I can use the leavevehicle command, I just do not understand how to select the squad in my boat for my trigger. For example, my squad is showing as Alpha 1-5 (7 units). What would be the command for this? I have looked at other forums, but it is not making sense to me. When the boat drives into the trigger field, I just need the crew to exit. I want to do this WITHOUT using waypoints because the boat never goes straight. My unit name for LCVP is lcvp2. I just need to know what to put in the trigger to make only the group, not the driver, exit the lcvp. Please help. Thank you.
  3. 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!
  4. Hello, this is a simple script to halo jump a player. Does it work in Multiplayer? Yes, MultiPlayer and SinglePlayer. What does this script do? This script allows a player to HALO on a given point on a map. How do I use this script? Place the script in Select an object on the editor and place the following line into its init to allow HALO from the action menu: (remove <t color='#37A9E7'></t> to show it as plain white like any other action) //If script is in scenario root directory this addAction["<t color='#37A9E7'>H.A.L.O. Jump</t>","[player] execVM 'halo.sqf';"]; //If script is in other scenario directory this addAction["<t color='#37A9E7'>H.A.L.O. Jump</t>","[player] execVM 'yourFolder\halo.sqf';"]; halo.sqf //Uncomment following line if used as function //_unit = param[0]; //Uncomment following line if used as script _unit = _this select 0; _haloAltitude = 1000; //Opening map and handling click openMap true; mapclick = false; onMapSingleClick "clickpos = _pos; mapclick = true; onMapSingleClick """";true;"; waituntil {mapclick}; _haloLocation = clickpos; _unitLoadout = getUnitLoadout _unit; cutText ["H.A.L.O. in progress...", "BLACK OUT", 1]; sleep 1; openMap false; _unit setPos _haloLocation; _unit addBackpack "B_Parachute"; //Halo [_unit, _haloAltitude] call bis_fnc_halo; sleep 2; cutText ["", "BLACK IN", 1]; waitUntil {(getpos _unit select 2) < 2}; //Giving loadout back sleep 1; _unit setUnitLoadout _unitLoadout;
  5. PMC Editing Wiki is the place to be for ArmA 3 terrain information and other editing info. Most important for new terrain guys is PMC Ultimate Terrain Tutorial which covers everything to get your first terrain in-game. Forget about outdated and plain wrong tutorials, now you have tutorial which will be kept always up to date and correct. There are just tons of good arma3 terrain editing information so dig in and use the search function to go through what PMC Editing Wiki has to offer. If you cannot find some information or tutorial, ask and I'll see what can be done to get it added. Direct to PMC Editing Wiki: ArmA 3 root and PMC Editing Wiki: ArmA 3 Terrain.
  6. Hi everyone, I've created this script to create a random weather and random forecasts each time you start a mission. It automatically passes all weather data to clients. The script is able to filter different kinds of weather based on supported terrain position: - Mediterranean islands; - Europe; - Middle east; Just put the script in the mission directory with the name you prefer and call it from the init.sqf file with the following. init.sqf if (isServer) then { [] execVM "nameYouPrefer.sqf"; }; Hope you enjoy. randomWeather.sqf /* Sets random weather and forecasts based on "real" world positioning. It supports add-ons maps. * Ombra 12/06/2020 * latest update 18/02/2022 */ CONST_MAX_RAIN_LEVEL = 0.6; //To avoid fps issues CONST_MAX_FOG_LEVEL = 0.6; //To prevent annoying fog _currentMap = worldName; _probabilityFog = random[0,0.5,1]; _probabilityRain = random[0,0.5,1]; //Declaring variables _currentOvercastCoef = 0; _forecastOvercastCoef = 0; _currentRainCoef = 0; _forecastRainCoef = 0; _currentFogCoef = 0; _forecastFogCoef = 0; _windSpeedN = 0; _windSpeedE = 0; _windDirection = 0; switch (_currentMap) do { //Calculating weather for desert terrains case "MCN_Aliabad"; case "takistan"; case "zargabad"; case "Mountains_ACR"; case "fallujah"; case "kunduz"; case "Shapur_BAF": { //Probability of 30% for deserts to encounter overcast (and therefore rain) if (_probabilityRain > 0.7) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _forecastOvercastCoef = random[0,0.5,1]; //Current rain only if overcast > 0.6 if (_currentOvercastCoef > 0.6) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; _currentFogCoef = 0; _forecastFogCoef = 0; //Some wind like sandstorms _windSpeedN = random[0,10,30]; _windSpeedE = random[0,10,30]; _windDirection = random[0, 180, 360]; }; //Calculating weather for european terrains (Vanilla and CUP) case "Bootcamp_ACR"; case "Woodland_ACR"; case "chernarus"; case "chernarus_summer"; case "Chernarus_Winter"; case "ProvingGrounds_PMC"; case "Enoch": { //Probability of 60% for northern EU to encounter overcast (and therefore rain) if (_probabilityRain > 0.4) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.6) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; //Probability of 30% for northern EU to encounter fog if (_probabilityFog > 0.7) then { _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; } else { _currentFogCoef = 0; }; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; //Not much wind in continental land _windSpeedN = random[0,10,20]; _windSpeedE = random[0,10,20]; _windDirection = random[0, 180, 360]; }; //Calculating weather for mediterranean terrains case "Stratis"; case "Altis"; case "Malden": { //Probability of 50% for northern EU to