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Showing results for tags 'events'.
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Sysroot's Utility Scripts [SUS] This "mod" is less so a mod and moreso a collection of utility scripts created in hopes of assisting you in creating other, more complex mods/missions. The mod currently consists of 4 SQF scripts with varying utility functions: EzAnimate : Various functions for easily and efficiently animating objects in different ways. EzEvents : Various functions for easily creating and managing custom events. EzQuaternions : An easy to use library for working with quaternions and vector rotations utilizing them. MiscUtils : Miscellaneous utilities that don't really fit into a file of their own, but are useful for various things. Interested? See more info on the steam workshop page here. Any questions, concerns, or suggestions are very welcome and much appreciated. This is my first time posting on this forum, so I apologize for any mistakes. Note that the steam workshop page does have a dedicated discussion thread that I will also be monitoring. Thank you for your time!
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Sysroot's Utility Scripts [SUS] This "mod" is less so a mod and moreso a collection of utility scripts created in hopes of assisting you in creating other, more complex mods/missions. The mod currently consists of 4 SQF scripts with varying utility functions: EzAnimate : Various functions for easily and efficiently animating objects in different ways. EzEvents : Various functions for easily creating and managing custom events. EzQuaternions : An easy to use library for working with quaternions and vector rotations utilizing them. MiscUtils : Miscellaneous utilities that don't really fit into a file of their own, but are useful for various things. Interested? See more info on the steam workshop page here. Any questions, concerns, or suggestions are very welcome and much appreciated. This is my first time posting on this forum, so I apologize for any mistakes. Note that the steam workshop page does have a dedicated discussion thread that I will also be monitoring. Thank you for your time!
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Naming conventions of event scripts
juleshuxley posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ok so I'm in the early stages of learning arma 3 scripting. Basically inside an existing mod I find this script in the root directory: MyMod_init.sqf Based on this entry page, https://community.bistudio.com/wiki/Event_Scripts, I assume this means MyMod_init.sqf is "Executed when mission is started (before briefing screen)" So my question is, do you name your event scripts like this below? The name in the filename before the underscore has confused me a bit. <FoobarMod>_init.sqf <FoobarMod>_initPlayerLocal.sqf <FoobarMod>_initServer.sqf -
Hello everyone! Sorry if I post a duplicated topic, but I still need a help. I have a problem that I couldn't find a solution to. On my dedicated server I need to handle players when they connect to a lobby, but unfortunately the onPlayerConnected event doesn't satisfy my needs. The problem is the onPlayerConnected and its stackable version only appear when a mission is started and it's doesn't work when there is the lobby or a briefing time. I would like you guys to give me some possible solutions, I just need to call a script when a player connects to the server in any time. Thanks in advance!
- 2 replies
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- dedicated server
- events
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SLS Modpack We have a brand new server currently open to the public! On a normal day we run the KPliberation mode, but we often make events for anyone to attend! These events can range from a milsim type operation to something a little more fun like a STALKER theme. (Definitely planned and in the works now by me.) If you wish to attend these events, simply join our discord server and we will soon have an event signup channel. Currently we only have Altis, but don't fret, we are working CUP maps into our rotation! This will take time and we will slowly be rolling them in one at a time as we are only two people. We use ACRE2 so please connect to our teamspeak server upon joining, the server rules are posted on the discord, so please give those a read! We don't mind if you join just to read those and leave afterwards. Teamspeak: 172.93.102.138:9002
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- liberation
- co-op
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(and 12 more)
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Re-Activated December 28 2018 to counter the growing threat of CSAT and insurgents forces. All new recruits are to report to their nearest recruiting office for assignment. Recruiting Station https://discord.gg/NHzqFws Who Are We? -We are a Arma 3 tactical realism community for those who seek tactical team play, and others who want to relive that awesome military life with out the garrison customs and courtesy drama like cult thingy. Our community fosters new players and understands most have been playing fortnite, battlefield and Call of Duty their entire lives. We are here to help you transition from run n gun Rambo lone wolf solid snake American sniper tactics into awesome well oiled CSAT killing tactical machines. We also understand that sometimes a lot of what we teach doesn’t make sense to those accustomed to player