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Found 682 results

  1. HIVE AI V3.1 Arma 3 version: 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_NAMES - Location types to be used as objectives. Demo and files https://drive.google.com/drive/folders/1D59AmyaK4PlIWtLCcHPiBqv7P_6PTzFG?usp=drive_link
  2. 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. Creation concept: make use of artillery-pieces practical, fast, and scalable for multiplayer or single-player missions. 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 (Virtual is WIP) The side that owns the fire mission; Potential target sectors (Eden markers); How much weaponry you want in the fire mission; What caliber these weaponry will be (Light, Medium, Heavy, Super Heavy); Ammunition type (HE, Cluster, Smoke, Flare etc); Control the volume of rounds; How many cycle repetitions; Triggers that will trigger the fire mission (trigger activation, timer, kill/destruction). What you set globally with DAP: Custom callsign for artillery side; Which pieces can use CommandChat to report (On/Off) Infinite ammunition (On/Off); Fire mission areas visible on the player map (On/Off) WIP Custom cooldown between cycles of fire mission repetition; Pre-defined whitelist of weaponry working (Arma, DLCs, RHS, CUP, etc); Pre-defined whitelist of ammunition working (Arma, DLCs, RHS, CUP, etc); Pre-defined blacklist of currently bugged vehicles; Pre-defined blacklist of currently bugged ammunition; Debug mode; 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 internally: (for advanced editors' valuation) There's a workflow in the first pages of the documentation. Check it out! Video demo: Soon (this week) Check the file above on GitHub. Check the file above on GitHub. <Soon the image of the 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: Nov, 25th 2024 | v1.0: news, fixes and notes. Known issues: - None yet. - - - - - - - - - - - Video tutorials (playlist): - Soon in my secret YouTube channel hehe
  3. 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.
  4. 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"; }; }];
  5. HIVE AI A3 V.1 continuation of : 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. Demo and files https://drive.google.com/drive/folders/1bDqVV98rXw48YPWLymcOp4PtG-hBkfnO?usp=drive_link
  6. 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;
  7. 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..."]];
  8. CSWR is an Arma 3 script that allows the Mission Editor to spawn AI units and vehicles (by ground or air paradrop) and makes those groups move randomly to waypoints forever in life, where spawn-points and waypoints are easily pre-defined by Mission Editor through Eden marker's positions. CSWR accepts faction loadout customization, including additional customizations for sniper teams 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. Special thanks: To the old (but gold) "T8 Units" script for the inspiration over the years. 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; Manually define which markers the faction can use as spawn-points; Create unlimited different types of spawn-points: Common spawn: for units and ground vehicles; Vehicle spawn: exclusive for ground vehicles; Heli spawn: exclusive for helicopters; Paradrop spawn: for units and ground vehicles; Sectorized spawn: all spawn types can be sectorized to be available only for specific groups/vehicles inside a faction; Spawn-points can be triggered by: Mission starts: right after the mission gets started; Timer delay: a down count; Trigger delay: when some editor's trigger is activated; Target delay: when a specific unit or vehicle or building is killed/destroyed; Once the spawn-points are created, the script will spawn the groups randomly through their faction spawns; There is no re-spawn. Death is death for units and vehicles spawned by CSWR; Vehicles with turrets spawned by CSWR, when damaged, their gunners never leave the vehicle, doing the last standing in combat until death; Manually define which markers will be used as one types of destinations (waypoints) for AI units and vehicles; Create unlimited different types of destinations: Move: groups will move randomly through your predefined move-markers; IMPROVED! Watch: sniper groups will search for the best high position to cover one of your predefined watch-markers; Hold: soldiers, civilians, or ground vehicles (mainly tracked ones) will set position facing a specific direction predefined by you with hold-markers; IMPROVED! Occupy: soldiers and civilians will search for a building around a predefined occupy-marker, and will go there, get in, and stay; IMPROVED! Sectorized destination: all destination types can be sectorized to be available only for specific groups/vehicles inside a faction; Once the destination markers are created, CSWR will take care of taking (or not) the groups there, randomly; Manually set the number of soldiers, who they are, their loadouts, who belongs in each group type, and even ground vehicles and helicopters; Add or remove Night-Vision-Goggles and Flashlights for one or more factions, easily through "True" or "False" management; There are 7 infantry templates and 8 vehicle templates to customize (with modded or vanilla things) for each faction; Define easily how many AI groups are in-game, what squad types they belong to, and their behavior: safe, aware, stealth, combat, chaos. For more details, check the documentation; IMPROVED! Available white and blacklist for buildings and ruins when groups are using Occupy movements; All vehicles and units spawned by CSWR can be (ON/OFF) editable by Zeus; Set if the CSWR should wait for another script load first on the server; Debugging: friendly error handling; Debugging: hint monitor to control some AI numbers; IMPROVED! Debugging: full documentation 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: Apr, 14th 2024 | v6.5.2: news, fixes and notes. Known issues: - Watch > Sniper groups still not considering buildings when 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):
  9. 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;
  10. 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.
