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Found 685 results

  1. HIVE_AI A3 V2.5 continuation of : https://forums.bohemia.net/forums/topic/290822-hive_ai/ Overview HIVE is an strategic AI self commanding script. Map locations are objectives. Groups are automatically sorted into types and receive waypoints to objectives. Units such as artillery, aerial and supports are also handled. Forces ratio consideration, defensive stance when outnumbered. Infantry can garrison and be transported when needed. Usage Initialize with execVM "HIVE.sqf". Requires "HIVE_AO" marker present. Marker size "b" is radius of included locations. In HIVE.sqf are following configurations: HIVE_ACTIVE - Pause/unpause looping. HIVE_WEST/EAST/GUER - Can suspend side control. HIVE_DEBUG - Debug markers and messages. HIVE_GROUP_BLACKLIST - Remove groups from HIVE control. HIVE_NAMES - Location types to be used as objectives. Files and manual https://drive.google.com/drive/folders/1bDqVV98rXw48YPWLymcOp4PtG-hBkfnO?usp=drive_link Battle Generator https://forums.bohemia.net/forums/topic/291108-sp-hive-battle-generator-a3/
  2. CSWR is an Arma 3 script that allows the Mission Editor (you) to spawn AI units and vehicles (ground, water, and air, including air paradrop for soldiers and vehicles) and makes those units move randomly to waypoints forever in life, where spawn-points and waypoints are easily pre-defined by the Mission Editor through Eden marker's positions. CSWR accepts side loadout customization, including additional customizations for snipers and paratroopers. CSWR almost doesn't change any original Arma AI behavior, saving server performance and Arma 3 integrity. Creation concept: bring life to the mission through non-stop units' movements with some level of unpredictability without losing control of server performance and what AI units can do. How to install / Documentation: https://github.com/aldolammel/Arma-3-Controlled-Spawn-And-Waypoints-Randomizr-Script/blob/main/_CSWR_Script_Documentation.pdf What to expect from the CSWR script: No dependencies from other mods or scripts; Run flawlessly for multiplayer and single-player missions; Manually set which markers the side can use as spawn-points; Create unlimited and different types of spawn-points: Infantry Spawn-points; Marines Spawn-points; NEW!!! Ground vehicle spawn-points; Nautical and amphibious spawn-points; NEW!!! Helicopter spawn-points; Air Paradrop for vehicle spawn-points; Air Paradrop for people spawn-points; Spawn-points can be triggered by: Mission starts; Trigger activation; Timer; Target status; There is no re-spawn. Death is death for units and vehicles spawned by CSWR; Create unlimited and different types of destinations: Move Restrict; Move Public; Move Any; Nautical Move Restrict; NEW!!! Nautical Move Public; NEW!!! Nautical Move Any; NEW!!! Move Watch; Move Hold; Move Occupy; Set which vehicles a side will use (including helicopters and boats); Set which units (regardless of the faction or side) a side will use; Set how large is each group-type of a side; Customize the loadout of: Infantry; Snipers; Paratroopers; Crewmen; Marines; NEW!!! Set those segments of a side can use Night-vision-Goggles: Only Infantry; Only Snipers; Only Paratroopers; Only Marines; NEW!!! All of them; No one; Set if a side has Flashlights as an alternative for Night-visions; Deeper customization: Side ethnicity; NEW!!! Automatic faces selection; Automatic language selection; Language manual customization; NEW!!! Set what behavior each group and vehicle start the game: Safe; Aware; Combat; Stealth; Chaos; Set if all vehicles and units spawned by CSWR are editable by Zeus; Set if the CSWR should wait for another script load first on the server; Debugging: Friendly error handling; Hint monitor to control some AI numbers; Full documentation is available. Video demo: Check the file above on GitHub. Check the file above on GitHub. Link on this post header. Link on this post footer. (Above) Editor set if all one side can use night vision goggles (or just parachuters, or only sniper teams), or only flashlights, or both gears or none. If flashlights are available they need to be on all the mission long or just when each AI decides. (Above) WATCH destination (specific for sniper groups) is working much better with high natural terrains, regardless of whether the map is an official one. (Above) Group executing OCCUPY destinations can get in high towers with better distribution positions inside. (Above) Group executing OCCUPY, if they select an acceptable ruin/destroyed building, the group will always get in a crouch in this kind of position. (Above) Even heavy ground vehicles can be paradropped. (Above) All groups paradropped, when touched the ground, they will focus on regrouping with their squad leader before starting their missions. (Above) Helicopters automatically identify where all safe and not busy helipads are to land if they need to rearm, repair, refuel, or heal their wounded crew. Dependencies: None 😉 Download: - On GitHub: https://github.com/aldolammel/Arma-3-Controlled-Spawn-And-Waypoints-Randomizr-Script - On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2740912514 Missions using it: Basically all my missions on Steam Workshop. - - - - - - - - - - - Changelog: Dec, 29th 2024 | v7.0: news, fixes and notes. Known issues: Arma 3 issue > Amphibious vehicles don't start their engines when spawned in water if their waypoint is over 3.2km long [reported!]; Arma 3 issue > Diver uniforms are bugged if the unit is created by scripting, and it asks the unit to leave the water (it gets stuck in swimming animation even on dry land) [reported!]; - Watch > Sniper groups still not considering buildings when there are no natural highlands to take a position for overwatching; - Occupy > If you hide a building and the building can be occupied, the groups will consider that hidden building as a regular place to occupy; Paradrop > When parachuters are civilians, they're crouched right after landing and stay like this forever. - Move Hold > Sometimes tracked vehicles are not facing exactly the marker direction configured by the editor; - - - - - - - - - - - Video tutorials (playlist):
  3. I am making a game mode for friends where 2 teams fight and have to protect a "VIP". There are unlimited lives but if the "VIP" dies the team loses. For the activation I got "call BIS_fnc_endMission;" but I cannot figure out the trigger. What could I do that would make the game mode work without too much Zeusing?
  4. Hi guys! I'm not skilled in scripting and I have messed trying to make a Alert System based in some codes that i have in my old Arma 3 folder... the idea is to detect all shooting weapons, granadelaunchers, granades, etc... except the silenced shoots. Well Im in the way but its too dirty and im stuck. I put in my Init.sqf this line to add all units in game the event handler: {if((side _x in [blufor,opfor]) && (local _x)) then {_x addEventHandler ["fired", {if ((_this call fnc_suppressorCheck) or (configname (inheritsFrom (configFile >> "cfgWeapons" >> "throw" >>(_this select 2) )) isEqualTo "ThrowMuzzle")) then {FusShot = true; publicVariable "FusShot";HINT "UNSUPPRESSED!"};}];};} foreach allunits; and this is the fnC_SupressorCheck Function: fnc_suppressorCheck = { private ["_suppressor"]; _weaponFired = _this select 1; _Soldado = _this select 0; _weaponItems = weaponsItems _Soldado; _suppressor = False; { if ((_weaponFired == _x select 0) && ((_x select 1) == "")) then { _suppressor = true; }; } forEach _weaponItems; _suppressor }; if(true) exitWith{}; This works, detect the like handgrenades, chemlights, smoke grenades, RPGS , rifle shoots (but correctly ignores the supressed), pistol shoots (but correctly ignores the supressed), but, don't detect, grenade launchers, and satchels.... Any Help whit that?? Thank you So much!!
