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Found 392 results

  1. Werthles' Headless Module (now v2.0!) Fully configurable module to give headless clients control of editor/script/Zeus AI. -->TUTORIAL VIDEO - CLICK HERE<-- Albert is the name of my headless client... Downloads: http://steamcommunity.com/sharedfiles/filedetails/?id=510031102 http://www.armaholic.com/page.php?id=29455 Main features: Easy way to create headless client missions HC Setup and Ignore modules Editor/script/Zeus AIs auto-transferred to HC control AI waypoints/scripts/trigger syncs preserved Splits AIs evenly among multiple HCs 3D Debug Mode Here's Why Headless Clients Are Good: https://www.youtube.com/watch?v=0-WKHrC661g&feature=iv&src_vid=15VK_kNOu6o&annotation_id=annotation_4128809211#t=1m46.4s How To Use: Download the mod and launch Arma 3 with the mod. Edit your mission, adding a WH Setup Module, found under "Headless Modules". Configure the parameters as appropriate for your mission. Add an "Ignore" module if required. Add playable, uniquely named, headless clients. Save your mission as a multiplayer mission. Set up your server and headless clients Play your mission! Players, HCs and the server need to run the WHM mod in order to play. Part 3 of this guide is how I set up dedicated servers and headless clients: Werthles Headless Kit Guide http://steamcommunity.com/sharedfiles/filedetails/?id=459917508 Setup Module Parameters: Headless clients to be used Repeating checks for spawned AI Time to wait between repeats 3D debug mode for all or just admins Balance the number of AI units on each HC, and rebalance when uneven Delay between module activation and HC setup starting Time between each HC transfer, to aid stability Initial setup report Phrases the module should ignore when checking AI for the HC (can be whole/part unit names/group names/unit type/synced module name) If certain units need to remain controlled by (local to) the server, simply sync these units to an ignore module. Compatibility When combining with mods that require setup time, try increasing the WHM startup delay or activate the module on a trigger, so WHM setup starts afterwards. ALiVE Compatibility ALiVE Profiles: Attach "WH Setup Module" to a radio trigger (or similar solution), then activate once in game (else profiles do not load or save correctly). ALiVE Support Modules: Give the group a distinct callsign, then add this to the list of units to ignore within the "WH Setup Module".Please let me know if you find an issue with this and any mods. I will list any issues found here. I would like to make this compatible with as many mods as possible! Headless Client Tips: Headless Clients must be set as playable and have a unique name. HCs cannot connect to client internet multiplayer servers, only local servers or dedicated servers. This is because IPs cannot be whitelisted with these servers. HCs can only connect to servers which are passworded. WHM will change the locality of the AI being transferred to HCs. This can interfere with some scripts. If it does, you can use the "Ignore" module to stop WHM from giving the HC control of individual groups. See: http://killzonekid.com/arma-scripting-tutorials-locality/ Links For Scripted Version: WHK Setup Guide (For scripted version) https://www.youtube.com/watch?v=15VK_kNOu6o Werthles Headless Kit http://steamcommunity.com/sharedfiles/filedetails/?id=459317544 Werthles Headless Kit Guide http://steamcommunity.com/sharedfiles/filedetails/?id=459917508 WHK Armaholic Download http://www.armaholic.com/page.php?id=28917 Please let me know if there are any problems/things that could be improved, and I'll get to work on it! I'd also love to see this in action. Please link me if you have screenshots/videos!
  2. 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
  3. DynamicCamo (Updated Version 1.5 ) 17/5/19 What does it do? It takes account of players stance, uniform and environmental factors to adjust the players and/or AI unitTrait CamouflageCoef and audibleCoef A low camouflageCoef and audibleCoef gives greater camouflage to the unit and makes it harder for ai to see and hear you. Units appear to be created with camouflageCoef set t0 1 as default. This script dynamically resets this depending on a number of factors. It does this each time player changes stance and at set intervals. This is not just a "stealth" or Ghillie script and will provide camo benefit in all infantry combat. No distinct handling of urban environment at this time. Maybe later. Why? Player may feel AI are not sufficiently impaired in detecting player by factors such as uniform camo, light level, rain, Overcast level, Fog, and Wind, and Trees, Bushes and rocks near player. Script allows player to determine what impact these factors will have on AI ability to detect player or ai unit by sight and sound. It does not alter AI ability to detect movement. When the script is run on an ai unit it impacts the ability of other ai iunits to see or hear that uit depending on environmental factors etc just as for player. What influences the Dynamic Camo? Player stance, Fog, Rain, Overcast, light level,wind and bushes or trees and some other objects ( rocks, telephone poles so far) adjacent to player. Changes happen automatically on change of stance (a minimum 3 second cooldown is built in.) and at scheduled intervals of around five seconds. Can the effect be adjusted ? User can adjust impact of the Dynamic camo by passing the range for the impact for both caounflageCoef and AudibleCoef . These are passed as arguments when calling the script. See guide to adjusting the effect. Installation Copy script as camoscript.sqf to mission folder. In player init put camo = [this, "DEBUG", 0,1,0,1,5] spawn compile preprocessFile "camoscript.sqf"; will run script in DEBUG mode with a five second recalc delay and a full effect.. Remove DEBUG to turn off and just play. IMPORTANT - the script monitors keys associated with stand/crouch and prone through the use of User1. It will work if you don't do this but you will only get the automatic calculation every five seconds and not the additional stance change triggered recalculation. Go to the menu - controls>custom controls > User1 and ensure you set both the prone key AND the crouch stand key for User1. ( usually z and x keys) If you want to use a different User number select User2... User20 as desired, set keys as stated and change User1 to your desired User,n in script. USE You don't need to do anything other than occasionally crouch, stand up , go prone and watch the different camouflageCoef that is being set for you. Try at night V day, with and without rain, fog etc and watch result. In general I am trying to adjust the impact of the various factors so that they combine together sensibly. User can adjust impacts via linearconversion. If anyone doesn't understand anything please ask. Script prints calculated values when DEBUG on. A BRIEF GUIDE TO ADJUSTING THE EFFECT - NOTE 1- It takes quite low values of camouflageCoef to make detection quite hard so this version comes with the factors and the result scaled towards that direction. 