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kenoxite posted a topic in OFP : MISSION EDITING & SCRIPTINGThis is something I wanted to post several weeks (months?) ago, but never got to do. It's a series of scripts, single and packs, that some of you might find useful. Beware that some of them aren't properly tested or simply unfinished (meaning that they basically work, but might contain bugs as aren't properly tested or developed). I'll tag those as I list them (and as I remember). -- MAP AI RUCKSACK - WW4 v1.0 REQUIRES: MapFact's rucksacks - WW4 Gives rucksacks to WW4 units and allows them to use the ammo stored there when needed. Every time the unit runs out of ammo it'll check its rucksack. If compatible mags are found it'll proceed to use the rucksack the same way a player does (crouching, etc). If no magazines are found and the unit has a LMG it'll ask to his mates for ammo. If any other unit in his group has compatible ammo that will be auto-magically* transferred to the unit requesting it. Tents, etc aren't supported by this script. Only rifle, pistol, etc mags and grenades (hand, smoke, launcher). *This is done to prevent breaking missions, scripts, player orders, or simply to avoid AI units pingponging between locations. DOWNLOAD: http://www.mediafire.com/download.php?jwdzaj12bpspvbt -- HEAL GROUP v1.0 This script pack will automate the healing process of a whole group, as long as there's a medic in their group. It is initiated by selecting the corresponding option in the player's action menu. When using the MapFact's rucksacks - WW4 addon, units lightly damaged will try to heal by using their own bandages before calling for a medic. DOWNLOAD: http://www.mediafire.com/download.php?93ks69dru11n1s9 -- kVEHICLES v0.1 Unfinished/Untested Several fixes and features related to vehicles in OFP. FEATURES - Replaces empty vehicles with clones, to force AI units in the player's group stop firing at it - Crew bails out if vehicle can't move, can't fire or has no ammo - Cargo of land vehicles dismount if vehicle is hit or in danger - It might work in MP (I'm not sure if I included it in this version) IMPORTANT: In kVeh\start.sqs you'll probably want to change this: kVeh set [ 0, "wgl_units"] to this kVeh set [ 0, "list allUnits"] Or whatever array you use to keep track of all units. This is needed in order to vehicles to know when they're in danger DOWNLOAD: http://www.mediafire.com/download.php?98ck2f6aewysu2b -- WGL AI RUCKSACK v1.0 Allows AI units to use items stored in their WGL rucksack. Every time the unit runs out of ammo it'll check its rucksack. If compatible mags are found it'll proceed to use the rucksack the same way a player does (crouching, etc). If no magazines are found and the unit has a LMG, MG or some type of rocket launcher it'll ask to his mates for ammo. If any other unit in his group has compatible ammo that will be auto-magically* transferred to the unit requesting it. Bandages and other items aren't handled by this system. Hand grenades (explosive and smoke) are, though. *This is done to prevent breaking missions, scripts, player orders, or simply to avoid AI units pingponging between locations. DOWNLOAD: http://www.mediafire.com/download.php?bi15575ln8w3y3a -- REASSIGN WEAPONS WW4 v4.2 This had its own thread somewhere, but I'm adding it here for convenience. Equips individual units or whole groups with predefined sets of weapons. The weapon sets are based on the ones being used by the different types of WW4 units. It can also equip high dispersion (HD) ammo, suppressors, night vision goggles, antimaterial rifles (for the snipers) and grenade vests or flare pouches (for the grenadiers). CHANGELOG: DOWNLOAD: http://www.mediafire.com/download.php?af5f2gjl4ycc62h -- kFLARES v1.0 The passed unit will be equipped with a grenade launcher and flares and will shoot them during nighttime if it detects enemies close DOWNLOAD: http://www.mediafire.com/download.php?3ttaelx2na4dopy -- kINFOSHARE v1.2 Allows group leaders to automatically share information about enemy units with each other. The distance at which they can transmit this information will depend on their side and wether or not they have an RTO or a vehicle with a radio in their group (in this case they can transmit to all friendlies on the map, without distance restrictions). Singleplayer and multiplayer. DOWNLOAD: https://www.mediafire.com/download/isz92piv9bawpe8/kInfoshare_v12.zip -- REFILL CRATE WW4 v1.0 Refills crates or vehicles with ammunition (and weapons) associated to a given side The type and amount of ammo and weapons to be used as cargo is predefined in the code You can fill a cargo with ammo and weapons from several sides at once. You can also fill it as many times as you want from a single call, or fill it only with high dispersion (HD) variants of the ammo DOWNLOAD: http://www.mediafire.com/download.php?qdbejdjsj2868k0 -- BAS STAND AND CROUCH v1.0 Modification of the BASriverStandup.sqs script Original script by Rom These are two separate scripts, one for stand up and the other for crouch. Periodically forces all the units inside a trigger area to crouch, and reverts them to auto when they are outside. Those units that can't stand up (hurt legs), are inside a vehicle, don't have any ammo left or are players are automatically excluded DOWNLOAD: http://www.mediafire.com/download.php?g7lkx5sv39a71go -- WALKERS MANAGER v1.0 Standalone version of the CivPopulate script Adds a unit to the walker manager The walker manager then will take care of moving them around at random intervals to random positions [i just noticed I didn't include a proper readme for this, so I'll post the instructions below] INSTRUCTIONS Put this line somewhere (like in init.sqs):  exec "walkersManager.sqs" Add this line to any units you want to walk randomly (values are just examples): [this,getPos this,30,"full","careless"] exec "addWalker.sqs" It has this format: [<unit>,<current position>, <wander range>,<speed>,<default behaviour>] exec "addWalker.sqs" DOWNLOAD: http://www.mediafire.com/download.php?0623ap6rnp5q114 -- HD AMMO WW4 v1.0 Changes every magazine of any array of units to its HD (high dispersion) equivalent, if it exists DOWNLOAD: http://www.mediafire.com/download.php?vcyfkgrokcusldm -- That's all, folks.
I'm hoping someone can help me with this. It's been a long time since I have worked on some missions in ARMA 3 and have never been that great with scripting. I couldn't find what I was looking for through searching the forums so... I am creating a mission where the players must repel an attack on their FOB (Vietnam era, so not a lot of night vision.). I want to create a regular interval of illumination flares to be spawned above the FOB as if a nearby FSB is supporting the base with illumination during the fight. I'm not quite sure how to go about doing this however.