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Found 23 results

  1. Hi, I'm having an issue whereas, after exporting my mission as a PBO etc and loading into it on a dedicated server. Just before I get in everything explodes and for some reason the hangar I have placed duplicates itself about 2 meters back from its origin. If I host a LAN server and run the PBO none of these issues are present. I am using Godlike hosting currently as there was a 7 day free trial which is useful while I'm not actually having any players join me. There is a script for the hangar, but it is just a addAction on an object to open and close the doors. The script in the hangar door open/close SQF files is simply : Hang1 animate ["Door_2_move",{1 or 0}]; Hang1 animate ["Door_3_move",{1 or 0}]; The attached images show where the back of the second hangar (starts destroyed) sits after loading into the mission on image 1, image 2 shows how the scripts are called, and image 3 shows the vehicles that explode (those in and around the top right shed, and those inside the duplicating hangar. Other information that may be relevant is I am using FileZilla to upload the PBO so an file issues are unlike to be associated with the host. https://imgur.com/a/8sL4PML Help is appreciated.
  2. I had need of a way to make new decent looking defenses for anti-air and artillery sites on the fly. So I wrote a little tile layer, called it CPG, and realized someone else might find this useful so here we are. What does CPG do? It takes a predefined set of tiles and lays them in an organic-looking pattern according to the connection rules of the tiles. It provides functions for the mission maker to easily create and edit tilesets as well as spawn patterns made from those tilesets in both the 3DEN editor as well as during mission runtime. The TL;DR is it makes this happen: How does it work? Tilesets are defined in the editor and exported to memory and/or .sqf-file. Tiles come in a limited number of types related to how they may connect. Each type can have multiple variants of which 1 is randomly selected on generation of each tile. A funky hybrid of BFS and Wave Function Collapse algorithm generates a grid and places the tiles according to the connection rules. How do I use it? First see installation steps below. Once installed you can activate the generator by calling CPG_fnc_generate (See below spoiler for examples). The "generate" function differentiates between 3DEN and mission runtime and spawns the objects appropriately. Installation Download the demo mission: https://www.dropbox.com/s/b5gzyv4q3im0tcu/CPG_demo_v1_1.zip?dl=0 Copy the CPG folder to your mission. In your description.ext > CgFunctions class include the file "CPG\functions.ext" like so: class CfgFunctions { #include "CPG\functions.ext" }; Creating your own tileset Here's a quick guide how to create your own tilesets for the generator: If you do create your own tilesets and feel like sharing please post them to this thread. 🙂 Old releases: v1.0 - https://www.dropbox.com/s/e8p4n46cvp5acb4/CPG_demo_v1_0.zip?dl=0
  3. Hey guys, i am making a scenario where Player1 has to clear area then hold an FOB. Once that is completed i would like to be able to automatically switch to another character that will now be Player1. IE. USA squad clear area around FOB, once cleared Player1 goes to black screen and Player1 is now in the back of a Humvee in a British squad is this possible with a script for the trigger?
  4. Hey! 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, 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! Thanks! (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!
  5. I am looking for ways to use a trigger to notify the players when civilians have been killed. Right now, I have groups of civilians huddled in different spaces that aren't tied to anything in particular. My vision is to make one trigger that notifies the player whenever any civilian from any of these groups has been killed. Is this possible without having to name every single civilian and making a trigger for each one? I'm not super familiar with tools outside of the actual Arma mission editor, but am certainly willing to learn more if it makes this process easier. Thanks to all who respond!
  6. Hello! I'm building a Zeus vs Zeus type of mission and I wanted to know if it's possible (and if so how) to restrict the Zeus from editing a unit's attributes like health and skill. If that's not directly possible, is there a workaround?