  5. Intention and some context: I'm making a mission where the players (Multiplayer) need to open a door using a "Dual key lock" Mechanism (like those nuclear launch mechanisms where two keys must be turned at the same time to launch). I believe the best way to go about this is two Holdactions on two separate terminals (KeyReader_North / KeyReader_South in this instance) each activating a variable (VarNorth / VarSouth) and a trigger to check if they're both active at the same time. I've also tried putting a small delay after the Holdaction activates its variable before it turns it back off and resets. [ KeyReader_North, "Scan Card", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "_this distance _target < 3", "'Wallet_ID' in ((vestItems _caller) + (uniformItems _caller) + (backpackItems _caller))", //Checks if the player has a "Keycard" {}, {}, {_this call Gut_fnc_NorthKey;}, //calls the function to confirm the other variable is activated or to reset the action {}, [], 1, 1000, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, KeyReader_North]; [ KeyReader_South, "Scan Card", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "_this distance _target < 3", "'Wallet_ID' in ((vestItems _caller) + (uniformItems _caller) + (backpackItems _caller))", {}, {}, {_this call Gut_fnc_SouthKey;}, {}, [], 1, 1000, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, KeyReader_South]; Gut_fnc_SouthKey = { //Im not exactly sure if im using functions correctly, kinda my first time trying them out VarSouth = true; Sleep 5; if(VarNorth == true) exitWith {true}; VarSouth = False; [ KeyReader_South, "Scan Card", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "_this distance _target < 3", "'Wallet_ID' in ((vestItems _caller) + (uniformItems _caller) + (backpackItems _caller))", {}, {}, {_this call Gut_fnc_SouthKey;}, {}, [], 1, 1000, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, KeyReader_South]; }; Gut_fnc_NorthKey = { VarNorth = true; Sleep 5; if(VarSouth == true) exitWith {true}; VarNorth = False; [ KeyReader_North, "Scan Card", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa", "_this distance _target < 3", "'Wallet_ID' in ((vestItems _caller) + (uniformItems _caller) + (backpackItems _caller))", {}, {}, {_this call Gut_fnc_NorthKey;}, {}, [], 1, 1000, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, KeyReader_North]; }; The problem I cant figure why, but the holdactions work as intended separately but I cant get them to activate simultaneously. I activate one, then turn to activate the other and see the holdaction icon but I cannot actually activate it until the function runs its course.
  6. Actually, i would like to find a way ( script ) in order to transform any normal vehicle into a drone, drivable via a drone terminal as any drone ( Mq-12 Falcon, AR-2 Darter, etc... ) if indeed that is possible . . Plus, I read a topic about this : But I can't figure out how to do it properly . Is there someone can enlighten me on the subject, it will be so kind from you . Thanks in advance .
  7. HIVE_AI V4 Arma 3 version: https://forums.bohemia.net/forums/topic/290922-hive-ai-a3/ Overview HIVE is an strategic AI self commanding script. Map locations are objectives. Groups are automatically sorted into types and receive waypoints to objectives. Units such as artillery, aerial and supports are also handled. Forces ratio consideration, defensive stance when outnumbered. Infantry can garrison and be transported when needed. Usage Initialize with execVM "HIVE.sqf". Requires "HIVE_AO" marker present. Marker size "b" is radius of included locations. Requires "Functions" module. In HIVE.sqf are following configurations: HIVE_ACTIVE - Pause/unpause looping. HIVE_WEST/EAST/GUER - Can suspend side control. HIVE_DEBUG - Debug markers and messages. HIVE_ICONS - Icons for spawning. HIVE_GROUP_BLACKLIST - Remove groups from HIVE control. HIVE_LARGE/MEDIUM/SMALL - Location types to be used as objectives. HIVE_SIZE - Location sizes Files https://drive.google.com/drive/folders/1D59AmyaK4PlIWtLCcHPiBqv7P_6PTzFG?usp=drive_link Battle generator https://forums.bohemia.net/forums/topic/291063-sp-hive-battle-generator/
  8. Hi there, Vehicles Overhauling (VO) is a system of repairing, refueling, and rearming vehicles by proximity and with any asset of your choice. Also, the services are divided by doctrine: Ground, Air, and Nautical. Each doctrine and even service is easily turned Off or On, according to the editor's needs. If needed, the editor can allow repairing just for ground vehicles while unavailable for air ones, for example. Triggering or code via Eden Editor is needless. VO is configured through only one file, prioritizing implementation simplicity and quick change management that the mission editor might want. How to install / Documentation: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script/blob/main/_VO_Script_Documentation.pdf What to expect from VO script: Set what vehicle type has automatic access to ground, air, or nautical services (rearm, repair, refuel); Set what service each station (asset) will provide: repair, refuel, or rearm or all of them (full service); Every object/asset on Eden Editor can be traceable as a station automatically, it's up to the mission-editor; Once configured which assets are stations, on Eden you just drag and drop the asset and the script will track them; All repair, refueling, and rearming of Arma 3 and its DLCs and CDLCs assets are already tracked; All repair, refueling, and rearming of RHS and CUP assets are already tracked as well; 100% compatible with CBA+ACE. No code or triggers are needed on Eden Editor; Just one file to set your mission easily: fn_VO_management.sqf; A parking-helper system for planes/jets, no matter where or what is the plane station (including carriers); Script working as gold on hosted and dedicated servers; The script automatically recognizes assets and their roles from: Arma 3; Expansion Apex; DLC Tanks; DLC Helicopters; DLC Karts; DLC Laws of War; DLC Contact; CDLC Western Sahara; CDLC Reaction Forces; CDLC Expeditionary Forces; Mod RHS; Mod CUP. Demo: Main file > fn_VO_parameters.sqf: Dependencies: None! Download: From Github: https://github.com/aldolammel/Arma-3-Vehicles-Overhauling-Script From Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2758919670 Missions running it: Tanks & Helicopters (Light) Tanks Theater TvT Bradley Furious - - - - - - - - - - - Changelog: Dec 7th 2024 - v2.5: news, fixes and notes here. Known issues: Critical > RHS on > Air Doctrine > RHS airplanes are NOT rearming properly. ------ (RHS was abandoned, so sorry!) Important > Dedicated Server > If two or more players are in the same armed vehicle, the vehicle will rearm two or more times after spending some ammo ------ (WIP) Important > ACE on > Repairing > If the vehicle got damage only in wheels/tracks, guns and/or turret, the repairing doesn't run; Minor > ACE on > Repairing > If the vehicle starts to cook off with a repair station too close, the vehicle gets repaired, but still cooking. Cheers, thy
