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Found 345 results

  1. Virtual Arsenal Shop System by 7erra https://github.com/7erra/Arsenal-Shop http://www.armaholic.com/page.php?id=34506 Information This script turns the Arsenal into a shop where each defined item costs money. The whole system is customizable to a certain extent. Open the config.sqf for more information. Setup Add the following lines to your description.ext: class CfgFunctions { #include "arsenalShop\cfgFunctions.hpp" }; Move the arsenalShop folder to your mission folder Modify the config.sqf to your likeing Add an arsenal via [this] call TER_fnc_addArsenal in the init line of the object Functions There are some functions which the system uses. The most useful ones are documented in their respective files (arsenalShop\fnc\fn_X.sqf) and the functions viewer. Currently available functions: TER_fnc_addArsenal TER_fnc_itemCostFromTable TER_fnc_compareLoadout TER_fnc_arrayChange Download https://github.com/7erra/Arsenal-Shop Changelog You can make suggestions and report bugs here in the forums or open an issue on GitHub here. There you can also find all planned features. Have fun, 7erra
  2. Hello, everyone! I have played missions with such tasks. For example: the player can finish a main task, shown above the others, when 2 or more other side/secondary tasks are completed. My simple example: -> Main Task: Survive - Kill The Officer - Destroy Tank When I kill the officer and destroy the enemy tank, I have completed these side/secondary tasks, and with that the main task: Survive, is also completed. Is this some special script that should be used or just placing down any modules in the Eden editor?
  3. Hello everyone! I have a problem with scripting for dedicated servers. I have a mission for Multiplayer, but there is an AI bot that should get in a helicopter and fly to some waypoint, land and get out. I used the following script for that and it worked. But I've tried to use it now and it works appropriately only in Eden Editor or hosted server. Please help me what am I doing wrong. Also I'm trying to move an object (hedgehog) with the scripts presented below, but there is a strange behavior. They are rotating before move and are moving with delay. I have this code in init.sqf file Thank you in advance! if (!isServer) then { border1 addAction ["<t color='#0000FF'>Lock western way</t>", { [] call moveToWest; }]; pilot1 addAction ["<t color='#00FF00'>Go!</t>", { [] spawn goToAirport; }]; }; moveToEast = { removeAllActions border1; border1 addAction ["<t color='#0000FF'>Lock western way</t>", { [] call moveToWest; }]; if (!isDedicated) exitWith {}; [30, [], { border1 setPos [11310.616, 5955.567, 0]; border1 setVectorDir [0.152, 0.764, 0]; }, {}, "Moving blocks..."] call ace_common_fnc_progressBar; }; moveToWest = { removeAllActions border1; border1 addAction ["<t color='#FF0000'>Lock eastern way</t>", { [] call moveToEast; }]; if (!isDedicated) exitWith {}; [30, [], { border1 setPos [11280.235, 5917.037, 0]; border1 setVectorDir [359.389, 2.748, 285.230]; }, {}, "Moving blocks..."] call ace_common_fnc_progressBar; }; goToAirport = { removeAllActions pilot1; if (!isDedicated) exitWith {}; pilot1 assignAsDriver helicopter1; [pilot1] orderGetIn true; waitUntil {pilot1 in helicopter1; }; sleep 5; _grp = group pilot1; _wp1 = _grp addWaypoint [getMarkerPos "wmt_west_heli_target", 0]; _wp1 setWaypointType "MOVE"; _wp2 = _grp addWaypoint [getMarkerPos "wmt_west_heli_target", 0]; _wp2 setWaypointType "GETOUT"; };
  4. Hello, so I've created my fairly long mission in the Eden Editor and everything worked fine until the point where I wanted the player to load 2 Marshalls in 2 Blackfishes it for the purpose of my mission can't matter in which the blackfish the marshalls are. I've already tried a few things like this: (Marshall1 in Blackfish1 OR Marshall1 in Blackfish2) AND (Marshall2 in Blackfish2 OR Marshall2 in Blackfish1) That evidently didn't work hence this post. I also because of the tests I made found out that marshalls aren't actually inside the blackfishes. I did my own research but either I couldn't understand it or it didn't fit my needs. Hopefully somebody here can help me with this. Thank you in advance.