encounter overcast (and therefore rain) if (_probabilityRain > 0.5) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.6) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; //Islands are windy _windSpeedN = random[0,20,40]; _windSpeedE = random[0,20,40]; _windDirection = random[0, 180, 360]; }; case "Tanoa": { //Probability of 80% for jungle areas to encounter overcast (and therefore rain) if (_probabilityRain > 0.2) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.5) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; //Probability of 20% for jungle areas to encounter fog if (_probabilityFog > 0.8) then { _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; } else { _currentFogCoef = 0; }; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; //Islands are windy _windSpeedN = random[0,20,40]; _windSpeedE = random[0,20,40]; _windDirection = random[0, 180, 360]; }; default { //Probability of 50% as default if (_probabilityRain > 0.5) then { _currentOvercastCoef = random[0,0.5,1]; } else { _currentOvercastCoef = random[0,0.2,0.5]; }; _currentOvercastCoef = random[0,0.5,1]; _forecastOvercastCoef = random[0,0.5,1]; if (_currentOvercastCoef > 0.5) then { _currentRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; } else { _currentRainCoef = 0; }; _forecastRainCoef = random[0, CONST_MAX_RAIN_LEVEL/2, CONST_MAX_RAIN_LEVEL]; //Probability of 30% to encounter fog if (_probabilityFog > 0.7) then { _currentFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; } else { _currentFogCoef = 0; }; _forecastFogCoef = random[0, CONST_MAX_FOG_LEVEL/2, CONST_MAX_FOG_LEVEL]; _windSpeedN = random[0,10,20]; _windSpeedE = random[0,10,20]; _windDirection = random[0, 180, 360]; }; }; //Setting weather 0 setOvercast _currentOvercastCoef; 0 setRain _currentRainCoef; 0 setFog _currentFogCoef; setWind [_windSpeedN, _windSpeedE, false]; 0 setWindDir _windDirection; forceWeatherChange; //Setting forecast 3600 setOvercast _forecastOvercastCoef; 3600 setRain _forecastRainCoef; 3600 setFog _forecastFogCoef; Up here it is posted as script but it can also be used as function: [] spawn YourTAG_fnc_randomWeather; Call the script file fn_randomWeather.sqf and place it in a scenario subfolder names functions. Then edit the description.ext file by putting standard function declaring: description.ext class CfgFunctions { class YourTAG { tag = "YourTAG"; class functions { file = "functions"; class randomWeather {}; }; }; }; If you use it in a function way you MUST call it from init.sqf in this way: if (isServer) then { [] spawn OFF_fnc_randomWeather; };
  7. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  8. Hey folks! I'm looking for feedback on a mission that I built recently in the eden editor. Took a lot of work, but want to make it better with anything I can. My knowledge base for scripting or coding is fairly limited (other than the youtube stuff I've learned from) so if you have efficiency recommendations that use scripts, or otherwise, I'd love to hear them. Required mods will be in the steam description. I'll post the links to an ACE version and Non-ACE version that are on the Steam Workshop. You can render the feedback here or on the steam site, but any input is much appreciated! (ACE Version) https://steamcommunity.com/sharedfiles/filedetails/?id=2809026965 (Non-ACE Version) https://steamcommunity.com/sharedfiles/filedetails/?id=2809866742  Thanks again to anybody who provides feedback! S/F, Chesty
  9. G'day, I made a mission, it required a large mod that my friend didn't have (Project OPFOR, "po_factions_me"), in my confident ignorance I went and deleted all entries of said mod in the missions.sqm without debinarizing it, after doing so, I now get the error "line 0: '.raP:' ' encountered instead of' =" when trying to open the mission in the editor. I downloaded DeRap due to a suggestion, when I used the tool on the mission.sqm, it said something along the lines of: "deRap: unknown entry:" (I can check again if the exact wording of the error is actually important) Anyone have any ideas? it's a beloved mission me and my friend play very, very often. Here is the mission.sqm: https://pastebin.com/70ECMNgy Thank you so much.
  10. [] spawn { 101 cutText ["Image: ", image "image\SWLogo.paa"]; 101 cutFadeOut 7.0; sleep 8; 101 cutText ["<t size='3.0' color='#008AB8' font='EtelkaMonospacePro'>Believe in yourself or no one else will.</t>", "BLACK", 3.0,true,true]; 101 cutFadeOut 7.0; sleep 8; }; trying to add an Image to my cuttext per This Link
  11. So, I'm currently working on a mission with a fixed object to access the arsenal (ACE). This arsenal however should only be accessible to the pilots role to deliever logistics. Unfortunately there are some players in the group that won't listen to strict rules, saying that no one shall go there and access the arsenal. So I was wondering if there is a way or a script to either: a) Kill any player (except of the pilots and the zeus), force them to respawn, when they step into a trigger area or b) show only the zeus via a hint that Player1 has entered the trigger area to which the zeus can react himself. I'd prefer the killing method however. If someone has an idea I'd be happy to know and hear about it. THX
  12. I get a error everytime I start a game. It's because a mod requires ace but the mod works perfectly fine without ace and since I play only singleplayer ace isn't good for me and it's too complicated imo. Does anyone know how I can disable this error notification?
