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Found 88 results

  1. Hello, I would like one of the players to carry a backpack, that when placed down acts as a respawn point for the rest of the team. But only when placed down, so people cant respawn while the backpack is on the move. How would I go on about doing that? Have scripts like that been made already? Which commands should I start researching? I know a bit of C++ , but I am completely new to Arma 3 scripting.
  2. Ground Zero Scenario Series Dead or not, they are a threat Gameplay 1-16 solo/coop/PVP survival game (host the game in multi even for solo else it will be broken). Survive in a hostile environment among civilians, militaries, thugs and optionally, zombies.Every game is different! Feedbacks welcome. Main features Permanent skirmish between the 3 factions (and Zombies if Zombies & Demons is activated) Up to 16 players/AI in coop/PVP with dynamic respawn systems Huge randomized content 3 game modes 30 different type of missions each coming with variable elements 10 random events, dynamic weather , day & night cycle impacting the game, etc. Ambient systems for increased immersion: civilians, animals etc. Classic survival pillars: food, water, temperature, loot, vehicles, advanced health system etc. Open world: explore the region, follow the available missions, encounter random events... Automatic multi-mods support framework Mods Collection All Ground Zero different maps/scenarios Required mods Check the "Required items" widget on the right column of Steam workshop CBA_A3 Heros Survive Optional mods supported for even more immersion vCom AI Zombies and Demons Any mod bringing content in the form of men, vehicles or equipement/gear will automatically be activated and stacked Update log http://arma-3-ground-zero.wikia.com/wiki/Update_log Wiki Work in progress wiki Downloads Ground Zero Altis Ground Zero Chernarus Redux Ground Zero Malden Ground Zero Stratis Ground Zero Tanoa
  3. When a (backpack) respawn tent have been assembled and then disassembled, it seems that the respawn map-marker will not be removed. Further, trying to re-assemble the tent does not move the map-marker, and only the previous respawn-position is available in the respawn menu. Anyone know if this is an engine bug, or deliberate? PS! I'm using latest dev. build.
  4. Hello far more experienced scriptwriters, I have a problem I am making an MP mission where I want the INSTANT respawn to be disabled via an addAction. The respawn I use is the in-game one. The one you add via the Multiplayer middle top section. The reason why I want this is so as not to have 2 separate missions with respawn enabled in the one and disabled in the other. So is this possible?
  5. Custom Deathscreen Script by GEORGE FLOROS [GR] Description: Adding an image of blood and sound when killed to spice it a little bit . You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation: Place the files in your mission . There is everything included in the description.ext , to copy paste from . For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. Don't try to open this with the simple notepad. You can open this ex: with notepad++ https://notepad-plus-plus.org/download/v7.5.4.html and also use the extra pluggins (this way will be better , it will give also some certain collours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.1 fixed name v1.0 Forum topic: - Armaholic forums Armaholic Custom Deathscreen Script v1.1
  6. I'm trying to create a deathmatch like mission. But i want the players to stay in spectator mode until a new round starts. After the rounds over all dead players should respawn automatically . Any idea how i could do this?
