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Found 19 results

  1. Test Lab Workshop for ARMA III, ver. BETA 0001 (2019) This download is compatible with APEX game version 1.7 and higher Drive Link Download: Test Lab New Live readMe file This download includes mission editor files. When my mission folder began to overflow with script test scenarios and VR compositions, I decided to create a master workshop file to use in the future. I considered what features should be built in. Hopefully this tool will be helpful for you, too. INSTALLATION Install the folder 0_testLAB.VR to your ArmA 3 mission folder (usually in Documents). Examples included: Images: Video: THANKS to everybody at: Bohemia Forums Check out our Patreon page Ascina Illustration & Design Arma Public License No Derivatives (APL-ND)
  2. Hello guys. Does anyone know a way to prevent functions from launching in the main menu? When I set up my functions to pre-init or post-init, they also execute in the main menu but I don't want this to happen.
  3. I have built a military training area in the game editor mode and its almost all ready to go live, however I cant seem to find the correct Init: in the functions menu for spawning people close to the training site. I would like to be able have people just join the live server and jump straight to the training site with a basic load out.
  4. Hey guys, what is the most efficient way to load your custom scripts during initialization? So far I've just been using [] execVm over and over and I can't help but feel there is a better way. Any better ways to list your scripts say as an "include" like in c++? I'm coming from a software developers point of view so throw what you got at me.
  5. Hi! simple question : is there a way to return an object's init code (set in the editor in its init field, or later with createVehicle) in the form of a string?
  6. Hi all sorry im again :D I would Give a unit a init over this trigger below when he join my group. The Condition of the trigger are : ({alive _x} count units mygroup) < 2 And in on Activation i would give the group member this in the init : dummy = [this, units (group this)] execVM "automedic.sqf"; This is for a script that force ACE 3 Ais to revive me . I know i can normally set :dummy = this ............. in the init field of my group member BUT the group member existing not before , i recuit them with the Ravage recuit script and want to give them the init when he joining me. Its that possible to make that over this Way ? I only found ways to spawn units with a init but nothing over joing player goup . Tanks again for Reading and hopfully try to help me ! :)
  7. Hello, I need a little help: I would like the AI not to be visible to the naked eye but only visible through thermal NVG. I would like to add it either in the IA init or in a script. And usable in Multiplayer. Can someone help me?
  8. Hi, I am fairly new to modding, so I don't understand too much yet. I searched the forums but not found much info about this. I made a script which adds a "HandleDamage" eventHandler and some code in it to a unit. I want to add this script to every man class unit created either on mission init or spawned later. Actually on mission start I can do it with a simple '{} forEach allUnits', but I have troubel with the spawned ones. I think it would be the best to add the code to every units init field. As I understand the eventHandler init should do the trick but I dont really understand how shold I set it up. Sofar I've tried to add this to my mods config.cpp class CfgVehicles { class EventHandlers { class Man; { init = "systemChat format ["Man created: %1", _this]"; }; }; }; Of course I would put run a 'fnc_somescript.sqf', but first I just tried to display a text for testing purposes. Could someone explain how this should work? Or show alterntive ways to run script for every man created. Thanks.
  9. I created a vehicle init script a few months ago with the purpose of automatically making the plane auto-eject pilots when the damage to the plane exceeds a certain threshold while limiting the damage to .9 for a few seconds preventing it from blowing up instantly. After a recent arma update however the script stopped working so I'm hoping that maybe someone more experienced in arma scripting can help me out with it. My current revisions (seperated with a line) of the vehicle init with comments: https://pastebin.com/XSyXyES1 I'm trying to avoid using seperate script files to make this a simple copy-paste solution for everyone who isn't that familiar with mission editing.
  10. Hi. I want to make an addon with this script: ["unit", {(_this select 0) setVariable ["ace_movement_loadCoef", 1]}, true] call CBA_fnc_addPlayerEventHandler; I ve tried following instructions from here: here http://www.ofpec.com/forum/index.php?topic=35205.0 and here But it still doesn t work. Any ideas? Thanks
  11. Hello all, This is Joel. I am a code newb and an EDEN noob. I love this game and I've been banging out my first scenario with glee, with a couple of puzzling hangups. I try assiduously to figure stuff out on my own and read in the forums. I feel like there a thousand variations of my problem with a thousand different replies. So, here I am asking for help. I apologize if this is painfully newbish. Here goes. 1. I am trying to create a properly formatted briefing. I first tried placing the creatediary module in the scenario editor screen, and editing the situation, mission, execution, signals, etc. The result, when played in the game is a sloppy, unformatted mess. I then read about using html tags when writing in the module text. NO change when played. I then found the F3's briefing code generator utility online and entered , generated, then pasted into a text file I created, renamed briefing.sqf. I created the init.sqf file and wrote this: [] execVM "briefing.sqf"; Nothing, and I mean nothing seems to be changing with the briefing. I'm really frustrated. I have created the init.sqf and briefing.sqf files in the same folder as the mission file I'm trying to play. Between this site, youtube, google, eveyone has an opinion and nothing they say seems to do the trick. Please help!