  7. Hi, I was busy making a mission the past few days and I used the Ares zeus tools mod, but this morning I did not see it on the launcher or the steam webpage. Is it possible that this mod was removed from steam and if so, is there a way I can recover my mission? Thank you
  8. Hey everyone 😀 Im making a mission and im wanting the AI to shout when firing at eachother. I have the sounds i want to use, im wanting each side to have certain phrases they will shout at eachother when firing weapons (like battle cries) but i only want them to shout only when firing. im only wanting certian AI on each side to shout stuff not all the ai. there is a video on youtube that has something similar to what im wanting - he made a script that made the ai shout stuff when shooting but he didnt give any instructions. Also on the same note im also wanting to know how to add music to cars, so that when we are travelling the radio is playing. im also wanting one of the ai to 'sing' whist in the car.so basically we get in start driving, the radio plays and one of the ai sings then when we reach a certain spot the ai stops singing and the radio turns off. (can this be done with waypoints or connected to them so that certain sounds be played when you reach certain spots and stop when you reach others?) thank you for any help given its much appreciated 😘
  9. Good day, I am currently at a dead end of the MP mission I am trying to create for my unit, solely with ALiVE modules, I don't really use any MCC features but just wanted to leave it loaded in case I need to create a scenario while the mission is running. I wanted to add specific vehicle cargo (custom loadout) in a medevac vehicle(RHS Asset), such as ace medical items. So our medics can replenish their inventory from the vehicle. I did this by adding this in the vehicle's init field: In addition I also added scripts on some vehicles and units init field to assign as ALiVE Combat Support so that ALiVE would work with VCOM accordingly, I followed this steps from ALiVE's FAQ site. I followed what's in the red box: But when I start the mission, the mission loads twice and respawns the vehicles rendering all the scripts I've put useless. I can't figure out how to stop the vehicles from respawning when the mission loads the second time or to have the script run at a specific time so it would execute once the mission finishes loading "Completely". Here's a 5 min. video to show what I am trying to do. https://youtu.be/3nxOfavKnBY TIA! PS: I don't know how to title this since I'm not exactly sure what's happening to name it properly. So my apologies if it's misleading.
  10. Description LRG Fundamentals is a complete mission makers tool, used to create complex missions with ease. Using the huge Library of functions, settings and modules you can create almost any type of mission. LRG Fundamentals is designed to be entirely modular, meaning you can use as much or as little as you want. By default, the master switches are set to off so only what you want to use will be used. See the Key features below for further details. LRG Fundamentals has been used by the LRG in one form or another for nearly 3 years. At the turn of 2019 we decided to publish our work and make all our files open source. That means your free to download, edit, change and create your own work, based on what's we've already made. Download Links Version 1.6.4 Released 02/04/20 Key Features AI Spawn LRG Main LRG Channels LRG QS Icons LRG Weather Player Attributes Safe Zones Vehicle Loadouts Equipment Loadouts Vehicle Servicing Medical Facilities Zeus Configuration Functions Library Third party Features More information on available functions and features as well as our functions library, our Wiki is available here. How do I get in touch? If you want to find out more about LRG Fundamentals or about the community itself, the best way to get in touch is to join our Discord Server. Issues/Suggestions/Faction Requests If you come across any issues, have an idea for an improvement or simply want another faction added to the AI Spawn module, please submit your request here. Latest Changes v1.6.4 IMPORTANT CHANGE: We've updated the spawn AI modules in Zeus to use Zeus Enhanced (ZEN) instead of Achilles. This is due to the discontinued support of Achilles announced on their Steam page. Unfortunately this won't be backwards compatible as the work required to maintain 2 separate systems wasn't deemed appropriate due to the work this would require. Any further Zeus Modules we add will likely require this mod so if you wish to use these, please download the mod linked above! As before, this is optional, if you don't use Zeus Enhanced, the modules won't appear in Zeus but the rest of the mod will function as before. AI Change - Zeus Modules now use Zeus Enhanced (ZEN) instead of Achilles Tweak - Garrison Radius Default set to 100m Added - Sniper Team Min & Sniper Team Max Options to Spawn AI Modules Medical Tweaked - MedicalFacility set to global to be more reliable in MP FOBs Added - Ability to respawn on deployed FOBs Weather Fixed - Real Weather Change Times