  5. DESCRIPTION: This is a script which dynamically spawns furniture in random houses when a player enters the town it's associated with. The furniture despawns when the player(s) in that town leave. Easy to setup! VIDEO: SCREENSHOTS: Coming soon™ FEATURES: No mods required! No DLCs required! Compatible with all maps which use buildings from Altis, Malden, Stratis, and Tanoa Compatible with single-player, client-hosted, and dedicated servers Nearly no performance impact Spawns furniture in random houses within town, when player enters it Furniture layouts are built with AI pathing / buildingPositons in mind Despawns the furniture when there are no players within that town Includes an easy to configure script file TO DO LIST: (Upcoming Change-Log) Finish support for Tanoa buildings Include support for CUP buildings Include furniture layouts for abandoned buildings Include furniture layouts for industrial buildings Include furniture layouts for military buildings Create up to 5 possible furniture layouts for each individual unique building KNOWN BUGS: Bug free! CREDITS: Phronk: Script Creator Bohemia Interactive: Furniture models, textures, and configs CONTRIBUTORS: Metalman10 optimized the initialization of functions TESTERS: Chaser (ATCAG) PRYMSUSPEC Sjakal INSTALLATION: Copy & paste the "PF" folder into your mission's root folder EXAMPLE: C:\Users\<MyUsername>\Documents\Arma 3 - Other Profiles\missions\<myMissionName.mapName> Copy & paste this line of code into your mission's init.sqf: execVM"PF\init.sqf"; Done! (OPTIONAL) - The "CFG.sqf" file in the "PF" folder is the settings file. PF_BlacklistMkr = ["BL_Mkr1", "BL_Mkr2", "BL_Mkr3"]; //List of blacklisted markers PF_BlacklistLoc = ["airbase","Stratis Air Base", "military range"]; //List of blacklisted locations PF_Dbug = FALSE; //Debug mode: true = on, false = off PF_Chance = 75; //% Chance for furniture to spawn per house PF_Optimize = TRUE; //TRUE enables hiding all furniture until player is within 150m, FALSE disables it v0.6 (06.03.2018) DOWNLOAD LINK - (Google Drive) DOWNLOAD LINK - (Steam Workshop) DOWNLOAD LINK - (Armaholic) CHANGE-LOGS:
  6. Vandeansons Dynamic Spawn Scripts A "plug and play" script package that will spawn various sites and AI, fully randomly placed that will be dynamically de and respawning for ongoing survival action! Never again will it be pointless, dull and boring to run around in armas beautiful forrests, just because all the loot and action is stuck in cities and other remains of civilisation! My scripts spawn in bandit camps to raid, small survivor hideouts to find and loot in the deepest forest, crashed helicopters that should definitely be searched before other survivors get there, ferocious packs of wild dogs that will jump you in the dark or animals to hunt for survival. Find a tame horse as a compagnion and tie it up next to your homebase while setting up barricades and boobie traps to fend off attacks against your newly claimed home. You will never rest easy, knowing that your steps may be watched from far and the moment you get too comfortable at a place, bandits pick up your trace and hunt you down! more to come...;) Direct download link of the Dynamic Spawn Script collections: (Version 2.21 - 10.11.2018) https://drive.google.com/open?id=1Q_ypm99kk9quN7G5JNQB0VHiidTNSs8k Direct download link of my slightly amended EDN Fortifications mod: https://drive.google.com/open?id=1PtkubSMow7gZd2AlEoAOQ88qJFKSgaCx How to install and modify the scripts: 1. Download the two files above and un-zip them 2. Open the unzipped folders and copy the whole content into your mission folder. you may already have the following files: - init.sqf - description.ext - initplayerlocal.sqf - onplayerrespawn.sqf you will need to merge these two versions of the files. V2.2: you will have to replace my older script pack - in the future i will make sure that only updated files need to be exchanged. But this was a major overhaul. 3. Open the @edn_fortification folder and copy these two files into your main Arma folder: (e.g. E:\Steam\steamapps\common\Arma 3) - @edn_fortification - userconfig 4. Minimum setup in eden editor: - read the comments under VD_Settings.sqf - place the blacklist areas for the sites that spawn at land this is done to avoid that sites spawn outside maps such as chernarus: - place the blacklist area markers for the shipwreck spawner thats it! if you want to spawn the tradercamp, banditcamps or shipwrecks on markers, follow the instructions in VD_Settings.sqf v2.2 tutorial and showcase (don't mind the v2.0 in the loading screen, i forgot to update this) (the voice audio line is missing and i will reupload as soon as possible) Showcase Videos: (slightly OUTDATED, however principle remains the same) Quick showcase video: Functions of the script General: - all sites spawn and despawn dynamically - sites will not spawn too close to players and will also not despawn if any player is near the site - dynamic simulation is enabled for all spawned objects and units (activation is based on view distance or a custom meters amount that you can define) - the sites perform distance checks so sites do not spawn too close to each other: (example of a bandit camp spread) - MP and SP compatible - note that the script is not persistent yet. this will mainly be a bummer for the basebuilding. i currentl lack the knowledge how to provide a database for persistency tailored to my script and lack the time to dig into it. having said that, i plan to provide a solution at some point Bandit Camp: - finds a random empty place to spawn a random pre-made bandit camp composition - random loot in main loot crate - random loot may spawn in secondary loot crate - AI group that patrols the camp OPTIONAL: Place markers if you prefer to have the camps spawn at random selected markers positions. Change this under VD_Settings.sqf . (both can be active same-time) Trader Camp: - finds a random empty place to spawn a pre-made trader camp composition - all ravage traders (gear, supply, arms) - one VD trader for weapon attachments, explosives, grenades and respawn backpacks OPTIONAL: Place markers if you prefer to have the camp spawn at random selected markers positions. Change this under VD_Settings.sqf . No Rest! Spawner: - AI Spawner that will continuously check if you are not moving much over a certain period (e.g. it will check if you stay in a city looting for too long) - will spawn an AI that will come after you if you remain at on area too long - will continue to hunt you until you