  12. So pretty much a long time I found this unit = group player createUnit ["classname", getPos player, [], 0, "FORM"]; and placed it in a radio trigger so when the player radios in he will get the corresponding unit. So after I implemented it in game it works but it spawns the unit for all players in game. Is there a way i can make it spawn only for the one activating the trigger.
  13. I have learned how to change weapon turrets and ammo on vehicles VIA inits, but can anyone tell me how to get the actual turret to be visible on the vehicle? As ridiculous as it sounds - I am trying to use twin 125mm cannons (and other weapons) from a Pawnee instead of the miniguns or DAR pods, and I would love to see them attached. Any help appreciated!
  14. Ok so for my missions I want all my unit members to be able to select premade loadout that I made depending on the role they want to play, I cant figure out how to do it. My idea was: There is the scroll menu (the different options that you have for actions in the scroll menu ), and somehow in the attributes of an ammo box there would be a script containing custom loadouts that I premade, and when someone would to check the different options of the ammo box there with the scroll menu there would be different roles that contain different loadouts. If any body could help me that we be amazing, if you didn't understand my question let me know ill try to be more understandable.
  15. Good Morning, for my SP/MP Mission i modified the script from Evo Dan's vehicle respawn script for vehilce respawn and made a new script for respawn AI Soldier-units. When the Chopper and the AI gets killed, the Chopper and pilot gets spawned at the Base, then the Pilot shall get in his specific vehicle. I have some more Pilots for CAS/EVAC/Halo/Support. My scripts are working, but my new Pilot doesnt know anymore where his old vehicle is, because the old vehicle got deleted and he didnt got the reference to the new vehicle. Here are my scripts, Vehicle Respawn Script: /* [EVO] Dan's vehicle respawn script modified by Steam-User immerfestedruv In the Unit Init Field insert <0 = [this,5] execVM "vehicle_respawn.sqf";> for example. Will run only on the server, as it only needs to run in one place, but obviously can be used in both singleplayer and multiplayer */ _vehicle = _this select 0; // First Argument, get vehicle's details _respawntime = _this select 1; // Second Argument, get the init set respawn time _facingofvehicle = getDir _vehicle; // get original facing _positionofvehicle = getPosATL _vehicle; // get original position _vehicletype = typeOf _vehicle; // get the vehicle type _vehicleName = vehicleVarName _vehicle; // get the Variable-Name from the Vehicle _n = 1; if(isServer) then{ while{_n == 1} do{ hint format ["Fahrzeug-Variablen-Name lautet ",_vehicleName]; if((!alive _vehicle) || (!canMove _vehicle)) then { //true if vehicle is not alive or it cannot move sleep 240; // respawn time between respawn/move and deletion deleteVehicle _vehicle; //clear up old vehicle sleep _respawntime; // respawn time between deletion and then respawn _vehicle = _vehicletype createVehicle _positionofvehicle; // create a new vehicle of same type at starting position _vehicle setPosATL _positionofvehicle; //set correct position _vehicle setDir _facingofvehicle; //set correct facing of the vehicle _vehicle setVehicleVarName _vehicleName; /* Next Code-Line will be executed for the new Object by your CPU, but time of execution unkown. This behaves similar to the code in the init-field of your object. */ [[[_vehicle,_respawntime],"vehicle_respawn.sqf"],"BIS_fnc_execVM",false,false] spawn BIS_fnc_MP; _n = 0; // break out condition }; sleep 120; // sleep for a bit in order to reduce processing calls }; }; Unit Respawn Script: /* Based on [EVO] Dan's vehicle respawn script modified by Steam-User immerfestedruv In the Unit Init Field insert <0 = [this,5,blackfish_1,"Driver"] execVM "unit_respawn.sqf";> for example. Will run only on the server, as it only needs to run in one place, but obviously can be used in both singleplayer and multiplayer */ _unit = _this select 0; // First Argument, get Unit's details _respawntime = _this select 