Jump to content

Search the Community

Showing results for tags 'script'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Napf
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 633 results

  1. CSWR is an Arma 3 script that allows the Mission Editor to spawn AI units and vehicles (by ground or air paradrop) and makes those groups move randomly to waypoints forever in life, where spawn-points and waypoints are easily pre-defined by Mission Editor through Eden marker's positions. CSWR accepts faction loadout customization, including additional customizations for sniper teams and paratroopers. CSWR almost doesn't change any original Arma AI behavior, saving server performance and Arma 3 integrity. Creation concept: bring life to the mission through non-stop units' movements with some level of unpredictability without losing control of server performance and what AI units can do. Special thanks: To the old (but gold) "T8 Units" script for the inspiration over the years. How to install / Documentation: https://github.com/aldolammel/Arma-3-Controlled-Spawn-And-Waypoints-Randomizr-Script/blob/main/controlled-spawn-and-waypoints-randomizr.stratis/CSWRandomizr/_CSWR_Script_Documentation.pdf What to expect from the CSWR script: No dependencies from other mods or scripts; Manually define which markers the faction can use as spawn-points; Sectorize which groups can spawn through many sectorized spawn-point options of their faction; Create unlimited different types of spawn-points (including air paradrop) for one or more factions; Spawn-points can be triggered by mission starts, Timer delay (down count), Trigger delay (trigger activation), and Target delay (unit killed or building destroyed). For more details, check the documentation; Once the spawn-points are created, the script will spawn the groups randomly through their faction spawns; There is no re-spawn. Death is death for units and vehicles spawned by CSWR; Vehicles with turrets spawned by CSWR, when damaged, their gunners never leave the vehicle, doing the last standing in combat until death; Manually define which markers will be used as one type of destinations (waypoints) for AI units and vehicles; There are 4 types of destinations: Move: groups will move randomly through your predefined move-markers; IMPROVED! Watch: sniper groups will search for the best high position to cover one of your predefined watch-markers; Hold: soldiers, civilians, or ground vehicles (mainly tracked ones) will set position facing a specific direction predefined by you with hold-markers; IMPROVED! Occupy: soldiers and civilians will search for a building around a predefined occupy-marker, and will go there, get in and stay; Once the destination markers are created, CSWR will take care of taking (or not) the groups there, randomly; NEW! Sectorize which groups can move through many sectorized destination options of their faction; Manually set the number of soldiers, who they are, their loadouts, who belongs in each group type, and even ground vehicles and helicopters; Add or remove Night-Vision-Goggles and Flashlights for one or more factions, easily through "True" or "False" management; There are 7 infantry templates and 8 vehicle templates to customize (with modded or vanilla things) for each faction; Define easily how many AI groups are in-game, what squad types they belong, and their behavior: safe, aware, stealth, combat, chaos. For more details, check the documentation; All vehicles and units spawned by CSWR can be (ON/OFF) editable by Zeus; Set if the CSWR should wait for another script load first on the server; Debugging: friendly error handling; Debugging: hint monitor to control some AI numbers; IMPROVED! Debugging: full documentation available. . Video demo: Video installing: Check the file above on GitHub. Check the file above on GitHub. Dependencies: None 😉 Download: - On GitHub: https://github.com/aldolammel/Arma-3-Controlled-Spawn-And-Waypoints-Randomizr-Script - On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2740912514 Missions using it: Tanks & Helicopters (light): https://steamcommunity.com/sharedfiles/filedetails/?id=2424050518 Escape from Kherson: https://steamcommunity.com/sharedfiles/filedetails/?id=2878171355 Ukrainian ATGM Team: https://steamcommunity.com/sharedfiles/filedetails/?id=2847369831 Fake SDF in Syria: https://steamcommunity.com/sharedfiles/filedetails/?id=2728537885 Tanks Theater: https://steamcommunity.com/sharedfiles/filedetails/?id=2160397214 ISIS VBIED: https://steamcommunity.com/sharedfiles/filedetails/?id=2732654349 - - - - - - - - - - - Changelog: Dec, 1st 2023 | v6.5.1: news, fixes and notes. Known issues: - Watch > Sniper groups still not considering buildings when no natural highlands to take a position for overwatching; - Occupy > If you hide a building and the building can be occupied, the groups will consider that hidden building as a regular place to occupy; Paradrop > When parachuters are civilians, they're crouched right after landing and stay like this forever. - Move Hold > Sometimes tracked vehicles are not facing exactly the marker direction configured by the editor;
