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Found 572 results

  1. Good morning, I would like to know if it is possible to put a video in a workshop mod and then show it on a server to all players. Currently I know how to create a mod in the workshop to put custom music but I would like to know if it is possible and how to put a video in the mod to subsequently put a command on a server to be played to all players. I have tried to search but I have not found a way, if anyone knows how to do it I would be very grateful.
  2. DESCRIPTION: This is a script which dynamically spawns furniture in houses around players. Easy to setup! VIDEO: SCREENSHOTS: FEATURES: No mods required! No DLCs required! Compatible with all maps which use buildings from Altis, Malden, Stratis, and Tanoa Compatible with single-player, client-hosted, and dedicated servers Nearly no performance impact Spawns furniture in random houses within town, when player enters it Furniture layouts are built with AI pathing / buildingPositons in mind Despawns the furniture when there are no players within that town Includes an easy to configure script file TO DO LIST: (Upcoming Change-Log) Finish support for Tanoa buildings Include furniture layouts for abandoned buildings Create up to 5 possible furniture layouts for each individual unique building KNOWN BUGS: Bug free! CREDITS: Phronk: Script Creator Bohemia Interactive: Furniture models, textures, and configs CONTRIBUTORS: Metalman10 optimized the initialization of functions TESTERS: Chaser (ATCAG) PRYMSUSPEC Sjakal INSTALLATION: Copy & paste the "PF" folder into your mission's root folder EXAMPLE: C:\Users\<MyUsername>\Documents\Arma 3 - Other Profiles\missions\<myMissionName.mapName> Copy & paste this line of code into your mission's init.sqf: if(isServer)then{PFrun=false;[]spawn compileFinal(preprocessFile"PF\init.sqf")}; Done! (OPTIONAL) - The "CFG.sqf" file in the "PF" folder is the settings file. PF_On = TRUE; //TRUE enables furniture, FALSE disables it (Default = TRUE) PF_Range = 60; //Activation range on buildings to spawn furniture (Default = 60) PF_BlacklistObj = [""]; //List of building CLASSNAMES to avoid spawning furniture in (Example: ["land_slum_01_f"]) v0.7 (20.JUN.2021) DOWNLOAD LINK - (Google Drive) DOWNLOAD LINK - (Steam Workshop) DOWNLOAD LINK - (Armaholic) CHANGE-LOGS:
  3. Hello everyone, I managed to build my own 1v1 map with some additional handy scripts. Now I want to add something else but I didn't manage to find anything on the internet to start with. We realized while playing the game that it would be useful if the enemy player would get pinged on his current location. So my question is if someone has an idea. Quick description: Every minute a position marker (like the tacitcal ping (strg+t)) appears ingame on the position of the enemy player and remains there for 5 seconds. Addition: It would be the best if you could turn this option for the position marker on and off. I would appreciate it if someone can help me.
  4. vDog Patrol and vDog Feral Scripts by Valmont and Johnnyboy are long time requested scripts that allow 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. - Since version 1.5 the Dogs will no longer target enemies though walls or objects! (This is a game changer!) - Since version 1.6 Patrol Dogs can be controlled by the player by assigning the dog to different TEAM COLORS! Dogs on TEAM RED will attack enemies at will. Dogs on TEAM GREEN will stay on their position. Dogs on any other TEAM COLOR will follow their owner without engaging enemies. - Since version 1.7: - The Dogs can now be targeted and shot by REGULAR Ai UNITS (This is a first for Arma 3 in the Multiplayer Department!). It can be enabled or disabled when the scripts are EXEC. (Enabled by default) - You can now command the Dogs to "ATTACK" or "STAY" via the Arma 3 RADIO MENU (0-0). - The Dogs now feature new sounds and wounded textures courtesy of @johnnyboy! - You can now heal your wounded Patrol Dogs! (Only one dog per player, but you can add more than one to Ai units in your squad for example) - Charging dogs can now cause nearby Enemy Ai units to flee in terror! - Extensive rewrite of the whole script package, now with AGENT DOGS, to accommodate the massive new features introduced in version 1.8 while performing even better than before. 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 1.9 DOWNLOAD Link (Google drive): https://drive.google.com/open?id=1UbL4IuPZx8eMkg3QvzBteqZYaouLgLnj Updates/Changelogs: vDog Patrol Details: vDog Feral Details: Special Thanks and Credits: Known Limitations: Please don't hesitate to post any questions, suggestions, bugs and testing reports. Enjoy.