1; // Second Argument,get the init set respawn time _vehicle = _this select 2; // Third Argument, Vehicle in which the unit shall get in _vehicleSeat = _this select 3; // Forth Argument, on which Seat shall the unit sit _facingofunit = getDir _unit; // get original facing _positionofunit = getPosATL _unit; // get original position _unittype = typeOf _unit; // get the unit type _unitgroup = group _unit; // get group of the original unit _unitName = vehicleVarName _unit; // get the Variable-Name of the Vehicle _unitRank = rank _unit; // get the units orignal rank _unitSkill = skill _unit; // get the original skill of the unit _n = 1; if(isServer) then{ while{_n == 1} do{ if (alive _vehicle) then { hint format ["Fahrzeug %1 lebt noch.",_vehicle]; switch (_vehicleSeat) do { case "Driver": {_unit moveInDriver _vehicle}; case "Gunner": {_unit moveInGunner _vehicle}; case "Turret": {_unit moveInTurret _vehicle}; case "Commander": {_unit moveInCommander _vehicle}; default {_unit moveInCargo _vehicle}; }; } else {hint format ["Kein Fahrzeug für %1 ",_unit];}; if((!alive _unit) || (!canMove _unit)) then { //true if unit is not alive or it cannot move sleep 120; // additional time delay between unit being killed and unit being deleted _unit setPosATL [0,0,0]; // move old unit away before respawn new unit sleep 1; // wait a bit for safety // create a new unit of same type at starting position _unittype createUnit [_positionofunit, _unitgroup,"newUnit = this", _unitSkill, _unitRank]; newUnit setVehicleVarName _unitName; newUnit setPosATL _positionofunit; // set correct position newUnit setDir _facingofunit; // set correct facing of the unit sleep _respawntime; // respawn time between respawn/move and deletion deleteVehicle _unit; // clear up old units? /* Next Code-Line will be executed for the new Object by your CPU, but time of execution unkown. This behaves similar to the code in the init-field of your object. */ [[[newUnit,_respawntime,_vehicle,_vehicleSeat],"unit_respawn.sqf"],"BIS_fnc_execVM",false,false] spawn BIS_fnc_MP; _n = 0; // break out condition }; sleep 60; // sleep for a bit in order to reduce processing calls }; }; How do i can get my Pilot in his new specific Chopper? And is it useful to use the command setVehicleVarName/vehicleVarName in a Multiplayer/Internet/Singleplayer Mission? Another idea would be to not delete the vehicle but to repair it and move it to origin position. How to? regards EDIT: Link to my working but not finished and optimized script, unit_respawn.sqf vehicle_respawn.sqf
  16. Edit: Nvm close this please. i just fixed the dedicated server issue (forgot to do an isDedicated check) so now putting the script in the vehicle init isn't required. Hey guys, i've been away from the ArmA scene for a while but it's all coming back pretty quick. I feel like ArmA is lying to me; in the init of a vehicle i have the following: nul = [this] execVM "scripts\mhq\respawnmhq.sqf"; and the first two lines of respawnmhq.sqf are: _mhqveh = _this select 0; _vehiclepos = getPos _mhqveh; So then when i launch the mission to test in the editor it has the gall to say respawnmhq.sqf has an: "Error getpos: Type Array, expected Object,Location". Correct me if I'm wrong, but there is no damn array in there right? [this] is an array with a single item from what i know but it's in the vehicle init not the script, _mhqveh is defined as the 'this' from within the array so is that causing it to think _mhqveh is an array? If so is there another way to execVM that script from the vehicle init? I'm doing this to avoid putting this script in the Init.sqf because really it doesn't need to go in there and if i do that it activates twice on dedicated servers but that's another issue entirely (which I'm pretending doesn't happen).
  17. Hi and thanks for helping I'm looking for an answer for hour and can't figure out how to do it, there must be a simple way to make an init value persist after the unit respawns in multiplayer. For instance, the playable units of my game have this init: this enableFatigue false; this setCustomAimCoef 0.85; But as soon as the player dies and respawns those init lines doesn't work anymore. Can somebody give me a hand?