  7. Hello all, I'm doing a survival mission where OPFOR are 'on the run' and are being chased by BLUFOR players. The setup I want is that BLUFOR have respawn and respawn at their base. I currently have this setup as a BASE respawn with a respawn_west marker. This works fine. However, OPFOR once dead I don't want to respawn. There are only at most two players on OPFOR. So, desired outcome for OPFOR is; - If another OPFOR player is alive, launch spectator mode and spectate that player. Disable chat/von for those who have died. - If all OPFOR are dead, then mission end is triggered as both have been killed (of course, if there was only one player this would trigger on the players death too) Currently, I have a piece of code in onPlayerRespawn.sqf. The west one just relaunches the marker script I have and no issues here. It's the east case that's my issue. switch (playerSide) do { case west: { [_this select 0] execVM "police.sqf"; }; case east: { if((!alive s1) && (!alive s2)) then { killersDead = true; publicVariable "killersDead"; } else { 1 enableChannel [false, false]; 2 enableChannel [false, false]; 4 enableChannel [false, false]; 5 enableChannel [false, false]; ["Initialize", [player, [east], true]] call BIS_fnc_EGSpectator; }; }; }; Now the issue I have is because the two OPFOR players (s1 and s2) respawn, ultimately the check if both have been killed won't work so I've been trying to think this but I wonder if there is a better way to manage the respawn? Additionally, the spectate script lets you spectate your respawned player and see them on the map. So perhaps I'm going the wrong way about it. All players will be human controlled. None are played by AI. If anyone can suggest a different way to manage the respawns in this situation that would be great. Not necessarily asking for someone to write the code but I suspect that since I done any proper development in ARMA (as in the first one) things like respawns have improved. I've had a look at the biki but nothing stands out as being better? Regards, Jason
  8. Hey all, In the last update (1.60) that introduced some new respawn menu features, I have my own respawn loadout role defined. However, there seems to be a default "rifleman" role that's always there which I can't figure out how to get rid of. The wiki states: "Mission designer can use roles already created in the game config, or custom roles can be defined in description.ext file." https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen But it does not describe how to use only custom and not pre-existing roles. Image below: My custom role that I want is "Insurgents". The role that won't go away is "rifleman" Thanks for any help.
  9. I have been tearing up the internet now for two days trying to find out how you would go about this. I have a prison facility within my main base. I want to disable a players ability to manually respawn while on the prison grounds and inside the building. I have haggled with a few older examples but have had no progress in getting them to work. I currently have no functional code to share but am looking for help and examples in order to meet my task.
  10. NO MORE SINGLE DEATH (SP/MP) - PLAYER CAN AUTO-REVIVE Hi all, Did you play some "ESCAPE MALDEN" in MP while single player and get the frustration of "lost mission on death"? Sure, you're alone and nobody will revive you. Respawn kills you and the game is over! Same for some SP session of complex mission. If you don't have the switch units possibility, game is over at first death. The script overrides this fate. Just choose (or not) the two parameters set at the first line. parameters: REVIVE DELAY / CLEAR AREA Revive delay: Simply change the first value in first line. This value is also a delay for captive status. i hard-coded a minimum: (min set to 20 sec. for cinematic if MP revive allowed, 10 sec. min if not). Clear area: the enemy infantry will be killed within this radius. That's useful for reviving inside a hornet's nest. Can be set to 0. Recommended value: 20 m. Usage: Copy/ paste the code in one of these places: running script for player(s) / trigger set to true / init.sqf / initPlayerLocal.sqf / console Example, for ESCAPE MALDEN, enable debug console in parameters and copy /paste the code, exec local. NOTES: - in MP, this