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Found 438 results

  1. i need some help whit this i want to (if player get Damage and that Damage are enough to kill player then spawn fnc_tazed )
  2. GF Cargo Airdrops Script by GEORGE FLOROS [GR] Description: Spawn Cargo Airdrops, including configurable loot and it can be a random or supply drop , of any kind of item - vehicle. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Cargo Airdrops Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: The Airdrops can be spawn , on certain locations or random. It can be used for a supply Airdrop. You can select the number of Airdrops to spawn. The type of Cargo can be anyting , item or vehicle. The type of loot of this item , is configurable. It is possible to adapt this script easy , by your own needs. Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Special thanks to : zagor64bz https://forums.bohemia.net/profile/805186-zagor64bz/ lordfrith https://forums.bohemia.net/profile/1079222-lordfrith/ Changelog: v 4.0 Code and fix optimization. added a mod version. v3.1 Code and fix optimization. Fixed an error: the plane sound now works in all clients. v3.0 added option for : show the Airdrop position with a marker, random loot, minor changes. v2.0 added a modified Script by zagor64bz and lordfrith , GF_Cargo_Airdrops_ZAG_LORD , added a modified Script for requested Airdrops, added an option , for spawning groups , that try to find and secure the dropped Cargo , added some options and small additions inside the scripts , changed the name of all the scripts , starting now with GF . v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39846 Armaholic download GF Cargo Airdrops Script
  3. Color Correction theme selections for sharing : + colorblindness issues *please add yours below! https://community.bistudio.com/wiki/ppEffectAdjust //Realistic Color Correction theme "ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [0.88, 0.88, 0, [0.2, 0.29, 0.4, -0.22], [1, 1, 1, 1.3], [0.15, 0.09, 0.09, 0.0]]; "ColorCorrections" ppEffectCommit 0; //Post Apocalyptic theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 0.9, -0.002, [0.0, 0.0, 0.0, 0.0], [1.0, 0.6, 0.4, 0.6], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0; //Nightstalkers theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1.1, 0.0, [0.0, 0.0, 0.0, 0.0], [1.0,0.7, 0.6, 0.60], [0.200, 0.600, 0.100, 0.0]]; "colorCorrections" ppEffectCommit 0; //OFP Gamma theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.6, 1.4, 0.6, 0.7], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 1; //Golden autumn theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [1.8, 1.8, 0.3, 0.7], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0; //Africa theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust[ 1, 1.3, 0.001, [-0.11, -0.65, -0.76, 0.015],[-5, -1.74, 0.09, 0.86],[-1.14, -0.73, 1.14, -0.09]]; "colorCorrections" ppEffectCommit 0; //Afghan theme "ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [0.9, 0.9, 0, [0, 0.1, 0.25, -0.14], [1, 1, 1, 1.26], [0.15, 0.09, 0.09, 0.0]]; "ColorCorrections" ppEffectCommit 0; //Middle East theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [0.9, 1, 0, [0.1, 0.1, 0.1, -0.1], [1, 1, 0.8, 0.528], [1, 0.2, 0, 0]]; "colorCorrections" ppEffectCommit 0; //Real Is Brown theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1,1,0,[0.1,0.2,0.3,-0.3],[1,1,1,0.5],[0.5,0.2,0,1]]; "colorCorrections" ppEffectCommit 0; //Gray Tone theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1.0, 1.0, 0.0,[1.0, 1.0, 1.0, 0.0],[1.0, 1.0, 0.9, 0.35],[0.3,0.3,0.3,-0.1]]; "colorCorrections" ppEffectCommit 0; //Cold Tone theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1.0, 1.0, 0.0,[0.2, 0.2, 1.0, 0.0],[0.4, 0.75, 1.0, 0.60],[0.5,0.3,1.0,-0.1]]; "colorCorrections" ppEffectCommit 0; //Winter Blue theme "colorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [1.1, 1.3, 0.0, [0.5, 0.5, 0.1, -0.1], [0.4, 0.75, 1.0, 0.60], [0.5,0.3,1.0,-0.1]]; "colorCorrections" ppEffectCommit 0; //Winter White theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.31, 0.31, 1.0, 0.1], [0.85, 0.85, 0.92, 0.48], [1 , 1, 1, 0.03]]; "colorCorrections" ppEffectCommit 0; //Mediterranean theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1.01, 1.18, -0.04, [1.0, 1.4, 0.8, -0.04], [0.55, 0.55, 0.72, 1.35], [0.699, 1.787, 0.314, 20.03]]; "colorCorrections" ppEffectCommit 1;
  4. I need a easier way to spawn random units instead of individually pulling all classes from the in game editor and pasting it while adding quotations and commas like this: ["B_mas_med_Army_ENG_F", "B_mas_med_Army_EXP_F", "B_mas_med_Army_GL_F",]. I want to use a script that when called it will pull a random unit from a given side of a given type (infantry, land, air) and spawn them in a group. The group will be filled with random units. I also want it to pull units from mods that I download. I dont want to have to keep updating the script every time I download another unit mod. The mod MMC sandbox has no problem in doing this but I dont know how they did it.