are 200 meters or further away from AI. once AI reaches the last known player position, AI died or you moved too far away, the script stops and the AI is despawned (if not dead) Ship Wreck Spawner: - spawns a Ship Wreck site with props and one loot crate somewhere at a shore - the automated placement script works very well now, no debug zone spawns - OPTIONAL: Place markers if you prefer to have the wrecks spawn near (find a shore) at random selected markers positions. Change this under VD_Settings.sqf . (both can be active same-time) Hideouts: -small lootable 2 man tents with possible AI - looting the camp may spawn AI nearby that will hunt you (see No Rest! spawner) Crashsites: - lootable Helicopter crashsites - lootspawns around wreck - additional loot may be found in the wrecks cargospace - looting the wreck may spawn AI nearby that will hunt you (see No Rest! spawner) Spawners for cool 3rd party mods: - DBO rideable horses, with custom addaction to tie them down and disable dmg taken, requires the DBO Horses mod by DeanosBeano https://steamcommunity.com/sharedfiles/filedetails/?id=1470493486 - feral dog pack spawner, necessary scripts from JBOY Dog by johnnyboy already included. - huntable animal spawner (Vanilla asset Goats and Sheep spawner that can be hunted with the Ravage mod) Personal Loot-crate: spawns a loot-crate next to you on mission start, can be dragged around or loaded into a car. can not be destroyed Basebuilding: Pictures https://imgur.com/a/fPGSvGL - install the EDN fortifications mod (armaholic) that allows you to build your base using ctr+B - adds sets of blueprints - adds a spawner that will place the blueprints in houses around the player, can be picked up to learn new pattern - adds material spawners that will spawn boxes of crafting mat in houses and on roads - such material boxes can be picked up and dragged around (drag animation, slows you down, can only pull backwards) and can be loaded into the back trunk of any vehicle that is within 10 meters. It can of course be unloaded again. Despawns if not moved from spawnlocation once the player is too far away but does not despawn if the box is moved away. Has a destroy function if you want to get rid of it later (else hundreds of boxes might pile up in your base;) VD_Equipper: - function that equips AI (Bandits, Traders) with random gear and loot according to your settings in VD_Settings.sqf VD_Player_Equipper: - player equipper that randomly equips players with gear and loot according to your settings in VD_Settings.sqf , can be called fom initplayerlocal.sqf or onplayerrespawn.sqf (call VD_Player_Equipper) to make your players respawn with a random loadout VD_Settings.sqf - adjust the scripts to your liking here, no scripting knowledge required - manage mods and lootlists for the script here VD_Arrays.sqf: (do not touch!) - puts together arrays based on your active mods and VD_Setttings.sqf - arrays may be used for your own scripts. the arrays are: Weapons: VD_WeaponArrayRifles VD_WeaponArrayPistolsAI (use for AI equipper/loadouts) VD_WeaponArrayPistols (may include Max Melee weapons if mod is active, hence used for loottables and player equipper) VD_WeaponArrayLaunchers VD_WeaponArrayAll (all weapons) Equipment: VD_EquipmentUniforms VD_EquipmentHeadgears VD_EquipmentVests VD_EquipmentGoggles VD_EquipmentBackpacks Weapon Attachments: VD_EquipmentMuzzles VD_EquipmentOptics VD_EquipmentBipods VD_EquipmentFlashlights (not automated, only contains vanilla Flashlights for pistol, smg and rifle) VD_Settings.sqf: - apply what Equipment or weapon mods to use - remove parts of mod content from loottable (e.g. with IFA3 no ww2 gear but only weapons) - add items, blacklist or remove specific items - set min/max timers, min/max ranges, safe distances and amount of camps/stuff to spawn Addon dependencies: - CUP Terrains - Core - Ravage: this script was made with Ravage in mind, however the script works even if the Ravage mod is not active. Ravage specific classnames may be removed from VD_Arrays.sqf. Just search for "rvg_". Supported Mods: (can be modified under VD_Settings.sqf) all gear mods are supported and automatically included into spawner (eg. gear and weapons for AI or lootcrates) Known issues: To Dos & Ideas: - TC: add trade option for vehicles, base-building materials, ...maybe more (WIP, partially finished) - Hideouts & Banditcamps: add IEDs (completed, polishing, will be in v2.3) - Banditcamps: add option to claim raided banditcamps (BC will not despawn and serve as your base. will trigger regular attacks by bandits) (not started) - Claimed Banditcamp: add basic base reinforcements (select and place defensive structures) options or option to move current structures (not started) - Banditcamps: add further patrols and roadblocks in proximity (not started) - add spawner that will place survivor notes to BC, when collected, will reveal hidden stashes (money, loot...) (not started) - task system: spawn "contracts" that if collected create a random task with rewards (not started) - task system: add task npcs with selection of tasks that the npc hands out over radio (randomly timed) or via dialoge/addaction (system in place, need to add a lot of tasks now) - add ambient chatter and flashlight activation for AI by johnnyboy (not started) - add spooked poof chicken alarm system by johnnyboy (not started) - add guard dogs for hideouts and banditcamps (done, polishing, comes in 2.3) - add scavenger AI spawn: spawn a hideout in the forest, moves to nearby towns and moves from house to house (feature finished). moves back to base randomly from time to time to stash his loot (fills up lootcrate at base), then returns to looting towns (this is not yet working properly) - add Z horde spawner when player remains at same location for a while (or chance that a horde is spawned, should probably not be 100%). Spawns Z's in some distance and in all directions around player with move to waypoint to player position. (based on the No Rest! spawner, hence more or less in place) - spawn and respawn system for planes (just planes spawning in airstrips, marker based) - spawn and respawn system for helicopters (small sites with improvised structures such as some sandbags, camo nettings, mechanic tools, some boxes. basically the military has left behind a perfectly fine helicopter:)) possible new features - Sanctuary: I am thinking about adding a larger scale sanctuary that is either occupied by friendlies or enemies. if under friendly control it may offer: - mechanic to repair