script will work as long as there is an unique player. If some JIP, the script will be stopped. - Not compatible with other damage event handlers. If you want, you can try to make it work along with some other damage EHs, just removing the 6th line: player removeAllEventHandlers "handleDamage"; [5,50] call { params [["_delay",20,[0]],["_clear",0,[0]]]; if (count (call bis_fnc_listPlayers) != 1) exitwith {}; MGI_ReviveDelay = [_delay max 10,_delay max 20] select (player call BIS_fnc_reviveEnabled); MGI_clearArea = _clear; player removeAllEventHandlers "handleDamage"; MGI_fn_revive = compileFinal " params ['_unit']; waituntil {lifeState _unit == 'incapacitated' or !alive _unit or (!(_unit call BIS_fnc_reviveEnabled) && damage _unit >=0.86)}; if (!(_unit call BIS_fnc_reviveEnabled)) then { _unit setUnconscious true }; if (lifeState _unit == 'incapacitated') then { _unit setCaptive true; _unit allowdamage false; _unit setVariable ['inc',false]; {_x setDamage 1} forEach (( _unit nearEntities ['CAManBase', MGI_clearArea]) select {side _x getFriend playerSide < 0.6 && side _x != civilian}) - [_unit]; uisleep 3; _unit allowDamage true; if (_unit call BIS_fnc_reviveEnabled) then { ['#rev',1,_unit] call BIS_fnc_reviveOnState; _unit setCaptive true; _unit allowdamage false; } else { _unit setDamage 0; _unit setUnconscious false; }; }; uiSleep MGI_reviveDelay; _unit allowdamage true; _unit setCaptive false; "; player addEventHandler ["handleDamage", { params ["_unit","","_dam"]; if (count allplayers !=1) exitWith { player removeEventHandler ["handleDamage",_thiseventHandler] }; _veh = objectParent _unit; if (!isnull _veh && isNil {_veh getVariable ["incVeh",nil]} && (damage _veh > 0.7 or (!canfire _veh && !canMove _veh) or _dam > 0.3)) then { _veh setVariable ["incVeh",true]; _unit allowdamage false; _unit setCaptive true; [_unit,_veh] spawn { params ["_unit","_veh"]; _unit action ["GetOut", _veh]; _tim = diag_tickTime; waitUntil {isnull objectParent _unit or diag_tickTime > _tim + 3}; uiSleep 2; _veh setVariable ["incVeh",nil]; _unit allowdamage true; _unit setCaptive false; }; }; if (!(_unit getVariable ["inc",false]) && isNull objectParent _unit) then { _unit setVariable ["inc",true]; _unit spawn MGI_fn_revive; }; _dam min 0.86 }]; }; Enjoy!
  11. Hello ive been trying to get my account details to report this bug, however the CAPTCHA robot verify thingy says a problem about a key.. however, can someone please report this issue please. [BUG] - respawn module does not work on carrier(s) [Description] - When respawning, you end up in the water below the carrier(s), ive tried placing a platform on the deck but still start in the water. [Repo steps] - place USS freedom in water place multiplayer respawn module on the deck set up respawning in multiplayer options i.e. "select respawn position" place playable unit preview in MP or LAN you will start under the carrier this also is happening with all the other modded carriers i.e. Nimitz Ive tried teleporting script but no joy. if someone could post a ticket for me as i cant recover my account.
  12. Respawn Problem.

    Hi everyone ! Few days ago i've come accros a little problem while editing a mission, respawn are working if I host the mission on my pc, but if i upload this missions on my server and try it, respawn are not working anymore, i've tried one or two thing, but nothing seems to work. More info : I'm using eden editor, i put a respawn marker via the F5 menu," mupltiplayer > respawn position " when this is done, i go the Attributes section on the top left then multiplayer, and i set up everything ( custom respawn position, the revive thingy ). I Should add that i'm new the editor things, i know the basics thats all.
  13. Hello, Is there a way to script it so that when a player dies, their gear goes into an ammo box?
  14. Hello guys, I have a question during making my mission. I am planning the mission like " player vs few player+ AI" . And trying to set as player only side respawn at pre- fixed respawn point and player+ AI side respawn like take the AI control. or swith to that AI. I know if I set the respawn set as group or side, player can switch to AI. But as far as I know one mission only have one setting for respawn. Is there any way to set both two settings for each side?