  13. Hello! I had an error message saying "Process failed: Incorrect Parameter" while trying to upload my new scenario to the workshop... I have uploaded a lot of scenarios in the last few years... and unfortunately, this error is persistent and won't let me upload the new one. Does someone have an idea on how I can fix this ? Or what can cause this error message ? Thanks
  14. What does this script do? This script spawns random reinforcements (group from 4 to 10 men) of the desired faction at the given position, and they will automatically redirect to players position (at the moment of script call, as Last Known Position). Does it work in multiplayer? Yes, it works in MultiPlayer and SinglePlayer Parameters _faction → String → Faction (see below) _sideReinforcements → Side → Side of reinforcements of which can be → west, east, independent _spawnPosition → Position → Center position of where you want to spawn reinforcements _rangeOfSpawn → int → Range of spawn from spawnPosition (if you like to narrow spawn just set this as 1) _addVehicle → Bool → Add a support vehicle Do you think side can be redundant? Maybe, but faction has been added secondly as I didn't want plain CSAT reinforcements when I'm playing on Livonia with Specnaz units, you know? I know not all RHS units have been added, I probably will, no guarantee. If you do script, you can.. Just look at the code, it's easy. Supported Factions SUPPORTED VANILLA FACTIONS: BLU_F NATO (standard) OPF_F CSAT (standard) IND_F AAF (standard) BLU_T_F NATO (Apex, pacific) OPF_T_F CSAT (Apex, pacific) IND_C_F Syndikat (Apex) BLU_W_F NATO Woodland (Contact) OPF_R_F Specnaz (Contact) IND_E_F LDF (Contact) SUPPORTED MODS FACTIONS: rhs_faction_usarmy_d RHS USAF (USA Army D OCP) rhs_faction_usarmy_wd RHS USAF (USA Army D UCP) rhs_faction_usmc_d RHS USAF (USA Army D MARPAT) rhs_faction_usmc_wd RHS USAF (USA Army WD MARPAT) rhs_faction_msv RHS AFRF (Russia MSV EMR) rhs_faction_vdv RHS AFRF (Russia VDV DES) rhssaf_faction_army RHS SAF (KOV Digital) Tban EricJ Taliban Units Edit: Added Syndikat faction IND_C_F (26/02/2022) How do I call the script? Let's say I am a BLUFOR player and I call for reinforcements, just put the following line in a activation trigger line: ["BLU_F", west, getMarkerPos "spawnMarkerPoint", 1, true] execVM "reinforcements.sqf"; Let's say RHS AFRF (Russians) enemy called reinforcements instead, those reinforcement will proceed to my position to engage: ["rhs_faction_msv", east, getMarkerPos "russianReinforcementsSpawnMarker", 1, false] execVM "reinforcements.sqf"; reinforcements.sqf //Uncomment following if used as function //params["_faction","_sideReinforcements","_spawnPosition", "_rangeOfSpawn","_addVehicle"]; //Uncomment following if used as script _faction = _this select 0; _sideReinforcements = _this select 1; _spawnPosition = _this select 2; _rangeOfSpawn = _this select 3; _addVehicle = _this select 4; _unitsArray = []; _vehicleArray = []; _unitsArrayToSpawn = []; _counter = 0; //Parsing factions switch (_faction) do { //Vanilla case "BLU_F": //NATO (standard) { _unitsArray = [ "B_Soldier_SL_F", "B_Medic_F", "B_Soldier_GL_F", "B_Soldier_F", "B_HeavyGunner_F", "B_Soldier_LAT_F", "B_Soldier_M_F", "B_Soldier_AR_F", "B_Soldier_LAT2_F", "B_Soldier_UAV_F" ]; _vehicleArray = [ "B_MRAP_01_hmg_F" ]; }; case "OPF_F": //CSAT (standard) { _unitsArray = [ "O_Soldier_SL_F", "O_Medic_F", "O_Soldier_HAT_F", "O_Soldier_GL_F", "O_Soldier_F", "O_HeavyGunner_F", "O_Soldier_F", "O_Soldier_M_F", "O_Soldier_AR_F", "O_Soldier_UAV_F" ]; _vehicleArray = [ "O_MRAP_02_hmg_F" ]; }; case "IND_F": //AAF units { _unitsArray = [ "I_Soldier_SL_F", "I_Medic_F", "I_Soldier_GL_F", "I_Soldier_F", "I_Soldier_AR_F", "I_Soldier_F", "I_Soldier_AT_F", "I_Soldier_AA_F", "I_Soldier_M_F", "I_Soldier_UAV_F" ]; _vehicleArray = [ "I_MRAP_03_hmg_F" ]; }; case "IND_C_F": //Syndikat units { _unitsArray = [ "I_C_Soldier_Para_1_F", "I_C_Soldier_Para_2_F", "I_C_Soldier_Bandit_7_F", "I_C_Soldier_Bandit_1_F", "I_C_Soldier_Para_5_F", "I_C_Soldier_Bandit_6_F", "I_C_Soldier_Bandit_5_F", "I_C_Soldier_Bandit_4_F", "I_C_Soldier_Para_6_F", "I_C_Soldier_Para_3_F" ]; _vehicleArray = [ "I_C_Offroad_02_AT_F" ]; }; case "OPF_T_F": //Chinese CSAT (Apex) { _unitsArray = [ "O_T_Soldier_SL_F", "O_T_Medic_F", "O_T_Soldier_HAT_F", "O_T_Soldier_GL_F", "O_T_Soldier_F", "O_T_HeavyGunner_F", "O_T_Soldier_F", "O_T_Soldier_M_F", "O_T_Soldier_AR_F", "O_T_Soldier_UAV_F" ]; _vehicleArray = [ "O_T_MRAP_02_hmg_ghex_F" ]; }; case "BLU_T_F": //NATO Pacific (Apex) { _unitsArray = [ "B_T_Soldier_SL_F", "B_T_Medic_F", "B_T_Soldier_GL_F", "B_T_Soldier_F", "B_T_HeavyGunner_F", "B_T_Soldier_LAT_F", "B_T_Soldier_M_F", "B_T_Soldier_AR_F", "B_T_Soldier_LAT2_F", "B_T_Soldier_UAV_F" ]; _vehicleArray = [ "B_T_MRAP_01_hmg_F" ]; }; case "BLU_W_F": //NATO (Contact) { _unitsArray = [ "B_W_Soldier_SL_F", "B_W_Medic_F", "B_W_Soldier_GL_F", "B_W_Soldier_F", "B_W_HeavyGunner_F", "B_W_Soldier_LAT_F", "B_W_Soldier_M_F", "B_W_Soldier_AR_F", "B_W_Soldier_LAT2_F", "B_W_Soldier_UAV_F" ]; _vehicleArray = [ "B_T_MRAP_01_hmg_F" ]; }; case "OPF_R_F": //Specnaz (Contact) { _unitsArray = [ "O_R_Soldier_SL_F", "O_R_Medic_F", "O_R_Soldier_LAT_F", "O_R_Soldier_GL_F", "O_R_JTAC_F", "O_R_JTAC_F", "O_R_JTAC_F", "O_R_Soldier_M_F", "O_R_Soldier_AR_F", "O_R_JTAC_F" ]; _vehicleArray = [ "O_T_LSV_02_armed_F" ]; }; case "INF_E_F": //LDF (Contact) { _unitsArray = [ "I_E_Soldier_TL_F", "I_E_Medic_F", "I_E_Soldier_GL_F", "I_E_Soldier_F", "I_E_Soldier_AR_F", "I_E_Soldier_F", "I_E_Soldier_AT_F", "I_E_Soldier_AA_F", "I_E_Soldier_M_F", "I_E_Soldier_UAV_F" ]; _vehicleArray = [ "I_E_Offroad_01_covered_F" ]; }; case "rhs_faction_usarmy_d": //RHS USAF (USA Army D OCP) { _unitsArray = [ "rhsusf_army_ocp_squadleader", "rhsusf_army_ocp_medic", "rhsusf_army_ocp_grenadier", "rhsusf_army_ocp_rifleman", "rhsusf_army_ocp_autorifleman", "rhsusf_army_ocp_rifleman", "rhsusf_army_ocp_javelin", "rhsusf_army_ocp_marksman", "rhsusf_army_ocp_aa", "rhsusf_army_ocp_uav" ]; _vehicleArray = [ "rhsusf_m1025_d_m2" ]; }; case "rhs_faction_usarmy_wd": //RHS USAF (USA Army W UCP) { _unitsArray = [ "rhsusf_army_ucp_squadleader", "rhsusf_army_ucp_medic", "rhsusf_army_ucp_grenadier", "rhsusf_army_ucp_rifleman", "rhsusf_army_ucp_autorifleman", "rhsusf_army_ucp_rifleman", "rhsusf_army_ucp_javelin", "rhsusf_army_ucp_marksman", "rhsusf_army_ucp_aa", "rhsusf_army_ucp_uav" ]; _vehicleArray = [ "rhsusf_m1025_w_m2" ]; }; case "rhs_faction_usmc_d": //RHS USAF (USMC D) { _unitsArray = [ "rhsusf_usmc_marpat_d_squadleader", "rhsusf_navy_sarc_d_fast", "rhsusf_usmc_marpat_d_grenadier", "rhsusf_usmc_marpat_d_rifleman", "rhsusf_usmc_marpat_d_autorifleman", "rhsusf_usmc_marpat_d_rifleman", "rhsusf_usmc_marpat_d_javelin", "rhsusf_usmc_marpat_d_marksman", "rhsusf_usmc_marpat_d_stinger", "rhsusf_usmc_marpat_d_uav" ]; _vehicleArray = [ "rhsusf_m1025_d_s_m2" ]; }; case "rhs_faction_usmc_wd": //RHS USAF (USMC WD MARPAT) { _unitsArray = [ "rhsusf_usmc_marpat_wd_squadleader", "rhsusf_navy_sarc_wd_fast", "rhsusf_usmc_marpat_wd_grenadier", "rhsusf_usmc_marpat_wd_rifleman", "rhsusf_usmc_marpat_wd_autorifleman", "rhsusf_usmc_marpat_wd_rifleman", "rhsusf_usmc_marpat_wd_javelin", "rhsusf_usmc_marpat_wd_marksman", "rhsusf_usmc_marpat_wd_stinger", "rhsusf_usmc_marpat_wd_uav" ]; _vehicleArray = [ "rhsusf_m1025_w_s_m2" ]; }; case "rhs_faction_msv": { _unitsArray = [ "rhs_msv_emr_sergeant", "rhs_msv_emr_medic", "rhs_msv_emr_grenadier_rpg", "rhs_msv_emr_rifleman", "rhs_msv_emr_arifleman_rpk", "rhs_msv_emr_rifleman", "rhs_msv_emr_rifleman", "rhs_msv_emr_aa", "rhs_msv_emr_LAT", "rhs_msv_emr_marksman" ]; _vehicleArray = [ "rhs_tigr_sts_msv" ]; }; case "rhs_faction_vdv": { _unitsArray = [ "rhs_vdv_des_sergeant", "rhs_vdv_des_medic", "rhs_vdv_des_grenadier_rpg", "rhs_vdv_des_rifleman", "rhs_vdv_des_arifleman_rpk", "rhs_vdv_des_rifleman", "rhs_vdv_des_rifleman", "rhs_vdv_des_LAT", "rhs_vdv_des_aa", "rhs_vdv_des_marksman" ]; _vehicleArray = [ "rhs_tigr_sts_3camo_msv" ]; }; case "Tban": { _unitsArray = [ "TBan_Fighter6", "TBan_Fighter5", "TBan_Fighter4", "TBan_Fighter3NH", "TBan_Fighter2NH", "TBan_Fighter1NH", "TBan_Fighter3", "TBan_Fighter2", "TBan_Fighter1" ]; _vehicleArray = [ "Tban_O_Offroad_01_F" ]; }; case "rhssaf_faction_army": { _unitsArray = [ "rhssaf_army_m10_digital_sq_Lead", "rhssaf_army_m10_digital_medic", "rhssaf_army_m10_digital_gl", "rhssaf_army_m10_digital_rifleman_m70", "rhssaf_army_m10_digital_mgun_m84", "rhssaf_army_m10_digital_rifleman_m70", "rhssaf_army_m10_digital_rifleman_m70", "rhssaf_army_m10_digital_spec_aa", "rhssaf_army_m10_digital_spec_at", "rhssaf_army_m10_digital_sniper_m76" ]; _vehicleArray = [ "rhssaf_m1151_olive_pkm" ]; }; }; _groupSize = [4,10] call BIS_fnc_randomInt; _unitsArray resize _groupSize; //Random position around given position _randomSpawnPosition = [_spawnPosition, random _rangeOfSpawn, random 360] call BIS_fnc_relPos; //Spawning group _spawnedGroup = [_randomSpawnPosition, _sideReinforcements, _unitsArray] call BIS_fnc_spawnGroup; _waypoint = _spawnedGroup addWaypoint [position (allPlayers select 0), 0]; _waypoint setWaypointBehaviour "AWARE"; _waypoint setWaypointCombatMode "RED"; _waypoint setWaypointSpeed "FULL"; _waypoint setWaypointType "MOVE"; _waypoint setWaypointStatements ["true",""]; _spawnedGroup setCurrentWaypoint [_spawnedGroup, 0]; //Spawning vehicle if (_addVehicle) then { _vehGroup = [_randomSpawnPosition, _sideReinforcements, _vehicleArray] call BIS_fnc_spawnGroup; _wp = _vehGroup addWaypoint [position (allPlayers select 0), 0]; _wp setWaypointBehaviour "AWARE"; _wp setWaypointCombatMode "RED"; _wp setWaypointSpeed "FULL"; _wp setWaypointType "MOVE"; _wp setWaypointStatements ["true",""]; _vehGroup setCurrentWaypoint [_vehGroup, 0]; };