vehicle (for money) - trader for vehicle repair parts and fuel - a respawn point - general traders - vehicle and helicopter traders - task npc: patrol tasks, investigate possible hostile presence,... against money reward - tasks to repair damaged sanctuary defences - events: help AI fend of enemy attacks to defend the sanctuary - the defensive structures should be destroyable but there should also be a feature to rebuild e.g. a walls or fences if under enemy control: - the area around the sanctuary will be patrolled by increased amounts of AI - if you are in the area, AI hunting parties will be sent after you - roadblocks may be set up - minefields are placed - IEDs are placed on roads - any other feature that would make your stay in the area around the sanctuary miserable and makes you either avoid the area or forces you to take action and capture the sanctuary - feature to raid the camp and capture it for your allies - occupation may also change randomly from time to time - after a takeover by friendlies, you will be tasked to clear the area from remaining enemy AI presence, roadblocks, minefields and IEDs. if overrun my Zombies and contaminated: - a third status would be after the sanctary has been overrun by zombies and has to be cleared again - or that it has been contaminated and the area can only be entered with contaminatiom gear. players have to either wait for the contamination to find or remove the source of the contamimation will think about what other features could be added that make this provide interesting gameplay... i am very open for your ideas:) =================================== Changelog
  7. GF Ambient Environment Sounds Script by GEORGE FLOROS [GR] Description: GF Ambient Environment Sounds Script , create your desired , Ambient Environment. 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 Ambient Environment Sounds Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerLocal.sqf and the Description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Create your desired , Ambient Environment. You can add your custom sounds. It is also included a mod version , posible to unpack and edit. The sound files including , day and night ambience according to time. The script will prevent running , when the player is inside a vehicle or water. There are sound files for birds , insects and some forest SFX , also a day and a night ambient loop. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40255 Armaholic GF Ambient Environment Sounds Script
  8. GF Units Map Markers and Symbols Script by GEORGE FLOROS [GR] Description: GF Units Map Markers and Symbols Script , simple Map Markers for AI and Players. 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 Units Map Markers and Symbols Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.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: Simple Map Markers and Symbols for AI and Players for SP - MP and debug purpose. It is also included a mod version , posible to unpack and edit. The mod has enabled only the playerSide markers. It is possible to filter the display . You can add in the init of a unit to exclude : this setVariable ["Var_GF_Units_Map_Markers", true]; this setVariable ["Var_GF_Units_Map_Symbols", true]; More information inside the .sqf Added support for : ACE3 mod , FAR , BTC and AIS revive. Credits and Thanks to : 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: v2.0 Several Fixes , including type of markers , symbols and errors. Added markers depending on side. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40252 Armaholic GF Units Map Markers and Symbols Script
  9. GF Gunlights Script by GEORGE FLOROS [GR] Description: GF Gunlights Script , configurable script for AI. 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 Gunlights Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.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 colors 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: GF Gunlights Script , configurable script for AI. The usage of the flashlight will vary , according the behaviour of the current AI , as ex : "AWARE" , the time of the day and the indoor usage You can add in the init of a unit to exclude : this setVariable ["Var_GF_Gunlights", true]; It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40279 Armaholic GF Gunlights Script
  10. Here the talking is about a script originally used in Dynamic Combat Ops missions by Dear mr. mbrdmn Dear scripters please help) I've took some folders with scripts from original DRO mission with sunday revive system, but faced another problem.. ma.ybe I took something wrong or run it not at proper manner, I've already broke my head :( Script only works fine at singleplayer/editor and only for me in multiplayer as I am a host, my friends cant revive anybody (not AI not me), but I can revive everyone, even friends. so I get stucked...... The problem is how to run this script properly when I host game with my friends so the script sohuld work perfect for everybody. so both my test mission and original from wehere I got the script is here in google drive Any help will be appreciated, thanks guys update 30.09.2018 So as additional to GEORGE FLOROS's reply above I wish to confirm what we have the situation where: Sunday revive script from Mark Boardman's DRO missions works perfect from mission starts in Singpleplayer; in Multiplayer when player joins in local host game the script just goes mad and everyone starts dying the first time and then the script is working again. But looks like Ais still diyng even after been respawned, so script is working randomly for Ais. Only works stable for players after they got one respawns previously, players don't die and always can be revived as should be. So to clarify, I don't need the respawn feature in missions, won't be using it, need only the revive ability as it works in SP - no one dies, no respawns, only gets incapacitated and revives. in other words - just need that script to work for MP such good as it works for SP. So guys any help will be appriciated. Thank you. also I've made a video to the recent mission edit, that may help to understand the problem from my eyes update 04.10.18 GEORGE made few improvements. so our recent version is here - https://ufile.io/ixgy5 changes: script works from start and nobody dies! but joined players still can't revive, their ability activates for person that force/respawned, as previous. the one thing left is to give the ability to revive from start for joined players as the host has.