  15. Hey guys, I am currently working on a mission where I want to use the respawn menu from the MenuPosition template in Description.ext. It works basically but when I add coustom respawn positions they are displayed with a generic name created automatically by the game, e.g.: "near Lavalle". The main issue I have is that I want to label a ModuleRespwnPosition_F with a coustom name like "HQ" but it displays two spawn locations in the menu. One is the spawn with my coustom name and another duplicated one with the generic description, mentioned above. Unfortuneatly creating a classic map marker with respawn_west is not solving the problem either. Do you know what happens here? I couldnt find any help how to turn those generic respawn names off. Thank you! Description.ext: respawn = "BASE"; respawnDelay = 3; respawnButton = 1; respawnOnStart = 1; respawnDialog = 0; respawnTemplates[] = {"MenuPosition","Wave"}; disabledAI = 1; showSquadRadar = 1; joinUnassigned = 0; disableChannels[] = {0,2,4,3};
  16. Hi, I'm releasing the first part of the respawn selection menu. The loadout part will be released when it is done. createDialog "dlg_respawnSelectionMenu"; Add respawn position later on in the mission: [ /* NOTE: ARRAY must be a 3D position _target - OBJECT/ARRAY/SIDE (required) _respawnPointName - STRING (required) _respawnPointIcon - STRING (optional) _respawnPointPosition - OBJECT/ARRAY/STRING (optional) _respawnPointRadius - SCALAR (optional) */ ] call Haz_fnc_addRespawnPosition; Remove respawn position later on in the mission: [ /* _target - OBJECT/ARRAY/SIDE (required) _respawnPointName - STRING (required) */ ] call Haz_fnc_removeRespawnPosition; Examples: [player, "Somewhere"] call Haz_fnc_addRespawnPosition; [player, (format ["%1's Magical Mystery Bunker", name player]), "\A3\ui_f\data\map\markers\military\flag_CA.paa", (getPosATL player)] call Haz_fnc_addRespawnPosition; [player, "MHQ", "\A3\ui_f\data\map\markers\flags\UK_ca.paa", (getPos MHQ), 75] call Haz_fnc_addRespawnPosition; [player, "Somewhere"] call Haz_fnc_removeRespawnPosition; [player, (format ["%1's Magical Mystery Bunker", name player])] call Haz_fnc_removeRespawnPosition; [player, "MHQ"] call Haz_fnc_removeRespawnPosition; Any questions or problems, just ask! If you want to translate it into any of the supported languages, open the stringtable.xml file. Feel free to submit them to me to be released with later versions. Example: <Key ID="STR_dialogTitle"> <English>Respawn Selection</English> <Spanish>Translation here</Spanish> <!-- Like this --> </Key> config_respawnPoints.hpp: class config_respawnPoints { respawnPoints[] = { "bluforRespawnPoint", "docksRespawnPoint", "supplyBaseRespawnPoint", "sea" }; class bluforRespawnPoint { name = "BLUFOR Base"; icon = "\A3\ui_f\data\map\markers\military\flag_CA.paa"; position = "respawn_west"; radius = 5; condition = ""; // NOT IMPLEMENTED YET }; class docksRespawnPoint { name = "Docks"; icon = "\A3\ui_f\data\map\groupicons\selector_selectedMission_ca.paa"; position = "docks"; radius = 15; condition = ""; // NOT IMPLEMENTED YET }; class supplyBaseRespawnPoint { name = "Supply Base"; icon = "\A3\ui_f\data\map\markers\nato\respawn_inf_ca.paa"; // position[] = {0, 0, 0}; position = "supplyBase"; radius = 75; condition = ""; // NOT IMPLEMENTED YET }; class sea { name = "The Sea"; icon = "\A3\ui_f\data\map\markers\military\flag_CA.paa"; position[] = {0, 0, 0}; radius = 125; condition = ""; // NOT IMPLEMENTED YET }; }; Download link: https://1drv.ms/u/s!ArYSs9w5RSIDhD9xEOqPGFy4MciH DO NOT MIRROR OR RE-UPLOAD @foxhound - you can :)
  17. AI INFANTRY RESPAWN SP/MP Hi all, Here is a script to allow AIs respawning according to parameters. This works in SP or MP. Only infantry (on foot AI) concerned as far as the killed AIs while in vehicles is the object of a second script. parameters: SIDES / POSITIONS / DELAY / MIN UNITS IN GROUPS / REMAINING LOADOUT Examples: [] spawn MGI_fnc_unitRespawn // [] passed as parameter equals to [ [WEST,EAST,RESISTANCE,CIVILIAN], "start", 10, 144, false] All ai units can respawn on their position at start, after 10 sec delay, with their initial loadout. [ [WEST,EAST], ["mrk1","death","start",""], nil, 3 ] spawn MGI_fnc_unitRespawn // equals to [ [WEST,EAST], ["mrk1","death"], 15, 3, false] here, only WEST & EAST ai units can respawn: - on the marker "mk1" if any, on death position if not, for BLUFOR - on the position of death for OPFOR, (other strings in positions array are useless), 10 second delay (default), if their group headcount is below 3 (delay already started at death), with their initial loadout. Code to be run on server. (trigger, server only, non-repeatable, condition true) or initServer.sqf
  18. Hi, I'm kinda new to the whole editing missions thing, so I've been using the RESPAWN ON DEATH option in all of my missions. I wish to improve that, so I wanna make it so SQUAD A could respawn on any of HIS squadmates, and SQUAD B could respawn on any of HIS squadmates, but SQUAD A can't respawn on SQUAD B. I found out how to let players respawn on other players but how can I restrict a player to respawn only at certain respawn positions? Thanks for any replies!