revives with a dirty reused needle. So here we offer open membership to all our causal players to come and join us on our Dedicated Server and teamspeak channel to help us take some of these towns on the chaotic KP liberation mission. If you find out that you kinda like the team and some of the Official unit members then ask to officially join the unit. What do I have to do to join the Unit? -Good question! Most of that information can be found in that discord channel I posted in the beginning. But to give you a barnie style breakdown, you first need to attend the units basic training which is broken down into 3 30-60 minute sections Red, white and blue phase. The basic training will go over unit standards, tactics and all roles available for you to fill. After that there is specialized courses for various roles. You can specialize in one or be a jack of all trades, it’s up to you! When do you guys play? - the peak hours among the unit is around 1800 Gmt and we normally hold training on Tuesdays and Fridays, with unit operations on Saturdays. Any other days of the week are normally casual days so jump on and have fun. Can I be pilot? -Sure.....in casual gameplay, going to go ahead and assume you just downloaded the game. So if you want to be a unit pilot I’d prefer you practice, and learn to hurry up and wait. Because having planes blaze down an entire village before the troops get there is kinda a immersion killer. Can I fly Transport? -only if you can land Why do you only have slots for certain roles? -let’s put it this way, if your playing on a football team your likely not running the football if your a lineman and probably not catching the football if your the quarterback. Every position has a role and specific task and if one person is not sticking to their role the whole team fails. So in the 32nd ID we build our squads in a way where just about all tasks can be completed with the least amount of players. A Squad typically consists of about 9-12 players —ALPHA TEAM— Team leader Rifleman. (AT) Grenadier Automatic Rifleman --BRAVO TEAM— Team Leader Rifleman (SDM) Grenadier Automatic Rifleman —Command Elment— Squad leader Medic RTO/FO/JTAC Machine Gunner Other roles are planned for the future as the unit expands but for now we ask that players become familiar with the available roles. And fill them when needed. How to I get into the server or teamSpeak? - super easy, first join the discord and look in the appropriate channels or direct connect here: https://units.arma3.com/unit/32ndinfantry Hopefully you fill all warm and fuzzy inside about what we offer here, and muster up the courage to join. If you have any questions please feel free to ask either here, the discord or in game and will try are best to answers all reasonable questions. See you soon........
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IGN Events Framework v1.1 - Global MP Events / Remote Execution Added!
igneous01 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am proud to present a new framework for mission makers to use. Thanks to the initial feedback, the framework was rewritten to utilize the latest scripting commands added for improved performance, as well as proper MP support with broadcasting / global events. Global events can be raised from any machine, and handlers registered to on client machines are remote executed when an event is raised. JIP is still being looked into for integration. IGN Event Framework gives mission makers custom event support, being able to define events, add handlers, and raising events. The framework was originally developed back in 2014 when I released Tiger Shark on the steam workshop (which heavily used it for updating tasks and controlling mission flow). Most of the 'pilot xxx' missions on Steam Workshop also use this framework. Download: http://www.mediafire.com/file/6c5o9louso1583o/IGN_EH_v1_1.zip The download comes with demo missions, documentation, and in 2 flavors - the typical scripted approach, and CfgFunctions approach, with instructions on how to install using both. There is also debug mode support, Documentation is included with a list of all calls and explanations for each in the Docs folder. There is a manual.pdf included, but it's not complete by any means. There are also some functions for creating functors/function objects, but this is still work in progress. Changelog: v 1.1: - added path parameter to IGN_EH_INIT.sqf, which lets you specify the path where IGN will compile scripts from. Useful if you wish to move the folder to a different directory. - compileFinal used instead of compile - rewrite of all functions to utilize new scripting commands (push, params, etc) - added proper MP support with global events and remote handlers - added new demo mission IGN_EH_MPDemo1_DedicatedServer.VR which showcases using events on dedicated server with clients - updated documentation v 1.0 - Initial Release Demo Missions: IGN_EH_SPDemo1.VR - a mission with 3 tasks using the traditional scripted approach IGN_EH_SPDemo2.VR - same mission, this time using the CfgFunctions approach IGN_EH_MPDemo1_DedicatedServer.VR - same mission, tweaked to use both Global and Local events Please feel free to leave feedback and any bugs encountered using this. -
I would like events for reviving. An event handler should be able to be added to the game so I can receive events. HandleRevive [unit, revivor, state] unit: soldier that is down. revivor: soldier that is reviving downed soldier. state: "started", "canceled", "completed"