  2. FYI: Yes, I have googled and researched a lot about the issue I am having. Arma Discord, Enfusion Discord, ChatGPT, Bard, Forums and so much more and it appears that the coverage about my issue is either very hard to find or there isn't much on it. What have I done so far? Reinstalled the server. Restarted multiple times. Changed scenarios multiple times. What issues was I having before? My previous issue was that my server couldn't be connected too, Arma Reforger Server application was not listening on the correct port, I am unaware at this current time whether this is an issue with my hosting company (OVH), as we did research that they were using a switch. (Yes, I have opened the ports fully through the windows firewall for UDP port 2001, 17777, 50000-65000, 5678; however, this did not seem to work, it's as if the application itself is refusing to listen on that port). I am unaware of whether this issue is fixed yet or not as we cannot even get the server to appear online. What issue am I having now? I am receiving A LOT of script errors (logs attached below), these errors are now appearing to stop the server from fully becoming online and causing the server to crash upon start-up. What type of environment am I working on? Windows Server 2019 OVH Bare Metal Cloud Dedicated Server (AMD Ryzen 9 5900X - 12c/24t - 3.7 GHz/4.8 GHz, 64 GB ECC 3200 MHz, 2×1.92 TB SSD NVMe (Soft RAID), 500mbps up/down public bandwidth, 100mbps up/down private bandwidth) No mods installed or in my configuration. Latest version on both client and server. StartArmaReforgerServer.bat file attached. https://pastebin.com/UA0CJULZ UpdateArmaReforgerServer.bat file attached. https://pastebin.com/v3Xw9BUB config.json file attached. https://pastebin.com/De6pEbMH console.log file attached (server). https://pastebin.com/VriF7APR error.log file attached (server). https://pastebin.com/KGv8VBkJ script.log file attached (server). https://pastebin.com/ix9Bq5zp Arma Reforger Server folder structure. https://imgur.com/a/3sFImFE Any and all help would be appreciated, I have been at this for straight hours over days now.
  3. So what I want to do is when a player walks into a trigger the window of the building breaks
  4. making my own server and looking for someone to create a mission cycle/ building a home base for a vietnam server i already have a map that i want to use for the server if anyone can do this please contact me on here or steam WalmartFleshlight need to see your steam account to see what you have created already and we can go from there or if you know someone who can do this please send them a message to contact me as well all other stuff will be discussed when in a call
  5. One more basic script for your PvP or TvT missions. 🙃 SD is an Arma 3 script that's a smart protection against damage for players, vehicles, and AI units when they are within pre-defined zones. The protected zones have automatic removal of wrecks and rolled-over vehicles, in addition to small automation relating to the protected zone's integrity. Super-Dome script works both at the server layer and on each player's machine, allowing the editor to turn resources ON and OFF. Creation concept: turn specific game zones into safe places for players, areas proof against their enemies and themselves. How to install / Documentation: https://github.com/aldolammel/Arma-3-Super-Dome-Script/blob/main/_SD_Script_Documentation.pdf What to expect from SD script: No dependencies from mods or other scripts; SD works with two layers: player protection is managed by client-side, meanwhile vehicles and AI units by server-side; NEW! No need to set variables on Eden or anywhere else; Set up to 10 protected zones easily with drag-and-drop Eden markers; Turn ON/OFF the protected zones to cover all vehicles and static-weapons (turrets) inside; Turn ON/OFF the protected zones to cover all AI units inside; Turn ON/OFF the protected zones to cover all players by side; NEW! Support to Eden Respawn Vehicle Module; Auto-removal for wrecks and rolled over vehicles in the zone; IMPROVED! Smart speed limit (to disable the protection and accept hard collisions) and wreck delete when inside the zone; IMPROVED! Debugging: friendly feedback messages; Debugging: automatic errors handling; IMPROVED! Full documentation available. Check the file above on GitHub. Dependencies: None. Download: From Github: https://github.com/aldolammel/Arma-3-Super-Dome-Script From Steam Workshop (missions with no respawn): https://steamcommunity.com/sharedfiles/filedetails/?id=3068011817 From Steam Workshop (missions with respawn): https://steamcommunity.com/sharedfiles/filedetails/?id=3078633743 Missions running it: Tanks & Helicopters Light; - - - - - - - - - - - Changelog: Nov, 11th 2023, v1.5.1: changelog. Known issues: Bug > At dedicated-servers running maps with Eden Vehicle Respawn module working sometimes protected vehicles are not really protected. (WIP) Bug > when Eden Vehicle Respawn Module is working with lot of vehicles, Super-Dome nor that module works fine; Not support vehicle respawn: after the original vehicle blows up, the new copy won't be protected anymore; When a vehicle rolls over 2 or more times inside the protected zone, the anti-rollover system stops working properly (Hot fix soon).