  19. Hello, I am using the following setup (see the image below) to create a mobile spawn point for human players in a multiplayer mission. Vehicle respawn module is synced to the MSE-3 Marid so that the vehicle will respawn if players will desert it or it gets destroyed. Respawn position is synced to the MSE-3 Marid thus creating a spawn position in the vehicle. This spawn position will also move with the vehicle. The trigger there is set to OPFOR (Present). With this there has to be OPFOR players inside the trigger area for the Respawn position to be available to players. Now, I would like this to be so that the trigger is attached to the MSE-3 Marid so that it would go everywhere where the vehicle is going. I know that I can achieve this easily by typing the following eg. in the Marid's INIT-field: toActivateOPFORPlayerRespawnInOPFORapc attachTo [OPFORapc,[0,0,0]]; Now the problem is that when the Marid gets respawned the trigger won't be attached to the vehicle anymore. How to make it so that the trigger would be attached to the MSE-3 Marid at all times (= would get reattached on respawn)?
  20. Vehicle Respawn module problems

    I make a scenario, I make sectors, I make vehicle respawn points and I hide the vehicles with the show hide module connected to the vehicles and the show hide modules hooked to triggers if the side that is supposed to have those vehicles loses that sector, works fine. Except if someone is in that vehicle when the side changes, it still hides, which hides the guy and he has to respawn. What I really need is a way to make the respawn module only active for those vehicles if that side still owns the sector. Do I put something in the init of the respawn module? If that what? This has to be done on several different vehicles and groups of vehicles in the scenario.
  21. Hi. I need help with scripting dynamically spawned helicopters being synced to the respawn module. Manually syncing to the module works with respawn in Eden, but synchronizeObjectsAdd doesn't seem to work with script, guess it doesn't work that way. basically, 1. If mod exists, spawn that helicopter, else spawn this helicopter 2. then sync this or that helicopter to respawn helicopter, when it dies, at the position of where it was first spawned. Just want to add on that I want the Helicopter to spawn back where it got destroyed. Unless I have to use my own script that runs on an interval to do the checking for myself... which I can actually, but just curious if I can leverage on the current respawn module that I have already used.
  22. Hello, By default when placing a Sector module the Seize reward is set to 10. But where is that number supposed to be added when a side captures the said sector? To the current amount of respawn respawn tickets the side that captured the sector has? There's a small description for the Seize reward: "Score awarded to the side which seized the sector". Ok then, but what score? While testing this I created a simple mission with: two playable characters (OPFOR and BLUFOR) one sector module that I synced with OPFOR and BLUFOR side logic entitites respawn tickets module with 200 respawn tickets to both OPFOR and BLUFOR Testing with that configuration through in-game editor's multiplayer mode doesn't yield any results that would prove that the seize reward is working as expected. But.. I guess that's the thing that what is the actual expectation. Like what is supposed to actually happen when there's a number set in the seize reward field. Would someone else have any experience to share here whether the Sector module's Seize reward functionality is working as expected?
