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Found 100 results

  1. Hello i would like to know how to sync a playable/respawnable unit to a module in MP environement. I try to make playable unit displayed with the HC ui after respawn but thats not work, i search on the web but its like its not possible to make it work without issue. So i have try with zeus + "ModuleCuratorAddEditableObjects" but same issue the unit wont show up after respawn. I have tried different way with this command without success. I want to add a commander feature inside a custom warlord similar to liberation, where the zeus commander can only see blufor unit, same with opfor commander. Somebody know how to transfer new blufor unit to zeus interface ?
  2. Hi, I'm trying to prevent players from force respawning when waiting for a revive (using the vanilla revive). To do this I'm trying to stop them from using the enter key or middle mouse button. I can stop the enter button, but the middle mouse button is eluding me. This is the code I'm using: _idKey = (findDisplay 46) displayAddEventHandler ["KeyDown","if ((_this select 1) == 28) then {true}"]; _idMouse = (findDisplay 46) displayAddEventHandler ["MouseButtonDown","if ((_this select 1) == 2) then {true}"]; Now, in testing I got a return (_this select 1) of 28 and 2 for "KeyDown" and "MouseButtonDown" respectively, but when I apply that to the EH as I have done above, only the enter key is stopped. How do I stop a player using their middle mouse button (without disabling user input)? Edit: Worked it out, relevant post/s are below but here is the solution (big credit to Larrow for a step in the right direction): #include "\a3\functions_f_mp_mark\revive\defines.inc" nul = [player] spawn { params ["_unit"]; while {true} do { private ["_actionID"]; waitUntil {lifeState _unit == "INCAPACITATED"}; _actionID = _unit getVariable [VAR_ACTION_ID_RESPAWN,-1]; [_unit,_actionID] call bis_fnc_holdActionRemove; {SET_FORCING_RESPAWN(_unit,false)}; }; }; Add this to the initPlayerLocal.sqf and the option to force respawn will not be present for an incapacitated player. Or, better yet, use this updated code from Larrow: player addEventHandler["Dammaged",{ params ["_unit", "", "_damage","","_hitPoint","_source"]; if ( alive _unit && { _damage >= 1 && { _unit getVariable ["#rev_enabled", false] && { _hitPoint == "Incapacitated" && { _unit getVariable ["#rev_state", 0] isEqualTo 2 } } } } ) then { if ( vehicle _unit isEqualTo _unit ) then { _nul = [ _unit ] spawn { params[ "_unit" ]; waitUntil{ !( _unit getVariable [ "#rev_actionID_respawn", -1 ] isEqualTo -1 ) }; _actionID = _unit getVariable [ "#rev_actionID_respawn", -1 ]; [ _unit, _actionID ] call BIS_fnc_holdActionRemove; ["",false,_unit] call BIS_fnc_reviveOnForcingRespawn; _unit setVariable ["#revF", false, true]; waitUntil{ !( lifeState _unit == "Incapacitated" ) }; _unit setVariable [ "#rev_actionID_respawn", -1 ]; }; }; }; }];
  3. When I put the arsenal call function in the init field of a vehicle (a truck for example), the arsenal functions normally... ...up until the point where the vehicle is destroyed. Is there a way I can be able to have the arsenal script automatically placed onto the example truck after it is destroyed and respawns?
  4. hi, I want the player to be teleported to a MHQ. I'm hereby doing this: if (!isEngineOn westmhq1) then { player moveInCargo westmhq1; }else{ player setPos (westmhq1 getPos [10,10]); }; if (!isEngineOn westmhq1) then { player moveInCargo westmhq1; }else{ player setPos (westmhq1 getPos [10,10]); }; that works too. If the MHQ named westmhq1 is destroyed, spawns it again: _vehicle = _this select 0; _respawntime = _this select 1; _facingofvehicle = getDir _vehicle; _positionofvehicle = getPosATL _vehicle; _vehicletype = typeOf _vehicle; _name = vehicleVarName _vehicle; .... _vehicle = _vehicletype createVehicle _positionofvehicle; _vehicle setVehicleVarName _name; _vehicle setPosATL _positionofvehicle; _vehicle setDir _facingofvehicle; ... that works too. After respawning from westmhq1, the player is no longer teleported. No error message appears. Unfortunately, I do not understand why that is. Maybe someone can explain why the player is no longer teleported after respawn westmhq1. thanks..