  6. 🙂 PAC is a script for ARMA 3 that provides a full solution to control the map limits for players in multiplayer (Coop, PvP, TvT), preventing players from leaving the mission area. Creation concept: to be super easy to implement and customize, compatible with any mainstream mod, and functional for all types of servers: coop missions, PvP, and TvT. How to install / Documentation: https://github.com/aldolammel/Arma-3-Playable-Area-Control-Script/blob/main/_PAC_Script_Documentation.pdf What to expect from PAC script: No dependencies from other mods or scripts; PAC functions are in server's side (run once), but the checking (looping) is on the client's side; Easy installation: the playable area is defined by one named trigger added on the Eden Editor; The editor has the option to allow or not air vehicles (including drones and parachuters) to be tolerated when outside the playable area and on air; The editor has the option to allow or not minimum speed restriction if there's air-tolerance out of the playable area; The editor has the option to allow or not to notify the player about rules if they break some; Full documentation available. Video demo (old): Check the file above on GitHub. Check this data frame. Dependencies: None 🙃 Download: From Github: https://github.com/aldolammel/Arma-3-Playable-Area-Control-Script From Steam Workshop (no respawn): https://steamcommunity.com/sharedfiles/filedetails/?id=2835758829 From Steam Workshop (with respawn): https://steamcommunity.com/sharedfiles/filedetails/?id=2835759780 Missions running it: All my missions - - - - - - - - - - - Changelog: Nov, 30th 2023, v1.7: changelog Known issues: None. Feel free to bring some.
  7. Sarogahtyps Simple Loot Spawner - SSLS V-1.2 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-1.2 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
  8. I would really like to know how to develop a script/addon/texture/interface for a retina and fingerprint scanner. The idea is contextualized in the attached video. https://www.youtube.com/watch?v=lCvQxbfGHvw
  9. GF Set AISkill Script by GEORGE FLOROS [GR] Description: GF Set AISkill Script , Set your desired AI Skills settings. 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 Set AISkill 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 in 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: Copy in the descripion.ext : #include "Mission_Parameters.hpp" and add the Mission_Parameters.hpp in your mission files. Or copy , in your descripion.ext : class Params { class GF_Set_AISkill { title = "GF_Set_AISkill"; values[] = {0,1,2,3,4,5}; default = 1; texts[] = {"Novice","Rookie","Recruit","Veteran","Expert","Random"}; }; }; Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40229 Armaholic download GF Set AISkill Script
  10. Hello everyone, I made a little script to simulate a missile POV while in flight for a cutscene. Basically i move an invisible target via keyframe animation to have a smooth trajectory, while a script creates the camera that follows the invisible target with a while cycle, and it works perfectly. Now, i would like to add a shakyness effect in the moments right after launch for more realism, however when i try to add the addCamShake command in the launch keyframe my custom camera doesn't shake at all. The player camera shakes just fine, so the command is working, but not on the camera i want it to. I think it has something to do with the addCamShake not taking the camera variable name, like other camera manipulation commands (camSetTarget, camSetPos etc.), however i'm also using the setCamUseTi command and it works fine. Is there any way to add shake to a custom camera? Thanks