  23. Hello folks! I've encountered an issue which is making problems for my mission - and I think it explains former problems I’ve had also in previous missions I’ve made (multiplayer missions, hosted on dedicated servers - or local). When making missions, I at times use triggers to recognize that a specific group is either in a vehicle, or has departed a vehicle. To do this, I use the following codes. This one I use to link an entire Unit to a said "group", for script/coding purposes when it comes to triggers etc. <GROUP> = group this; This one I use to detect if said above named "group" has entered the vehicle. This particular one, checks group for "dead" people, so it will only count members still alive in the group. This is normally put into the triggers condition, to then activate the trigger. {_x in <VEHICLE>} count units <GROUP> == {alive _x} count units <GROUP>; This one is as the one above, just for detecting when said "group" has left a given vehicle. {_x in <VEHICLE>} count (units <GROUP>) == 0; In my latest mission, i've also added the "onPlayerkilled.sqf" and "onPlayerRespawn.sqf" files, to both save gear on death, and give it back once they respawn. onPlayerKilled.sqf player setVariable["Saved_Loadout",getUnitLoadout player]; onPlayerRespawn.sqf removeAllWeapons player; removeGoggles player; removeHeadgear player; removeVest player; removeUniform player; removeAllAssignedItems player; clearAllItemsFromBackpack player; removeBackpack player; player setUnitLoadout(player getVariable["Saved_Loadout",[]]); My problem is that when someone dies, they apparently lose their link to their "group" - which means that above triggers with "enter/leave" vehicle using the group codes - won’t work. Example: Helo Evac from a said location. The helicopter is set to land on location, and wait for the group to enter it. A trigger prevents the helicopter from moving on until the entire group is in the chopper. The problem is if we've had deaths in the group, who have then respawned. As the trigger used to check if the group is in the chopper, counts out dead group members - they are counted as "not being in the game anymore" by all concerns for the trigger once they have died and respawned. The respawn script does not "re-implement" them into the given group - and we get the case where the helicopter will take off once the "original group members" who never died during the mission is in the chopper, while leaving respawned members behind. Only way I’ve found to counter this so far, is to make sure that the "original members who never died", enter the vehicle last - but this is an issue, as this particular mission is going on the steam workshop soon, and it'll be tricky to get this through without giving away some hints on what’s going to happen, before it happens. I’m no script/code guru - but I’m quite a proficient "googler" and "forum reader" when it comes to finding codes/scripts I need to do what I want. I am however hoping that some of the script/coder guys in this community could help me out with this one - either by providing me changes to the respawn scripts, so that the players still will be counted as "part of the group" when respawning, or perhaps making changes to the trigger condition code so the group is still counted properly, despite deaths (while also counting deaths - as some might die during the mission - which has a set amount of respawns). Think you guys can see my predicament here
  24. Hi there, I am having an issue with zeus, where vehicles won't respawn at all. And which still happens after a fresh install of Arma 3 with no mods and removing all profiles :( Any help would be greatly appreciated Many thanks
  25. respawn loadouts module

    Dabbling with the respawn loadout module. Dropped it in while playing mission, selected some of my loadouts, asked my guinea pigs to respawn and see if the loadouts I shared were available and they were. After selecting one of the kits I shared, when they respawned they just had some random kit. It's worth noting that we are using mods such as ACE and RHS. Is there something else I have to add to the mission structure to allow the loadouts to actually transfer (aside from the name of my shared loadouts being available in their list)? Running on rented dedicated server. Zeus Respawn Loadouts Saved loadout can be given to players as respawn loadouts by Zeus. Works only in scenarios with MenuInventory (CHECK) respawn template enabled. Save your loadout CHECK Play a scenario as Zeus CHECK Place Modules > Respawn > Loadouts CHECK Select side tab CHECK Expand Arsenal category CHECK Select the saved loadout. CHECK After confirming, players of the given side will be able to respawn with your loadout. NOPE!