  11. Hey! How's it going. I wanted to see if anyone also is having troubles or have resolved a form to get backpacks rotated in Eden editor to stay as they are when the game launches? For example, I wanted to hang a backpack off a railing, the backpack once the game launches, drops to the floor as if it were dropped by a player. I've attempted to remove it's simulation, dynamic simulation, damage, showing it's model, and different combinations of each in an attempt to solve this. By any chance does someone have a fix to this or a script that can be used to paste into the init for the bag to keep it where it's at? Example photos at the Imgur link below. https://imgur.com/a/DJbB2r8 Thank you for your time! 😁
  12. I dug up some old script for a new mission and I'm having trouble finding where it's gone wrong. I have 2 laptops placed that are interact-able. One of them is a Vehicle Spawner and the other is a Heli Spawner. You scroll for whatever vehicle you want and hold middle mouse and it spawns the vehicle in the designated spawn zone. The problem is that on the Vehicle Spawner I can't spawn anything pass a MK19 CROWS Humvee. This also occurs on the Heli Spawner but for the UH60M. I've tried removing them from the option to spawn however that doesn't fix the problem. The game will still spawn them despite not being in the code. I have double checked the class names of all the vehicles already. I've posted the script below for both vehicle and heli spawner and their respective laptops with script. If anyone can help me figure out where I went wrong so I can prevent this it would be appreciated. Note: The Humvees come from Vurtuals Humvee mod, the MRAPs and APCs come from RHS. All Helis come from RHS. I made a single block of code for one vehicle and then copy/paste it and filled in the blanks for each different vehicle. VSscript.sqf ////////////////////////////////////////// //// BRIEF //// Created by T. Hammer //// 09/09/2018 ////////////////////////////////////////// waitUntil {!isNull player}; _vehicle = _this select 0; ////// INFO // This switch script spawns the selected vehicles on a designated location // The vehicles will be listed below in the correct order: ////// // HMMWV UNARMED // HMMWV MEDEVAC // HMMWV M2 // HMMWV M2 CROWS // HMMWV MK19 // HMMWV MK19 CROWS // HMMWV TOW // M1230 M2 // M1230 MK19 // M1230A1 MEDEVAC // M1238A1 ASV // M1238A1 ASV M2 CROWS // M1238A1 ASV MK19 CROWS // M1239 AUV // M1239 AUV M2 CROWS // M1239 AUV MK19 CROWS // M1239 AUV Deploy M2 CROWS // M1239 AUV Deploy MK19 CROWS // M1126 M2 STRYKER ////// ////////////// ////// switch (_vehicle) do { case 1: //HMMWV UNARMED { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 2: //HMMWV MEDEVAC { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m997" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 3: //HMMWV M2 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_m2" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 4: //HMMWV M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_crows_m2" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 5: //HMMWV MK19 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_mk19" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 6: //HMMWV MK19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1151_crows_mk19" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 7: //HMMWV TOW { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "vurtual_m1167_tow" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 8: //M1230 M2 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1230_M2_usarmy_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 9: //M1230 MK19 { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1230_MK19_usarmy_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 10: //M1230A1 MEDEVAC { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1230a1_usarmy_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 11: //M1238A1 ASV { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1238A1_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 12: //M1238A1 ASV M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1238A1_M2_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 13: //M1238A1 ASV MK19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1238A1_MK19_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 14: //M1238A1 AUV { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 15: //M1238A1 AUV M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_M2_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 16: //M1238A1 AUV MK19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_MK19_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 17: //M1238A1 AUV Deploy M2 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_M2_Deploy_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 18: //M1238A1 AUV Deploy Mk19 CROWS { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_M1239_MK19_Deploy_socom_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; case 19: //M1126 M2 STRYKER { hint "VS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector1, ["all"], 7]; sleep 1; hint "VS system: Vehicle Spawned"; _vehiclespawn = "rhsusf_stryker_m1126_m2_d" createVehicle getMarkerPos "vehicle_spawn1"; _vehiclespawn setdir 45; clearItemCargoGlobal _vehiclespawn; clearMagazineCargoGlobal _vehiclespawn; clearWeaponCargoGlobal _vehiclespawn; }; default {hint "VS System: Issue with Loadout"}; }; Laptop 1 script [Vehicle_Laptop1,"VS Vehicle: HMMWV UNARMED","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [1, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV MEDEVAC","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [2, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV M2","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [3, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [4, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV MK19","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [5, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: HMMWV TOW","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1230 M2","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1230 MK19","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1230A1 MEDEVAC","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1238A1 ASV","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1238A1 ASV M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1238A1 ASV MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV Deploy M2 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1239 AUV Deploy MK19 CROWS","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop1,"VS Vehicle: M1126 M2 STRYKER","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\car_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "VS Status: Loading..."},{},{hint "VS Status: Complete";_vehicle = [6, Player] execVM "Scripts\VSscript.sqf";},{hint "VS Status: Interrupted"},[],5,nil,false,false] call BIS_fnc_holdActionAdd; HSscript.sqf ////////////////////////////////////////// //// BRIEF //// Created by T. Hammer //// 09/09/2018 ////////////////////////////////////////// waitUntil {!isNull player}; _vehicle = _this select 0; ////// INFO // This switch script spawns the selected airframes on a designated location // The vehicles will be listed below in the correct order: ////// // UH-60M // UH-60 MEDEVAC // MH-47E // AH-64D Apache // AH-6M Little Bird // MH-6M Little Bird // OH-6M Little Bird ////// ////////////// switch (_vehicle) do { case 1: //UH-60M { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_UH60M_d" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 0; }; case 2: //UH-60 MEDEVAC { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_UH60M_MEV2" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 0; _vehiclespawn setVariable ["ace_medical_medicClass", 1]; //MEDICAL _vehicle addItemCargoGlobal ["ACE_elasticBandage", 50]; _vehicle addItemCargoGlobal ["ACE_fieldDressing", 50]; _vehicle addItemCargoGlobal ["ACE_quikclot", 50]; _vehicle addItemCargoGlobal ["ACE_packingBandage", 50]; _vehicle addItemCargoGlobal ["ACE_morphine", 30]; _vehicle addItemCargoGlobal ["ACE_epinephrine", 30]; _vehicle addItemCargoGlobal ["ACE_bodyBag", 10]; _vehicle addItemCargoGlobal ["ACE_bloodIV_250", 10]; _vehicle addItemCargoGlobal ["ACE_salineIV_250", 10]; _vehicle addItemCargoGlobal ["ACE_tourniquet", 30]; _vehicle addItemCargoGlobal ["ACE_surgicalKit", 2]; }; case 3: //MH-47E { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "kyo_MH47E_HC" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 4: //AH-64D Apache { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_AH64D" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 5: //AH-6M Little Bird { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_MELB_AH6M" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 6: //MH-6M Little Bird { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_MELB_MH6M" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; case 7: //OH-6M Little Bird { hint "HS system: Processing"; {deleteVehicle _x} forEach nearestObjects [spawn_protector2, ["all"], 7]; sleep 1; hint "HS system: Vehicle Spawned"; _vehiclespawn = "RHS_MELB_H6M" createVehicle getMarkerPos "vehicle_spawn2"; _vehiclespawn setdir 90; }; default {hint "RS System: Issue with Loadout"}; }; Laptop 2 script [Vehicle_Laptop2,"HS Vehicle: UH-60M","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: UH-60M MEDEVAC","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: MH-47E","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: AH-64D Apache","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: AH-6M Little Bird","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: MH-6M Little Bird","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; [Vehicle_Laptop2,"HS Vehicle: OH-6M Little Bird","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\heli_ca.paa","\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\use_ca.paa","true","true",{hint "HS Status: Loading..."},{},{hint "HS Status: Complete";_vehicle = [1, Player] execVM "Scripts\HSscript.sqf";},{hint "HS Status: Interrupted"},[],3,nil,false,false] call BIS_fnc_holdActionAdd; Sorry if this is poorly formatted this is my first forum post. Any help and recommendations greatly appreciated. You are free to use these scripts as well if you like as they have worked well in the past. Thank you :)!