  15. Does it work in multiplayer? Yes, MultiPlayer and SinglePlayer. What does this script/function do? This script requests a standard vehicle (unarmed) airdrop for moving purposes on player position. If there is enough space on the airdrop plane, it parachutes 2 vehicles. Supported factions and vehicles BLUFOR NATO (Blackfish NATO Apex Expansion, this place can only fit 1 Hunter or 2 Prowlers as unarmed vehicles) BLU_F BLU_T_F BLU_W_F → 1 Hunter or 2 Prowlers (random) BLUFOR RHS FACTIONS (cargo comes in a C-130 of RHS USAF mod) rhs_faction_usarmy_d rhs_faction_usmc_d rhs_faction_usarmy_wd rhs_faction_usmc_wd → 2 Unarmed Humvee INDEPENDENT (Blackfish NATO Apex Expansion) IND_F IND_E_F → 1 Strider OPFOR CSAT (Y-32 Xi'an Apex Expansion, this plane it only fits one vehicle) OPF_F OPF_T_F OPF_R_F → 1 Qilin (unarmed) OPFOR RHS FACTIONS (cargo comes in a Blackfish NATO Apex Expansion as there is no RHS AFRF plane for cargo (Y-32 Xi'an did not fit GAZ vehicle)) rhs_faction_msv rhs_faction_vdv → 1 GAZ (unarmed, green) How do I call the script? [player] execVM "vehicleDrop.sqf"; vehicleDrop.sqf //Uncomment following if used as function //_unit = param[0]; //Uncomment following if used as script _unit = _this select 0; _unitPos = position _unit; _randomTransportPos = [[_unitPos select 0, _unitPos select 1, 800], 3000, random 360] call BIS_fnc_relPos; _sideUnit = side _unit; _factionUnit = faction _unit; _vehicleType = 0; _transportType = "B_T_VTOL_01_vehicle_F"; switch(_factionUnit) do { //Vanilla units case "BLU_F": { _vehicleType = ["B_MRAP_01_F","B_LSV_01_unarmed_F"] call BIS_fnc_selectRandom; }; case "BLU_T_F"; case "BLU_W_F": { _vehicleType = ["B_T_MRAP_01_F","B_T_LSV_01_unarmed_F"] call BIS_fnc_selectRandom; }; case "OPF_F": { _vehicleType = "O_LSV_02_unarmed_F"; _transportType = "O_T_VTOL_02_vehicle_dynamicLoadout_F"; }; case "OPF_T_F"; case "OPF_R_F": { _vehicleType = "O_T_LSV_02_unarmed_F"; _transportType = "O_T_VTOL_02_vehicle_dynamicLoadout_F"; }; case "IND_F ": { _vehicleType = "I_MRAP_03_F"; }; case "IND_E_F": { _vehicleType = "I_E_Van_02_vehicle_F"; }; //RHS units case "rhs_faction_usarmy_d"; case "rhs_faction_usmc_d": { _vehicleType = "rhsusf_m1043_d"; _transportType = "RHS_C130J_Cargo"; }; case "rhs_faction_usarmy_wd"; case "rhs_faction_usmc_wd": { _vehicleType = "rhsusf_m1043_w"; _transportType = "RHS_C130J_Cargo"; }; case "rhs_faction_msv"; case "rhs_faction_vdv": { _vehicleType = "rhs_tigr_msv"; }; }; //Creating transport for cargo drop _transportArray = [_randomTransportPos, random 360, _transportType, _sideUnit] call BIS_fnc_spawnVehicle; _transportVeh = _transportArray select 0; _transportGrp = _transportArray select 2; //Support call _unit sideChat format["Crossroad this is %1 requesting vehicle drop at grid %2. Over.", name _unit, mapGridPosition _unitPos]; sleep 5; [_sideUnit, "HQ"] sideChat format["Solid copy %1, Buzzard it's 1 click out. ETA 1 minute.", name _unit]; //Spawning cargo and loading _cargoVehicle = _vehicleType createVehicle [0,0,1000]; _transportVeh setVehicleCargo _cargoVehicle; _cargoVehicle2 = _vehicleType createVehicle [20,20,1000]; if ((_transportVeh canVehicleCargo _cargoVehicle2) select 1) then { _transportVeh setVehicleCargo _cargoVehicle2; } else { deleteVehicle _cargoVehicle2; }; //Setting waypoints _waypoint = _transportGrp addWaypoint [_unitPos, 0]; _waypoint setWaypointBehaviour "CARELESS"; _waypoint setWaypointCombatMode "NOCHANGE"; _waypoint setWaypointSpeed "FULL"; _waypoint setWaypointType "MOVE"; _waypoint setWaypointStatements ["_transportVeh flyInHeight 200",""]; //Go to drop zone _transportGrp setCurrentWaypoint [_transportGrp, 0]; waitUntil { (_transportVeh distance _unitPos) < 200 }; //Drop cargo _transportVeh sideChat "Buzzard is making the drop. Code is purple, Good luck guys."; _transportVeh setVehicleCargo objNull; _transportVeh setVehicleCargo objNull; //Go away _waypoint2 = _transportGrp addWaypoint [[0,0,1000], 1]; _waypoint2 setWaypointBehaviour "CARELESS"; _waypoint2 setWaypointCombatMode "NOCHANGE"; _waypoint2 setWaypointSpeed "FULL"; _waypoint2 setWaypointType "MOVE"; _waypoint2 setWaypointStatements ["true",""]; _transportGrp setCurrentWaypoint [_transportGrp, 1]; waitUntil { (getPosATL _cargoVehicle) select 2 < 10 }; Signal = "SmokeShellPurple" createVehicle position _cargoVehicle; Signal = "SmokeShellPurple" createVehicle position _cargoVehicle2; sleep 30; //Cleanup {deleteVehicle _x} forEach (crew _transportVeh) + [_transportVeh];