  11. Hello, everyone! I want to add a script to any kind of video players in the game - tv, laptop, phone, screen. I want to use some kind of addAction script to be able to interact with the video player and when I am done a video shall start. Would you help me with the right script? I've been searching over the net for the past few days with very small success. Thank you in advance!
  12. A simple script for ambient combat generation that you can put in a trigger. You can use any groups, vehicles or units. All objects generated by this script will be instantly visible to all Zeuses. The default is East vs West CUP_RU vs CUP_US ambient combat. Changelog: v 1.2 Planes! Planes can be spawned and will have a bigger boundary for despawning. Script is rewritten, bits of code are separated as functions. It became easier to change the center of spawn: change one line, not "search and replace". Comments! Triggers only support "comment" statements and crash when I try to add // or /* type of comments. Nevertheless, the script is a bit more readable now. Made it a bit easier to have several copies of the script. All the relevant info about the script is now at bohemia forums. v 1.1 Added task generation system. v 1.0 Script generates random groups and units, despawns them if they are too far, despawns dead bodies. Future plans: Support spawning arrays of CfgVehicles as groups. Stalkers module: make one random group of a chosen side stalk the player - it's either a support group or a hunter. Vanilla default units. I'm open for suggestions. Basic usage Make sure you have CUP installed. Put the script in a trigger ("on activation" field). Set condition to true. Name the player group's variable name "playerGroup". Tweaking the script This script is licensed by Arma APL. Feel free to improve it.
  13. INCONTINENTIA'S UNDERCOVER / CIVILIAN RECRUITMENT This is a complex and performance friendly undercover simulation for players and their AI subordinates. Work as a guerrilla cell, go undercover, recruit comrades, and cause mayhem. SP / Coop and Dedi compatible. (For those of you who've used my previous undercover scripts, this release is a significant upgrade and represents a few hundred hours' work and testing over the last version, so hopefully you'll see the improvement!) Requires: CBA FEATURES General Virtually every factor that can affect your cover (within engine limitations and the caveats mentioned below) has been accounted for. Optimised to the max; should not noticably affect performance at all - no noticeable performance impact even during a stress test of 45+ undercover units simultaneously undercoverising several enemy patrols. Operates primarily on each client - server / client interaction is therefore kept to a minimum even when multiple players are undercover at the same time Compatible with RHS, ACE, ALiVE, Zeus, ASR, bCombat, TPWCAS, VCOM... pretty much everything its been tested on (some factions' helmets and bandannas may not be recognised but the overall effect of this will be minimal - if you desperately want all features, use vanilla or RHS versions of these assets) Comprehensive undercover / incognito simulation - Works on players and their AI group members Quick, easy setup: most aspects of the script are automatically implemented based on the settings you choose Can run in the background even when the mission isn't focused around undercover operations - automatically reduces checking overhead when unit isn't undercover so it should be practically unnoticeable No need to turn the script on or off - it just works No checkboxes, compromised notifications or any other "gamey" stuff; just an optional hint when you're obviously hostile and when you aren't - the rest is up to you Responds to whether the units are in vehicles or on foot, dressed as enemies or civilians, whether the unit's face fits or doesn't fit in with the faction they are pretending to be, or whether it is day or night, with each situation requiring players to behave appropriately Suspicious enemies may challenge or watch and follow undercover units if they act weirdly; the more weird stuff you do, the more likely they are to see through your disguise (you can even use this to your advantage to draw enemies attention away from another unit while they do something suspicious - just don't get too cocky or they will open fire on you) Players must "act" their role; doing weird stuff will raise suspicion and could blow your cover - if you point your weapon at an enemy and they see you doing it, they will get suspicious very quickly. Equally, if an enemy sees you crawling around or planting explosives, you're not going to stay undercover for long. Enemies will detect if undercover units are the nationality of the group they are impersonating; covering your face with a scarf or bandanna will reduce this but not as much as choosing undercover units whose faces fit in with the people they are trying to impersonate All actions have consequences, good or bad. If the MRAP you're driving gets a bit close to a patrol, moving into the back of it and out of sight of the enemy might just save your skin. Equally, putting a balaclava on when you're a civilian will attract a lot of attention - which is especially not good if you're already carrying a military rucksack. Once undercover units become compromised, enemies will remember the vehicles they are spotted in and clothes they are wearing - change your clothing (both uniform