  9. House Prefabs ---------------------------------- https://github.com/Shaanig03/Arma-3-House-Prefabs https://prnt.sc/V9UEZJUcoD_T - allows you to creates prefabs for houses and other object classes, then spawn & despawn the prefab or objects & custom loot when the player is nearby/or is away from the house, created for a survival mission that I'm longing to make before heading to Arma 4 - by default there are 115 prefabs(existing furnitures and loots) created for all houses (that is present in Altis, Stratis & Malden) Features: - create custom prefabs and define custom loot positions through 3DEN Editor for a house class or for any object class - spawned/despawning objects are created locally for the player who is near the house saving performance for the server, however loots (ground items) are global but is despawned when there is no player near the house - objects are static by default (for performance) Support (included): - survival pack mod Creating a prefab: - place your prefab house through 3DEN Editor and tag the house as a house prefab by putting the code in the house object's init: _tags = "#houseprefab_local"; ["YourPrefabName"] - you can replace 'YourPrefabName' with any name but note that these names have to be unique for the same prefab house, the same type of house cannot have two same prefab names Creating Objects & Loot Points: - you can place your furnitures or objects, and you can place loot spawning points by placing the code in any helper category object: ["mem_loot", ["Your_Loot_Table_Name"]] - to make your created prefabs appear in game map houses, execute the function in 3DEN Editor by pressing Ctrl+D or going from the top menu to "Tools" then "Debug Console...", paste the below code in debug console and execute it [] call houseprefabs_fnc_createPrefabs; - once executed, it should disable all the prefab houses and objects within the house bounding box, preventing them from spawning in game, since we want to only spawn those objects inside existing map houses - after execution, you have copied the data into your clipboard now to paste the data (script version): - open "SandboxLib\Fncs\fn_defined_housePrefabs.sqf", press ctrl+A and delete all the content and paste your new clipboard and save (mod version): create a .sqf file in your mission folder eg: "houseprefabs.sqf" and paste the clipboard to the .sqf file and execute "houseprefabs.sqf" from your "init.sqf" in the mission folder, like below: init.sqf (file): execVM "houseprefabs.sqf"; - and that's it ^_^ , and wait nope I haven't talked about defining custom loots Defining Custom Loots: - the already existing prefabs have defined loot tables, you can define new loot tables or modify/replace the existing ones - list of existing loot table variable names: c_loot_house c_loot_house_broken c_loot_house_food c_holder_airport c_holder_garage c_loot_house_slum c_holder_shed c_loot_office c_loot_shop c_loot_construction c_loot_industrial c_loot_research c_loot_military c_loot_military_abandoned c_loot_military_tower c_loot_military_office c_loot_medical - example loot table: your_loot_table_name = [ // loot table contains item arrays, these item arrays contains candidate arrays, for an item array a random candidate is selected from the candidates to add an item [ // item 1 (array) [ // candidate 1 has (item/weapon/loot_table) class names(array of strings), item count(array of numbers), item spawn chance(number 0-1), item magazine count (array of numbers) ["ItemMap","ItemGPS","c_custom_loot_table"], // item/loot_table class names [ [1], // item count (with spawn chance) 0.5, // spawn chance from 0 to 1, 1 = 100% spawn chance [[0]] // magazine count if item class is a weapon ] ], [ // candidate 2 has (item/weapon/loot_table) class names(array of strings), item count(array of numbers), item spawn chance(number 0-1), item magazine count (array of numbers) ["ItemMap","ItemGPS",""], // item/loot_table class names [ [1], // item count (with spawn chance) 1, // spawn chance from 0 to 1, 1 = 100% spawn chance [[0]] // magazine count if item class is a weapon ] ] ], [ // item 2 (array) [ // candidate 1 has (item/weapon/loot_table) class names(array of strings), item count(array of numbers), item spawn chance(number 0-1), item magazine count (array of numbers) ["ItemRadio","c_custom_loot_table"], // item/loot_table class names [ [1], // item count (with spawn chance) 1, // spawn chance from 0 to 1, 1 = 100% spawn chance [[0]] // magazine count if item class is a weapon ] ] ] ]; - you can replace the existing loot tables with your own loot classes, replace the loot table name eg to replace: "c_loot_house", you write in: c_loot_house = <loot_table_format> (script version) - to modify existing loot tables take a look at "SandboxLib\Fncs\fn_defined_loots.sqf" (script/mod version) - to create new/modify existing loot tables create a .sqf file and define your loot tables in the .sqf file and execute the file using "execVM" command - to load/add a loot table to a container: [this, missionNamespace getVariable "your_loot_table_name"] call loot_fnc_addLoot; or: [this, your_loot_table_name] call loot_fnc_addLoot; - to quickly copy your own classes I included a little script: [] spawn { if (!isNil "gearCopyMode") exitWith {}; hint parseText "gear copy - enabled<br/>------------------------------------<br/><br/>choose an item type to copy then open arsenal and press Numpad 5 to copy your wearing item"; gearClasses = []; gearType = "uniform"; gearCopyMode = true; waitUntil { !isNull (findDisplay 46) }; player addAction ["Open Arsenal",{ ["Open", true] spawn BIS_fnc_Arsenal; }]; systemChat "gear copy mode: enabled, use Numpad 5 to copy class"; systemChat format ["copy gear classes type is now %1", gearType]; player addAction ["Gear Copy",{ copyToClipboard str(gearClasses); systemChat format ["%1 classes copied", count gearClasses]; }]; player addAction ["Gear: Headgear",{ gearType = "headgear"; systemChat "copy gear classes type is now headgear"; }]; player addAction ["Gear: Uniform",{ gearType = "uniform"; systemChat "copy gear classes type is now uniform"; }]; player addAction ["Gear: Primary Weapon",{ gearType = "primaryWeapon"; systemChat "copy gear classes type is now primary weapon"; }]; player addAction ["Gear: Secondary Weapon",{ gearType = "secondaryWeapon"; systemChat "copy gear classes type is now secondary weapon"; }]; player addAction ["Gear: Handugn",{ gearType = "handgun"; systemChat "copy gear classes type is now handgun"; }]; player addAction ["Gear: Vest",{ gearType = "vest"; systemChat "copy gear classes type is now vest"; }]; player addAction ["Gear: Backpack",{ gearType = "backpack"; systemChat "copy gear classes type is now backpack"; }]; player addAction ["Gear: Goggles",{ gearType = "goggles"; systemChat "copy gear classes type is now goggles"; }]; player addAction ["Gear: Clear All Copied Classes",{ gearClasses = []; systemChat "copy gear classes - cleared"; }]; systemChat "gear copy enabled"; _arsenalDisplay = nil; _displayList = allDisplays; while {alive player} do { _currentDisplays = allDisplays; { if (!