  5. durobulo@gmail.com

    Building type

    Hi, I would like to know, how to get information about building type - such as military, industrial, civilian etc. I can read the building class (name) - but is there any function that returns what type it is? Or is it coded in building name? _nBuilding = nearestBuilding player; hint str typeOf _nBuilding; thnx
  6. 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:
  7. JBOY Punji and Willy Pete Victim FX Here's some fun visual effects to make your awesome Prairie Fire missions a little more visceral: Download the sample mission here Issues: Untested in Multiplayer. If one of you guys wants to test that out for me and give me feedback, that would be great. To implement in your missions, copy the JBOY folder from the sample mission into your mission folder, and copy the lines from the init.sqf into your init.sqf. Credit: Thanks to @HallyG for the blood spray particle fx.
  8. Hello everyone.. I was trying to test something since I got down by A.A vehicles and units all the time when I'm in the chopper, so... I was thiking about 2 things.. 1 - I was trying to make a "script" that if a locked-on missile is fired, then it loses its target immediately after CM is launched. But I can't get it work... can anyone tell me what is wrong with this code? vehicle player addEventHandler ["IncomingMissile", { "cmImmunity = 0"; }]; ]; 2 - since I didn't get the first one to work I manage to do this script below. I learned that when you CM in the exact moment a missile is fired, you can avoid them. but this code doesnt work either.. this addEventHandler ["IncomingMissile", {params ["_target", "_ammo", "_vehicle", "_instigator"];[_target, "240Rnd_CMFlareMagazine"] call BIS_fnc_fire;}]]; I know there are briliants minds here.. and I hope you guys could help me. Thanks in advance.
  9. VASS - Virtual Arsenal Shop System Introduction VASS provides a simple to setup shop system and is the successor to the Arsenal Shop. The system provides several functions to handle traders and items. As of now it does not come bundled with an economy system but the implementation of an external one is easily possible. Setup Enable system: Download the GitHub repo: https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System Check the example mission (Mission.VR) Copy the VASS folder to your mission Add the lines from the description.ext Add trader: Execute the addShop function: [this] call TER_fnc_addShop Add an inventory with the addShopCargo function: [this, ["itemclass0", 15, 5, ..., "itemClassN", price, amount]] call TER_fnc_addShopCargo For easier setup of this cost table I have created a mod that does this task with a user interface: https://steamcommunity.com/sharedfiles/filedetails/?id=1760193128. The settings can be changed by opening the object's attribute window and scrolling down to the "VASS" section. Handle money: Edit the TER_fnc_VASShandler in "VASS\fnc\fn_VASShandler.sqf" Change the getMoney and setMoney functions to match your economy system Documentation GitHub will have a wiki on all aspects of the system. In addition to that all relevant functions have a header at the beggining of the file to show you what arguments they expect and what they do. Further links GitHub: https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System VASS 3den mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1760193128 BI forums: https://forums.bohemia.net/forums/topic/219677-release-virtual-arsenal-shop-system/ Screenshots That's all for now and I hope that you find this useful! 7erra DISCLAIMER - This post was edited nearly a year after the original post. Don't expect comments from the previous discussion (up until page 5) to be applicable to the new system
  10. When the normal Prairie Fire napalm effects end, there is no visible damage to trees, bushes, grass and buildings. This is bad for immersion. This script improves on that by detecting where the napalm bombs impact, and replacing trees, bushes and buildings with burnt and burning trees/bushes/buildings. These scripts work for airstrikes called via the Air Support module or airstrikes created via scripts. Download sample mission Credits: @aliascartoons for his excellent Fire scripts. All fires on trees, bushes, buildings, vehicles and men are created using his scripts. Thank you Alias! (I have modified these slightly to use arma sounds so the sample mission does not require his sound files or description.ext) @pierremgi for pointing me to the Prairie Fire airstrike scripts. How to add to your mission: ...I will add in these instructions tomorrow! 🙂
  11. 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 !
