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Found 521 results

  1. 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.
  2. 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!
  3. Story This is a script that I wrote a few weeks ago for a friend. It's supposed to let AI's with specific backpack's deploy static weapons automatically in a combat. You can link specific backpacks with specific static weapons multiple times. This script doesn't work, if the AI is in a combat mode all the time or if the AI never gets to be in a combat mode. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun. Content It is a single ~80Code-Line-Big Script to let AI's with specific backpack's deploy static weapons automatically in a combat. Purpose The aim of this script is to make it easier to implement a universal script, which makes a combat with AI more interesting. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Examples nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"],["B_Bergen_hex_F","B_GMG_01_high_F"],["B_Bergen_tna_F","O_GMG_01_high_F"]] execVM "HandleAutoDeploy.sqf"; All 3 examples are possible, because there is no limit for the amount of parameters.
  4. 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
  5. DESCRIPTION: This is a script which dynamically spawns furniture in random houses when a player enters the town it's associated with. The furniture despawns when the player(s) in that town leave. Easy to setup! VIDEO: SCREENSHOTS: Coming soon™ FEATURES: No mods required! No DLCs required! Compatible with all maps which use buildings from Altis, Malden, Stratis, and Tanoa Compatible with single-player, client-hosted, and dedicated servers Nearly no performance impact Spawns furniture in random houses within town, when player enters it Furniture layouts are built with AI pathing / buildingPositons in mind Despawns the furniture when there are no players within that town Includes an easy to configure script file TO DO LIST: (Upcoming Change-Log) Finish support for Tanoa buildings Include support for CUP buildings Include furniture layouts for abandoned buildings Include furniture layouts for industrial buildings Include furniture layouts for military buildings Create up to 5 possible furniture layouts for each individual unique building KNOWN BUGS: Bug free! CREDITS: Phronk: Script Creator Bohemia Interactive: Furniture models, textures, and configs CONTRIBUTORS: Metalman10 optimized the initialization of functions TESTERS: Chaser (ATCAG) PRYMSUSPEC Sjakal INSTALLATION: Copy & paste the "PF" folder into your mission's root folder EXAMPLE: C:\Users\<MyUsername>\Documents\Arma 3 - Other Profiles\missions\<myMissionName.mapName> Copy & paste this line of code into your mission's init.sqf: execVM"PF\init.sqf"; Done! (OPTIONAL) - The "CFG.sqf" file in the "PF" folder is the settings file. PF_BlacklistMkr = ["BL_Mkr1", "BL_Mkr2", "BL_Mkr3"]; //List of blacklisted markers PF_BlacklistLoc = ["airbase","Stratis Air Base", "military range"]; //List of blacklisted locations PF_Dbug = FALSE; //Debug mode: true = on, false = off PF_Chance = 75; //% Chance for furniture to spawn per house PF_Optimize = TRUE; //TRUE enables hiding all furniture until player is within 150m, FALSE disables it v0.6 (06.03.2018) DOWNLOAD LINK - (Google Drive) DOWNLOAD LINK - (Steam Workshop) DOWNLOAD LINK - (Armaholic) CHANGE-LOGS:
  6. So i have a trigger and in the condition i wrote player in thisList; then i tested it and the trigger wont work even with this simple condition.What is the problem?even if i set to blufor or anybody.I tried with and without mods.Same result.
  7. Hi i have a doubt about a script to move the USS Liberty (static ship)... Are any script guide or something to make it work? Like to free move as a vehicle. I found this on reddit but the publisher said that is works "fine" in SP but in Mp didn't work (I test it and he is right), he said that may be it could be fix doing... that was 2 years ago, someone could tell me how to do that to fix this error? just imagine the possibilities in multiplayer with a movable USS Liberty 😎 . ·Link (reddit post): ·Link (files): https://github.com/Keithenneu/arma_moving_ships
  8. 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 (52 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 Compatible with Zeus More information in the "ReadMe.txt" TO DO LIST: Reintroduce distance factors - Added in v0.96 Voice clipping Improve radio interface Improve keybind channel switching, for those who disable the radio interface Release a separate standalone mod version Create official AFAR gitHub repository KNOWN BUGS: (Upcoming Change-Log) High ping players, server, or desync can cause code delays AFAR's displayEventHandlers are paused for client, while they're in a dialog CREDITS: • Phronk: Script Creator • Bohemia Interactive: Radio model, audio, animation, and BIS_fncs CONTRIBUTIONS: • DirtySanchez: Helped organize functions/define CfgRemoteExec • Metalman [EXP]: Helped optimize code initialization TESTERS: • BadBenson • Chaser • Genesis92x • Kargi8499 • Harris • MorpheousMike • Moser • PRYMSUSPEC • Task Force Ronin INSTALLATION: (05JUL2020) - v0.95 Download Link (Google Drive) Download Link (Steam Workshop) Download Link (Armaholic) CHANGE-LOGS:
  9. Hello, everyone! I have played missions with such tasks. For example: the player can finish a main task, shown above the others, when 2 or more other side/secondary tasks are completed. My simple example: -> Main Task: Survive - Kill The Officer - Destroy Tank When I kill the officer and destroy the enemy tank, I have completed these side/secondary tasks, and with that the main task: Survive, is also completed. Is this some special script that should be used or just placing down any modules in the Eden editor?