  16. What does this script do? This script creates a minefield with a random number of mines and IED, positioning them in a random way inside the given area. Does not include APERSTripMine (mines with cable) Does it work in multiplayer? Yes, it works in MultiPlayer and SinglePlayer Parameters _area → Marker → Set a marker area with the size you like in editor _minMinesCount → int → Minimum number of mines you want in the area _maxMinesCount → int → Maximum number of mines you want in the area How do I call the script? Just get into your init.sqf and place it like this, has to be server only. If you have multiple minefields you have to add multiple lines with each marker and number of mines. if (isServer) { ["MarkerName", 10, 30] execVM "randomMinefield.sqf"; }; Next improvements - Will use marker position and specified range manually instead of marker size which is not very handy. randomMinefield.sqf //Uncomment following if used as function //params["_area", "_minMinesCount", "_maxMinesCount"]; //Uncomment following if used as script _area = _this select 0; _minMinesCount = _this select 1; _maxMinesCount = _this select 2; _minesArray = ["ATMine","APERSBoundingMine","APERSMine","IEDLandBig_F","IEDUrbanBig_F","IEDUrbanSmall_F","IEDLandSmall_F"]; _minesCountInArea = random[_minMinesCount, _maxMinesCount/2, _maxMinesCount]; _areaDimensions = getMarkerSize _area; _minesPositionRange = _areaDimensions select 0; _counter = 0; while { _counter < _minesCountInArea } do { _randomPosition = [[[getMarkerPos [_area, true], _minesPositionRange]],[]] call BIS_fnc_randomPos; createMine[selectRandom _minesArray, _randomPosition, [], 0]; _counter = _counter + 1; };
  17. Hello, there are many ways to create an IED script but many things involve public or external variables, triggers and many stuff that makes it complex. This is a simple script that you also can use as function for multiple objects and triggers the IED automatically with just one script line inside the object you'd like to blow up. Does this work in multiplayer? Yes, it works in MultiPlayer and SinglePlayer How does this script work? As soon as AI or a player walks near it, it just explodes, leaving scripted debriefs and craters based on explosion intensity. Parameters It accept 3 parameters: - currentObject → it is the object in the editor that you trigger to explode; - iedIntensity → It used 3 level of intensity (how big is the blast), obviously you can put 1, 2 or 3. - isCar → boolean value (true, false) if is a car, if true keeps wreck of the vehicle. How do I call the script? Just open the object you'd like to have an IED and put the following line: [this, 1, true] execVM "iedBlast.sqf"; iedBlast.sqf //Uncomment following if used as function //params["_currentObject","_iedIntensity","_isCar"]; //Uncomment following if used as script _currentObject = _this select 0; _iedIntensity = _this select 1; _isCar = _this select 2; _positionCrater = getPosATL(_currentObject); _debriesCount = 0; _exploded = false; while { !_exploded } do { //Check if players are around { if((_x distance _currentObject) < 5) then { _exploded = true; }; } forEach allUnits; if(_exploded) then { switch(_iedIntensity) do { case 1: { _bombType = "M_Titan_AT" createVehicle (getPos _currentObject); soilCrater = "Land_ShellCrater_01_F" createVehicle ([0,0,0]); _debriesCount = 3; }; case 2: { _bombType = "Bo_Mk82" createVehicle (getPos _currentObject); soilCrater = "Land_ShellCrater_02_small_F" createVehicle ([0,0,0]); _debriesCount = 10; }; case 3: { _bombType = "IEDLandBig_Remote_Ammo" createVehicle (getPos _currentObject); soilCrater = "Land_ShellCrater_02_large_F" createVehicle ([0,0,0]); _debriesCount = 15; }; }; soilCrater setPos _positionCrater; //---Keep Car Wreck--- if(!_isCar) then { deletevehicle _currentObject; } else { _currentObject setDammage 1; }; //---Spawning debries--- //Land_ShellCrater_02_debris_F for "_i" from 1 to _debriesCount do { _distance = [2, _debriesCount] call BIS_fnc_randomInt; _direction = [0,359] call BIS_fnc_randomInt; _randomPos = [_positionCrater, _distance, _direction] call BIS_fnc_relPos; "Land_ShellCrater_02_debris_F" createVehicle _randomPos; }; }; };