  12. Multiplayer-compatible reincarnation of spectrum analyser from DLC Contact for use in normal Arma3 This is RU/ENG singleplayer showcase mission: https://steamcommunity.com/sharedfiles/filedetails/?id=2214415193 Features: -automatic generation of UAV&terminals signals -custom signal source by missionmaker on any object (ACE cargo compatible) -realistic signal fade from terrain&distance -UAV&terminals jamming -UAV&terminals friendly-foe identification -multiplayer tested with 120+ players on server and 20+ devices working and nearly 20 signal sources. Thanks red-bear.ru players for it -no addons required Script developed and tested for MP, so some functions dont work proper with AI and in this showcase scenario are simulated with simple scripts (they still work fine in mp with non-ai clients) You can get the latest version of script on my google drive: https://drive.google.com/drive/folders/11j-1GZAlLP5uWU0jrzp1A7_7tqdQjDr8?usp=sharing Quick "How to use in your mission": -place spectrum_device.sqf, sa_ewar.sqf, stringtable.xml (last for russian&other languages support) in your mission folder -call scripts in init.sqf of your mission like this: [] execVM "spectrum_device.sqf"; [] execVM "sa_ewar.sqf"; -give players device&antennas (in unit's init field or sqf file) like this (device&antennas are hidden in VR by default): this addWeapon "hgun_esd_01_F"; this addHandgunItem "muzzle_antenna_02_f"; this addItemToVest "muzzle_antenna_03_f"; -if you need to add a custom signal for any object in your mission by edinting spectrum_device.sqf //Mission settings sa_beacons=[[t1,-1],[t2,563.2]]; (t1, t2-variable name if object, second parametr-frequency of signal, -1 for random. 3rd parametr-base strength of signal. not used=defaul, -1 random, or some value in dBa)
  13. INCONTINENTIA'S UNDERCOVER / CIVILIAN RECRUITMENT This is a complex and performance friendly undercover simulation for players and their AI subordinates. Work as a guerrilla cell, go undercover, recruit comrades, and cause mayhem. SP / Coop and Dedi compatible. (For those of you who've used my previous undercover scripts, this release is a significant upgrade and represents a few hundred hours' work and testing over the last version, so hopefully you'll see the improvement!) Requires: CBA FEATURES General Virtually every factor that can affect your cover (within engine limitations and the caveats mentioned below) has been accounted for. Optimised to the max; should not noticably affect performance at all - no noticeable performance impact even during a stress test of 45+ undercover units simultaneously undercoverising several enemy patrols. Operates primarily on each client - server / client interaction is therefore kept to a minimum even when multiple players are undercover at the same time Compatible with RHS, ACE, ALiVE, Zeus, ASR, bCombat, TPWCAS, VCOM... pretty much everything its been tested on (some factions' helmets and bandannas may not be recognised but the overall effect of this will be minimal - if you desperately want all features, use vanilla or RHS versions of these assets) Comprehensive undercover / incognito simulation - Works on players and their AI group members Quick, easy setup: most aspects of the script are automatically implemented based on the settings you choose Can run in the background even when the mission isn't focused around undercover operations - automatically reduces checking overhead when unit isn't undercover so it should be practically unnoticeable No need to turn the script on or off - it just works No checkboxes, compromised notifications or any other "gamey" stuff; just an optional hint when you're obviously hostile and when you aren't - the rest is up to you Responds to whether the units are in vehicles or on foot, dressed as enemies or civilians, whether the unit's face fits or doesn't fit in with the faction they are pretending to be, or whether it is day or night, with each situation requiring players to behave appropriately Suspicious enemies may challenge or watch and follow undercover units if they act weirdly; the more weird stuff you do, the more likely they are to see through your disguise (you can even use this to your advantage to draw enemies attention away from another unit while they do something suspicious - just don't get too cocky or they will open fire on you) Players must "act" their role; doing weird stuff will raise suspicion and could blow your cover - if you point your weapon at an enemy and they see you doing it, they will get suspicious very quickly. Equally, if an enemy sees you crawling around or planting explosives, you're not going to stay undercover for long. Enemies will detect if undercover units are the nationality of the group they are impersonating; covering your face with a scarf or bandanna will reduce this but not as much as choosing undercover units whose faces fit in with the people they are trying to impersonate All actions have consequences, good or bad. If the MRAP you're driving gets a bit close to a patrol, moving into the back of it and out of sight of the enemy might just save your skin. Equally, putting a balaclava on when you're a civilian will attract a lot of attention - which is especially not good if you're already carrying a military rucksack. Once undercover units become compromised, enemies will remember the vehicles they are spotted in and clothes they are wearing - change your clothing (both uniform and either headgear or goggles) and if no enemies see you doing it, your new disguise may stick Easily switch disguises: take enemy uniforms from nearby crates, vehicles, dead bodies and the ground (and order AI subordinates to do the same) Quickly conceal and un-conceal your (and your subordinates') weapons if you have the inventory space - without faffing with inventories Different configurable detection systems for regular and asymetric enemy forces Stealth kills work - If nobody sees you firing a shot, your cover