2 - I am tuning the impact of factors as the script develops. If you want to try your own tuning try the graph calculator link below then adjust linear conversion output ranges or specific values ( eg for stance) as required. The values currently in the script give a fairly good out of the box result though. Further Development Plans 1) make specific calculation for audibleCoef- done.2) weighting for unit being near bush(s) - done 3) same for tree(s) 4) parameterise adjustables so that they are supplied by array? done 5) handling of weighting for uniform ( ie ghillie suits etc) done ( may upgrade further) 6) test and weight for inside building 7) useable for squad and other ai. (partly done) 8 ) consider MP and JIP compatibility. Version/ Update Notes This is an annotated fully working version. I trust the annotations make the script self explanatory. Version 1.1 - included setting of audibleCoef. Make unit harder to hear. Separate scaling of effect for audibleCoef to allow user to define how much they want impact on audibleCoef. Version 1.2 - handling of light level significantly improved around dawn and dusk. Light level impact adjustable via linearconversion. Version 1.3 - audibleCoef calculation now uses specific factors which can be weighted separately from those for camouflageCoef. Other tweaks include adjustment of range values Version 1.4 - 1) script now auto recalcs every 5 seconds as well as on stance change. Soldier can keep lower stance camo max five seconds on bob down and up. 2) calculated values shown by systemchat and hint for camouflagecoef , audiblecoef and number of trees/bushes/hides found in 2m radius. Turn of by setting DEBUG to empty string in call ie camo = [this,"DEBUG"] spawn etc. See installation. 3) calculation now influenced by near proximity of trees bushes and hides to player. 4) sleep after stance change calculation shortened to 2s for better responsiveness. Version 1.5 1) script now has parameters which can be passed to it allowing easy adjustment of Dynamic Camo impact. See USE. 2) Script now gives different DynamicCamo depending on uniform type. 3) Script works with ai to ai. Ai running the script benefit from DynamicCamo. 4) Recalc interval can be specified per instance of the script. The Script - The script was starting to clutter up this first post so I have removed it. The script is available via the download link for the test scenario at the bottom of this post. If you have any problems getting it from there let me know. All comments welcome. I set up this graphical calculator to show how the function works - just mess with the sliders. https://www.desmos.com/calculator/buiia4zs2j Test scenario mission with v1.5 https://www.dropbox.com/s/xf6x34963ixjue0/camouflagescript.Altis.zip?dl=0 Watch camo level change on stance change. Watch values change as you move about (script in this version also shows opfor man knowsabout unit value with debug set.) Try to escape across the patrolled fields. For me the effect is a bit strong at this point but you can change values in script call. See adjusting the effect above. Make sure to set User1 keys to x and z as instructed above before playing or recalc on stance change wont work.
  4. Hi there. So I've been trying to make a script that drops an object on a players head. I need it to be able to work even if the player is standing in a building. The two commands that are supposed to disable collisions are `enableSimulation false` and `disableCollisionsWith`. `disableCollisionsWith` would be harder to implement considering it would have to detect any possible map and mission placed object. And, unfortunately, even though I set Enable Simulation to false for the dropped object, if I am standing under a roof or another object, the obstructing object is destroyed (sometimes exploding) when the falling object lands. player switchMove "HubSpectator_stand"; _unit = player; [] spawn { _cTime = time; _pos = position player; _typeObj = selectRandom ["Land_FieldToilet_F","Land_ToiletBox_F"]; _fallObj = createVehicle [_typeObj, [_pos select 0,_pos select 1,(_pos select 2) + 10], [], 0, "CAN_COLLIDE"]; _fallObj enableSimulationGlobal false; _fallObj allowDamage false; while {(getPosATL _fallObj) select 2 > 0.01} do { sleep 0.01; _fallObj setPosATL [_pos select 0,_pos select 1,((getPosATL _fallObj) select 2) - 0.2]; if (time - _cTime == 5) exitWith {}; }; sleep 5; deleteVehicle _fallObj; }; sleep 1; player setDamage 1.5; player switchMove ""; sleep 5; hideBody _unit; I have tried the non-global `enableSimulation`, as well as `while {!simulationEnabled _fallObj} do` loops. Anyone have any idea how to go about this?
  5. Scripting General & Library Information : Feel free to share and discuss , about Ravage Scripting and Scripting general. # Follow the same form , as the first Post please . A list with the certain page , will be here available. _____________________________________________________________________________________ I also suggest to follow , the BIS Forum Members below , who really help and share their work and knowledge : # the list is off course on random. https://forums.bohemia.net/profile/900806-pierremgi/ https://forums.bohemia.net/profile/770615-larrow/ https://forums.bohemia.net/profile/832107-grumpy-old-man/ https://forums.bohemia.net/profile/773718-hazj/ https://forums.bohemia.net/profile/842941-davidoss/ https://forums.bohemia.net/profile/906542-schatten/ https://forums.bohemia.net/profile/759255-mrcurry/ https://forums.bohemia.net/profile/792430-dedmen/ https://forums.bohemia.net/profile/1145462-mr-h/ https://forums.bohemia.net/profile/801328-fn_quiksilver/ https://forums.bohemia.net/profile/745971-johnnyboy/ https://forums.bohemia.net/profile/754658-beno_83au/ https://forums.bohemia.net/profile/771259-sarogahtyp/ I thank personally and public , this members , for everything so far. _____________________________________________________________________________________ ______________________________ List : ______________________________ 1. Custom zombie spawner script, that works alo in USS Liberty or USS Freedom 2. How to add a Custom texture respawnable uniform on players or units 3. Ravage Zed Detector 4. How to create a trigger that counts the number of zombies in its radius and spawns a new horde if there are too few 5.How to keep Zeds within a 10-20 meters radius 6.How to disable the access of an item 7.How to make a certain unit/s to handle more damage 8.How to add message on player death 9.How to create a Mod Check 10. How to make Ravage zombies drop items when killed 11. Object Spawner Script 12. How to destroy a certain area 13. Check if player kills members of his own side, CIVS or certain animals and make him a renegade for that 14.How how to suicide bomber zombies , in editor 15. How to script a safe zone marker that deletes any unit (besides player) entering it 16. How to make AI shoot only after the player shot 17. How to create a moving rad zone 18. (Ravage) huntable animal spawner