  11. 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!
  12. 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 !
  13. 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
  14. 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 ?
  15. 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
  16. 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.
  17. moved to the right topic:
  18. 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.
  19. -=/Respawn in Singleplayer\=- by Rydygier & Gunter Severloh Description When your playing a mission in single-player, either a subscribed or a mission you created yourself, and when you get killed, did you ever wonder if it were possible if you could just keep playing somehow without relying on saves? If you could just respawn like you can in multiplayer? ... Well now you can! This is a code written by Rydydgier that will allow you to respawn in singelplayer, either through preview in the editor, or in a mission in scenarios. All you need to do is define a marker where you want to respawn, or a vehicle name you want to respawn at for a mobile respawn, and then add the ini.sqf in the scenario folder. See the features below for more details! Features - Respawn anywhere by defining where you want to respawn at via marker like a base respawn. - Make your scenario dynamic and replayable by setting up a random respawn by defining where you want to respawn via multiple markers. - Setup a mobile respawn by giving a vehicle a name and you will respawn wherever that vehicle is. - Use the code from an external script and not directly from the init.sqf if you want too. - Save your loadout on respawn of the placed unit in the editor, or respawn with the added loadout setup through arsenal that was applied to the unit. - Set how many times you want to respawn, either use a set number or set it to -1 for unlimited respawns. - Remove your dead body apon death, automatic corpse removal, every time you die in your mission your player character's body will be deleted by sinking into the ground. - Respawn screen. - Respawn timer. 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. //single player respawn script RYD_SPR_RespawnPositions = [myCar_1];//one will be chosen at random, markers, objects or arrays including coordintes and direction, for example: RYD_SPR_RespawnPositions = ["marker1","OtherMarker_2",someObject_1,[[100,200,0],120]]; RYD_SPR_Respawns = -1;//amount of respawns. If set with negative value - unlimited respawns RYD_SPR_ChangedLoadout = true;//if true, new unit will get old unit's loadout as it was at death, otherwise new unit will get default loadout. RYD_SPR_DelayParameters = [10,false,true,{}];//[delay in seconds, black courtain, external view, optional code to be executed in the middle of countdown where _this equals new unit] RYD_SPR_TextColor = "3a96d4";//RESPAWN IN: color. //all above arrays can be re-defined on the fly. RYD_SPR_atKilled = { params ["_killed"]; if not (RYD_SPR_Respawns == 0) then { _delay = RYD_SPR_DelayParameters select 0; _blackout = RYD_SPR_DelayParameters select 1; _mode2 = "PLAIN"; _mode3 = "PLAIN"; _mode = if (_blackout) then { _mode2 = "BLACK FADED"; _mode3 = "BLACK IN"; 0.55 fadeSound 0.1; "BLACK OUT" } else { (5 min (_delay + 1)) fadeSound 0.1; "PLAIN" }; "RYD_SPR_RespawnCurtain" cutText ["",_mode,0.55]; enableRadio false; clearRadio; if (RYD_SPR_Respawns > 0) then { RYD_SPR_Respawns = RYD_SPR_Respawns - 1; }; _respawnPos0 = selectRandom RYD_SPR_RespawnPositions; _respawnDir = 0; _respawnPos = switch (typeName _respawnPos0) do { case ("STRING") : { _respawnDir = markerDir _respawnPos0; (getMarkerPos _respawnPos0) }; case ("OBJECT") : { _respawnDir = getDir _respawnPos0; (getPosATL _respawnPos0) }; default { _respawnDir = _respawnPos0 select 1; (_respawnPos0 select 0); }; }; _newUnit = (group _killed) createUnit [(typeOf _killed),_respawnPos,[],0,"NONE"]; _newUnit allowDamage false; _newUnit setCaptive true; _newUnit enableSimulation false; _newUnit hideObject true; _newUnit setDir _respawnDir; //_newUnit setPosATL _respawnPos; _newUnit addEventHandler ["Killed",RYD_SPR_atKilled]; if (RYD_SPR_ChangedLoadout) then { _newUnit setUnitLoadout (missionNameSpace getVariable ["RYD_SPR_customLoadout",(getUnitLoadout _killed)]); }; _killedPos = getPosATL _killed; hideBody _killed; addSwitchableUnit _newUnit; [_newUnit,_mode2,_mode3,_killedPos] spawn { params ["_newUnit","_mode2","_mode3","_killedPos"]; _delay = RYD_SPR_DelayParameters select 0; _blackout = RYD_SPR_DelayParameters select 1; _externalView = RYD_SPR_DelayParameters select 2; _code = RYD_SPR_DelayParameters select 3; _camera = objNull; if (_externalView) then { _camPos = _killedPos getPos [2,(random 360)]; _camPos set [2,6]; _camera = ("camera" camCreate _camPos); camUseNVG (sunOrMoon < 0.5); _camera camSetTarget _killedPos; showCinemaBorder false; _camera cameraEffect ["internal", "BACK"]; _camera camCommit 0; _camPos = _killedPos getPos [((((_delay + 1) max 1)* 2) min 200),(random 360)]; _camPos set [2,((((_delay + 1) max 1) * 6) min 600)]; _camera camSetPos _camPos; _camera camCommit (_delay + 1); }; RYD_SPR_ppChrom = ppEffectCreate ["chromAberration", 1499]; RYD_SPR_ppChrom ppEffectAdjust [0.005,0.005,true]; RYD_SPR_ppCCor = ppEffectCreate ["ColorCorrections",1500]; RYD_SPR_ppCCor ppEffectAdjust [1, 0.4, 0, [0, 0, 0, 0], [1, 1, 1, 0], [1, 1, 1, 0]]; RYD_SPR_ppBlur = ppEffectCreate ["DynamicBlur", 1501]; RYD_SPR_ppBlur ppEffectAdjust [0.08]; RYD_SPR_ppGrain = ppEffectCreate ["FilmGrain", 1502]; RYD_SPR_ppGrain ppEffectAdjust [0.5, 2, 1, 1, 1, 0]; sleep 1; selectPlayer _newUnit; _newUnit call _code; BIS_DeathBlur ppEffectAdjust [0]; BIS_DeathBlur ppEffectCommit 0; RYD_SPR_ppCCor ppEffectEnable true; RYD_SPR_ppCCor ppEffectCommit (5 min (_delay + 1)); RYD_SPR_ppGrain ppEffectEnable true; RYD_SPR_ppGrain ppEffectCommit (5 min (_delay + 1)); RYD_SPR_ppBlur ppEffectEnable true; RYD_SPR_ppBlur ppEffectCommit (5 min (_delay + 1)); RYD_SPR_ppChrom ppEffectEnable true; RYD_SPR_ppChrom ppEffectCommit (5 min (_delay + 1)); _time = time; waitUntil { sleep 0.05; _countdown = ((_delay - (time - _time)) max 0) toFixed 1; "RYD_SPR_RespawnCurtain" cutText [(format ["<t color='#%2' size='1.75' align='left' shadow='1'>RESPAWN IN: %1</t>",_countdown,RYD_SPR_TextColor]),_mode2,0.01,true,true]; ((time - _time) > _delay) }; _camera cameraEffect ["terminate", "BACK"]; camDestroy _camera; camUseNVG false; ppEffectDestroy RYD_SPR_ppGrain; ppEffectDestroy RYD_SPR_ppBlur; ppEffectDestroy RYD_SPR_ppChrom; ppEffectDestroy RYD_SPR_ppCCor; 0.55 fadeSound 1; enableRadio true; _newUnit allowDamage true; _newUnit setCaptive false; _newUnit enableSimulation true; _newUnit hideObject false; "RYD_SPR_RespawnCurtain" cutText ["",_mode3,0.55]; }; } else { enableEndDialog; }; }; waitUntil { sleep 0.1; (alive player) }; missionNameSpace setVariable ["RYD_SPR_customLoadout",(getUnitLoadout player)]; player addEventHandler ["Killed",RYD_SPR_atKilled]; Setup - editor (base respawn) For a normal base respawn, in the editor place a marker and name it what you want and then add the name of the marker in quotes to this parameter like in the code below: RYD_SPR_RespawnPositions = ["m1"]; //one will be chosen at random, markers, objects or arrays including coordinates and direction, for example: RYD_SPR_RespawnPositions = ["marker1","OtherMarker_2",someObject_1,[[100,200,0],120]]; Setup - editor (mobile respawn) To setup a mobile respawn in the editor place a vehicle and name it what you want and then add the name of the vehicle without quotes to this parameter like in the code below: RYD_SPR_RespawnPositions = [myCar_1]; //one will be chosen at random, markers, objects or arrays including coordinates and direction, for example: RYD_SPR_RespawnPositions = ["marker1","OtherMarker_2",someObject_1,[[100,200,0],120]]; Setup - External Script Instead of using the init.sqf for the code, you can setup an external script that can be used: 1. Create a notepad/notepad++ document and copy and paste the code from above into it: 2. Save and name the document: RYD_RSP.sqf and put it into your scenario folder. 3. Create a notepad/notepad++ document and add the following code to it: execVM "RYD_RSP.sqf"; 4. Add both RYD_RSP.sqf and the init.sqf to your scenario folder where the mission.sqm is located. Parameters There are 5 parameters you can adjust based on what you want to do in your scenario: RYD_SPR_RespawnPositions = ["m1"]; "m1" is an example name of a marker, it will be chosen at random, markers, objects or arrays including coordinates and direction, for example: RYD_SPR_RespawnPositions = ["marker1","OtherMarker_2",someObject_1,[[100,200,0],120]]; If only one marker name is defined then you will only respawn at that marker, if more are defined then you will respawn randomly at one of the markers defined in the array. RYD_SPR_Respawns = 3; 3 is the amount of respawns you want, it can be any number. If set with negative value like -1 you will have unlimited respawns. RYD_SPR_ChangedLoadout = true; If set to true, new unit will get old unit's loadout as it was at death, otherwise new unit will get default loadout of placed editor unit. RYD_SPR_DelayParameters = [10,false,true,{}]; //[delay in seconds, black curtain, external view, optional code to be executed in the middle of countdown where _this equals new unit] RYD_SPR_TextColor = "3a96d4"; //RESPAWN IN: color. Credits Rydygier wrote the code. Both Gunter's and Rydygier's ideas.