and either headgear or goggles) and if no enemies see you doing it, your new disguise may stick Easily switch disguises: take enemy uniforms from nearby crates, vehicles, dead bodies and the ground (and order AI subordinates to do the same) Quickly conceal and un-conceal your (and your subordinates') weapons if you have the inventory space - without faffing with inventories Different configurable detection systems for regular and asymetric enemy forces Stealth kills work - If nobody sees you firing a shot, your cover will remain intact BUT, enemies do remember suspicious units - if you kill someone and other enemies of that side already know who you are and that you are nearby, there is a chance your cover will be blown regardless However, your cover will return if you kill everyone who knows about you before they can spread the word Different behaviour for regular and asymmetric forces Define a side as asymmetric and they will not be able to share your identity outside of the local area, but they will be better at spotting imposters Define a side as regular and your cover will stay blown for much longer and for a much wider area once compromised... but they may not have such a good nose for imposters (Optional) Civilian Recruitment Undercover units can recruit civilians to join their group The more enemies you kill, and the more chaos you are associated with, the better your reputation will become The better your reputation, the more likely civilians are to join you Kill enemies without getting spotted and there is a chance they will lash out against civilians, with a potential to cause a civilian uprising (optional) Automatically arm ambient civilians with weapons and items which they may use if recruited or during an uprising Try to steal civilians' clothes from them (but be prepared that your reputation will take a hit or you may become compromised) (Requires ALiVE) Turn recruited units into a profiled group to be used by AI commander of the same faction as the undercover unit (add to object init: this addaction ["Profile group","[player,'profileGroup'] remoteExecCall ['INCON_ucr_fnc_ucrMain',2]",[],1,false,true]); USAGE Add all files from Incon-Undercover folder into your mission folder. If you already have a description.ext or initPlayerLocal.sqf then add the code to your existing files. (Make sure to delete any previous version of my undercover scripts). In description.ext, if the class is already defined (for instance, cfgFunctions), just add the #include line to the given class. Configure your settings in the UCR_setup.sqf file in the INC_undercover folder (pay close attention to these, one wrong setting can lead to some weird behaviour). For each out of bounds area, place a marker over the area with "INC_tre" somewhere in the marker name (e.g. "MyMarkerINC_tre" or "INC_tre_sillyMarkerName_15"). The script will handle the rest. But if you want, you can also include other markers by listing them in the relevant array in UCR_setup.sqf. Add in Incon Persistence if you want your band of merry men to persist between ALiVE sessions (this is now a separate script but automatically persists reputation). For each playable undercover unit, put this in their unit init in the editor: this setVariable ["isSneaky",true,true]; Non-player units in the undercover unit's group do not need anything; the script will run on them automatically on mission start. Caveats / Compatibility: Only one side can have undercover units at a time (so no east undercover and west undercover units undercoverising each other at the same time) Only one side can be defined as asymmetric at a time and only one side can be defined as regular - and both must be hostile to the undercover unit's side. So if having a three-way war, one side must be asym and the other regular. If having a three-way (...war), it is recommended to not have any incognito factions as an engine limitation means that incognito units (i.e. those disguised as the enemy) will be seen as friendly to all - could break the immersion if you're dressed as OPFOR and GreenFOR don't shoot at you when they should. For mission makers - just be aware that the following could affect your mission: enemy units may wander from their original positions to follow undercover units if they become suspicious. Also, when compromised by regular forces, an undercover unit's description will be shared across other enemies in the local area after some time if they don't kill everyone who knows about them Works on all tested mods. If you find an incompatibility, tell me! Credits Massive thanks to Spyderblack723 for his help creating some of the functions and correcting my mistakes / oversights on the original release. Also for generally being super helpful over the past year as I've got into modding. Grumpy Old Man, Tajin and sarogahtyp are responsible for creating a performant detection script, which I then adapted and used as a basis for the undercover script, so thank you to those guys too. Also thanks to das attorney, davidoss, Bad Benson, Tankbuster, dedmen, fn_Quiksilver, marceldev89, baermitumlaut and Duda123 for some top optimisation tips. And huge thanks to accuracythruvolume for testing and feedback. DOWNLOAD v1.2 FROM GITHUB. CHANGELOG