(_x in _displayList)) then { _displayList pushBack _x; _arsenalDisplay = _x; _arsenalDisplay displayAddEventHandler ["KeyDown", { _display =_this select 0; _key =_this select 1; // numpad 5 if (_key == 76) then { // get gear type _gearType = gearType; // get gear class _class = ""; if (_gearType == "uniform") then { _class = uniform player; }; if (_gearType == "primaryWeapon") then { _class = primaryWeapon player; }; if (_gearType == "secondaryWeapon") then { _class = secondaryWeapon player; }; if (_gearType == "vest") then { _class = vest player; }; if (_gearType == "backpack") then { _class = backpack player; }; if (_gearType == "goggles") then { _class = goggles player; }; if (_gearType == "headgear") then { _class = headgear player; }; if (_gearType == "handgun") then { _class = handgunWeapon player; }; if (_class != "" && !(_class in gearClasses)) then { gearClasses pushBack _class; systemChat format ["'%1' class added to copy list, copied class count: %2", _class, count gearClasses]; }; }; }]; }; } forEach _currentDisplays; sleep 1; }; }; - the above script allows you to quickly copy equipment and weapon classes in the Arsenal by pressing Numpad 5 P.S: enjoy ^_^
  10. SCCLoot SCCLoot adds simple, configurable loot spawning to any Arma 3 mission. Got feedback/suggestions, or using this script in your mission? Get in touch! Features Completely open-source and redistributable. Easily editable loot tables and parameters. Building blacklist to stop specific structures from spawning loot. 5 default categories for loot (Civilian/Industrial/Military/Medical/Supermarket) with the ability to add your own. Customisable per-building loot-spawning positions. Want to make street lamps spawn loot? You can! Spawn loot in pre-placed containers and boxes. Supported Arma 3 Terrains (incl. Tanoa and Livonia) CUP Terrains Installation Place the 'SCCLoot' folder inside the root mission directory. Add the following line to your mission's init.sqf: [] execVM "SCCLoot\lootInit.sqf"; Configuration SCCLoot is designed to be highly customisable and configurable - there are several config files that can be edited to alter it's behaviour. More information can be found inside the README.TXT file. License This script is released under the BSD 2-Clause License. You are free to modify and redistribute it, provided you keep the original copyright notice. For more information, see LICENSE.TXT in the script directory. Download • GitHub
  11. DAP is an Arma 3 script that allows the Mission Editor (you) to create real (or virtual) artillery/mortar fire-missions faster and smarter for one or multiple sides, using Eden marker’s positions and an external fire-missions list where you plan the caliber, ammo type, rounds, cycle of repetition and more. DAP doesn't change any original Arma AI behavior, saving server performance, and preserving the Arma integrity and compatibility with any mod. Why use DAP to manage artillery: unlike other scripts, DAP does not require the editor to specify artillery-pieces for each fire-mission. As soon as a fire-mission is triggered, DAP searches for artillery-pieces available at that time that fit the requested caliber, the requested ammunition-type, and have range to the target. This means that for the same target, DAP can use different pieces on the map; just as the same an artillery-piece can be used for multiple fire-missions with different targets. And DAP is absolutely scalable. How to install / Documentation: https://github.com/aldolammel/Arma-3-Dynamic-Artillery-Pieces-Script/blob/main/_DAP_Script_Documentation.pdf What you set for each fire mission with DAP: Real or virtual fire mission; The side that owns each fire-mission; Potential target sectors (Eden markers); How many artillery-pieces you want in each fire-mission; What caliber these pieces will be (Light, Medium, Heavy, Super Heavy or Combined); Ammunition type (HE, Cluster, Smoke, Flare etc); Control the volume of rounds per piece; How many repetition cycles does a fire mission have; Triggers will release the fire-mission (trigger activation, timer, kill/destruction). What you set globally with DAP: Custom callsign for each artillery side; Which piece calibers can use CommandChat to report (On/Off); Infinite ammunition (On/Off); Prevent artillery-pieces self-propelled to change position (On/Off); Prevent artillery-pieces from starting match with no magazines (On/Off); NEW! Fire-mission areas visible on the player map (On/Off); Custom cooldown by caliber among cycles of fire-mission repetition; Pre-defined whitelist of pieces working (Arma, DLCs, CDLCs, RHS, CUP, etc); Pre-defined whitelist of ammunition working (Arma, DLCs, CDLCs, RHS, CUP, etc); Pre-defined blacklist of currently bugged vehicles/static turrets; Pre-defined blacklist of currently bugged ammunition; Debug mode with simple or deep detailing; Etc… Automatically DAP Library supports content from: Arma 3; Expansion Apex; DLC Tanks; DLC Contact; CDLC Western Sahara; CDLC Reaction Forces; CDLC Expeditionary Forces; CDLC Global Mobilization; Mod RHS; Mod CUP. How DAP works technically: Before installation for advanced editors’ valuation, there's a workflow in the first pages of the documentation. Video demo: Soon! Check the file above on GitHub. Check the file above on GitHub. Documentation, link on this post header. Dependencies: None 😉 Download: - On GitHub: https://github.com/aldolammel/Arma-3-Dynamic-Artillery-Pieces-Script - On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3371824030 Missions using it: - Soon. - - - - - - - - - - - Changelog: Dec, 6th 2024 | v1.5.2: news, fixes and notes. Known issues: - If you delete some original artillery crew (the driver, for example), it will print out an error (WIP). So, use the original crew of vehicles you want to use; - - - - - - - - - - - Video tutorials (playlist): - Soon in my secret YouTube channel hehe