  20. Greets guys (and girls if there are any) ! I need a script bu which only pilots can use choppers and planes. Can anyone explain how to do that? Thanks
  21. Estoy creando intentando un script para crear una patrulla aleatoriamente pero cuando comienzo la misión me sale que randomPatrol.sqf no se encuentra. A ver si alguien sabe por qué. Gracias de antemano. // randomPatrol.sql // Configuración private _patrolCenter = getMarkerPos "patrolCenter"; private _radius = 300; // Radio del área de patrulla private _numSoldiers = 5; // Número de soldados a generar // Clase de unidad del FFAA Mod private _unitClass = "ffaa_s_Inf_Fusilero"; // Crear grupo private _patrolGroup = createGroup east; // Cambia "east" si usas otra facción // Generar soldados y asignarles waypoints aleatorios for "_i" from 1 to _numSoldiers do { // Generar posición aleatoria dentro del radio private _pos = _patrolCenter getPos [random _radius, random 360]; // Crear unidad private _unit = _patrolGroup createUnit [_unitClass, _pos, [], 0, "FORM"]; // Asignar comportamiento y velocidad _unit setBehaviour "SAFE"; _unit setSpeedMode "LIMITED"; // Crear waypoints aleatorios for "_j" from 1 to 3 do { private _wpPos = _patrolCenter getPos [random _radius, random 360]; private _wp = _patrolGroup addWaypoint [_wpPos, 0]; _wp setWaypointType "MOVE"; }; }; // Añadir ciclo de patrullaje private _cycleWp = _patrolGroup addWaypoint [_patrolCenter, 0]; _cycleWp setWaypointType "CYCLE"; // init.sql execVM "randomPatrol.sqf"; Olvidé poner las notas en inglés. Soy español y paso los archivos a otros editores de misiones.
  22. Hello. I am creating tank mod, I want to make it so that when turning on manual fire, I get control not only over the ability to fire from the gun, but also to rotate the gunner turret, since when switching to this mode, I can only shoot and change ammo. Is this solved by scripts or with the help of cfg, and how can I do this?
  23. Hello everyone, Hope this script helps you in your missions. Feel free to improve my code but, please, don't re-post it on Workshop. Use this thread to share your advice and, if possible, already with your code ideas for fixing/improvement (will be very much appreciated). New features? Why not? Cheers. What to expect from this script AI: With just one unit, it's automatically able to... ...act through a VBIED with its specific behaviors; ...act as a deadman trigger with its specific behaviors; ...act as a suicide bomber with its specific behaviors. Demo: suicidalDoctrine.sqf: Features rules of VBIED method: A suicide operator steers the vehicle bomb (VBIED) to a target and, at the right moment, a remote detonation trigger is pressed by the suicide. All method behaviors are described on the Github readme file. Features rules of Deadman Trigger method: A suicide operator wears a suicidal belt/vest and detonates themselves by releasing a reverse-pressure trigger. All method behaviors are described on the Github readme file. Features rules of Classic Suicide Bomber method: A suicide operator wears a suicidal belt/vest and detonates themselves by releasing a reverse-pressure trigger. All method behaviors are described on the Github readme file. Dependencies: CBA mod; ACE mod; Download: From Github: https://github.com/aldolammel/Arma-3-Suicidal-Doctrine-Script From Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2739692983 Changelog: 2022-Feb-17, v1.3: news, fixes and notes. Known issues: In Deadman trigger method, when the suicidal is their belt/vest deactivated and, by long distances, they got a non-lethal shot, the suicidal should turn the vest detonation system on, but it's not happening. Although the functionality to lock the steering wheel if the suicide isn't allowed to drive is working, the suicide still insists on being seated in the driver's position. Expected behavior: change to passager seat.
  24. The Prairie Fire DLC has ambient talking for US aligned soldiers and VC soldiers, plus fun death screams all built into their ambient talking function. I love the VC talking and the death screams, but I don't want my US soldier AI to be talking. Prairie Fire allows you to turn off ALL ambient talking. But I want to turn off only the USA talking. This script will do just that by removing the USA ambient sound file names from the vn_sam_masteraudioarray array. Put this call in your init.sqf. [] call override_vn_sam_masteraudioarray; Create a script called override_vn_sam_masteraudioarray.sqf in your mission directory, and put this code in it:
  25. Ok, here's an example: if an AI enemy kills my AI squad unit (friend), it will not end the mission. But if I purposely kill my friend AI unit (Friendly Fire), that will end the mission. I wanted to know if you could do things like that in scripting. I'm so sorry if I'm too bad to point things out. My mother tongue is not English. Please bear with me.
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