  14. Hi all sorry im again :D I would Give a unit a init over this trigger below when he join my group. The Condition of the trigger are : ({alive _x} count units mygroup) < 2 And in on Activation i would give the group member this in the init : dummy = [this, units (group this)] execVM "automedic.sqf"; This is for a script that force ACE 3 Ais to revive me . I know i can normally set :dummy = this ............. in the init field of my group member BUT the group member existing not before , i recuit them with the Ravage recuit script and want to give them the init when he joining me. Its that possible to make that over this Way ? I only found ways to spawn units with a init but nothing over joing player goup . Tanks again for Reading and hopfully try to help me ! :)
  15. GF Ambient Environment Winter Script by GEORGE FLOROS [GR] Description: GF Ambient Environment Winter Script , create your desired Environment. 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 Ambient Environment Winter Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , initPlayerlocal.sqf and the Description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors 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: Create your desired , Ambient Environment. This is a compilation of scripts and it is also including , the GF Ambient Environment Winter Script. The included Scripts are : GF Breath Script GF ColorCorrections Script GF Fog Script GF Weather Script GF Ambient Environment Winter Script The GF Ambient Environment Winter Script includes , a snow script and ambient sounds, for animals , birds for day and night , man sounds , forest SFX , wind blowing sfx and weather sound according to forecast. The available options can be edited in GF_AEW_init.sqf It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.2 GF_Breath Script Updated. v1.1 GF_Breath Script Updated. GF_Fog Script Updated. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40268&n=last#bottom Armaholic GF Ambient Environment Winter Script
  16. GF Crashsites Script by GEORGE FLOROS [GR] Description: Spawn Random Crash sites , at Random position, including configurable loot, to spice it a little bit.You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Crashsites 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: You can select the number of Crash sites to spawn. The type of Wrecks at the crash sites. The type of loot is configurable. The position of the loot placed. 5 different kind of loot lists. It is possible to change the Crater. It is possible to change the Smoke effect. I tried to fix everything more clear , for everyone to be able to edit this , by their own needs. For the rarity of the items : you can adjust this , by putting double (or more) items (x2) of this kind that you want more. For the ammount of the items : you can adjust this , by changing the last number on theese lines: //lootitems5 items 2 Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG lootitems5 = "groundweaponHolder" createVehicle _lootPos5; lootitems5 addItemCargo [_items_loot2, 2]; 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 Code optimization, added options to: cut the grass around the Crashsites, create a Marker for the Crashsites, added some options and small additions inside the scripts , changed the name of all the scripts , starting now with GF . v3.0 Fixed an error to spawn correctly the Attachments There is availale loot for Unsung , CUP , Ravage and combination of this CUP mod http://cup-arma3.org/ Ravage mod http://www.armaholic.com/page.php?id=29638 v2.0 Change the Smoke particles Added a second file , with loot for the Unsung mod http://www.armaholic.com/page.php?id=29948 v1.0 Forum topic: - BI forums https://forums.bistudio.com/forums/topic/212505-crashsite-script/?do=edit - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39709&n=last#bottom Armaholic GF Crashsites Script
  17. GF Police and Siren Script by GEORGE FLOROS [GR] Description: GF Police and Siren 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 Police and Siren Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: This is including a Script to add a Siren to any vehicle you want and 2 retextures of Greek Police , Offroad and Hatchback. It can be used with the editor placed vehicles and also scripted. There are examples in the init.sqf and inside the ex. mission. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40218 Armaholic GF Police and Siren Script
  18. GF Vehicle Radio chatter script by GEORGE FLOROS [GR] Description: GF Vehicle Radio chatter 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 Vehicle Radio chatter 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: Notes: Configurable Script. You can display Custom or game's default sounds, select distance from vehicle and repeat time. The radio is disabled for the civilian vehicles and there is available an exclude list. It is working on any type of vehile (Landvehicle,Tank,Air,Ship). It is working also for the spawned vehicles. Credits and Thanks to : 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 . Special Thanks to : @tpw https://forums.bohemia.net/profile/762937-tpw/?do=content&type=forums_topic&change_section=1 For helping , with sharing part of his mod / script . @TPW MODS / tpw_radio https://forums.bohemia.net/forums/topic/154944-tpw-mods-v20180630-enhanced-realism-and-immersion-for-arma-3-sp/ Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40143 Armaholic download GF Vehicle Radio chatter script
  19. Hello all , I wanna simple compile my scripts to get more performance and i found this : Init.sqf: this= call compileFinal preprocessfilelinenumbers "Path/myscript" Can i use this ?