  12. AI Medic Auto Heal by Rydygier & Gunter Severloh Description AI Medic auto heal is a code where an ai medic in your squad you command, will automatically heal each member of the squad or group including the player if they are injured without commanding them to do so. The code was written by Rydygier, which was a major upgrade of the code i had presented to him with. How it works: 1. Every 10 seconds the code checks, if units in the group are damaged >0.1; 2. If so, the code looks for a valid medic unit in wounded unit's group (wounded unit itself excluded). Valid medic must be alive, not on the move (unitReady), AI, with a trait "Medic" (so only certain classes, not any), closer, than 500m from the wounded unit, and not busy with healing already. 3. Closest of valid medics is chosen. 4. If both medic and wounded are in the same vehicle, auto heal should occur after 5 seconds (no FAK or medikit required), unless medic or wounded is killed or deleted during that 5 seconds. If not: 5. If wounded unit's vehicle is moving fast or not touching ground - the code breaks and no healing action will occur. Otherwise: 6. Medic gets doMove towards wounded unit. Medic will not try to use his current vehicle in order to reach wounded unit's position. Instead, it will disembark and move on foot. If wounded unit is in a vehicle, medic's actual destination is only in rough vicinity though. If in the meantime medic gets stuck, the distance from the wounded increase by additional 200m above initial distance for any reason or any mentioned above conditions become not OK, code breaks, medic is stopped, no healing will occur. Otherwise: 7. The movement is concluded, if at the end medic is close enough to the wounded - healing action will occur. If wounded is in the vehicle, likely medic will be teleported in the direct vicinity of the wounded (so may end within vehicle's model box until healing is over). "HealSoldier" action requires/consumes a FAK or medikit, but my code adds "setDamage 0" auto heal at the end of this action, so even, if medic is out of FAKs, wounded should be healed. Without it healing wounded sitting in a vehicle could fail (would need more testing to confirm for sure). If described procedure is interrupted without healing action and the player is still alive and wounded, in the next cycle (10 seconds) it will be attempted again. 8. Medics now can also heal themselves with this script. 9. Wounded are prioritized by distance from closest available medic and severity of the wound (both factors are weighted together). 10. Modified wound detection. Now it is based on hitPoints damage, not overall damage (so limping due to fall from above should trigger a medic). Note - if both, player and medic are subordinates of an AI TL, TL may override medic's movements with other commands, like "return to formation". Hence it is recommended for player TL groups. Otherwise player may be forced to approach the medic close enough (not tested). Installation and Setup Setup - Script 1. Create a notepad/notepad++ document and copy and paste the following code into it: 2. Save and name the document: init.sqf and put it into your scenario folder. [] spawn { RYD_SM_EnemyCloseDistance = 100;//if medics must move to the wounded, but he is engaged in combat with some enemy being closer than this value, medic is considered not available and will interrupt pending movement waitUntil { sleep 1; (alive player) }; RYD_SM_HealCheck = { params ["_unit","_medics"]; if ((time - (_unit getVariable ["RYD_SM_LastCheck",0])) < 10) exitWith {};//check only once per 10 seconds _unit setVariable ["RYD_SM_LastCheck",time]; if not (alive _unit) exitWith {};//just in case, "Hit" would trigger for a dead player _vehicleUnit = vehicle _unit; if (alive (_unit getVariable ["RYD_SM_HealedBy",objNull])) exitWith {};//exit if already treated //potential medic is one of _unit's team mates, _unit excluded, that are alive, unitReady, AI, of proper medic class, closer, than 500m and not busy with healing already if (_unit in _medics) exitWith { _unit setVariable ["RYD_SM_Busy",true]; _unit setVariable ["RYD_SM_HealedBy",_unit]; [_unit,_vehicleUnit] spawn { params ["_unit","_vehicleUnit"]; _unit action ["HealSoldierSelf",_unit]; if not (_unit isEqualTo _vehicleUnit) exitWith { sleep 5; _unit setVariable ["RYD_SM_HealedBy",nil]; _unit setVariable ["RYD_SM_Busy",nil]; if not (alive _unit) exitWith {}; _unit setDamage 0; }; _time = time; waitUntil { sleep 1; if not (alive _unit) exitWith {true}; ((((toLower (animationState _unit)) find "medic") >= 0) or {(time - _time) > 5}) }; if not (alive _unit) exitWith {}; _time = time; waitUntil { sleep 1; if not (alive _unit) exitWith {true}; ((((toLower (animationState _unit)) find "medic") < 0) or {(time - _time) > 5}) }; _unit setVariable ["RYD_SM_HealedBy",nil]; _unit setVariable ["RYD_SM_Busy",nil]; }; }; _medics = _medics select {(_x distance _unit) < 500}; if ((count _medics) < 1) exitWith {};//exit if no valid medics _medics = _medics apply {[_x distance _unit,_x]}; _medics sort true; _medic = (_medics select 0) select 1;//closest of medics is chosen _vehicleMedic = vehicle _medic; _sameVehicle = _vehicleUnit isEqualTo _vehicleMedic; if (not (_sameVehicle) and {((abs (speed _vehicleUnit)) > 10)}) exitWith {};//exit if _unit is moving fast if (not (_sameVehicle) and {not (isTouchingGround _vehicleUnit)}) exitWith {};//exit if _unit is flying _unit setVariable ["RYD_SM_HealedBy",_medic]; _medic setVariable ["RYD_SM_Busy",true]; if (_sameVehicle) exitWith//if _medic and _unit are in the same vehicle, just automatically conclude healing with 5 sec delay { [_unit,_medic] spawn { params ["_unit","_medic"]; _medic action ["HealSoldier",_unit]; sleep 5; _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; if not (alive _unit) exitWith {}; if not (alive _medic) exitWith {};//if during the delay _medic or _unit are killed or delted - no healing. Otherwise healing occurs even if one or both leave vehicle in the meantime. _unit setDamage 0; }; }; _unitPosition = getPosATL _vehicleUnit; _medicPosition = getPosATL _vehicleMedic; _distance = _unitPosition distance _medicPosition; _threshold = if (_unit isEqualTo _vehicleUnit) then { 2.5 } else { ((sizeOf (typeOf _vehicleUnit))/2) }; if (_distance > _threshold) then { if not (_medic isEqualTo _vehicleMedic) then { _medic action ["GetOut",_vehicleMedic]; }; _medic doMove _unitPosition; [_unit,_medic,_vehicleUnit,_distance,_threshold] spawn { params ["_unit","_medic","_vehicleUnit","_distance","_threshold"]; sleep 1; _stuck = 0; _inFight = false; waitUntil { _pos1 = getPosATL _medic; sleep 2; _pos2 = getPosATL _medic; if not (alive _unit) exitWith {true}; if