  18. EDEN aka 3D editor: 1. I place down the unit and first one appears not wearing any body camo (transparent well, sky texture) 2. 2nd placed unit is all wrecked up model, see example shot: http://www.vojak.si/photos/fancy.jpg Usually ends with game crash (CTD). If I do the same in 2D editor it works just fine, units perform without any glitch or missing textures, they don't break model. What is funny is that after 2D editor I can ran EDEN/3D and it works there too? :) some kind of init failure or what? I've given all that info to Tom aka J. to inspect. I can supply the units causing that in order to pinpoint the problem -I've tried for 4 days and I give up.
  19. Hello. I am looking to update an init.sqf file. I want to split the relevant code into init, initServer, and initPlayerLocal. Within the init.sqf there is a code to run a file called "custom.sqf" I need some help sorting that out too. init.sqf /////////////////////////////////////////////////////////////////////////// // BOMSF THOR TASK MANAGEMENT SYSTEM // By - Cobra [BOMSF] 1949-2014 // cobra@bomsf.com // http://www.bomsf.com // You may re-use any of this work as long as you provide credit back to me. // Edit By - CSK222 // init.sqf /////////////////////////////////////////////////////////////////////////// // defines #define PP preprocessfilelinenumbers #define TEG_terrainGrid 12.5 #define TEG_viewDistance 2500 diag_log "===============BOMSF CLIENT INIT====================================="; // includes #include "teg\lib\common.h" #include "tegConfig.sqf" TEG_customScripts = true; TEG_nvglights = true; TEG_gameLength = 180; TEG_scoreLimit = 320; initFinished = false; gameStarted = false; gameOver = false; enableSaving [false, false]; setViewDistance TEG_viewDistance; setTerrainGrid TEG_terrainGrid; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // It seems that arma needs some time to issue variables to clients, even in editor mode // Therefore we allow init to complete before spawning off all the stuff we want to do ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Server Side Scripts ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (isServer or isDedicated) then { // Virtual Arsenal ["Preload"] call BIS_fnc_Arsenal; // Compile preset teg scripts and functions [] call compile PP "teg\game_timer.sqf"; [] call compile PP "teg\score\scoreunits_coop.sqf"; [] spawn compile PP "teg\clearBodies.sqf"; [] spawn compile PP "places_mil.sqf"; // BOMSF bPad Setup Vars tsklist = []; publicVariable "tsklist"; // [_tskname, _tskmrkr] server_1 setVariable ["tskadd","false",true]; // init.sqf trigger for adding Assault Tasks server_1 setVariable ["crtdtsk", [], true]; // created task array [tsktype,tskname,tskcnt,targetpos,tskobj] server_1 setVariable ["opforadd", "false", true]; // task created opfor AI array [opfortype,opforname,opforgrp,opformrkr,targetpos,dopformrkr] server_1 setVariable ["opfornew", [], true]; // task created opfor AI array [opfortype,opforname,opforgrp,opformrkr,targetpos,dopformrkr] server_1 setVariable ["regionadd", "false", true]; // regional created opfor AI array [opfortype,opforname,opforgrp,opformrkr,targetpos,dopformrkr] server_1 setVariable ["regionnew", [], true]; // regional created opfor AI array [opfortype,opforname,opforgrp,opformrkr,targetpos,dopformrkr] server_1 setVariable ["tskcnt",0,true]; // Numbering for naming tasks server_1 setVariable ["mrkrcnt",0,true]; // Numbering for naming bPad created vehicles, markers, triggers, and groups server_1 setVariable ["combatao",2000,true]; // radius for combat area - leaving cao after activating task will give win to Opfor server_1 setVariable ["nrstmrkr",nil,true]; // nearest task marker for adding opfor forces proMissileActive = false; publicVariable "proMissileActive"; // Proteus Submarine Missile Status server_1 setVariable ["useNVG",TEG_nvglights,true]; // bPad BOMSF LoadOuts include NVG server_1 setVariable ["miMissileActive",proMissileActive,true]; // Proteus Submarine Missile Status bfvehlist = []; publicVariable "bfvehlist"; // bPad created blufor vehicles array // Turn On-Off NVGs in bPad BOMSF LoadOuts and for AI in