  20. GF Breath Script

    GF Breath Script by GEORGE FLOROS [GR] Description: GF Breath Script , breath particles , for Cold weather conditions. 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 Breath Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.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 colors 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: Breath particle , for Cold weather conditions. The particles will spawn according the fatigue. Credits and Thanks to : 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: v2.0 Fixed , the cycle of breathing particle , depending on fatique. Added an exclude headgear list. v1.1 Fixed , the particle was spawned ,on dead units v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40267&n=last#bottom Armaholic GF Breath Script
  21. GF Fog Script

    GF Fog Script by GEORGE FLOROS [GR] Description: GF Fog Script , create your desired , Environment. 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 Fog Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerlocal.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: Create your desired , Environment. The script will spawn a normal fog for player , according the selected options and a large size fog for the vehicles. There are 3 types of Fog for each. It is possible to spawn this , at a certain position , object or unit : name this ex : GF_Fog_3 # These examples are included in the end of the script GF_Fog_3 spawn GF_Fog_Type_2; or for more object with the same spawn : null = {_x spawn GF_Fog_Type_1;}forEach [GF_Fog_1,GF_Fog_2]; Credits and Thanks to : 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: v2.1 Fixed : an error with GF_Fog_Change_spotDistance.sqf. v2.0 Added : GF_Fog_Change_spotDistance.sqf to adjust the AIs spotDistance , an initServer.sqf , to run the GF_Fog_Change_spotDistance.sqf , an option for an FPS limit. Fixed : an error with the fog spawn underwater, an error with the vehicle fog despawn , when the vehicle is destroyed. 1.1 Fixed an error with the vehicle fog despawn. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40262 Armaholic GF Fog Script
  22. GF Weather Script

    GF Weather Script by GEORGE FLOROS [GR] Description: GF Weather Script , simple and configurable to set your desired values. 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 Weather Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.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: Simple and configurable to set your desired values. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40261 Armaholic GF Weather Script
  23. Hi all: I have been doing missions where always in the initServer.sqf I do conditionals for missions in the following way: initServer.sqf private _run = true; private _files = datosInfo; // files private _doc_adquirido = true; //notifications documents adquires objetivoSecundario = 0; publicVariable "objetivoSecundario"; //Markers _mrk1 = createMarker ["mrk1", icon1]; //Creation Marker _mrk2 = createMarker ["mrk2", icon2]; //Creation Marker _mrk3 = createMarker ["mrk3", icon3]; //Creation Marker _mrk4 = createMarker ["mrk4", icon4]; //Creation Marker while {_run} do { //Mision One if (!alive _files && _doc_adquirido ) then { objetivoSecundario = objetivoSecundario + 8; publicVariable "objetivoSecundario"; ["objSecond", ["Members Add 8 PTS!"]] remoteExecCall ["BIS_fnc_showNotification"]; //Markers _mrk1 setMarkerShape "ICON"; _mrk1 setMarkerType "mil_unknown"; "mrk1" setMarkerColor "ColorWEST"; //"mrk1" setMarkerText "Conseguir Archivos."; _mrk2 setMarkerShape "ICON"; _mrk2 setMarkerType "mil_unknown"; "mrk2" setMarkerColor "ColorWEST"; //"mrk2" setMarkerText "Conseguir Archivos."; _mrk3 setMarkerShape "ICON"; _mrk3 setMarkerType "mil_unknown"; "mrk3" setMarkerColor "ColorWEST"; //"mrk3" setMarkerText "Conseguir Archivos."; _mrk4 setMarkerShape "ICON"; _mrk4 setMarkerType "mil_unknown"; "mrk4" setMarkerColor "ColorWEST"; //"mrk4" setMarkerText "Conseguir Archivos."; _doc_adquirido = false; }; //END MISSION CONDITIONAL. }; //END WHILE But now I realize that in a bad way I'm doing it wrong, because the server will stay working only that conditional, leaving aside any process that is part of this, since additional scripts for the server do not work for me when I use the while and until the process finishes, but is there another way to execute a conditional when it is fulfilled in initServer.sqf without using while? to make the server continue to work on other scripts and not make a practically infinite loop?
  24. Hi all , Im search a Dynamik Ai script that spawns the Ai arround the player and patrol inside a Radius . I know i can spawn AIS with triggers an let them patrol but i think thats its not a good way to create a Escape scenario on an big map Like Altis . Know anyone a good configurable script ? That's it, Big THX for read ,help and your Time !
  25. GF Headshot + Killfeed Script by GEORGE FLOROS [GR] Description: Adding a notification , for Headshot + Killfeed , to spice it a little bit . You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Headshot + Killfeed 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: It is 2 scripts , that you can use also seperate. It is possible , to select between 3 different type of notification , for both scripts. Working on Multiplayer + Spawned Units Display kills on global Credits & Thanks: For the Killfeed Script ,source used from : https://forums.bistudio.com/forums/topic/183541-creating-a-basic-kill-feed/ by kaysio Posted August 5, 2015 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: Version 3.2 The Known issues : [There will be a headshot notification also for the ai , BUT only for the server Server Kills will not show on global on the left corner up ] are know fixed. Minor fixes . Version 3.1 Changed the name of all the scripts , starting now with GF . Version 3.0 Compatible with Ravage Mod The Kills will also show in Global in the chat and Left corner up with the weapon image The sounds of Headshot will display as 3D Added onPlayerKilled to have a notification Minor fixes Version 2.0 Refixed the codes Killfeed now working with every weaponry The Kills shows on global ( systemChat ) Headshot will not display more than once (dead or alive) Added 20 Headshot sounds Option for randomize the Headshot sound Version 1.0 Forum topic: - BI forums - Armaholic forums Armaholic GF Headshot + Killfeed Script
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