  5. I need either a script or in trigger action that will kill AI units that leave the area. I want to also separate the types, example: I have an inner radius lets say 250 by 250 that AI infantry units must stay in. If they leave this area then they will die. Then I have an outer radius, 500 by 500, that allows AI Land vehicles to operate through, they are also allowed in the inner radius but if they leave the outer radius then they will be destroyed. The land vehicles include all land vehicles, not just tracked and tanks. I have thought of using multiple triggers to compare what is in the larger circle which is not in the smaller circle at which the trigger will kill the AI that is not within both triggers but I am not sure how to do that or if there is an easier way.
  6. GF Auto Population Zombie Script - Mod by GEORGE FLOROS [GR] There will be a new update soon with a completly reworked code . Here is a temporary version : Description: GF Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Population Zombie Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: GF Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite ,according the selected spawn distance and the max number of enemy. It is created with a concept of , players being in a hostile territory. The intention of this Script - Mod , is to be played alone or even boost your mission and enchase generally the game play. The Zombie spawn possible settings are , patrol , garrison and hunt players. There are arrays , for the Units used , in order to change them easy , to your faction desired enemies . The are presets for RyanZombie , Max Zombies and Ravage mod. There is no editing needed in the 3d editor with markes , triggers etc. It's created in mind , to be as configurable as possible , easy to read , use and edit. There is a dynamic unit spawn and despawn depended on maximum number of enemies and distance. There are options about the spawn positions of the units. There are Safe distances and Blacklist Zones , from players and spawned units . Everything will be total random , according the selected options and the spawn settings. There is a Script and a Mod version available. The Mod version , is using a userconfig , to set your desired settings. For the Mod version : userconfig Installation : Place the "userconfig" folder into your Arma 3 main folder. You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. There are also incuded 2 scipts: GF Auto Random Loadout Script -Mod https://forums.bohemia.net/forums/topic/220873-gf-auto-random-loadout-script/ GF Units Map Markers and Symbols Script - Mod https://forums.bohemia.net/forums/topic/219763-gf-units-map-markers-and-symbols-script/ DO NOT use with : ZBE_Cache AI & Vehicle caching script/addon Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Recommended and/or optional addons and mods to use with : Ravage http://www.armaholic.com/page.php?id=29638 Zombies and Demons http://www.armaholic.com/page.php?id=28958 Max Zombies http://www.armaholic.com/page.php?id=33696 more info in : Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40392 Armaholic GF Auto Population Zombie Script - Mod
  7. 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 !
  8. Plant and harvest your health plants. https://github.com/ReDBaroN1/Exile-Plants
  9. Scripting General & Library Information : Feel free to share and discuss , about Ravage Scripting and Scripting general. # Follow the same form , as the first Post please . A list with the certain page , will be here available. _____________________________________________________________________________________ I also suggest to follow , the BIS Forum Members below , who really help and share their work and knowledge : # the list is off course on random. https://forums.bohemia.net/profile/900806-pierremgi/ https://forums.bohemia.net/profile/770615-larrow/ https://forums.bohemia.net/profile/832107-grumpy-old-man/ https://forums.bohemia.net/profile/773718-hazj/ https://forums.bohemia.net/profile/842941-davidoss/ https://forums.bohemia.net/profile/906542-schatten/ https://forums.bohemia.net/profile/759255-mrcurry/ https://forums.bohemia.net/profile/792430-dedmen/ https://forums.bohemia.net/profile/1145462-mr-h/ https://forums.bohemia.net/profile/801328-fn_quiksilver/ https://forums.bohemia.net/profile/745971-johnnyboy/ https://forums.bohemia.net/profile/754658-beno_83au/ https://forums.bohemia.net/profile/771259-sarogahtyp/ I thank personally and public , this members , for everything so far. _____________________________________________________________________________________ ______________________________ List : ______________________________ 1. Custom zombie spawner script, that works alo in USS Liberty or USS Freedom 2. How to add a Custom texture respawnable uniform on players