  11. Hi there, you did a great job on the Mac port. I use it on an M1 MacBook Air. It's very smooth. I can't find the files and folders for my missions and scenarios I'm working on in the editor. Where are the folders? I can export the missions to the missions folder. But then of course I can't edit them anymore. Any ideas? The "show scenario folder" option in the editor doesn't do anything either. Therefore it's not possible to add scripts to the missions... hmmpff
  12. Arma 3 Linux server and mod updater (workshop) A python script that updates your server and mods. Just edit the variables in the "Configuration" region to your liking and run the script. :-) Features: Update Linux server binaries Download mods from the Steam Workshop Update mods from the Steam Workshop Converts all mod files and folders to lowercase Creates symbolic links with human readable names (e.g. 620260972 becomes @alive) Non-features (for now): Setting up the basic dedicated server Manage keys Requirements: Python 3 steamcmd Steam account with an Arma 3 license (only required for downloading mods from the workshop) License: MIT Download: Arma 3 Linux server and mod updater (workshop)
  13. Hi everyone, I am trying to make a script that makes a helicopter with a squad arrive to disembark and defend the area. Everything works except that the helicopter is not going away, it stays where it landed!!! The scripts uses other custom functions which names are pretty straightforward, so I guess you'll be able to help anyways. It automatically defines side, faction, helicopter type, infantry, what I am struggling with are the waypoints. Everything looks correct to me. Thanks in advance. FWK_fnc_enemyQrfAir: //Helicopter QRF of _side from random far start position to _destination params["_destination"]; //Spawning transport _startPos = [_destination, 3000, 5000] call FWK_fnc_getRandomAOLocation; _landingPos = [_destination, 25, 75] call FWK_fnc_getRandomAOLocation; _heloType = selectRandom FWK_EnemyHeloArray; _helipad = "Land_HelipadEmpty_F" createVehicle _landingPos; _spawnHelo = [_startPos, random 360, _heloType, FWK_EnemySide] call BIS_fnc_spawnVehicle; _heloObj = _spawnHelo select 0; _heloGrp = _spawnHelo select 2; //Spawning units in transport based on free seats _cargoSize = _heloObj emptyPositions "cargo"; _groupUnitsArray = + FWK_EnemyInfantryArray; _groupUnitsArray resize _cargoSize; _qrfGrp = [_startPos, FWK_EnemySide, _groupUnitsArray] call BIS_fnc_spawnGroup; { _x moveInCargo _heloObj } forEach units _qrfGrp; //Helo waypoint and unload _landWp = group _heloObj addWaypoint [_helipad, 0]; _landWp setWaypointType "TR UNLOAD"; _landWp setWaypointSpeed "FULL"; _landWp setWaypointBehaviour "CARELESS"; _landWp setWaypointStatements["true", "(vehicle this) land 'GET OUT';"]; //Go away waypoint for helo _awayWp = _heloGrp addWaypoint [[0,0,0], 0]; _awayWp setWaypointType "MOVE"; _awayWp setWaypointSpeed "FULL"; _awayWp setWaypointBehaviour "CARELESS"; _awayWp setWaypointStatements["true", "[vehicle this] spawn FWK_fnc_deleteVehicle;"]; _heloGrp setCurrentWaypoint _landWp; //Waiting for all troops to disembark waitUntil { {_x in _heloObj} count (units _qrfGrp) == 0; }; hint "sbloccato"; _heloGrp setCurrentWaypoint _awayWp; //Defend waypoint for QRF _defendWp = _qrfGrp addWaypoint [_destination, 20]; _defendWp setWaypointType "SENTRY"; _defendWp setWaypointSpeed "FULL"; _defendWp setWaypointBehaviour "COMBAT"; _defendWp setWaypointStatements["true", ""]; _qrfGrp setCurrentWaypoint _defendWp;
  14. My script for ORBAT is right, the unit symbols appear on the map, but when I click on them it only shows the highest unit and does not show the command branch. How do I solve this? Is it a Arma bug? Error that shows in the bottom left corner of the screen, inside ORBAT: My description.ext: The "text" names may be strange, but that's because I use Arma in another language.