not (alive _medic) exitWith {true}; _enemy = getAttackTarget _medic; if ((alive _enemy) and {((_medic distance _enemy) < RYD_SM_EnemyCloseDistance) and {((_medic knowsAbout _enemy) > 1.5)}}) exitWith {_inFight = true;true}; if ((abs (speed _vehicleUnit)) > 10) exitWith {true}; if not (isTouchingGround _vehicleUnit) exitWith {true}; if ((_pos1 distance _pos2) < 0.1) then { _stuck = _stuck + 1; }; _threshold = if (_unit isEqualTo _vehicleUnit) then { 2.5 } else { ((sizeOf (typeOf _vehicleUnit))/2) }; if ((unitReady _medic) and {((_medic distance _vehicleUnit) >= _threshold)}) then { _medic doMove (getPosATL _vehicleUnit); }; ((unitReady _medic) or {(_stuck > 5) or {((_medic distance _vehicleUnit) > (_distance + 200))}}) }; if (_inFight) exitWith { _medic doMove (getPosATL _medic); _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; }; if not (alive _unit) exitWith { _medic doMove (getPosATL _medic); _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; }; if not (alive _medic) exitWith { _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; }; if (_stuck > 10) exitWith { _medic doMove (getPosATL _medic); _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; }; if ((abs (speed _vehicleUnit)) > 10) exitWith { _medic doMove (getPosATL _medic); _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; };//exit if _unit is moving fast if not (isTouchingGround _vehicleUnit) exitWith { _medic doMove (getPosATL _medic); _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; };//exit if _unit is flying if ((_medic distance _vehicleUnit) > (_distance + 200)) exitWith { _medic doMove (getPosATL _medic); _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; };//if for any reason distance increased too much (troublesome pathfinding for example) _medic doMove (getPosATL _medic); if ((_medic distance _vehicleUnit) < _threshold) then { _medic action ["HealSoldier",_unit]; _time = time; waitUntil { sleep 1; if not (alive _unit) exitWith {true}; if not (alive _medic) exitWith {true}; ((((toLower (animationState _medic)) find "medic") >= 0) or {(time - _time) > 5}) }; if not (alive _unit) exitWith {}; if not (alive _medic) exitWith {}; _time = time; waitUntil { sleep 1; if not (alive _unit) exitWith {true}; if not (alive _medic) exitWith {true}; ((((toLower (animationState _medic)) find "medic") < 0) or {(time - _time) > 5}) }; _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; if not (alive _unit) exitWith {}; if not (alive _medic) exitWith {}; _unit setDamage 0; }; }; } else { [_unit,_medic] spawn { params ["_unit","_medic"]; _medic doMove (getPosATL _medic); _medic action ["HealSoldier",_unit]; _time = time; waitUntil { sleep 1; if not (alive _unit) exitWith {true}; if not (alive _medic) exitWith {true}; ((((toLower (animationState _medic)) find "medic") >= 0) or {(time - _time) > 5}) }; if not (alive _unit) exitWith {}; if not (alive _medic) exitWith {}; _time = time; waitUntil { sleep 1; if not (alive _unit) exitWith {true}; if not (alive _medic) exitWith {true}; ((((toLower (animationState _medic)) find "medic") < 0) or {(time - _time) > 5}) }; _unit setVariable ["RYD_SM_HealedBy",nil]; _medic setVariable ["RYD_SM_Busy",nil]; if not (alive _unit) exitWith {}; if not (alive _medic) exitWith {}; _unit setDamage 0; }; }; }; while {alive player} do { _units = (units (group player)) select {(alive _x)}; _wounded = _units select {((((getAllHitPointsDamage _x) select 2) findIf {_x > 0.1}) >= 0)}; if ((count _wounded) > 0) then { _medics = _units select {(unitReady _x) and {not (isPlayer _x) and {(_x getUnitTrait "Medic") and {not (_x getVariable ["RYD_SM_Busy",false]) and {not (((alive (getAttackTarget _x)) and {((_x distance (getAttackTarget _x)) < RYD_SM_EnemyCloseDistance) and {((_x knowsAbout (getAttackTarget _x)) > 1.5)}}))}}}}}; if ((count _medics) > 0) then { _wounded = _wounded apply { _unit = _x; _medics2 = _medics apply {[_x distance _unit,_x]}; _medics2 sort true; _medicD = (_medics2 select 0) select 0; _val = (damage _x)/(_medicD max 1); [_val,_x] }; _wounded sort false; { [(_x select 1),_medics] call RYD_SM_HealCheck; _medics = _medics select {not (_x getVariable ["RYD_SM_Busy",false])}; if ((count _medics) == 0) exitWith {}; } foreach _wounded; }; }; sleep 10; }; }; Setup - External Script - (optional) Instead of using a init.sqf for the code, you can setup an external script that can be used instead: 1. Create a notepad/notepad++ document and copy and paste the code from above into it: 2. Save and name the document: RYD_AI_AutoMedic.sqf and put it into your scenario folder. 3. Create a notepad/notepad++ document and add the following code to it: execVM "RYD_AI_AutoMedic.sqf"; 4. Save and name the document: init.sqf 5. Add both RYD_AI_AutoMedic.sqf and the init.sqf to your scenario folder where the mission.sqm is located. Credits Rydygier wrote the code. Both Gunter's and Rydygier's ideas.
  13. Hello guys, so i've found this script (its working perfectly), but now i want to make it with planes, the question is in the section "HeliDown" / "HeliWheelsBrake", what command can i use to make this script working with planes (for example nose up and nose down) Note: for IsKindOf "helicopter" -> plane ? Thx team :)) if (isDedicated) exitWith {}; ["HelicopterTaxing", "onEachFrame"] call BIS_fnc_removeStackedEventHandler; ["HelicopterTaxing", "onEachFrame", { params ["_Object"]; if ( (vehicle player != player) and (vehicle player isKindOf "helicopter") and { (isTouchingGround (vehicle player)) and isEngineOn (vehicle player) and (driver (vehicle player) == player) and (isLightOn (vehicle player)) } ) then { private _vehicle = vehicle player; private _speed = 0; if (cameraOn == _vehicle and cameraView == "INTERNAL") then { _text = format ["<t size='1.5' color='#E3FF00'>Taxiing is </t><t size='1.5' color='#00B011'>ENABLED</t> <br/><t size='1.5' color='#E3FF00'> <t size='1.5' color='#E3FF00'>Press </t></t><t size='1.5' color='#007CE9'>%1<t size='1.5' color='#E3FF00'><t size='1.5' color='#E3FF00'> to go forward</t><br/> <t size='1.5' color='#E3FF00'>Press </t><t size='1.5' color='#007CE9'>%2<t size='1.5' color='#E3FF00'><t size='1.5' color='#E3FF00'> to reverse</t><br/> </t> ", (actionKeysImages ["HeliDown",10]), (actionKeysImages ["HeliWheelsBrake",10])]; titleText [_text, "PLAIN DOWN", 0.05, true, true]; }; if ((abs(speed (vehicle player)) < +10) and (1 in [(inputAction "HeliDown"),(inputAction "HeliWheelsBrake")])) then { _input = "None"; if ((inputAction "HeliDown") > 0.5) then {_input = "Forward"}; if ((inputAction "HeliWheelsBrake") > 0.5) then {_input = "Backward"}; switch (_input) do { case "Forward": {_speed = +1.5; if (speed _vehicle < 1) then {_vehicle setVelocityModelSpace [0, 1, 0]}}; case "Backward": {_speed = -1; if (speed _vehicle > -1) then {_vehicle setVelocityModelSpace [0, -1, 0]}}; default {_speed = 0}; }; _speed = ((getmass _vehicle)* _speed / ((abs speed _vehicle) + 1) ); _vehicle addForce [(_vehicle) vectorModelToWorld [0,_speed,-100],[0,-2,-1]]; }; }; }] call BIS_fnc_addStackedEventHandler; player addEventHandler ["GetInMan", { params ["_unit", "_role", "_vehicle", "_turret"]; if (_vehicle isKindOf "helicopter" and driver _vehicle == player) then { systemChat "Turn on your lights to enable taxiing"; }; }];