  5. So here's the problem. I have AI guys with a custom loadout at the beginning of a mission. Then they respawn, and they go back to their default loadout. I want them to respawn with the loadout they started with. I'm currently using the following script for players, which works fine. I just don't know how to make it work with the AI. if (hasInterface) then { [] spawn { waitUntil {alive player}; player setVariable ["loadout",getUnitLoadout player,false]; player addEventHandler ["Respawn", { player setUnitLoadout (player getVariable "loadout"); }]; }; };
  6. 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
  7. I'm a bit stuck with with a spawn point problem. I've set up triggers to activate markers as spawn points and they are working okay for me but none of my team mates in a coop game would spawn at the markers - they just spawn where they died. I can't find any setting to make spawning different for individuals, only ones that affect the markers or the triggers or the whole game so I'm not sure where to look now. Any help would be much appreciated, thanks. An e.g. of the activation string I'm using is : respawn_west setPos (markerPos "base01"); So I think this should trigger marker 'base01' to become the spawn point for everyone in my team when the conditions are met. It works... but only for me!?
  8. I've created a custom endgame-mission. On it I have custom selectable loadouts. I use Ace3. I have both selectable medic and engineer class. Problem is, when they respawn they aren't defined as medic or engineer by ace anymore. Is it possible to link a setvariable in to a specific item (e.g. If a player has the toolkit, he get ace engineer asset) or uniform/vest (e.g. If the medic class has a unique vest, the vest 'trigger' activation of the ace medic asset). How do I fix this?
  9. Hi!, sry for my bad english, i am looking for a script to do : A training camp, with a Addaction start the training, then spawn "X" IA unit in random location inside, also a addaction where you can restart training or delete training,. I have the training camp , and the random location with marks, but idk how to spawn unit inside and how delete. anyone know a script or something for this pls?, Thanks you very muchS!!
  10. 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 :)
  11. I've been building a mission for the better part of a week now and I have everything working the way I want it, triggers are firing spawning AI, scripts are executing blowing players up its quite lovely. However with everything kicking off and running well (or at least running) I cannot get my spawn system to work properly, mission specifics in spoilers. My description.ext My init Some example scripts Any help is greatly appreciated, I'm kind of swimming in it right now and I haven't a clue what to try next... This mission is running on a dedicated server.
  12. 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.
  13. Problem is that even though players can select the respawn position (using Respawn Position module) upon entering the server, they are are spawning on map edge instead. I've used this method successfully in other ops and cannot see what could be causing this. Respawn Position settings Type: Infantry Side: Blufor Show to: Only the side Notification: Disabled //Description.ext respawn = "BASE"; respawnButton = 1; respawnDelay = 5; disabledAI = 1; respawnTemplates[] = {"MenuPosition","Spectator"};
  14. This mod is no longer updated/available (that was fun but very time consuming, thanks everyone for your support) Ground Zero Scenario Series Dead or not, they are a threat Gameplay 1-40 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 Ravage or Zombies & Demons is activated) Up to 40 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... Dedicated server support Headless client support Custom save games for mission progress 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 Ravage Zombies and Demons BWS Zombies 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 Beketov Ground Zero Chernarus Ground Zero Chernarus 2035 Ground Zero Chernarus Redux Ground Zero Isla Duala Ground Zero Kunduz Ground Zero Malden Ground Zero Ruha Ground Zero Sahrani Ground Zero Stratis Ground Zero Takistan Ground Zero Tanoa Ground Zero Trava Ground Zero Vidda Ground Zero Wake Island Credits Click here
  15. Hello everyone, and thank you for taking the time. I have now spent quite a lot of time going through the forums and have a lot of experience with mission making and server management myself, however I have a query to anyone who might know more than me on this particular matter. Running a dedicated server and i am trying to make respawning work on the server in a particular behavior; Been looking for the following: - Respawn inside a particular vehicle on dedicated server, not on the ground. - Respawn countdown/timer. - Something like a spectator camera when you are waiting for the countdown/timer (watching a black screen or a map screen is not that fun, more fun to watch other players you play with in the same team/side). I have been trying to tackle this forever, but the respawn system in the editor seem to only work with respawning on the ground not in a vehicle. It works in the editor, but when I run it in the dedicated server everything glitches and blows up, and the respawn vehicle falls deep below the map you can't interact with it only as zeus. I understand a dedicated server needs external files such as a Description file for this. Does anyone know any scripts or how I can make this work? Cheers. --------------- EDIT: I managed to set up a file called OnPlayerRespawn with the following code and it works: player assignAsCargo heli1; player moveInCargo heli1; However, I can't figure out how to make a respawn timer for it or make a spectator camera for the code. Right now the second a player die they instantly respawn inside the vehicle. Any suggestions? --------------- EDIT 2: After hearing I can syncronize the respawn module simply with an empty vehicle, I am having a persistent issue that I have not managed to solve as of yet on my own. But the respawn window is empty, it says disabled and I get no options to choose from. An error that says at the bottom left too. https://i.gyazo.com/f6de357a48cb5f545a12ca521ca4bc01.png