  6. Simple Bomb Defuse [script] - v1.2 Description: Idea was to create simple "mini-game" / "chalenge" when defusing bombs in game, where unit have little time to think and create space for errors. With this script you can add possibility to "screw something" when deactivating mines. Script randomly generate string of 3 color matrix, where unit must identify which color have most appearances in matrix and cut that color wire accordingly. You can stress out unit with timer you set for deactivating the bomb. If unit cut wrong wire or timer runs out, then bomb will explode. Best object to make bomb is burning barrel, but you can use any object, just need to modify little attached objects. I added C4 and light and beeping sound to improve finding bomb in dark. Bomb can be defused with any unit, just need to have toolkit in inventory. In future, I can modify script for demotilion class only if needed. Should be working on multiplayer / dedicated server, need more testing. Instalation: - copy folder "bomb" into your mission folder - include line #include "bomb\cfgFunctions.hpp" into your CfgFunctions class in description.ext file Example: class CfgFunctions { #include "bomb\cfgFunctions.hpp" }; Usage: - place unit in editor - place object in editor (barrel) - In object init line put null = ["object", "time", "kit", "debug"] execVM "bomb\bomb.sqf"; Example: null = [this, 10, true, false] execVM "bomb\bomb.sqf"; Configuration: "object" - object to transform to bomb, default: this "time" - time in seconds for bomb defuse, default: 10 "kit" - boolean value if needed tools to defuse bomb, default: true "debug" - boolean value if need show right wire to cut, default: false Settings: open file ../bomb/settings.sqf in bomb folder where you can change internal settings of script. _choices - array of choices to cut wires, more choices will have more colors to cut, default: red, green, blue _explosion - change classname of explosion, possible values in comments _matrix - show size of maxtrix with colors, default: big _expertMultiplier - if expert is defusing bomb, unit will have more time to defuse bomb, default: 2 (time * 2x) Features: - friendly hint with instructions - hint is showing only to defuser - ace3 support - JIP friendly - multiplayer / dedicated server friendly - easy installation - plug & play system - specialist have more time to defuse bomb - custom time for specialist - defusing bomb with ToolKit or DefusalKit - random generation of matrix - custom size of matrix - custom choices (number of wires) - beeping sound - blinking light Planned: - dialog for cutting wires - cutting wires in right order - when wrong cut, timer will accelerate - "slippery hands" ( this is where I move toolkit from unit inventory and spawn it next to him, as he can't cut wires when he dont have toolkit) - probability of second wiring ( first wiring is dummy ) Changelog: v1.2 - reformat to functions - added multiplayer / dedicated server support (tested) - JIP friendly (tested) - hint showing to only defuser (tested) - battle-tested in real environment - changed to "plug & play" system - added settings.sqf file - added readme.txt file for instructions - cleaned code v1.1 - added ace3 support - added customizable explosion size - added customizable size of maxtrix - added more wires (custom) - specialist have more time to defuse bomb - custom time for specialist (default 2x time) - custom internal settings - added documentation - added simple mission for test v1.0 - public release License: Use it for public, non monetized purposes only. If you have modifications, use pull request in git repo. Will revise/include them in script. Disclaimer: Do not incorporate this script or portions of it in monetized products or servers without asking for permission and obtaining approval from me! Credits: Larrow - fix for c4 attachment MILHAUS_CZ - testing JIP and DEDI Issues: - please use issue tracker - hint showing to every player - not damaging player with ace3 Download: https://bitbucket.org/mikehudak/a3_bomb.vr http://www.armaholic.com/page.php?id=31817 Preview: Media:
  7. Vandeanson's Apocalypse - the Mod: A "plug and play" mod that will spawn various sites and AI, fully randomly placed that will be dynamically de and respawning for ongoing survival action! NOTE: This is not a MISSION. This is a dynamic site and event spawner, that runs on top of any mission that you start while the mod is active. It spawns in sites based on player position, terrain and your settings (to change settings, you must edit your mission in Eden Editor - > Settings - > Addon Options). 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 mod will 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. Zombies just got deadlier with the infection feature. When getting hit, you might catch a deadly infection that will drain your stamina and lifeforce over time. Stack up on anti virus pills to cure yourself! 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! VANDEANSONS APOCALYPSE (STEAM DOWNLOAD) INSTALLATION: 1. Subscribe to the mod and activate it and CBA_A3 in the A3 launcher Whenever you start any mission (self made or from steam) , the mod will start to spawn in sites according to the default settings. 2. to adjust VA settings, open the mission you want to edit, or create a new one in Eden Editor, go to Settings -> Addon Options -> select the "VDA" options to see what you can change (there are a lot of options for customisation) 3. NOTE: the plane spawner requires you to place the following markers by default, else the planes spawn in the debug zone: "VD_PlaneMrkr_1,VD_PlaneMrkr_2,VD_PlaneMrkr_3,VD_PlaneMrkr_4". You may add or remove markers. 4. if you play on maps like chernarus, cover the empty terrain with large area markers and name them. enter the area markers name into the field under "VDA -1- General Settings" to blacklist that area from landsite spawns. 5. similar for shipwrecks and boats (cover inland lakes with additional area markers) so the shipwrecks and boats wont spawn in lakes inland. 6. Place your player and play. (Place the gamemaster module to check if the mod is working as ZEUS) FEATURES : - random and automatic position finder for all features. No marker placement needed (see INSTALLATION gor exceptions) - sites de and respawn after a adjustable time and while no player is close - Bandit Camps - Hideouts - Shipwrecks - Crashsites - Tradercamp (custom weapon attachment trader, custom trader for ravage respawn tent backpacks, all ravage traders) - AI Patrols - Animal Spawner (Goats & Sheep, can be gutted and eaten with the Ravage mod) - Spawners for Boats, Planes, Helicopters - Medical Sites - Zombie Infection Script for the RAVAGE mod (change the zombie parent if you want this to apply to other zombie mods) - JBDOG feral dog spawner - DBO Horses spawner (you need to subscribe to this mod separately, if you wish to use the spawn feature) - No Rest! spawner (checks if player stays at a place for too long, if so, might spawn AI hunters ) - loot spawns at all sites - Max Joiners melee weapon mod is automatically included in the loot economy and player equipper. AIs wont spawn with melee weapons however. This requires the max_melee weapons mod. No dependency is created. GENERAL: - dynamic simulation is enabled for all spawned AI and structures. Simulation is enabled based on your view distance settings minus fog, plus scoped view distance to save