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Showing results for tags 'enemies'.
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initializtion Where to place my script
rkemsley posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all, I have created a short piece of code that makes the Curator Editing Area follow the Curator player around the map. I have four potential Curator players (BLUFOR_Player001 to BLUFOR_Player004) who all have the exact same code linked to them except for their names and Curator Editing Area code. Each of the four BLUFOR Curator players are not created on map initialisation. Instead, I wanted the player unit to be created when a player decides to play that role. I initially had my script in the init.sqf, however, when testing, I would get errors saying that the other BLUFOR Curators did not exist (because I was only playing as BLUFOR_Player001). What I am wondering is how/where do I place my script so that it is added to every new BLUFOR player when they join the game (It must be unique to them, see below).- 27 replies
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- arma 3
- addcuratoreditingarea
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Project OPFOR brings you new factions and armies, which were/are involved in recent military events in past few yearrs. For now to use this mod you only need three mods made by Red Hammer Studio - Armed Forces of Russian Federation, United States Armed Forces and GREF . Never heard about our mod? Mind reading this summary. It adds over 30 new factions to the Arma 3 from all around the world. A vast range of forces such as Middle Eastern Militia, Novorussian Armed Forces, Ukrainian Armed Forces, Islamic State, Irish Republican Army and many more will totally revamp your Arma 3 experience. You dont need to bother about quality of weapons used by our units - in this case we are totally dependent on RHS. In summ our mod adds nearly 500 new uniforms, headgears and vests to keep our factions as realistic as possible. DOWNLOAD: Mega - https://mega.nz/#!GwImlYRQ!I4zAYgarZjtPtB_mHOegURVHQxlGymp6ydX28zkNx80 Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=735566597 http://imgur.com/a/9nVey Changelog: (for complete check SW or README.txt) 0.3.0 - Added Hellenic Armed Forces - Added North Korea Army - Added Syrian Arab Army - Added Turkish Armed Forces - Added M93 uniform for several factions (about 50 variants) - Added some PMC uniforms textures (including DADPAT mod) - Added PASGT helmet in various camouflages - Added SSh-68 helmet in various camouflages - Added M1 Helmet in various colors - Added new content to randomization scripts - Added Offroad (SPG-9) for several factions - Added 2S1 for Iraqi Armed Forces, Iranian Armed Forces, Novorussian Armed Forces and Ukrainian Armed Forces - Added GREF weapons to several factions - Added IzH18 for Middle Eastern Militia - Added Kar98 for Middle Eastern Militia - Added L1A1 for Iranian Armed Forces - Added MG 42 for African Militia, Boko Haram, Iraqi Armed Forces, Iranian Armed Forces, Islamic State, Novorussian Armed Forces - Added Mosin Nagant for Afghan Militia, African Militia, Islamic State - Added Sa vz.58 for Afghan National Police, African Militia, Islamic State, UVF, IRA, Peshmerga, Iraqi Armed Forces - Added Sa vz.61 for Middle Eastern Militia, African Militia - Added Project OPFOR icon to uniforms in Virtual Arsenal - Changed renamed Ukrainian 6B27M to Kaska M-2 - Changed Lee Enfield hidden from arsenal and units - Improved totally revamped Private Military Company faction - Improved Datsun Physx (thanks to reyhard) - Improved many older textures - Fixed Land Rover dust effect - Fixed backpacks classes to better fit some units - Fixed many things we cant recall at this moment - Removed A3 BDU in favour of M93 uniforms - Removed 6B27M in various camouflages - Removed ISTS and Boko Haram tags from uniforms Known Bugs: - Generating ST on the fly is very slow .rpt error - Missing some takistani clothes (help needed) - Missing some dedicated textures for vehicles - Black spots on Chedaki 03 uniform back - Some 3den preview images are missing (IRA and UVF) Credits: - Red Hammer Studio for their awesome mods - Reyhard for a lot of help, T-72 CDF textures and permission to include his T-34 and T-55 - zGuba for introducing me to the arma configs and answering many of my questions - Stagler for his chechen units textures from Arma 2 - LFT? for textures for turkish faction - trenchgun for his "DADPAT" Private Military Company retextures - Nadezhda_grapes for his "Plaid" and "Floral Plaid" patterns - rawpixel.com for his "Floral" and "Palm" patterns - >D4S< Shepherd of Fire for extending some editor groups - Ma77h3hac83r for new logo and banner - Mikero for his awesome tools - Basher for helping with stringables - brainslush for helping me fixing a lot of stuff - (SWE) Jonathan for making ChDKZ and SLA screenshots - Aplion for letting me use his physX configuration for landrover (not in use btw) - Krukov and his IEU for bughunting and feedback in the past - Grim Panda and his Force Protection Combat Team for testing in the past - Sharpmaster1379 for being our military advisor in the past - Whole community for help, feedback and ideas - Bohemia for best game in the universe
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Hello, Brand new Mini DayZ player here, [less than a week] and I am loving it! My boyfriend was playing for a while then after hearing all the excitement, I asked about it and he showed me. I am now happily a fan. It takes me back to my PC game days of Krush, Kill, & Destroy but more hands on. After playing the game and lots of dying, I now have a ton of questions [and a suggestion or 2] that I can't seem to find the answers to. Hopefully you can answer them. ***What clothing items [besides T-shirt] can be torn into rags? I have searched so many places online and I cannot seem to find the answer to this. I know in the original game DayZ, there was a decent list of clothing that could be torn into rags, some even torn into more than 1 rag. Please help! ***How many times can you harvest a plant before it "dies" ? Do the plants die, become unable to be used? I know you get like 2-5 crop from most plants. What I'm wondering is if it keeps growing new crop on it's own or do you have to plant new things each harvest? [note: this is in reference to farming in the game. I am not asking about berry bushes.] *** How long do items survive when dropped on the ground? Does the map referesh every X amount of hours? *** Can your character get attacked while inside a civilian tent? *** Why can bear traps hurt our characters but not barbed wire? Wouldn't it make sense to make bear traps and other similiar things only harm the enemies? Seems to give them even more of an unfair advantage than what they already have. *** What is the purpose of the fuel can? *** Why can certain enemies enter certain buildings? How do we know which enemies can enter buildings or which buildings they can enter? Do enemies change per island you visit? *** What is the secret place? How would we know we have found the secret place?
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scripting [SOLVED]Remove CuratorEditingArea when enemies nearby
rkemsley posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all, I am currently making a map which requires a Curator Editing Area to follow the player around the map. I would like it so that if an enemy of the player enters the Curator Editing Area, the Curator Editing Area is disabled (to stop him spawning stuff on top of the enemy). I have managed to write a script which has the Curator Editing Area follow the player... //init.sqf [] spawn { while { alive t1 } do { myCurator addCuratorEditingArea [ 0, position t1, 50 ]; sleep 0.05; }; }; How this works is by creating a Curator Editing Area at the position of the player every 0.05 seconds. The interesting part is that you keep the ID of the Curator Editing Area, this means that it deletes the old Curator Editing Area when the new one is created. (Curator Editing Area ID being 0 in this case). The problem I have is temporarily disabling the creation of "new" Curator Editing Area 's while an enemy is within range. So I need to be able to temporarily disable the script (which I do not know how to do).- 1 reply
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- arma 3
- removecuratoreditingarea
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I want to set the faction Syndikat to enemy towards everyone, but i want to keep the other Independent factions friendly towards Blufor, is it possible? or perhaps some work around to make it so? The command independent setFriend [blufor, 0]; makes all independent factions hostile, surely there is another way?