bpad\LV\militarize.sqf server_1 setVariable ["nvgs", "false", true]; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // bPad required setups ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // All Tasks [] spawn { while {TRUE} do { sleep 3; if ((server_1 getVariable "tskadd") == "true") then { server_1 setVariable ["tskadd","false",true]; crtdtsk = server_1 getVariable "crtdtsk"; // array from task_create.sqf [tsktype,tskname,tskcnt,targetpos,tskobj] tsktype = crtdtsk select 0; // from tsd main dialog (Assault,Defend,SideTask) tskname = crtdtsk select 1; // tsktype + tskcnt from task_create.sqf tskcnt = crtdtsk select 2; // incremental from task_create.sqf targetpos = crtdtsk select 3; // mapclick from task_create.sqf tskobj = crtdtsk select 4; // SideTask Objective from tsd main dialog (ST1-9) or NONE nultskadd = [] spawn {nulct = [tsktype,tskname,tskcnt,targetpos,tskobj] execVM "bPad\tasks\task_add.sqf";}; }; }; }; // Check for bPad Task AI Opfor Patrol Spawns [] spawn { while {TRUE} do { sleep 3; if ((server_1 getVariable "opforadd") == "true") then { server_1 setVariable ["opforadd","false",true]; opforarray = server_1 getVariable "opfornew"; opfortype = opforarray select 0; opforname = opforarray select 1; opforgrp = opforarray select 2; opformrkr = opforarray select 3; targetpos = opforarray select 4; dopformrkr = opforarray select 5; nulofadd = [] spawn {nuloa = [opfortype,opforname,opforgrp,opformrkr,targetpos,dopformrkr] execVM "bPad\tasks\opfor_add.sqf";}; }; }; }; // Check for bPad Regional Opfor Patrol Spawns [] spawn { while {TRUE} do { sleep 3; if ((server_1 getVariable "regionadd") == "true") then { server_1 setVariable ["regionadd","false",true]; opforarray = server_1 getVariable "regionnew"; opfortype = opforarray select 0; opforname = opforarray select 1; opforgrp = opforarray select 2; opformrkr = opforarray select 3; targetpos = opforarray select 4; dopformrkr = opforarray select 5; nulregadd = [] spawn {nulregoa = [opfortype,opforname,opforgrp,opformrkr,targetpos,dopformrkr] execVM "bPad\ofr\regional\opfor_region_add.sqf";}; }; }; }; // Set up Markers On Leaders and Vehicles [] spawn { while {TRUE} do { sleep 5; // 10 original setting if (alive blufor1_1) then { "ofrsp" setMarkerPos position blufor1_1; }; if (alive blufor1_2) then { "tlrsp" setMarkerPos position blufor1_2; }; if (alive blufor1_3) then { "slrsp" setMarkerPos position blufor1_3; }; if ((not isNil "sub3") || (not isNull sub3)) then { "proteusrsp" setMarkerPos [((position sub3) select 0) + 10,((position sub3) select 1) +10,(position sub3) select 2]; }; if (alive uh80_alpha) then { "alpha_chopper" setMarkerPos position uh80_alpha; }; if (alive ch67_bravo) then { "bravo_chopper" setMarkerPos position ch67_bravo; }; }; }; // Check bPad Alpha-Bravo UH80 Move Requests [] spawn { // Set Airborne Server-side default variables { server_1 setVariable [_x,"false",true]; } forEach ["abo_ains","abo_a600","abo_aseal","abo_arope","abo_brope","abo_artb","abo_bins","abo_b600","abo_bseal","abo_brtb"]; private ["_airborne","_str"]; _airborne = ["abo_ains","abo_a600","abo_aseal","abo_arope","abo_brope","abo_artb","abo_bins","abo_b600","abo_bseal","abo_brtb"]; while {true} do { sleep 3; for "_i" from 0 to (count _airborne)-1 do { _str = _airborne select _i; if ((server_1 getVariable _str) == "true") then { server_1 setVariable [_str,"false",true]; [] spawn compile PP format ["bPad\abo\airborne\%1.sqf",_str]; }; }; }; }; // Check bPad SealTeam Platform Requests [] spawn { while {TRUE} do { sleep 3; if ((server_1 getVariable "stoadd") == "true") then { server_1 setVariable ["stoadd","false",true]; targetpos = server_1 getVariable "stopos"; anchor3 = "Sign_Pointer_F" createVehicle targetpos; publicVariable "anchor3"; anchor3 setPosASL [targetpos select 0, targetpos select 1, targetpos select 2]; nulstoadd = [] spawn {nulsp = [targetpos] execVM "bPad\abo\sealteam\sealteam_platform.sqf";}; }; if ((server_1 getVariable "stomov") == "true") then { server_1 setVariable ["stomov","false",true]; targetpos = server_1 getVariable "stopos"; anchor3 setPosASL [targetpos select 0, targetpos select 1, targetpos select 