  14. ETHICS is a full solution script for ARMA 3 that provides wide creation and management over statics kill zones like minefields, UXO zones, and trap zones. Built for single-player and multiplayer, ETHICS include kill zone doctrines such as land anti-personnel, land anti-materiel, naval anti-materiel, unexploded ordnance, and booby-trap. How to install / Documentation: https://github.com/aldolammel/Arma-3-Ethics-Minefields-Script/blob/main/_ETH_Script_Documentation.pdf What to expect from ETHICS script:   Drag and drop a marker on Eden to create a full and unique kill zone such as minefields; Also easy to build naval minefields, Unexploded ordnance zones (UXO), and Trap zones; Ethics control (ON/OFF) to avoid planting explosive devices through civilian areas; Topography control (ON/OFF) to avoid planting over rock clusters and mountains; UXO doesn't respect Ethics or topography rules, and can be dropped under the water; Boobs-trap doesn't respect topography rules and they are always hidden, never in the open; Anti-personnel (AP) landmines avoid roads and streets; Anti-materiel (AM) landmines can be planted (ON/OFF) only on roads and streets; Classic minefields can also be hybrid, bringing AP and AM mines features; Customize each doctrine's explosive with devices from RHS, CUP, or any mod; Set (or not) for each kill zone has a faction owner; Set (or not) for each kill zone a percentage of presence, controlling the kill zone spawn probability; Easy explosive devices amount management through the global intensity presets: lowest, low, mid, high, or extreme; Easy way to hide all markers on the map (ON/OFF), even to kill zone owners; Debugging: friendly error handling; Debugging: a hint monitor, and systemChat feedbacks for the mission editor; Debugging: full documentation available. Video demo: Soon. Script config: Dependencies: None 😉 Download: On GitHub: https://github.com/aldolammel/Arma-3-Ethics-Minefields-Script On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2926204522 Missions using it: Escape from Kherson: https://steamcommunity.com/sharedfiles/filedetails/?id=2878171355 Sharia in Raqqa: https://steamcommunity.com/sharedfiles/filedetails/?id=1849325560 Adsumus: https://steamcommunity.com/sharedfiles/filedetails/?id=1838939661 Tank hunting: https://steamcommunity.com/sharedfiles/filedetails/?id=2468255648 - - - - - - - - - - - Changelog: Nov, 16th 2024 | v1.9: news, fixes and notes. Known issues: UXO cosmetic smokes are not working properly on Dedicated Server (WIP); Dynamic Simulation looks not work properly with mines; Mines is not editable by the Zeus module yet;
  15. Hi Guys, New to scripting and having trouble finding any info on whether its possible to close a diary record, but keep the map open, when selecting a map marker. My briefing text is fairly long and when I select the <marker> and the map moves it to the centre, the marker is covered by the text window. I saw a selectDiarySubject command and wondered whether it was possible to switch from my Briefing subject "The Hub" to "Map" when the marker tag is clicked. The thinking being that this should close the larger Hub window, but I'm not sure if thats possible or what the embedded syntax looks like to achieve that. Does anyone have any suggestions as to whether what I'm trying to do is possible and if so, what the right way to go about it might be. player createDiaryRecord ["Diary", ["The Hub"," For the duration of your stay you will based here at <marker name=theHub>'The Hub'</marker>,a Joint Operations Centre (JOC) in Mexico.<br/>"+ "<img image='images\theHubsml.jpg' width='329' height='185' title='The Hub' /><br/>"+ "<br/> The..."]];
  16. So, I have a mission file where I want players to open containers with the variable names "container1" to "containerX", and they will contain randomized loot items. My attempt at the script is below, and it doesn't throw any errors, but it also doesn't do anything. If anyone knows why my script doesn't work, please let me know! Would be a great help! (The reason it iterates through a containers array is for future usage of the array) private _loot = ["Item_AM_scrapelectronics", "Item_AM_mataljunk", "Item_AM_ductape"]; private _containerCount = 4; // ------------------------------------------------ private _containers = [""]; _containers resize _containerCount; { private _lootIndex = 0; private _lootAmount = 0; _lootSize = count _loot; _lootIndex random _lootSize; _lootAmount random 10; _lootItem = _loot select _lootIndex; private _index = _forEachIndex; _x = "container" + str _index; private _variable = _x; private _container = missionNamespace getVariable _variable; _container addItemCargoGlobal [_lootItem, _lootAmount]; } forEach _containers;
  17. I just don't find anything that can do that. All I want is that when a ambulance drives into the trigger that it turns on the sirens and lights.
  18. Hi all, I'm having a few issues with a script that I've come across and want to use. I've already used the current version of the script to spawn objects in with their default rotation, but now I'm wondering if there is any way to rotate them? getDir and getMarkerDir haven't worked for me so far, so any help is much appreciated. here is the version of the script I'm currently using, for reference: "Land_W_sharpRock_wallH" createVehicle getMarkerPos "marker0"; where "Land_W_sharpRock_wallH" is just an example object and "marker0" is the example marker I'm using as a spawn location. P.S. I'm incredibly new to scripting stuff in arma, so please be kind to me, I'm just trying to learn, but with that said any criticism is welcome!
  19. Compilation List of my GF Scripts - Mods by GEORGE FLOROS [GR] 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 . Below are the links and the download button , for every of my available GF Scripts . This list , will always be up to date. For anything that you might want , feel free to ask , if it's possible to do something for this , after all the arma series generally , has a good and helpfull community! Thank you Guys , for the whole support ! and off course . . . have FUN !