will remain intact BUT, enemies do remember suspicious units - if you kill someone and other enemies of that side already know who you are and that you are nearby, there is a chance your cover will be blown regardless However, your cover will return if you kill everyone who knows about you before they can spread the word Different behaviour for regular and asymmetric forces Define a side as asymmetric and they will not be able to share your identity outside of the local area, but they will be better at spotting imposters Define a side as regular and your cover will stay blown for much longer and for a much wider area once compromised... but they may not have such a good nose for imposters (Optional) Civilian Recruitment Undercover units can recruit civilians to join their group The more enemies you kill, and the more chaos you are associated with, the better your reputation will become The better your reputation, the more likely civilians are to join you Kill enemies without getting spotted and there is a chance they will lash out against civilians, with a potential to cause a civilian uprising (optional) Automatically arm ambient civilians with weapons and items which they may use if recruited or during an uprising Try to steal civilians' clothes from them (but be prepared that your reputation will take a hit or you may become compromised) (Requires ALiVE) Turn recruited units into a profiled group to be used by AI commander of the same faction as the undercover unit (add to object init: this addaction ["Profile group","[player,'profileGroup'] remoteExecCall ['INCON_ucr_fnc_ucrMain',2]",[],1,false,true]); USAGE Add all files from Incon-Undercover folder into your mission folder. If you already have a description.ext or initPlayerLocal.sqf then add the code to your existing files. (Make sure to delete any previous version of my undercover scripts). In description.ext, if the class is already defined (for instance, cfgFunctions), just add the #include line to the given class. Configure your settings in the UCR_setup.sqf file in the INC_undercover folder (pay close attention to these, one wrong setting can lead to some weird behaviour). For each out of bounds area, place a marker over the area with "INC_tre" somewhere in the marker name (e.g. "MyMarkerINC_tre" or "INC_tre_sillyMarkerName_15"). The script will handle the rest. But if you want, you can also include other markers by listing them in the relevant array in UCR_setup.sqf. Add in Incon Persistence if you want your band of merry men to persist between ALiVE sessions (this is now a separate script but automatically persists reputation). For each playable undercover unit, put this in their unit init in the editor: this setVariable ["isSneaky",true,true]; Non-player units in the undercover unit's group do not need anything; the script will run on them automatically on mission start. Caveats / Compatibility: Only one side can have undercover units at a time (so no east undercover and west undercover units undercoverising each other at the same time) Only one side can be defined as asymmetric at a time and only one side can be defined as regular - and both must be hostile to the undercover unit's side. So if having a three-way war, one side must be asym and the other regular. If having a three-way (...war), it is recommended to not have any incognito factions as an engine limitation means that incognito units (i.e. those disguised as the enemy) will be seen as friendly to all - could break the immersion if you're dressed as OPFOR and GreenFOR don't shoot at you when they should. For mission makers - just be aware that the following could affect your mission: enemy units may wander from their original positions to follow undercover units if they become suspicious. Also, when compromised by regular forces, an undercover unit's description will be shared across other enemies in the local area after some time if they don't kill everyone who knows about them Works on all tested mods. If you find an incompatibility, tell me! Credits Massive thanks to Spyderblack723 for his help creating some of the functions and correcting my mistakes / oversights on the original release. Also for generally being super helpful over the past year as I've got into modding. Grumpy Old Man, Tajin and sarogahtyp are responsible for creating a performant detection script, which I then adapted and used as a basis for the undercover script, so thank you to those guys too. Also thanks to das attorney, davidoss, Bad Benson, Tankbuster, dedmen, fn_Quiksilver, marceldev89, baermitumlaut and Duda123 for some top optimisation tips. And huge thanks to accuracythruvolume for testing and feedback. Download version 1.21 release candidate here CHANGELOG
  14. well, i'm trying to create a ww2 scenery with parachute jump. And for that I'm using the IFA3_LIB mod. The C-47s from there have the normal sitting position and also the standing up position which is when you are about to jump. I wanted to make the player not have to worry about clicking anything when jumping, so I got this script so that the jump could be done alone: Now an important detail, this script works perfectly when the plane's crew is seated (in game they appear as: crew) But before the jump takes place/the above script runs, I put in another script that makes the entire crew that was seated to stand up, and therefore be in the standing up position. In this case, when the plane reaches the trigger with the jump script, everyone standing inside the plane is still inside the plane... :l I believe maybe that's why: since when they are standing they are apparently no longer considered "crew". But I don't know, I don't know much about scripts, I was wondering if there is another variety to use in forEach other than "crew" that works for this case... An example of all units jumping out of the plane except the pilot would work but I don't know how to do it. Challenge launched! xD Thanks in advance guys!