  16. GF 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: Installation / Usage: For usage instructions and information of how to use the GF Custom Deathscreen Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and the description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. 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. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ 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 GF Custom Deathscreen Script
  17. Hi folks, the following three lines in the middle are part of a function and the function is set to {preInit = 1}. //begin true spawn { waitUntil{!isNull player}; .... systemChat "I am here"; // is shown on the map at briefing screen. player addEventHandler [ "Respawn", {systemChat "respawn"}]; // this code is completly ignored, no EH is added, no text shown on respawn??? player addEventHandler [ "Killed", {systemChat "killed"}]; // is shown when player dies. ... }; //end if i put the second line in debug console and press local, it works fine after respawn!! My first question is, where is the difference between "respawn" and "killed" EH? (except the known funktionality from the wiki) My second question is, is there a proper way to find out, if an EH was added and is not firing, or if it just was not added? thanks a lot
  18. Hi folks, this three lines are added to a function and the function is set to {preInit = 1}. systemChat "I am here"; // is shown at the map briefing screen. player addEventHandler [ "Respawn", {systemChat "respawn"}]; // this code is completly ignored, no EH is added, no text shown on respawn??? player addEventHandler [ "Killed", {systemChat "killed"}]; // is shown when player dies. if i put the second line in debug console and press local, it works fine after respawn. WHAT CAN THAT BE??? thanks a lot
  19. Ok so im making a deathmatch but i have a problem. Every time i make a respawn position it shows up twice with a different name. The name i give it and some generated one and they show on top of each other. Im not sure if im doing something wrong but no matter what i try nothing is working to get rid of those duplicates. Does anyone know whats going on?
  20. Hi there, I'm having some issues finding a solution to my problem, basically when a player [re]spawns in from selecting any of the predefined or sleeping bag/camp respawn markers they have placed down, I would like script to have access to which spawn point was used, is this possible? Any help would be appreciated.
  21. Hi, I just remarked that a EAST playable unit can respawn on the WEST module position. And, aftermath of that, you can see endless respawn/ fight on this position between opposite units. Steps to reproduce in 3DEN: Place a player, civilian or captive or invincible... but this may impact on the respawn behavior! (see below) Place one unit BLUFOR and one unit OPFOR, at least, in sight of each other(s), let's say distance 50m between the sides. Place a module: respawn Position, variable name: respawn_west, parameters: Infantry, BLUFOR, everyone, enabled. Between the 2 sides. optional?: place 2 logic entities: sideBlufor_F and a sideOPFOR_F . That doesn' seem to change anything here. Now, there are at least 2 possibilities to play this scenario, but weird things start here: 1- let the scenario in mission folder (not the MP folder) or just play that directly from 3DEN, but in MP session of course: 1.1 - if you are a "true side" civilian (faction CIV_F) , you will see BLUFOR and OPFOR respawning at their respective positions; 1.2 - if you are a BLUFOR captive (so civilian sided), you will see BLUFOR and OPFOR respawning at the module position. 1.3 - if you add a respawn_east module, nobody cares of it! Now, let's save this mission in MP folder, exit 3DEN, start multiplayer session, choose the mission (in green text normally): 2 - respawn feature is broken for everyone. I don't know what I missed but all these behaviors are repeatable and.. at least very strange. No mod added. Description.ext // not optimized, it was just for a test, some lines are useless here //________________________________________________ respawn = 3; respawnDelay = 3; respawnDialog = 1; enableDebugConsole = 2; respawnTemplates[]= {"Counter","Menuposition","revive"}; respawnonstart = -1; taskManagement_markers2D = 1; taskManagement_propagate = 1; disableRandomization[] = {"All"}; corpseManagerMode = 1; corpseLimit = 20; corpseRemovalMinTime = 360; corpseRemovalMaxTime = 900; wreckManagerMode = 1; wreckLimit = 5; wreckRemovalMinTime = 360; wreckRemovalMaxTime = 900; //______________________________________________ You can speed up the process with respawnDelay to 0
  22. 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.
  23. 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.
  24. 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?
  25. 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?
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