  15. I have a problem when I try to place an "ORBAT" on my map. However, I've already tried several things and nothing worked, what could it be? (My EXT document): class CfgORBAT { class 2ndDivision { id = 2; idType = 0; side = "West"; size = "Company"; type = "Infantry"; commander = "Baller"; commanderRank = "Major"; text = "%1 %2 %3"; textShort = "%1 %3"; color[] = {0,0,1,1}; assets[] = {"B_officer_F, 1"}; } class 1stSquad { id = 1; idType = 0; side = "West"; size = "Squad"; type = "Infantry"; commander = "Caos"; commanderRank = "Lieutenant"; text = "%1 %2 %3"; textShort = "%1 %3"; color[] = {0,0,1,1}; assets[] = {"B_officer_F, 1"}; }; }; }; ------------------------------------------------- (My ORBAT GROUP looked like this): CfgORBAT Path: [missionConfigFile >> "CfgORBAT" >> "2ndDivision" >> "1stSquad"] call BIS_fnc_ORBATGetGroupParams; CfgORBAT Ceiling: [missionConfigFile >> "CfgORBAT" >> "2ndDivision"] call BIS_fnc_ORBATGetGroupParams; (First error:): '...) then {_tiers = -1;}; _class =, _class [*]param [0, configfile, [configfile]]; _stop...' Error type Strings, waiting Config entry File A3\modules_f\StrategicMap\Functions\fn_moduleStrategicMapORBAT.sqf..., line 16. ---------------------- (Second error, bottom left): [BIS_fnc_ORBATGetGroupParams] class not found.
  16. GF Object Spawner Script - Mod by GEORGE FLOROS [GR] Description: GF Object Spawner Script - Mod , a simple object spawner. 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 Object Spawner 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/ 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 Object Spawner Script - Mod , a simple object spawner. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the spawn. The objects will spawn also , at the spawned or placed in editor Buildings. 3 presets included ,vehicles , wrecks and structures. There is also , an autodetection mods script , for the classnames , instead of lists. There is an option for the spawned vehicles , to add the Ravage addactions. There 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=40415 Armaholic GF Object Spawner Script - Mod
  17. Are there smarter ways to know if my object is a trigger OR a visible object that can be killed/destroyed? My current solution looks not fancy at all, but works: // If the object is a trigger, when triggerActivation command is used, it returns this array: [by, type, repeating] if ( count (triggerActivation _myObject) == 3 ) then { systemChat "The obj is a trigger!"; } else { // If the object is a unit or a building or vehicle, triggerActivation command will return an empty array: [] systemChat "The obj is a visible object that can be destroyed or killed!"; }; Wiki of triggerActivation. Wiki of count.
  18. Hello there to Everyone ! I 'm trying to replace the a3 Trees (with the CUP ones) , but i can't find the classnames. I 'm using the following script to replace the Buildings and i would like to do that , with more objects of the map, except , if there is another way. //["Building to replace","replaced Building"] myBuildings = [["Land_i_Stone_HouseSmall_V3_F","Land_HouseV_1I4",0], ["Land_i_House_Big_02_V3_F","Land_HouseV_1T",0], ["Land_i_Stone_HouseBig_V2_F","Land_HouseV_2T2",0], ["Land_i_House_Big_01_V1_F","Land_HouseV2_01A",0], ["Land_i_Shop_02_V1_F","Land_HouseBlock_C2",0], ["Land_i_Shop_02_V3_F","Land_HouseBlock_C5",0], ["Land_Slum_House01_F","Land_Shed_W4",0], ["Land_Hut06","Land_Shed_W02",0], ["Land_i_Shop_02_V2_F","Land_HouseBlock_B5",0], ["Land_Slum_House03_F","Land_HouseBlock_B3",0], ["Land_i_House_Small_01_V3_F","Land_HouseBlock_B4",0], ["Land_i_House_Small_01_V2_F","Land_HouseBlock_A1",0], ["Land_Kiosk_gyros_F","Land_HouseBlock_C4",0], ["Land_d_House_Big_01_V1_F","Land_HouseBlock_C3",0], ["Land_Unfinished_Building_01_F","Land_HouseBlock_B6",0], ["Land_Factory_Main_F","Land_Ind_Pec_03a",0], ["Land_MilOffices_V1_F","Land_a_stationhouse",0], ["Land_i_Stone_HouseBig_V3_dam_F","Land_HouseV_3I2",0], ["Land_i_Shed_Ind_F","Land_Shed_Ind02",0], ["Land_CarService_F","Land_Repair_center",0], ["Misc_Cargo1Bo_civil","Land_Shed_M02",0], ["Land_i_Stone_HouseBig_V2_dam_F","Land_HouseV_1L1",0], ["Land_i_Stone_HouseBig_V1_dam_F","Land_HouseV_1I1",0], ["Land_FuelStation_Build_F","Land_Misc_WaterStation",0], ["Land_Chapel_V2_F","Land_Church_02a",0], ["Land_i_Stone_Shed_V3_F","Land_HouseV_2L",0], ["Land_Chapel_V1_F","Land_HouseV_2I",0], ["Land_i_Barracks_V1_F","Land_Mil_House",0], ["Land_Mil_Barracks_i","Land_Mil_Barracks",0], ["Land_Cargo_HQ_V3_F","Land_Mil_Barracks_L",0], ["Land_Airport_Tower_F","Land_Mil_ControlTower",0] ]; for "_i" from 0 to(count myBuildings-1) do { _CurrentBuilding = (myBuildings select _i) select 0; _ReplacementBuilding = (myBuildings select _i) select 1; _DirectionOffset = (myBuildings select _i) select 2; { systemchat format["getPosATL: %2 getDir: %4 _CurrentBuilding %5",getpos _x, getPosATL _x, getPosASL _x, getdir _x, _x]; //diag_log format["getPosATL: %1 getDir: %2 _CurrentBuilding %3 _ReplacementBuilding %4 _x %5", getPosATL _x, getdir _x, _CurrentBuilding, _ReplacementBuilding, _x]; hideObjectGlobal _x; _myReplacement = createVehicle [_ReplacementBuilding, getPosATL _x, [], 0, "CAN_COLLIDE"]; _myReplacement setDir (getdir _x) + _DirectionOffset; _myReplacement setPosATL (getPosATL _x) ; _myReplacement enableSimulationGlobal false; } forEach nearestObjects [markerpos "center", [_CurrentBuilding], worldsize]; }; hint "Replacmentscript end"; Thanks to everyone!
  19. DESCRIPTION: This is a script which enhances the in-game VOIP by adding radio effects when communicating with other players, while factoring distance during transmissions. No mods or third-party programs required. Setup is easy! VIDEO: (Very outdated, will recreate soon™️) SCREENSHOTS: FEATURES: Doesn't require any mods Doesn't require any third-party programs Script will initialize only if TFAR & ACRE2 aren't enabled Tiny file size (130 KB) No performance impact Admin/clients don't have to download anything to play your mission No custom files; AFAR reuses all Arma content Adds interesting depth to VOIP, which it has lacked for so long Using VOIP in-game will broadcast radio noise to friendlies with a radio within radio range Players not in range cannot hear you or your radio noise Incapacitated / dead players cannot use radio (Optional) 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 Compatible with Zeus Easy to configure with the "AFAR\CFG.sqf" In-game radio interface includes options to customize settings locally More information in the "ReadMe.txt" TO DO LIST: Voice clipping due to signal interference Release a separate standalone mod version KNOWN BUGS: (Upcoming Change-Log) High ping players, server, or desync can cause code delays AFAR's displayEventHandlers are paused for client, while a display other than 46 or 312 is active CREDITS: • Phronk: Script Creator • Bohemia Interactive: Radio model, audio, animation, and BIS_fncs CONTRIBUTIONS: • Dedmen: Added important VON script commands to Arma 3 • DirtySanchez: Helped organize functions • Metalman [EXP]: Helped optimize code initialization TESTERS: • Genesis92x • Harris • LightHouse • MorpheousMike • Moser • newgen • PRYMSUSPEC • Task Force Ronin INSTALLATION: (03SEP2021) - v0.98 Download Link (Google Drive) Download Link (Steam Workshop) Download Link (Armaholic) CHANGE-LOGS:
  20. I'm trying to create a mission, everything works so far except the AI, which doesn't want to get out of the vehicle once it reaches the given position. The situation is that once one of the players identifies the High-Value Target (HVT), the HVT will walk up to a car and get in as a passenger. The driver will then drive to the designated position, but the problem is that the HVT doesn't get out of the car regardless of any command given to him via SQF/trigger or even through waypoints.