  15. I'm using Ace mod and there is that plasma sack with the id as follow: ACE_plasmaIV_250 Well, I'm trying to remove it from my inventory when I reach the trigger area with the command : this removeItem ACE_plasmaIV_250; ...but nothing happens I've also tried use: this removeItemFromBackpack ACE_plasmaIV_250; with the item in my backpack but still nothing happens... :l Any idea? tks in advance!
  16. I have with the help of others created a script that spawns and despawns furniture in houses. Download: https://github.com/Tinter/Tinter-Furniture/releases At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Github: https://github.com/Tinter/Tinter-Furniture Steam workshop (Does only have a test mission): https://steamcommunity.com/sharedfiles/filedetails/?id=1895377640 Showcase of the script: Quick showcase of how to add make and add compositions: It spawns furniture locally as simple objects in nearby houses, despawning it when you're far away. The furniture is defined by compositions that you make in eden and using the scripts provided, organize them into files. The compositions are defined on classnames, but a lot of work has gone into trying to make similar buildings compatible, for example the buildings on Altis and Malden are different, but the script will recognize them as the same. Info on how exactly to do this is in the readme file. Furniture is also spawned on the server so that AI will also (hopefully) consider it. I have no indepth test of performance with this script active, but I have played missions with it active and it didn't slow the mission to a crawl at least. At the moment it currently is more of a tool-suite as I'm not an impressive interior decorator. I would very much like to gather up a library of compositions with the help of the community, although I'm not entirely sure on how to organize this yet. Thanks to Diwako, G4rrus, Tennessee, jonoPorter, Meanwhile
  17. Is it possible to detect if a player has damaged a unit but another unit has killed that unit (kill assist)? I am using a Killed event handler for the unit that is killed & trying to combine that with a HitPart event handler but I can't get my head around the logic. in HitPart EH: playerShooting = (player isEqualTo _shooter); unitShot = _target; in Killed EH: if (playerShooting) //Obviously player is not the shooter when the unit is killed then { if ((_killed isEqualTo unitShot) && !(vehicle player isEqualTo _killer)) then {....blah blah Kill Assist}; }; also tried to use ((damage _target) < 1), but this is not true when _target is killed. Is there a way to check if the player dealt the damage?
  18. 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:
  19. When using execVM (which I do almost never do) I use the following syntax: someParam execVM "someScript.sqf"; Are there circumstances where you have to do the following with execVM: null = someParam execVM "someScript.sqf"; I ask because today I found someone saying a script would not work without using the latter syntax: https://forums.bohemia.net/forums/topic/189445-exec-or-execvm-call-or-spawn/?do=findComment&comment=3001417 In the past I have played around with scripts that use the latter syntax and changed them to my syntax without any apparent issue. I do appreciate that execVM does return a value (a script handle) that can be used with the scriptDone and terminate commands.