FPS - automated loot arrays based on active mods (e.g. CUP, RHS,... will be integrated into the features) - option to blacklist items from loot arrays - option to exclude Arma 3 Vanilla and DLC items from loot table - option to exclude various mod sub content (e. g. CUP Uniforms, or IFA3 Backpacks...) - adjustable AI equipper (or option to use Ravage Equipper) - adjustable player equipper (or option to use Ravage Equipper) - CBA_A3 Settings to tune features in Editor while making a mission - possibility to add blacklist area markers for land sites (e.g. Bandit Camps) and coastal sites (e.g. shipwreck and boats) - adjustable spawn ranges and despawn timers - MP compatible to my best knowledge, please report any issues - the default currency is the ravage money, fyi. Without ravage mod active, it will just not spawn without error - adjust the amount of sites/features that at spawn to your needs or disable specific features if you dont like it - plane spawner: the only feature that requires you to place markers, check the CBA3 settings for it. 4 markers are pre defined, you may add as many as you want and place such markers at airfields. All placed markers will be a potential spawn position for planes - This mod creates NO dependency! UPCOMING/PLANNED FEATURES: I have quite a bunch of ideas for new features and plan to improve and extend the mod going forward, no ETA gor such features however. AI Spawner: - AIscavengers that move from house to house in a city and then return to a hideout z nearby to drop off loot, then go back to scavenging - AI spawner in case players spend a lot of time at the e same place (e.g. Looting a city) - chance for AI groups in any feature to be military grade geared, rather than random low quality survivor gear - some sort of simple basebuilding, crafting and ressource gathering feature - a mission generator - optional loot economy (to fill buildings with loot) - option to include heroes survive - option to include zombies & demons (e.g. A ambient Z spawner) - fake underground sites such as bunkers or caves TO DO'S: - not all arrays are automated (automated means, items or structures of active mods are put into category for use in my script) - automate heli, plane, heliwreck, boat arrays based on active mods - automate inventory items REQUIREMENTS : Note that this mod requires CBA3. CUP Terrain Core is also recommended, as some structures from it are used. There is no dependency however. Ravage has been the inspiration for the mod and this mod is made with Ravage in mind. There is however no dependency, you can use the mod with our without Ravage. THANKS: Thanks to all the great guys on the BI forum for their help and advise. With special thanks to George Floros GR, Johnnyboy, Mr H., HazJ, Larrow, pierremgi, Haleks, Grumpyoldman, Gunter Severloh, the Ravage folks, all followers of my topic thread and anyone i might have forgotten right now. HELP TO IMPROVE: Please subscribe, rate and let me know any issue that might occur, I would appreciate receiving any feedback that helps me improve the mod. Cheers VD
  8. vDog Patrol and vDog Feral Scripts by Valmont are long time requested scripts that allows mission makers to easily add MULTIPLAYER COMPATIBLE patrol and feral Dogs to their missions in Arma 3. vDog Scripts Main Features: - Easily add patrolling ai Dogs to allied, enemy or even playable Arma 3 units. - Easily add ai Feral Dogs who will roam a trigger area and viciously attack any unit who enters their territory. - Lightweight Scripts. (Your FPSs will thank you!). - Multiplayer Compatible! - Fully featured script also comes with sound effects. (Dog barks, growls, cries etc). - Since version 1.3 the scripts also support the ACE 3 damage model! - Even thou the scripts were made with Multiplayer and Performance in mind they work in SINGLE PLAYER just as well. Requirements: - CBA Community Based addons. (Dependency removed in the latest version but CBA is still suggested just in case). - Basic Mission Editing knowledge. (For adding the commands to the unit's init and/or the triggers). DOWNLOAD: Demo Mission version 1.3b DOWNLOAD Link (Google drive): https://drive.google.com/open?id=1AJ0NYIAVklLT1jBwq4x4d47EoKiiFaUs Demo Mission version 1.3b DOWNLOAD Link (Armaholic): http://www.armaholic.com/page.php?id=35026 vDog Patrol Details: vDog Feral Details: Updates/Changelogs: Special Thanks and Credits: Known Limitations: Please don't hesitate to post any questions, suggestions, bugs and testing reports. Enjoy.
  9. Hey all, I am (still :D) trying to create a medical training framework for a unit playing a persistent mission. All is going (quite) good so far and now I am stuck with an issue. The unit uses players to practice medical and some of them die in the process. They have a respawn time (I think is somewhere around to 1 minute, but this is irrelevant) to discourage ramboing. So, the goal is to find a way to respawn instantly (override the normal respawn time) those who didn't make it through the medical practice of their fellow aspirant medics and then move them back to the medical training facility where they died. I believe the second part to be quite easy. Probably with just a setPos (although this may not be the case if I don't have access to the unit object). So, at the moment I am stuck as to how I can instantly repsawn units (but not all units, just specific ones). I have looked at the BI's respawn functions, but there are no examples and the wiki/docs seem to be completely deserted. I did try to use BIS_fnc_respawnInstant but seems that it does NOT do what I want it to do. After quite some time searching I was unable to find something (or was unable to recognize it) that would help me accomplish my task. Any insight, ideas or suggestions would be most welcome. Thanks in advance, Achilles.
  10. Hello guys, I'm experimenting with creating a simple driveable helicopter carrier that also works with AI-controlled helicopters. The carriers is a simple ship with a large cargoBayDimension specified in the carrier class, and the AI helicopters don't have any problem loading itself into the carrier, but once it's loaded, it will never turn off its engine as engineOn command doesn't seem to work on attached vehicles nor vehicles loaded on transport vehicle. What I had in mind was to create a script that instantaneously turns off the engine and sets the rotor speed to zero right before the helicopter is loaded into the carrier. I have tried using setWantedRPMRTD AI_chopper setWantedRPMRTD [0, 0, -1] and setEngineRPMRTD AI_chopper setEngineRPMRTD [0, -1] to no avail. It seems that most engine-related RTD commands only work on player vehicles and only when the advanced flight model is enabled, and some are only available to take-on helicopters. Any ideas what command or possible workarounds I could use? I did try putting the exit points of the cargo bay just barely above the carrier deck, and since I do have the WMO mod loaded, the AI choppers can be unloaded onto the deck and somewhat safely spool up before flying off, but this doesn't work for spooling down after landing, and since WMO is a bit wonky, I'd like to not rely on it as well if possible.