  10. Hello all, and thank you for taking the time. I have been looking around plenty on the forums and on threads about scripts and mods, there are a lot of nice content out there - all similar to what I am looking for to some extent, but not fully. This is why I wanted to create a thread and throw my question out there, as I am looking for something like a script with specific functions; I am making something like a cops and robbers mission for my friends to enjoy on MP and dedicated server, one side will be police and one side will be bad guys. Wondering if there is a script out there that when a police is in close proximity to one of the bad guys, it plays a surrender animation on the bad guy, as if the person has been grabbed and caught after trying to run away or get away from the police! Cheers, saddle
  11. GF Building Replacement Script - Mod by GEORGE FLOROS [GR] Description: GF Building Replacement Script - Mod , replace the buildings with your desired. 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 Building Replacement 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 Building Replacement Script - Mod , replace the map's buildings with your desired. It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.0 Added a distance check and blacklist zones Added more options v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&amp;q=40364 Armaholic GF Building Replacement Script - Mod
  12. Compilation List of my GF Scripts - Mods by GEORGE FLOROS [GR] Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Below are the links and the download button , for every of my available GF Scripts . This list , will always be up to date. For anything that you might want , feel free to ask , if it's possible to do something for this , after all the arma series generally , has a good and helpfull community! Thank you Guys , for the whole support ! and off course . . . have FUN !
  13. 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 Thank you very much ALIAS for everything ! PS : You are the Greatest !!! I have told you and you know that !
  14. Plant and harvest your health plants. Due to request of script author . Link was removed.
  15. 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)
  16. 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
  17. Marshall's Tandem Mod for a few months, I've been working on a tandem skydiving mod and today I'm proud to announce that ill be releasing this mod to steam workshop in the next few weeks I am working on the final touches to make this mod be able to move from the Alpha build to open it up for a public Beta. below is some media showcasing the mod and after that is a list of current and future features. Media: Current Features: ACE Compatibility from launch BackpackOnChest by DerZade Compatibility from launch Compatibility with most base and modded parachutes (primarily tested with base game steerable parachute) Compatibility with both walking to deploy (I.e C-130 or C-17) but also from seated air vehicles (I.e Helicopters) Item required to establish a tandem mode Fully Multiplayer Compatible Planed Features: Clipping in and out sound effect Custom animations for the actual fall Custom animations for in-vehicle (Long Term) Below I may or may not have put a small trailer that i quickly made as a showcase i do plan on doing a proper cinematic trailer for the mod in the future How to use the mod on the release: go to an arsenal and get a tandem harness and parachute From land: 2. find a tandem buddy and use ace interact with them and attach them 3. then jump off an edge :)))) From a Vehicle: 2. Jump in a passenger seat in an air vehicle both you and your tandem buddy need to be in a cargo seat 3. use ace interact on the buddy you want to jump with and select jump with tandem (or something like that) Required Mods: ACE BackpackOnChest CBA_A3
  18. Hey Been looking around for a way to teleport a vehicle up in the air X amount of meters in Zeus with no luck. I've tried "BIS_fnc_setHeight" and teleport commands but none them will work. I want to execute the command via the "Execute Code" module from ZEN or via the vehicles init (in Zeus). The vehicle in question will contain players, that's why I wanna be to execute it in Zeus. I can't for my life find something that will work and would love to know if someone is sitting on the secret of how to do this? Looking forward to a hopeful fix.
  19. 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? Units stance, units uniform, Fog, Rain, Overcast, light level,wind and bushes or trees and some other objects ( rocks, telephone poles so far) adjacent to unit. 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 ( and/or the init of any other ai unit you want to have dynamicCamo running on) 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.