2]; nulstomov = [] spawn {nulspmv = [targetpos] execVM "bPad\abo\sealteam\platform_mobile.sqf";}; }; }; }; // Periodically MOVE bPad placed Vehicle Markers [] spawn { while {TRUE} do { sleep 10; if (count bfvehlist > 0) then { { bfveh = (_x select 0); bfmrkr = (_x select 1); if (alive bfveh) then { bfmrkr setMarkerPos position bfveh; } else { bfvehlist = bfvehlist - [_x]; publicVariable "bfvehlist"; deleteMarker bfmrkr; }; } forEach bfvehlist; publicVariable "bfvehlist"; }; }; }; // Periodically REMOVE bPad placed Blufor Vehicles [] spawn { while {TRUE} do { sleep 20; if (count bfvehlist > 0) then { { bfveh = (_x select 0); bfmrkr = (_x select 1); bfArrayInVehicle =[]; bfArrayInVehicle = crew bfveh; if (count bfArrayInVehicle > 0) then { bfvehlist = bfvehlist; publicVariable "bfvehlist"; // keep vehicle and or marker } else { bfvehactive = []; bfvehactive = (position bfveh) nearEntities ["Man", 1400]; // check for veh in active area if (count bfvehactive < 1) then { deleteVehicle bfveh; deleteMarker bfmrkr; bfvehlist = bfvehlist - [_x]; }; }; } forEach bfvehlist; publicVariable "bfvehlist"; }; }; }; }; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //Ensure we wait for JIP to complete then Save loadout ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// waitUntil {!isNull player && isPlayer player}; [] spawn { // Run a few miscellaneous client-side scripts [] spawn compile PP "scripts\zlb_target.sqf"; // laser Target //[] spawn compile PP "scripts\zlb_ctarget.sqf"; // cursor Target [] spawn compile PP "scripts\tegsf_radio.sqf"; [] spawn compile PP "bPad\mop\mission_time.sqf"; [] spawn compile PP "bPad\mop\mission_weather.sqf"; // Weather Work In Progress // Compile LoadOut scripts getLoadout = compile PP "fnc_get_loadout.sqf"; setLoadout = compile PP "fnc_set_loadout.sqf"; // Save default loadout [] spawn { while{true} do { sleep 10; if(alive player) then { loadout = [player,["ammo"]] call getLoadout; }; }; }; // BOMSF Customized Revive Medic Markers TEG_Revive=true; TEG_MedicMarkers=true; if (TEG_Revive) then { [] spawn compile PP "BSF_revive\BSF_revive_init.sqf"; if (TEG_MedicMarkers) then { nullmm = [] execVM "BSF_revive\medicMarkers.sqf"; }; }; // CfgUnitInsignia [player,"BOMSF"] call bis_fnc_setUnitInsignia; //Allow custom scripts to run [] spawn compile PP "custom.sqf"; //Mission Briefing and Diary Records Setup [] spawn { if (!isNull player) then { TEG_Notes=[ [ "Mission Designers", "BOMSF THOR scripts by Cobra [BOMSF] <br />Edited by CSK222" ], [ "Objectives", "Tasks can be dynamically created by any player, but should be left up to the Group Leaders. Your objective is to clear all enemy forces at each Assault or Defend AO tasks." ], [ "Server Info", "TeamSpeak Server: ts44.gameservers.com:9230 <br />IP Address: 108.61.121.75 Port: 2302 <br/>Website: www.bomsf.enjin.com <br/>Youtube: www.youtube.com/csk222videos <br/><br/>We encourage the use of mods on our server. For a list of allowed mods please visit our website or join our BOMSF Steam Group for easy access to the BOMSF Mod Collection in the Steam Workshop." ], [ "BOMSF THOR SYSTEM", "T.HO.R. (Task Host Opposition Requisition) is a map task management system designed to assist in the conception, design and implementation of task parameters enabling the player or players to execute a variety of tasks. <br/><br/>Developed by BOMSF, THOR controls various modules with multiple functions designed to facilitate control of all the mission, asset and opposition parameters. <br/><br/>THOR is a creative tool that empowers the player’s imagination. THOR allows a player or player’s to create tasks, load-outs, transportation, blue force and opposition force squad and technical assets. THOR also allows for the expansion of the task and various assets in real time. Additionally time settings may be altered and support units may be utilized using the THOR systems via an on screen controlled BOMSF Tablet. <br/><br/>Features: <br/><br/>Everything is done via the tablet. <br/><br/>Q. How do you access the tablet? <br/>Use the Scroll Wheel (Action Menu) select Operations Tablet or press the Insert (Ins) key. <br/><br/>Q. How