  11. Sarogahtyps Simple Shortest Paths - SSSP V-1.0 the simplest way to find your path 😉 Actually there is the Dijkstra algorithm and the A* algorithm available. Both are able to get a shortest path through a "2D"-map and A* is always faster than Dijkstra on this. How much faster A* is depends on the size of the given situation. As more nodes and connections the given situation has as more A*'si advantage comes in play. Dijkstra's advantage is that it should find the true shortest path always while A* just finds one short Path. Also Dijkstra is much better able to solve the shortest path problem in a house with multiple floors (3D-problem). A* can solve this as well but it's often slower there and finds much longer shortest paths in that situation. A* will solve this through a multiple floor handler which is currently not implemented for it. sqf implementation of Dijkstra algorithm: Usage: First you should read the script header. The script supports 2 different formats of node/connection lists. the first syntax of parameter 3. and 4. is needed if you don't like to precalculate the distances/weights for all connections. In this case you will deliver the node positions as well and the script calculates the distances itself. The alternative syntax for parameter 3. and 4. has no positions but those distances instead. I recommend to implement the script to armas function library by registering it via description.ext file. But it will work with or without a manually done compiling as well. The following lines executes the script twice and writes the solution to .rpt-file via diag_log command. One time the precompiled script is spawned the second time it gets called (works only if environment is scheduled). Yes, you can use execVM as well. It has the same usage as the spawned function: The output for the situation shown in picture above is: 1:56:25 "Nodes after spawn" 1:56:25 [0,2,3] 1:56:25 " " 1:56:25 "Nodes after call" 1:56:25 [0,2,3] 1:56:25 " " Yeah, correct solution ... it works 😄 sqf implementation of A*-algorithm A* - Dijkstra runtime comparsion videos Planned features: - A* algorithm improvement to solve 3D problems (multiple floors) - Travelling Salesman algorithms Known issues: -Dijkstra is currently not getting always the true shortest path due to a bug in implementation Changelog v 2.0 (Download: Scripts Zip - Mission) - added implementation for A*-algorithm - minor performance optimizations on Dijkstra - added demo mission which is able to compare both algorithms v 1.1 (Download SQF) -performance optimizations - 65-70% less readability / 30-35% better performance v 1.0 (Download: SQF - Mission) - initial release
  12. Hello there to Everyone , i'm trying to create a dynamic Simulation scrpt , but to be honest , i don't know really if the current is working or not ! I 'm not also sure about dynamicSimulationSystem generally , because i haven't seen this working on another script either ! My try below for everyone : - deleted any help will be much appreciated ! Thank you very much !!! _______________________________________________________________________________________________________________ the solution :
  13. vSuppress Script by Valmont and George Floros is the first script based Audio-Visual Suppression effects for Arma 3. vSuppress Main Features: - Easily add Suppression effects to your missions. These audio visual effects will trigger on players when Ai Units' bullets land or pass near them simulating the "Fear Effect" of being shot, the anxiety caused by being pinned down or just general combat stress. - Fully Multiplayer Compatible! - Extremely lightweight. The script was conceived with performance in mind and on testings with 60+ Ai units shooting at a single player resulted in a meagerly 2 FPS negative impact. - The Suppression effects are purely cosmetic and will not cause any other effects on players such as decreased stamina, stats etc. - The sounds and the visual effects can be easily tweaked and disabled inside the script. - Players cannot suppress other players, only Ai Units who have the script/EH running will be able to suppress players. - The suppression effects are quite minimalist and fast in nature to keep Arma 3's gameplay unchanged while adding an additional layer of immersion to the game. Requirements: Usage: vSuppress version 1.1 DEMO MISSION DOWNLOAD LINK: https://drive.google.com/open?id=1NLZx5lH_G5p6ubcK73xvwwgYVqCWpdvL Notes:
  14. 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 !
  15. DESCRIPTION: This is a script which enhances the in-game VOIP by adding radio effects when communicating with other players, while factoring weather conditions during transmissions. No mods or third-party programs required. Setup is easy! I created a Feature Request ticket for BI to add a mutePlayer command. Please up vote! VIDEO: SCREENSHOTS: FEATURES: No mods required! No third-party programs required! Script will initialize only if TFAR / ACRE2 aren't enabled Tiny file size (40 KB) No performance impact Admin/clients don't have to download anything to play your mission No custom sounds; AFAR recycles Arma 3's audio files No custom artwork; AFAR recycles Arma 3's models/textures No custom animations; AFAR uses an animation already Arma 3 No custom items; Players just need a radio equipped to talk on radio channels Adds interesting depth to VOIP, which it has lacked for so long Talking on VOIP channels in-game will broadcast radio noise to all friendlies with a radio Radio noise gets louder based on overcast, rain, and sunOrMoon Incapacitated / dead players cannot use radio In-game radio interface includes options to customize settings locally Compatible with land, sea, and air vehicles Compatible with Arma's End Game respawn templates Compatible with Arma's End Game Spectator Compatible with Arma's Dynamic Groups More information in the "ReadMe.txt" TO DO LIST: Fix all known bugs Include Zeus compatibility (May not happen) Simplify script installation Add new (Optional) radio animations Add settings to disable channel switch keybinds Rewrite interface code into .SQF instead of .HPP Singleplayer compatibility Extend AI communications with you Terrain interference Expand radio interference effects Kick player from group if no radio? (Optional) Rewrite eventHandlers Reintroduce distance factors (Once BI adds necessary command(s) to Arma) Release a separate standalone mod version Create official AFAR gitHub repository KNOWN BUGS: (Upcoming Change-Log) Mouse button inputs (LMB, MMB, RMB) are not supported Not Zeus compatible Talking on radio while reloading plays animation & deletes new magazine Major issues occur if player's original group is deleted (Dynamic Groups) Pressing any key while holding PTT resets PTT EH CREDITS: • Phronk: Script Creator • Bohemia Interactive: Radio model, audio, animation, and BIS_fncs CONTRIBUTIONS: • BadBenson: Helped with private variables • DirtySanchez: Helped organize functions/define CfgRemoteExec • Larrow: Helped improve radio keybind detection • Metalman [EXP]: Helped optimize code initialization TESTERS: • BadBenson • BruceAlmightyy • KingCarter • Limey • Sjakal • statsback2zero • PRYMSUSPEC INSTALLATION: Download Link (Google Drive) Download Link (Steam Workshop) Download Link (Armaholic - OUTDATED) v0.9 (05MAY2019) CHANGE-LOGS:
  16. GF Auto Population Zombie Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite. 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 Auto Population Zombie Script - Mod 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/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 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/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: GF Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite ,according the selected spawn distance and the max number of enemy. It is created with a concept of , players being in a hostile territory. The intention of this Script - Mod , is to be played alone or even boost your mission and enchase generally the game play. The Zombie spawn possible settings are , patrol , garrison and hunt players. There are arrays , for the Units used , in order to change them easy , to your faction desired enemies . The are presets for RyanZombie , Max Zombies and Ravage mod. There is no editing needed in the 3d editor with markes , triggers etc. It's created in mind , to be as configurable as possible , easy to read , use and edit. There is a dynamic unit spawn and despawn depended on maximum number of enemies and distance. There are options about the spawn positions of the units. There are Safe distances and Blacklist Zones , from players and spawned units . Everything will be total random , according the selected options and the spawn settings. There is a Script and a Mod version available. The Mod version , is using a userconfig , to set your desired settings. For the Mod version : userconfig Installation : Place the "userconfig" folder into your Arma 3 main folder. You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. There are also incuded 2 scipts: GF Auto Random Loadout Script -Mod https://forums.bohemia.net/forums/topic/220873-gf-auto-random-loadout-script/ GF Units Map Markers and Symbols Script - Mod https://forums.bohemia.net/forums/topic/219763-gf-units-map-markers-and-symbols-script/ DO NOT use with : ZBE_Cache AI & Vehicle caching script/addon 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 Recommended and/or optional addons and mods to use with : Ravage http://www.armaholic.com/page.php?id=29638 Zombies and Demons http://www.armaholic.com/page.php?id=28958 Max Zombies http://www.armaholic.com/page.php?id=33696 more info in : Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&amp;q=40392 Armaholic GF Auto Population Zombie Script - Mod
  17. Hey all, I am facing a problem where I am trying to create units and inflict some damage on them with ACE. It works quite OK, but the only thing is that there is no bleeding happening. They start with normal vitals (which is not the main problem at the moment) and they stay like that despite their injuries (some are quite severe). I made a bit of a search on how I can use ACE to inflict damage on units and I ended up using "ace_medical_fnc_addDamageToUnit" helper function (see below the script). As I said it works fine but after the damage is done no other effects are inflicted on the unit (pain, bleeding, etc.). Any thoughts would be extremely welcome. /* * _damage is the damage to be inflicted <NUMBER> * _maxDamage is a number I use to adjust the maximum possible damage <NUMBER> * _bodyParts is an array containing the possible body parts to be damaged <STRING> * _woundTypes is an array with the possible wound types to be inflicted <STRING> * _woundedSoldier is the object (unit) that will receive the damage <OBJECT> */ _damage = random _maxDamage; // Maximum possible damage is _maxDamage + 0.05 _damage = _damage + 0.05; // Add a small number to make sure damage is inflicted _bodyPart = selectRandom _bodyParts; // Select random body part _woundType = selectRandom _woundTypes; // Select random wound type [_woundedSoldier, _damage, _bodyPart, _woundType] call ace_medical_fnc_addDamageToUnit; // Inflict the wound Thanks in advance, Achilles.
  18. Engima's Civilians v0.90.40 by Engima Description: Engima's Civilians is a script that adds dynamic civilians to an Arma 3 mission. Civilians spawn near player(s) and are removed again when they are far away. Works on maps with enterable buildings. You can customize how many civilians there will be, civilian units classes, the maximum number of groups to use, minimum spawn distance, maximum spawn distance, and blacklist markers to define areas where no civilians will be. You also add callbacks if you want to do something when units spawn or being removed. Script works in singleplayer, multiplayer, hosted, dedicated, for JIPs, and on any map with enterable buildings. Media: Youtube video - How to create a quick mission with civilians. https://youtu.be/OVirxev6wjw Download: Download Link at Armaholic. Also released as CPack Engima.Civilians for the TypeSqf Editor. Installation: Manually: 1. Copy folder "Engima" to root of your mission folder. 2. Create the file "init.sqf" in your mission folder (if you don't already have it). Add the following line to the top of the init.sqf: call compile preprocessFileLineNumbers "Engima\Civilians\Init.sqf"; 3. Customize the script in the file "Engima\Civilians\ConfigAndStart.sqf". TypeSqf 1. Open the CPack console and run command "install Engima.Civilians". Usage: Here is the simplest example that starts the civilian script with all default parameters. This code is to be put in Engima\Civilians\ConfigAndStart.sqf. [] spawn ENGIMA_CIVILIANS_StartCivilians; Here is an example that uses all parameters and first saves them in a variable named "_parameters". The function call (or spawn) that starts the civilian script is beneath. This code are to be put in Engima\Civilians\ConfigAndStart.sqf. // Set civilian parameters. _parameters = [ ["UNIT_CLASSES", ["C_man_1", "C_man_1_1_F", "C_man_1_2_F"]], ["UNITS_PER_BUILDING", 0.1], ["MAX_GROUPS_COUNT", 100], ["MIN_SPAWN_DISTANCE", 50], ["MAX_SPAWN_DISTANCE", 500], ["BLACKLIST_MARKERS", []], ["HIDE_BLACKLIST_MARKERS", true], ["ON_UNIT_SPAWNED_CALLBACK", {}], ["ON_UNIT_REMOVE_CALLBACK", { true }], ["DEBUG", true] ]; // Start the civilian script _parameters spawn ENGIMA_CIVILIANS_StartCivilians; Documentation and a complete reference of set up parameters can be found in file "Engima\Civilians\Documentation.txt". How to update from older version: Manually: 1. Back up your own customization file (Engima\Civilians\ConfigAndStart.sqf). 2. Replace the folder Engima\Civilians with the corresponding folder in the download package. 3. Replace the original ConfigAndStart.sqf with your own ConfigAndStart.sqf that was backed up in step 1. TypeSqf: 1. Open the CPack console and run command "update Engima.Civilians". Change log: v0.90.40 - First version. Requirements: Arma 3. Other releases Engima's Traffic Engima's Simple Tasks The ASCOM protocol