  20. so me and my friends set up a story line and everything is almost perfectly set but I've run into a slight problem.... we made a unit yada yada, i played online to see if our patch was showing and it was, everything looks perfect shows up on the shoulder and on planes cars ect. but when i run the mission i created it seems the patch doesn't show up at all. it still shows the unit tag above my player name so if someone knows a fix to this it would be much appreciated. (running the mission in multiplayer on a lan based server)
  21. I am pleased to announce my first script release. GRAD Fireworks What it does Shoots rockets in the air. Takes input: Position Color (Random, Red, Green, Blue, White) Type (Random, Fizzer, Normal, Rain) Rain is always white. Sample Call (you can call from any client or server) [getPos objectname, 'normal','red'] remoteExec ["GRAD_fireworks_fnc_prepareFireworks", 2]; Installation Copy GRAD_fireworks to your mission directory Put code below in description.ext Call the script via trigger, radio, script, whatever. Sample call above. class cfgFunctions { #include "GRAD_fireworks\cfgFunctions.hpp" }; class cfgSounds { #include "GRAD_fireworks\cfgSounds.hpp" }; How it works Uses Flares, Lightpoints and some sounds to achieve the effect. Therefore totally vanilla compatible. Computation is done on the server which then sends precalculated stuff to the clients. Those display the effects locally, but it should look the same on every computer. In usage example here: Download Script + Sample Mission http://www.armaholic.com/page.php?id=29255 Feedback welcome If you have any suggestions codewise or effectwise, let me know.
  22. GF Headshot + Killfeed Script by GEORGE FLOROS [GR] Description: Adding a notification , for Headshot + Killfeed , to spice it a little bit . You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Headshot + Killfeed Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: It is 2 scripts , that you can use also seperate. It is possible , to select between 3 different type of notification , for both scripts. Working on Multiplayer + Spawned Units Display kills on global Credits & Thanks: For the Killfeed Script ,source used from : https://forums.bistudio.com/forums/topic/183541-creating-a-basic-kill-feed/ by kaysio Posted August 5, 2015 Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: Version 3.2 The Known issues : [There will be a headshot notification also for the ai , BUT only for the server Server Kills will not show on global on the left corner up ] are know fixed. Minor fixes . Version 3.1 Changed the name of all the scripts , starting now with GF . Version 3.0 Compatible with Ravage Mod The Kills will also show in Global in the chat and Left corner up with the weapon image The sounds of Headshot will display as 3D Added onPlayerKilled to have a notification Minor fixes Version 2.0 Refixed the codes Killfeed now working with every weaponry The Kills shows on global ( systemChat ) Headshot will not display more than once (dead or alive) Added 20 Headshot sounds Option for randomize the Headshot sound Version 1.0 Forum topic: - BI forums - Armaholic forums Armaholic GF Headshot + Killfeed Script
  23. I need help with a script, Will there still be any way to download this script here? https://forums.bohemia.net/forums/topic/77374-improved-bullet-cam-script/ The Original Download Link Does Not Open.
  24. Hey everyone, I've gone and created a pretty ambitious first mission with multiple paths depending on how effectively the player can assist ground forces. I've completed the mission but I want to refine one of my scripts. I've tried to educate myself as much as possible but I can't seem to find a tutorial/forum post for my specific problem. One of the objectives for the player to complete involves destroying reinforcements dropped off via helicopter. I had scripted the objective to be completed by killing the infantry and destroying their supporting gunship. However, I scripted it using specific names for each individual troop, ie !alive Heli_Troop1a && !alive Heli_Troop1b && !alive Heli_Troop2a etc etc. It was a brute force method to sort of get the effect I wanted and required specific units to be killed. I am looking for a way for each squad member to be counted, totaled, and compared against a desired value. I'm using 7 as that value as that is about 1/3 of all the troops. The script I have tried using in the trigger is: ({alive _x} count units Heli_Troops1 + Heli_Troops2 + Heli_Troops3) < 7 && !alive Heli_2 && triggerActivated Trig_Heli_Troops; The editor accepts the code but upon starting the mission I get an error message about a generic error in expression. I'm not sure what I'm doing wrong, but then again I barely know any real scripting beyond simple commands I can look up. I have also tried multiple different ways of writing the count units section of code including using && instead of + and separating each group name with (). None have worked. If anyone could help me out I'd greatly appreciate it. Edit: Disregard solved it! (({alive _x} count units Heli_Troops1) + ({alive _x} count units Heli_Troops2) + ({alive _x} count units Heli_Troops3)) < 7 && !alive Heli_2 && triggerActivated Trig_Heli_Troops; Still kind of a roundabout way I feel, but it works. Maybe this can help someone else.
  25. Hey guys! First script I've ever put up on the forums, but as far as I know no one has posted a hostage script using the new HoldAction function. I needed it for a mission and figured it may be helpful to some! I'm not sure if it works in MP yet, 2 AM so I haven't gotten to test.Tested and working in MP! For me anyway. Any bugs or blatant mis-coding, let me know! Features: Random hostage animation. AI joins player group after release. Uses Arma 3 Hostage Icons. Multiplayer Compatible (JIP should work too) Random interruption and completion dialogue from hostage. Nothing too fancy! Just simple. INSTRUCTIONS/CODE: SCRIPT: For use on units spawned via script, see @davidoss's wonderful example right here. Changelogs: For those who just want a download link: DOWNLOAD HERE (Google Drive)
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