to set the time of day? <br/>Parameters > Choose Time. <br/><br/>Q. How to call for transport? <br/>Specops > LZ > Click map location for Insertion/Extraction. <br/>Specops > RTB > Sends the helicopter back to base. <br/><br/>For Insertion there are other choices. <br/><br/>Specops > Parajump > Click map location for Insertion via parachute. The helicopter will hover at 600 Meters (Altitude). Wait for it to come to a complete stop and eject. <br/><br/>Specops > Helicast > Click map location for SEAL Team Insertion. The helicopter will hover at 5 Meters (Altitude) over water. Wait for it to come to a complete stop and eject. <br/><br/>Specops > Fastrope > Click map location for Insertion via fast-rope. The helicopter will hover at 20 Meters (Altitude). Wait for it to come to a complete stop > Use the Action Menu, scroll all the way down and select Toss Ropes > Use the Action Menu, select Fastrope. Note: Only 1 person should be in charge of the rope (Usually Group Leader). If the rope is tossed while the helicopter is moving, it can cause a crash. 30 Second timer. <br/>Group Leaders also have access to vanilla transport via the supports menu. <br/><br/>Q. How to create a blue force vehicle? <br/>Vehicles > Choose vehicle > Click map location to spawn your selection. <br/><br/>Q. How to recruit blue force squad? <br/>Recruits > Choose Unit. The max number of units is 10. <br/><br/>Q. How to move the various insertion points? <br/>Set Markers Section on the Main page. <br/>Medic Station > Click map location. The medic station is where you respawn if you die (Respawn_West). <br/>Alpha, Bravo, Charlie > Click map location. Alpha and Bravo are the helicopter insertion markers but can be used independently. Charlie is just an extra insertion point. <br/><br/>Q. How to teleport to the various insertion points? <br/>Use the Scroll Wheel (Action Menu) select Teleport Menu. Select teleport location from the list or click on the map to snap to nearest available location (Map is Interactive). <br/><br/>Q. How to select loadouts? <br/>Loadouts > Choose Loadout. <br/>Use the Scroll Wheel (Action Menu) select Loadouts Menu. 4 Available choices BOMSF Loadouts will take you to the tablet for preset loadouts or Virtual Arsenal and Virtual Ammobox to create custom loadouts that can be saved and loaded at a later time. You will also have the option to Reammo. Reammo adds one magazine to your inventory. <br/><br/>Q. How to pop smoke? <br/>Use the Scroll Wheel (Action Menu) select Pop Smoke. Used sparingly in emergencies, 4-5 smoke grenades provide cover. Note: Can cause major lag. <br/><br/>Q. How to call for artillery and air interdiction support? <br/>Supports Section on the Main Page. <br/><br/>Bolt > Click map location. Zeus Lightning Bolt used for killing OPFOR that gets stuck in rocks or any situation like that. Can be fun to zap a friend too... DON'T DO IT! <br/><br/>CAS > Click map location. A164 Wipeout provides Close Air Support. <br/><br/>Artillery > Click map location. Drop artillery. <br/><br/>Missile > Click map location. Call in a missile strike from the Proteus Submarine." ] ]; for "_i" from 1 to (count TEG_Notes) do { private ["_x"]; _x = EL(TEG_Notes,count TEG_notes - _i); nulnotes = player createDiaryRecord ["Diary",_x]; }; nulsub = player createDiarySubject ["HotKeys","Hot Keys"]; nullkys = player createDiaryRecord ["HotKeys", ["BOMSF Operations Tablet", "On screen Controllable Tablet that allows Multiple Functions in game. <br/>INSERT key (INS) to toggle on-off or while open click the Power button."]]; nullkys = player createDiaryRecord ["HotKeys", ["BOMSF Squad Situational Hud", "Mini Map Heads Up Display on the lower right side of screen. <br/>SHIFT + PAGEUP keys to toggle on-off."]]; nullkys = player createDiaryRecord ["HotKeys", ["BOMSF Weapon Resting", "Virtual Bipod that allows you to steady your aim when prone or when near and object. <br/>LEFTCTRL + SPACE keys to toggle on-off or move away from rest position."]]; nullkys = player createDiaryRecord ["HotKeys", ["BOMSF FlightPlan Indicator", "An in game 3D line is drawn on map click location. You must be in 3rd Person