  20. FILE CFS 1.01 (Dropbox, APL-SA license) INTRODUCTION CFS script attempts to guide pointed helicopter along his waypoints using very low altitude similar to contour flight. CFS's control is paused as helicopter approaches current waypoint and resumed, when new waypoint become current. Testing run footage Parameters description: Helicopter - a chopper to be controlled. Desired speed - speed in m/s, that heli will try to maintain most of the time. Default: max config speed. The faster, the more risky flight. Desired altitude - AGL ceiling in meters: controlled heli will strive to maintain that height above the ground as much, as possible. Default: 10. Values below 10 not recommended. Overfly buffer - additional buffer in meters added to calculated minimal height necessary to fly over an obstacle (map object etc.). Default: 2. Values below 2 not recommended. Obstacle detection mode - setting for obstacles detection method. 0 - less CPU hungry, pays attention only to the map objects, ignores editor-placed objects and very few exceptions amongst map objects too (example: Tanoa's sea bridge roadway). 1 - detects non-map objects as well, may cause a bit more bumpy ride, than necessary and recognize as an obstacle also objects, that should be ignored, can be more CPU-hungry. Default: 0 (recommended unless insuffice in certain scenarios). Obstacle detection range - a multiplier of obstacles detection radius. Default: 1, which translates to the bigger of the two: (heli full length + 10) OR 20 meters. Too big radius will eat FPS fast, too low will tend to ignore big objects, that still can be collided with. Emergency pull up - if this is enabled and code would detect, that heli gets dangerously close to the ground, emergency "pull up!" vertical velocity will be added, which often (not always) may help to avoid collision. In such situation it will override sharpness setting. Default: true. Sharpness factor - the lower value, the more smoothed flight, but also more sluggish reactions which increase collision risk. Default: 0.2. Values 0.1-0.2 are risky. Values below 0.1 not recommended. Maximum: 1 (safest, but least elegant). Values above 1 or below 0 may cause weird behavior. Debug mode - added 3D visualisation markers and some numerical data on the screen. Default: false. KNOWN ISSUES & LIMITATIONS CFS was tested with few helicopters (Ghost Hawk, Hummingbird and Huron) and settings along various, demanding paths, but further tests with various settings/on different terrains may still reveal exceptions, where collisions may occur. Although I did, what I could to make it looking as natural, as possible, do not expect fully realistic flight model here. It's simplified, scripted makeshift. CFS will fail, if given map object has its shape bigger, than bounding box. One example found: sea bridges elements (pillars) on Tanoa - manual correction for them included. CFS will not try to pass obstacles sideways nor will try to guide the helicopter below any obstacle even, if possible (high bridges etc.). It will always try to overfly the obstacle instead. CFS guides the helicopter towards current waypoint along the straight line, there's no path preplanning to use terrain, avoid hilltops etc. The code is run per frame to make it fluid and reliable, so it may cause some FPS drops especially over areas with many objects, like forests etc. CODE Initialization: _handle = [heli1] spawn RYD_TI_TimidIcarus;//simple _handle = [heli1,83.3,10,2,1,1,false,0.2,true] spawn RYD_TI_TimidIcarus;//advanced //[helicopter,desired speed (m/s), desired altitude AGL (m), obstacle overfly buffer (m), obstacle detect mode (0/1), obstacle detect range (m), emergency pull up, smoothness factor, debug mode] Ending: removeMissionEventHandler ["EachFrame", RYD_TI_EFEH]; Source:
  21. 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
  22. Hey all, I am quite new to scripting and have been looking into eventHandlers a bit lately. I stumbled across the scriptedEventHandlers. I am not sure I really understand the concept of a scipted eventHandler against a "normal" eventHandler. So, what exactly is the difference between those two? I mean, that in my understanding (which I believe to be incomplete) both "kinds" of eventHandlers are called when a specific event is happened and if this is the case what is the difference then? 😕 So, the question I am posing here is quite broad, I know, but if there's any good text I could have a look at somewhere online, or a video or some educational material I would really like to have a look. Otherwise if anyone here could throw some clarifications (without having to spend too much time as to write down a full guide on eventHandlers) they would be extremely welcome. Thanks, Achilles.
  23. Hi everyone. I wish to disable trigger activation if my unit is dead. So that's my code on my trigger : Condition : if(! alive SB ) then {west countSide (getPos SB nearEntities 10) >0}; Activation : bombornullanyvariablename = "R_80mm_HE" createVehicle getPos SB; But that dont work, when my Unit "SB" is dead, if i near of this, i explode. thanks for your help
  24. Hello dear people, this is my first forum topic and please dont kill me if I do everything wrong! I am a beginner server administrator and trying to get some things to work. I rented a A3Wasteland server and got it running with https://github.com/MayhemServers/MAYHEM_A3Wasteland.Altis mission. Now theres an addons folder and I try to get some of them working but nothing I tried was a success. For example the buryDeadBody addon can someone explain how to get it running? Im thankful for any help and tipps 😃 Also theres an AI_Spawner folder but I dont get it running too. We hoped to have a nice Wasteland server with occasionally spawning AI troops to support or attack. Im trying my best but its hard. Thank you guys in advance. Nils
  25. Hello people, I'm new to the forum and Arma 3, I've never worked with scripts or codes and I really appreciate it if you can help me. I'm having fun with the game editor doing cinematics and I wonder if it would be too complicated a script for the following situation; Imagine an AH-64 or AH-1Z and 3 targets (t1 to t3), a delay of 10 seconds (to open and set GCam) then the helicopter shoots at t1 with machine gun, t2 with hellfires and t3 with rockets. Would it be possible? Thanks for the help.