  19. GF Cargo Airdrops Script by GEORGE FLOROS [GR] Description: Spawn Cargo Airdrops, including configurable loot and it can be a random or supply drop , of any kind of item - vehicle. 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 Cargo Airdrops 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: The Airdrops can be spawn , on certain locations or random. It can be used for a supply Airdrop. You can select the number of Airdrops to spawn. The type of Cargo can be anyting , item or vehicle. The type of loot of this item , is configurable. It is possible to adapt this script easy , by your own needs. 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 . Special thanks to : zagor64bz https://forums.bohemia.net/profile/805186-zagor64bz/ lordfrith https://forums.bohemia.net/profile/1079222-lordfrith/ Changelog: v 4.0 Code and fix optimization. added a mod version. v3.1 Code and fix optimization. Fixed an error: the plane sound now works in all clients. v3.0 added option for : show the Airdrop position with a marker, random loot, minor changes. v2.0 added a modified Script by zagor64bz and lordfrith , GF_Cargo_Airdrops_ZAG_LORD , added a modified Script for requested Airdrops, added an option , for spawning groups , that try to find and secure the dropped Cargo , added some options and small additions inside the scripts , changed the name of all the scripts , starting now with GF . v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39846 Armaholic download GF Cargo Airdrops Script
  20. GF ALIAS Anomaly Spawner Script by GEORGE FLOROS [GR] Description: GF ALIAS Anomaly Spawner Script , is a configurable spawner for ALIAS Anomaly Scripts. 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 ALIAS Anomaly Spawner 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/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 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/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: GF ALIAS Anomaly Spawner Script , is a configurable spawner for ALIAS Anomaly Scripts. I was asked several times on how to spawn them automatically , without any editing in the 3D editor and create multiple spawns. This is why i created this spawner : The scripts of ALIAS are NOT included ! This Spawner Script is supporting the following : Burper Farty Flamer Screamer Smuggler Sparky Steamer Strigoi Worm Everything in the description.ext , is ready to use with these scripts. There are settings for : Debug Max Number of the spawned scripts Blacklist Zone distance Safe distance spawn from players Select ( scripts ) The spawner will work automatically , without need of placing Markers in the 3Deditor. The spawn position will be random. #CAUTION : Inside the Description.ext , the initServer.sqf and the initplayerlocal.sqf , there are extra codes for Farty and Flamer Scripts. If they are not in use , they must be deleted. Credits and Thanks to : #SPECIAL THANKS TO ALIAS ! He was my motivation to start scripting. I'm following him all these years and for me , it's a unique person. The least that i can say is , thank you ALIAS for everything ! 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&amp;q=40409 Armaholic GF ALIAS Anomaly Spawner Script
  21. 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
  22. "So gory, that Bohemia Interactive once banned it from the Workshop!" "The most badass mod you've ever used." Adds various elements of gore to ArmA3 such as blood splatters, blood sprays, blood pooling, bleeding, gibbing, and other misc details. For Multiplayer: Servers and clients must run the addon. Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=667953829 Github: https://github.com/zooloo75/BloodLust/ Requires CBA! The addon must be running on the server and all clients. YOU MAY NOT RUN BLOODLUST ON A MONETIZED SERVER WITHOUT MY PERMISSION! Support my endeavors with a generous donation using the "Donate" button below. Donations go towards coffee/beer and stuff. Thank you for your generosity! :) Changelog:
  23. Hi all, I've made a script to check the visibility of positions on the map. An example mission is here I hope I've done this right. 1 min Video And the code is here for those interested. /* CheckVisibility.sqf Author: Atmo Date: April 2019 Version: 1.0 Params : None Description: Checks the visibility of a 2000m square around the position left clicked on in the map. It checks a position 2m off the ground to the test position. Checks 30m squares - could change the size if you want but it could get intensive... Running script toggles activation of the eventHandlers so running once turns it on, running it again stops it. Use: single left click (Default mode): - shows non-visible areas as red pressing 'alt' and left clicking: - shows visible areas in green. Some examples: 1) From an action in an players init this addAction ["Check Visibility", "fn_CheckVisibility.sqf"]; 2) compile the function from the description.ext and then call it - I'll let you do that. */ if (!hasInterface) exitWith {["fn_CheckVisibility only runs on client"] call BIS_fnc_error}; // Every time script runs toggle eventHandlers private _EHs = missionNamespace getVariable [format["BIS_stackedEventHandlers_%1", "onMapSingleClick"], []]; if (_EHs findIf {(_x select 0) isEqualTo "Atmo_CV_EH"} == -1) then { ["Atmo_CV_EH", "onMapSingleClick", { // _pos, _shift, _alt are parameters of onMapSingleClick EH private _positions = []; // Array of positions tested private _size = 30; // Size of squares (if you change this also change _size in Draw EH) // Set the drawing method for the ctrlEventHandler missionNamespace setVariable ["Atmo_CV_mode", _alt]; // Convert _pos to ASL + 2m private _origin = (ATLToASL _pos) vectorAdd [0,0, 2]; for "_i" from -1000 to 1000 step _size do { for "_j" from -1000 to 1000 step _size do { _testPos = ATLToASL (_pos VectorAdd [_i, _j, 2]); _visibility = 0; // Cast a line to the point _intersectPos = lineIntersectsSurfaces [_origin, _testpos, player, objNull, true, 1, "VIEW", "FIRE"] select 0 select 0; if (isNil "_intersectPos") then { // It didn't intersect anything = it is visible _visibility = 1; } else { // The line hit something - is thing it hit in the area we are testing? if (_intersectPos inArea [_testPos, _size, _size, 0, true, -1]) then {_visibility = 1}; }; if (_alt) then { if (_visibility == 1) then { _positions append [_testPos]; }; } else { if (_visibility == 0) then { _positions append [_testPos]; }; }; }; }; missionNamespace setVariable ["Atmo_CV_Positions", _positions]; }] call BIS_fnc_addStackedEventHandler; // Add draw EventHandler to the map display - Oooo, er, should I use displayAddEventHandler? private _map = findDisplay 12 displayCtrl 51; private _id = _map ctrlAddEventHandler ["Draw", { params ["_control"]; // Get the mode of drawing - false: 'alt' wasn't pressed show not visible in red, true: show visible in green private _mode = missionNamespace getVariable ["Atmo_CV_mode", false]; private _rgba = [[0.5,0,0,0.8], [0,0.5,0,0.8]] select _mode; private _positions = missionNamespace getVariable ["Atmo_CV_Positions", []]; private _size = 15; { _control drawRectangle [_x, _size, _size, 0, _rgba, "#(rgb,1,1,1)color(1,1,1,1)"] ; } forEach _positions; private _pos = missionNamespace getVariable ["Atmo_CV_cursorPos", [0,0]]; _control drawIcon ["#(rgb,1,1,1)color(1,1,1,1)", [0,0,1,1], _pos, 0, 0, 0, "Check Visibility (click +/- alt)"]; }]; // Save the EH id missionNamespace setVariable ["Atmo_CV_DrawEHid", _id]; _id = _map ctrlAddEventHandler ["MouseMoving", { params ["_control", "_xPos", "_yPos", "_mouseOver"]; _pos = _control posScreenToWorld [_xPos + 0.1, _yPos - 0.1]; missionNamespace setVariable ["Atmo_CV_cursorPos", _pos]; }]; // Save the EH id missionNamespace setVariable ["Atmo_CV_MouseMoveEHid", _id]; } else { // The event handler is already there - delete them all //remove onMapSingleClick private _removed = ["Atmo_CV_EH", "onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; // remove Draw eventHandler on the map private _map = findDisplay 12 displayCtrl 51; _map ctrlRemoveEventHandler ["Draw", missionNamespace getVariable "Atmo_CV_DrawEHid"]; _map ctrlRemoveEventHandler ["MouseMoving", missionNamespace getVariable "Atmo_CV_MouseMoveEHid"]; missionNamespace setVariable ["Atmo_CV_Positions", []]; }; (Nice) Comments appreciated - scripters let me know if you see any glaring errors! Atmo
  24. Hello awesome BI community! This is the first time I'm posting an issue here so any help would be much appreciated, and thank you in advance for the use of your time. 🙂 END GOAL: helicopter spawns (via triggers listening to boolean variable in game) helicopter goes to object (defined in script) helicopter goes to player (defined in script) helicopter returns to base helicopter disappears (via triggers listening to boolean variable in game) and: the addAction has an initial menu that just states "SUPPORTS" then upon selecting deletes that action and adds a subset of supports for the player to use. INTENTION: What I'm trying to do is have ONE .sqf script and pass variables to that script via execVM from a trigger in game. I have created this script using 3 .sqf script files using public and predefined variables in game, and it works. But I want this to work more like a function than a script. So this is my first script which uses private variables. I would like this to remain as ONE .sqf so I can copy this to a new mission and create/define the objects/groups in the game, then pass those using execVM. PROBLEM: Everything works, except addAction transfers the code to a scheduled task and the private variables are undefined there, at least that's how I understand it. CODE THAT WORKS WITH PUBLIC VARIABLES: CODE IM TRYING TO GET WORKING WITH PRIVATE VARIABELS: HOW I'M CALLING THE CODE: *EDIT In the game it errors at: slingloadmain = _player addAction [ "SUPPORTS", { _player removeaction slingloadmain; _activate = false; Is this even possible?
  25. Sarogahtyps Simple Loot Spawner - SSLS V-1.1 Spawns weapons, items and bags in buildings near to alive players maybe inside a trigger area or marker area. Deletes stuff if players are not close enough anymore. The script doesnt care about any trigger preferences except the trigger area. Soft delayed item spawning to prevent performance impact. Script reads your missions config files and should spawn loot of your mods (e.g. CUP weapons, Etc.) as well DOWNLOAD V-1.1 Usage: initServer.sqf fnc_spawn_loot = compileFinal preprocessFileLineNumbers "SSLSv1-1.sqf"; _d = [] call fnc_spawn_loot; you are able to stop the loot spawning script at any time by SSLS_script_switch_off = true; If you set up high spawn chances (see top of script) and have a high player count on your server then I recommend to make trigger or marker areas for spawning to get the needed performance. But if you do not encounter performance issues then spawning loot everywhere near players should be okay. Tweakable features (can be found on top of the script): //***** EDIT BELOW TO ADJUST MAIN BEHAVIOR // (L) means lower values are better for performance - (H) means the opposite SSLS_script_switch_off = false; //if you want to stop spawning loot then set this to true at any time in your mission _trigger_array = []; // contains the names of triggers/markers in which area loot should spawn. _spawn_chance = 100; // (L) The chance to spawn loot inside of a specific house. _launcher_chance = 30; // chance to spawn a launcher as weapon instead of rifle, pistol or machine gun _item_chance = 70; // chance to spawn an item instead of a weapon _bag_chance = 50; // chance to spawn a backpack instead of an item _max_magazines = 7; // the maximum number of magazines spawned for a gun _max_magazines_launcher = 3; // maximum number of ammo to spawn for rocket launchers _max_magazines_gl = 5; // maximum number of ammo to spawn for grenade launchers _house_distance = 25; // (L) houses with that distance to players will spawn loot _player_exclude_distance = 15; //if 2 players or more are closer together than this then only 1 player is considered _exclude_loot = []; //classnames of items which should never spawn (blacklist) _exclusive_loot = []; //add classnames here and nothing else will be spawned (whitelist) _use_bohemia_classes = true; // for spawning bohemia created stuff set this to true _use_mod_classes = true; //// for spawning stuff from loaded mods set this to true _debug = false; //information about number of places where items were spawned or deleted // if you have performance issues then consider introducing spawning areas (_trigger_array) before changing following values! _spawn_interval = 1.5; // (H) desired runtime for the main loop. time which is not needed will be used for soft spawning or a break. //***** EDIT ABOVE TO ADJUST MAIN BEHAVIOR details: Changelog 1.1 (download) -fixed a major bug which showed an error message during spawning -added feature to enable/disable Mod/Bohemia classes spawning -huge performance optimizations (shorter arrays, better smooth spawning and other stuff) Changelog 1.0 (download) -added script
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