to use it. <br/>SHIFT + PAGEDOWN keys to toggle on-off."]]; }; }; // Welcome message [] spawn compile PP "welcome.sqf"; }; custom.sqf /////////////////////////////////////////////////////////////////////////// // BOMSF THOR TASK MANAGEMENT SYSTEM // By - Cobra [BOMSF] 1949-2014 // cobra@bomsf.com // http://www.bomsf.com // You may re-use any of this work as long as you provide credit back to me. // Edit By - CSK222 // custom.sqf /////////////////////////////////////////////////////////////////////////// /////////////////////////////// // Setup at Game Start ////////////////////////////// // Player Action Menus nulactmenu = [] execVM "scripts\action_menu.sqf"; // Disable Fatigue player enableFatigue false; // Status Hud call compile preprocessFile "status_hud\HUD.sqf"; [] spawn ICE_HUD; //In Game User Placed 3D Markers nul3DMarks = [] execVM "scripts\3Dmarkers.sqf"; // IR Strobe nulStrobe = [] execVM "scripts\irstrobe.sqf"; // Fast Rope nulFastRope = [] execVM "scripts\zlt_fastrope.sqf"; // Group Manager nulGrpMngr=[] execVM "scripts\group_manager.sqf"; /////////////////////////////////////////////////////////////////////////////////////////////// // The following code is join in progress compatible init.sqf scripting. // Client side scripts should be run in the first two sections // The first two sections are identical and may appear redundant, but are required for Join in progress compatibility in multiplayer. // The final section is for server side scripts. /////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////// //non-JIP player, someone who's went through role selection and briefing //////////////////////////////////////////////////////////////////////////////////////////////////// if (!(isNull player)) then { player addEventHandler ["Respawn", {[player,loadout] call setLoadout;}]; player addEventHandler ["Respawn", {[player] execVM "scripts\action_menu.sqf";}]; player addEventhandler ["Respawn", {player enableFatigue false}]; // Player Icons (In Game Map Player Markers) // nulpi = [] execVM "scripts\icons.sqf"; // Player Markers (In Game Map Player Markers) nulpm = ["players"] execVM "teg\player_markers.sqf"; // Scorecard Display nulscard = [player] execVM "teg\score\scorecard.sqf"; // Vehicle Crew Display nulcrw = [player] execVM "BSF_crw\bsf_crew.sqf"; // Squad Hud Display nulsqh = [player] execVM "BSF_sqh\sqh_init.sqf"; // Chopper Map Hud Display nulchud = [player] execVM "BSF_chud\chud_init.sqf"; // BOMSF THOR KEY BIND nulthorkey = [player] execVM "bPad\thor_init.sqf"; // BOMSF Unit Insignia [player,"BOMSF"] call BIS_fnc_setUnitInsignia; }; /////////////////////////////////////////////////////////////////// //JIP player, role selection then right into mission. /////////////////////////////////////////////////////////////////// if (!isServer && isNull player) then {waitUntil {!isNull player}; player addEventHandler ["Respawn", {[player,loadout] call setLoadout;}]; player addEventHandler ["Respawn", {[player] execVM "scripts\action_menu.sqf";}]; player addEventhandler ["Respawn", {player enableFatigue false}]; // Player Icons (In Game Map Player Markers) //nulpi = [] execVM "scripts\icons.sqf"; // Player Markers (In Game Map Player Markers) nulpm = ["players"] execVM "teg\player_markers.sqf"; // Scorecard Display nulscard = [player] execVM "teg\score\scorecard.sqf"; // Vehicle Crew Display nulcrw = [player] execVM "BSF_crw\bsf_crew.sqf"; // Squad Hud Display nulsqh = [player] execVM "BSF_sqh\sqh_init.sqf"; // Chopper Map Hud Display nulchud = [player] execVM "BSF_chud\chud_init.sqf"; // BOMSF THOR KEY BIND nulthorkey = [player] execVM "bPad\thor_init.sqf"; // BOMSF Unit Insignia [player,"BOMSF"] call BIS_fnc_setUnitInsignia; }; // remove NVG and add Flashlights for enemy AI if (isServer or isDedicated) then { { if (side _x == east) then { _x unassignItem "NVGoggles_OPFOR"; _x removeItem "NVGoggles_OPFOR"; _x RemovePrimaryWeaponItem "acc_pointer_IR"; _x addPrimaryWeaponItem "acc_flashlight"; _x enableGunLights "forceon"; }; } foreach allunits; }; Thank you in advance for any help/information you may provide.
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