  18. Hello everyone, I've created this 2 scripts/functions because I was bored to find (for an hour) and kill the last enemy in a sector to get control of it, even though I had a hundred allies in it. I recommend to use both scripts as functions and not scripts, because both can be called multiple times and having functions can be a lot more handy if you guys are scripting. Does it work in multiplayer? Yes, MultiPlayer and SinglePlayer. What does this script/function do? This script accepts 2 parameters: - Position (center position of the sector) - Range (Ellipse range in meters) It calculates (by counting infantry of each side inside the sector) which side is owning the given sector and returns it as text. How does it calculate the infantry inside? It calls a second script which is getUnitsCount. This script can be also called by itself if you need it somewhere else, it accepts 3 parameters: - Position - Range - Side → of which you want to get the units count inside the area. If AI vehicles are inside the area, crew will be calculated. getUnitsCount returns the sum of the units, therefore an integer value. Return values - "west" → If BLUFOR are owning the sector; - "east" → If OPFOR are owning the sector; - "independent" → If Independents are owning the sector; - "civilian" → If no-one is owning the sector, which means not a single west, east or independent unit is inside the area, therefore civilians own it or it's currently contended (same units for each side) How do I call the script? [_positionParameter, _rangeInMeters] execVM "getCurrentOwnership.sqf"; How do I use it in a trigger? Simply put a trigger with the following condition, obviously on the right hand side instead of west you can use civilian, independent or east if you'd like to check if the given side has ownership of the area. It can be also called from other script if you like to do so. Make sure the trigger is ServerOnly!!!!! ([_positionParameter, _rangeInMeters] execVM "getCurrentOwnership.sqf") == "west" ----------------- SCRIPTS ----------------- getUnitsCount.sqf //Uncomment following if using as function //params [ "_position", "_distance", "_side" ]; //Uncomment following if using as script _position = _this select 0; _distance = _this select 1; _side = _this select 3; _infantrycount = 0; _countedvehicles = 0; _vehiclecrewcount = 0; _infantrycount = _side countSide ( [ _position nearEntities [ "Man", _distance],{ !(captive _x) && ((getpos _x) select 2 < 100) }] call BIS_fnc_conditionalSelect ); _countedvehicles = [ ( _position nearEntities [ ["Car", "Tank", "Air"], _distance] ), { ((getpos _x) select 2 < 750) && count (crew _x) > 0 } ] call BIS_fnc_conditionalSelect; _vehiclecrewcount = 0; { _vehiclecrewcount = _vehiclecrewcount + (_side countSide (crew _x)) } foreach _countedvehicles; //Return value (_infantrycount + _vehiclecrewcount) getCurrentOwnership.sqf //Uncomment following if using as function //params["_position","_range"]; //Uncomment following if using as script _position = _this select 0; _range = _this select 1; _westCount = [_position, _range, west] call OFF_fnc_getUnitsCount; _eastCount = [_position, _range, east] call OFF_fnc_getUnitsCount; _indeCount = [_position, _range, independent] call OFF_fnc_getUnitsCount; _result = 0; if (_westCount > _eastCount && _westCount > _indeCount) then { _result = "west"; }; if (_westCount > _eastCount && _westCount < _indeCount) then { _result = "independent"; }; if (_eastCount > _westCount && _eastCount > _indeCount) then { _result = "east"; }; if (_eastCount > _westCount && _eastCount < _indeCount) then { _result = "independent"; }; if (_eastCount == _westCount && _westCount == _indeCount) then { _result = "civilian"; }; _result;