  21. Simple Bomb Defuse [script] - v1.2.2 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) _disableAce3 - disable/enable ACE3 interaction menu 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: v1.2.2 - prevent attaching objects and sounds to object if class is not Land_MetalBarrel_F v1.2.1 - added new config parameter "_disableAce3" to disable ACE3 interaction menu 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:
  22. Hi I hope you're doing well. I have a problem with a Jet from a mod : the Rafale from the AMF ( french army ) mod. When it comes to JDAM/GBU strike, its a nightmare. The Locking/targeting cone is very small, and the pod is "locked" : once you reach the point you're locked on, when you're above it, the pod won't be able to keep locked on that point, like if it was not able to rotate more.  I would like to know if and how its possible to modify that, like Can WE give it the same values and pod as the A164 Wipeout for example ? Thank you for your help
  23. Hi I hope you're doing well. I have a problem with a Jet from a mod : the Rafale from the AMF ( french army ) mod. When it comes to JDAM/GBU strike, its a nightmare. The Locking/targeting cone is very small, and the pod is "locked" : once you reach the point you're locked on, when you're above it, the pod won't be able to keep locked on that point, like if it was not able to rotate more. I would like to know if and how its possible to modify that, like Can WE give it the same values and pod as the A164 Wipeout for example ? Thank you for your help
  24. Hello, community. Here is what I want to achieve: - I want to combine 3 different animations into one; - the player should be able to play these 3 animations sequentially; QUESTION 1: Should these animations be united as one and used all together in one script or QUESTION 2: Perhaps they could be used individually with a “wait until” command between them, so the script “should wait” until the first one is completed in order to perform the second one and when it is over, the third one will be played as well. ANIMATIONS: 1. The player waking up being wounded and then stands up after X seconds. 2. The player then looks around like in another script we already well know where he can set up a camp, sleep and then wake up in X hours. 3. The player then moves along an invisible way with his weapon in his right hand like in a cinematic intro. I have reworked this last animation’s content making it stop functioning when: player distance obj1 <X. This means I need to stop all these animations, when they are completed, with this part above, used in a trigger’s “On Activation” field. Animations: Nr. 1 - should be put in player’s init field: [this, "PRONE_INJURED"] call BIS_fnc_ambientAnim; 0 = this spawn {waitUntil {time > 10}; _this call BIS_fnc_ambientAnim__terminate; _this switchMove "AinjPpneMstpSnonWnonDnon_rolltofront";_this playMove "AmovPknlMstpSnonWnonDnon"}; Nr. 2 - should be activated by: player addAction ["<t color=""#F8FF24"">" +format["Set Up Camp"],"Camp_Script\spawn.sqf"]; Here you can find the files for this script: http://www.armaholic.com/page.php?id=28555 Nr. 3 - in a trigger or in playerinit.sqf: player disableAI "move";_nul = [] spawn {player switchMove "Acts_PercMwlkSlowWrflDf2";player disableAI "ANIM";waitUntil{(player distance target1) < 8};player switchMove "";}; [1, 60,true,true] call BIS_fnc_cinemaBorder; - target1 one is the object that the player needs to reach and when he does, the animation stops working. So, friends, how can we combine these 3 animations into one? Thank you in advance! Happy scripting and cheers!
  25. Hi everyone! I've finished working on my little mod, but when I'm trying to launch it, Arma III says: "Preprocessor failed with error - Invalid file name(empty filename)". And after launching my mod doesn't work. What did I do wrong? My mod contains only mod.cpp and Addons folder with pbo file. The file has only one file - config.cpp.
×