  13. Does anyone know how to add a scroll wheel option (vanilla action menu) to an ace arsenal so that the ace interaction menu is not needed to open it while still being the ace arsenal interface. Help appreciated.
  14. Hello, I am looking for people who can help me design or build a campaign through Eden Editor.The basic idea/premise that I am working or trying to work on is a World War III scenario but basically (WWII with the same battles but with modern weapons and no nukes) and focusing on both conventional and unconventional forces with the eventual with either the eventual invasions of either Japan and German or the Allies depend on how the war goes. I am thinking of using several maps to emphasize the vastness of this conflict and more importantly do the limitations of Earth Terrain Map and the units that I am planning to use. As you can see I know what I want to do. However, my problem aside from being not knowing how to code is that I don't know what I am doing nor how do I execute this?
  15. Hey Guys! I'm creating a mission and I want a task to be SUCCEEDED when a pop up target is shot. I've tried many things like trying to get the task to be succeeded when a gun is fired or when the target does down or comes up. Nothing has worked. I would appreciate any help! Thanks!
  16. Is there a way I can spawn enemy jets when flying over a trigger and also have them marked automatically with waypoint that keeps track of them and have them chase the player instead of fleeing. Thanks in advance.
  17. So, as the title suggests i'm having a problem getting self-made missions to work on a dedicated server. I can't figure out why this is happening and it's really begininng to frustrate me, it's also hard to test these kinds of things for other reasons but let me run down this first. I know the mission works on my pc, I know it works on someone elses pc with the same mods. The Dedi-server is running the same mods collection both of the other pc's are running, however for some reason the "role selection" appears blank on the dedicated server. This is driving me nuts and i can't seem to find a probable cause for this to happen and because i can't find the cause i cant find the fix. Please if anyone can help it would be SO muchly appreciated.
  18. Hello everyone, i need some help. I am currently trying to make a mission and i want to trigger a Mission win when all 2 Tasks are completed, you (the Player) Needs to go to a specific Zone and then the escape should trigger... but how do i do this? Please help me. LG Pinky PS: please dont mind spelling mistakes, im german and my pc likes to autocorrect them.__.
  19. Hey there, running into some trouble here. So I'm doing this SP mission, and I want the player to do a set of tasks (3 actually) within a certain ammount of time (lets say 5 min. (300 sec.). Just a little briefing about what I'm trying to do: - Dude get's out of the Heli, visits this unit and prety much this units tells him that he has 5 min. to gear up and then get into another heli before this one takes off. So my point here is, if the player isn't inside of that Heli within 5 min. mission ends (failed) and has to restart, however if he is there in time, I want the mission to keep going, so it would just mean that the task was completed and the timer would stop. There must be a very simple way of doing this, currently using task modules and triggers that are sync to the player (trigger owner). Any help would be appreciated!
  20. Hello. Would it be possible to tweak the mission editor to allow multiple people participate in mission making?
  21. Hello, So I set my Diary record for my mission briefing in EDEN editor, but they are all out of order, like this, -Mission -Friendly Forces -Situation -Enemy Forces -Mission Notes -Command and Signals -Mission Notes -Execution I want it simply like this, -Situation -Enemy Forces -Friendly Forces -Mission -Execution -Command and Signals -Mission Notes How do I order it in the EDEN Editor to get it like this?
  22. shabaz_draey@windowslive.com

    Create Diary Record Order - EDEN EDITOR

    Hello, So I set my Diary record for my mission briefing in EDEN editor, but they are all out of order, like this, -Mission -Friendly Forces -Situation -Enemy Forces -Mission Notes -Command and Signals -Mission Notes -Execution I want it simply like this, -Situation -Enemy Forces -Friendly Forces -Mission -Execution -Command and Signals -Mission Notes How do I order it in the EDEN Editor to get it like this?
  23. Hey guys check out the third installment in the Strategic Gaming Mission Makers Vlog - setting the scene. Nitro goes in depth about how to set up the environment, and create an immersive mission for your players. https://youtu.be/PEWOPALEQlk Hope you guys enjoy!
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