  19. I've hit a bit of a problem while developing a mission for a few friends of mine. I have 4 respawn points in total across a whole mission. 3 of them are revealed by triggers as a player enters an area and should have limited respawns. 1 respawn point is to be a starting area with an unlimited respawn point. My reasoning for doing this is to allow players to get back into the quickly and add a failure condition. This also allows them to spawn back at the starting area at anytime and still allow the leaders provide passive support over radio. So far I have not found a solution to this problem :/. So far I have tried syncing a respawn tickets module to the three limited respawn points and adding tickets. However, this didn't work because the starting area respawn was also affected by the tickets. I couldn't find anyway of editing the number of tickets for each of the respawns either. I have also tried adding a complex show/hide module setup to see how it would affect it. Of course, no such luck. I could place limited vehicle respawn for getting back into the fight instead but increases the time for people join back in the fight. Am not all well versed in scripting but any solution or help would be appreciated :D.
  20. So we are building a Arma 3 sandbox Server the problem is that many vehicles are often damaged but only slightly so that they don´t respawn i want to make a trigger which tiggers the vehicle respawn every 60 seconds so that there are only fully repaired vehicles at the Spawn if it´s possible to only respawn damaged vehicles that would be even better but i guess that´s not possible thanks for you´re help Marvin Letsche Admin at German-Gamers.net Edit: solved it with a respawn script
  21. I'm trying to find a scripting command that prohibits a curator from editing an object, similarly to how a player is not moveable, killable (END), deletable etc. by the curator. I did some looking and all I found was a command that checks weather or not an object is editable by the curator, none that explicitly restrict curator editing. While I was typing this I thought of a potential solution, I'll give it a shot later and report back code in spoiler, however if someone already has a solution or more info on this leme know! This should go in the objects init (I guess).
  22. Hello, it's over a week i'm searching through the internet to find a solution for my problem with no luck at all. I'm trying to make a Seize mission using the seize module, which is the favourite gamemode we play with friends, but even if i sync GM units to zeus addon module, the infantry units aren't working at all, when i access the Zeus interface as a debug i can only place vehicles but not infantry. Please help, attached to the post the editor version for the mission. Download sample mission
  23. Hi I have a problem fixing the code, so I ask for help like this. In Arsenal, I modified the code so that only engineers can bring explosives, but the error continues to be printed if am i wrong language was used. any ideas? [] spawn { waitUntil{ if (("B_engineer_F") = false) exitwith { [format ["<t size = '.6' color='#ff3030'>%1은(는) 사용할 수 없습니다.</t>", getText (configFile >> "CfgMagazines" >> _x >> "displayName")], 0, 1, 1] spawn BIS_fnc_dynamicText; player removeMagazines _x; } forEach ([[], magazines player arrayIntersect removemagazinexiplosives] select ARSENAL); }; false }; korean mean : %1can't use this error list : if ("B_engineer_F" = false) then [format ["<t size = '.6' c> 22:00:12 Error position: <= false) then [format ["<t size = '.6' c> 22:00:12 Error ) is missing 22:00:12 File C:\Users\1234\Documents\Arma 3 - Other Profiles\Taru\mpmissions\RSF_DEVELOP3.Altis\initPlayerLocal.sqf..., line 422 (english translated, sry)
  24. as you can see, I play this scenario I edit; when I spawn, it just leaves a mark on the map which I stand for, then I use force respawn, it will directly generate a spawn point on the location, I check the attribute, I select a player to spawn on customed position
  25. TL;DR - I installed the Antistasi Mod and need help editing in some weapons. I have recently subbed to this mod on steam and I want to play online with a few friends. At the beginning of the game you get access to the Virtual Arsenal to gear up your team. I want to add some weapons and gear to the arsenal but I am unsure how to do it without breaking the mod. Basically, I am starting from scratch I have watched Gunter's tutorial on editing mods through the eden editor. But I was unable to get the MP version of my mod to work I pasted the unpacked folder into the missions folder that eden editor accesses, I could find the SP version of the mod ( I added that separately alongside the multiplayer mod folder) but I am unable to find the MP one so I have given up on that option. I have used PBO manager to unpack the mod folder and I have access to the scripts and files for the scenario. Could I edit the arsenal directly from here or do I have to use the editor honestly any advice could be helpful at this point lol.
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