  20. GEORGE FLOROS GR

    GF Cleanup Script

    GF Cleanup Script by GEORGE FLOROS [GR] Description: GF Cleanup Script , configurable script. 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 / Usage: For usage instructions and information of how to use the GF Cleanup 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 , 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/ Notes: Configurable Script. You can select to delete : Particlesource,Dead,Mines,Ruins,Craters, Dropped Items,Static Weapon,Empty Groups, Empty Vehicles,emptyDetector MP triggers. You can exclude certain objects , by adding in the init of the object , in the editor or include in the scripted spawn : this setVariable ["GF_Excude_from_cleanup",true]; It is possible to create an Exclude Zone , by creating a marker. There are already 5 created in the editor as a working example , that you can just copy paste them in your mission. 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: v4.0 A lot of code is reedited , added option to exclude certain objects , by setting a variable, added option to create an Exclude Zone , by creating a marker, for more information check the Notes + see ex. mission. Code Performance and optimisation and minor fixes. v3.0 Code Performance and optimisation and minor fixes. v2.0 Added distance parameter added more options and minor changes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39927 Armaholic download GF Cleanup Script
  21. Hello, I have been thinking about one particular script that would basically do this: Players on dedicated enter the room or building. After a short while room locks and entraps players inside. Gas enters the room. Players without gasmask fall unconscious. After that I can capture and teleport them to the torture room (via zeus), from which they have to escape by solving puzzles and playing as team. - that is my mission idea. I have found this compilation (no mod required) which seems to function nice and I bet it can be modified not to kill players but uncon them. https://steamcommunity.com/sharedfiles/filedetails/?id=2711516635&amp;searchtext=toxic+cloud However I am not experienced scripter. Any ideas ?
  22. VASS - Virtual Arsenal Shop System Introduction VASS provides a simple to setup shop system and is the successor to the Arsenal Shop. The system provides several functions to handle traders and items. As of now it does not come bundled with an economy system but the implementation of an external one is easily possible. Setup Enable system: Download the GitHub repo: https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System Check the example mission (Mission.VR) Copy the VASS folder to your mission Add the lines from the description.ext Add trader: Execute the addShop function: [this] call TER_fnc_addShop Add an inventory with the addShopCargo function: [this, ["itemclass0", 15, 5, ..., "itemClassN", price, amount]] call TER_fnc_addShopCargo For easier setup of this cost table I have created a mod that does this task with a user interface: https://steamcommunity.com/sharedfiles/filedetails/?id=1760193128. The settings can be changed by opening the object's attribute window and scrolling down to the "VASS" section. Handle money: Edit the TER_fnc_VASShandler in "VASS\fnc\fn_VASShandler.sqf" Change the getMoney and setMoney functions to match your economy system Documentation GitHub will have a wiki on all aspects of the system. In addition to that all relevant functions have a header at the beggining of the file to show you what arguments they expect and what they do. Further links GitHub: https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System VASS 3den mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1760193128 BI forums: https://forums.bohemia.net/forums/topic/219677-release-virtual-arsenal-shop-system/ Screenshots That's all for now and I hope that you find this useful! 7erra DISCLAIMER - This post was edited nearly a year after the original post. Don't expect comments from the previous discussion (up until page 5) to be applicable to the new system
  23. Hello guys. I've basically created an account to ask for your help as I really don't have any idea what's going on. I'm currently doing a little experiment with some scripts I found on the Steam workshop. I created my mission and created an init.sqf file for testing purposes (of course, inside the mission I created). After that and several tests, I decided to stop and continue today. Nevertheless, for some reason, when I loaded the mission I was welcomed with an error message saying: "Script C:\Users\USUARIO\Documents\Arma 3 - Other Profiles\[Sgt]%20Zeonn\missions\DiosDelClimaTEST.Altis\init.sqf not found". My first thought was to make sure my init.sqf was actually a sqf file just in case Windows messed up with my stuff. But it didn't, it is an sqf file and everything is exactly how it was yesterday, after checking the RPT files I saw this: 20:45:49 Invalid path (only relative paths supported): 'C:\Users\USUARIO\Documents\Arma 3 - Other Profiles\[Sgt]%20Zeonn\missions\DiosDelClimaTEST.Altis\init.sqf' 20:45:49 Warning Message: Script C:\Users\USUARIO\Documents\Arma 3 - Other Profiles\[Sgt]%20Zeonn\missions\DiosDelClimaTEST.Altis\init.sqf not found 20:45:49 ScriptVM file C:\Users\USUARIO\Documents\Arma 3 - Other Profiles\[Sgt]%20Zeonn\missions\DiosDelClimaTEST.Altis\init.sqf cannot be opened! It doesn't make any sense because the file path is correct, and file extension is correct (I did the full extension thing, save the file on Notepad++ and with Visual Studio to be double sure). I was about to give up when I loaded another mission, imagine my surprise when I saw the exact same error message, it's happening in all my missions. Even the older ones (like Liberation). However, I discovered that if I export the mission using the editor option (the one that saves it in the steam folder Arma3/missions as a PBO), and loaded using the Scenario option in the main menu, the init.sqf LOADS PERFECTLY, and everything runs as it's supposed to. I don't what's going on, and I have no idea how to solve it. I already tried creating a new profile, reloading the missions, verifying the game files, and everything. Would you guys help me on this? Forgot to mention: if I do an execVM "init.sqf" it also detects the file. Which makes even less sense.
  24. moved to the right topic:
  25. JBOY Mace Trap for Prairie Fire is released! The jungles of Nam just got a little more dangerous! This is not MP tested yet, but hopefully will work. Please report any bugs found in this thread. Fun release vid: Editor demonstration showing how to set up mace traps: Original pre-release teaser video: Get sample mission here: https://www.dropbox.com/s/erki8qb50f9his9/JBOY_MacePunjiTrapDemo.vn_khe_sanh.7z?dl=0 Credits: Savage Game Design for objects and voice files used in the script. Bohemia Interactive for voice files and sound fx. How to add Mace Traps to mission in the Editor: Copy the JBOY folder from sample mission into your mission folder. Include these two lines (copy from sample mission init.sqf) into you init.sqf file. // ********************************************************************** // Compile JBOY functions // ********************************************************************** _n = execVM "JBOY\JBOY_compileFuncs.sqf"; // Compile general JBOY functions call compile preprocessFile "JBOY\mace\compileMaceScripts.sqf"; // Compile all Mace functions Place a Whip Trap object in the editor. The direction you set the trap will be the direction the mace will swing. Note that AI may be inclined to walk around the trap, so you might want to place more objects on map to funnel the AI path into the trap. In the Whip Trap object's init field, put the following code: [this,'WEST'] spawn {sleep 3; _this spawn JBOY_maceTrapCreate;}; The second parameter above determines who can activate the trap. This script creates a trigger for the trap, so these are the values you canuse for this parameter: "EAST", "WEST", "GUER", "CIV", "LOGIC", "ANY", "ANYPLAYER" For a Prairie Fire mission you might want to set it to WEST so only West units activate the trap. This simulates the locals (VC and Civs) knowing to avoid the trap.
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