or units 3. Ravage Zed Detector 4. How to create a trigger that counts the number of zombies in its radius and spawns a new horde if there are too few 5.How to keep Zeds within a 10-20 meters radius 6.How to disable the access of an item 7.How to make a certain unit/s to handle more damage 8.How to add message on player death 9.How to create a Mod Check 10. How to make Ravage zombies drop items when killed 11. Object Spawner Script 12. How to destroy a certain area 13. Check if player kills members of his own side, CIVS or certain animals and make him a renegad´╗┐e for that 14.How how to suicide bomber zombies , in editor 15. How to script a safe zone marker that deletes any unit (besides player) entering it 16. How to make AI shoot only after the player shot 17. How to create a moving rad zone 18. (Ravage) huntable animal spawner 19. How to create a restriction for the pickable items 20.How to add a random or certain , loadout for everyone 21.How to add ifinitive ammo for your group units AI 22.How to add crows over dead bodies/animals/zombies 23. How to set a Zed face to a unit 24. Template mission that will spawn haleks Ghosts 25. How to make reserved slots 26. How to make a Hostage , Join-Disband / Release-Tie addaction
  10. This script allows you to call a cruise missile on a target, in order to fire it, add a custom support and execute this file. To call accurately, use a laser designator, otherwise, the missile will "SNAP" on a nearby building/car/man. You'll find more details inside the sqf file. http://www.mediafire.com/file/ky9d722ii88c6if/Cruise_Missile.zip/file New version.
  11. vDog Patrol and vDog Feral Scripts by Valmont are long time requested scripts that allows mission makers to easily add MULTIPLAYER COMPATIBLE patrol and feral Dogs to their missions in Arma 3. vDog Scripts Main Features: - Easily add patrolling ai Dogs to allied, enemy or even playable Arma 3 units. - Easily add ai Feral Dogs who will roam a trigger area and viciously attack any unit who enters their territory. - Lightweight Scripts. (Your FPSs will thank you!). - Multiplayer Compatible! - Fully featured script also comes with sound effects. (Dog barks, growls, cries etc). - Since version 1.3 the scripts also support the ACE 3 damage model! - Even thou the scripts were made with Multiplayer and Performance in mind they work in SINGLE PLAYER just as well. Requirements: - CBA Community Based addons. (Dependency removed in the latest version but CBA is still suggested just in case). - Basic Mission Editing knowledge. (For adding the commands to the unit's init and/or the triggers). DOWNLOAD: Demo Mission version 1.3b DOWNLOAD Link (Google drive): https://drive.google.com/open?id=1AJ0NYIAVklLT1jBwq4x4d47EoKiiFaUs Demo Mission version 1.3b DOWNLOAD Link (Armaholic): http://www.armaholic.com/page.php?id=35026 vDog Patrol Details: vDog Feral Details: Updates/Changelogs: Special Thanks and Credits: Known Limitations: Please don't hesitate to post any questions, suggestions, bugs and testing reports. Enjoy.
  12. Good evening, community! I have found and used a couple of scripts that make enemy AI units surrender in singleplayer (SP). For example, when almost the entire enemy squad is dead and only 1 or 2 units are alive, they will surrender no matter other conditions. And I said "other conditions" because during the last 2 days I've read a lot of topics with information about their behavior and moral as a condition to make them give up. But this is not the case or the result I am looking for. I need a proper script for cooperative and multiplayer missions to give any enemy the possibility to surrender when forced to. If that with the moral is the right way to succeed, I am in! Thank you in advance and cheers! ­čÖé
  13. a simple script to change faction allegiance retaining their waypoints here it changes AAF to fight for opfor faction if you want them to fight the LDF INDG = allgroups select {faction leader _x == "IND_F"}; { _groupold = _x; _groupnew = createGroup east; (units _groupold) join _groupnew; _groupnew copyWaypoints _groupold; } foreach INDG; // -------------------------------------------------------------------------- /* null = [] execVM "INDtoOPFOR.sqf"; */; drones work fine, helicopter behaviour issues - transports don't unload troops as per waypoint
  14. L_ambiDrive by LAxemann (Formerly L_Civs. For AI Civilian population, check out L_ambiCivs) A lightweight script suite that allows multiplayer-compatible civil traffic. Civilians will drive around on the map and de-spawn again if the closest player exceeds a specified distance. Features blacklisting areas and players. The script runs COMPLETELY SERVER-SIDE. Quick Start 1. Drop the "L_ambiDrive" folder as well as the "initServer.sqf" into your mission folder. That's it. 1.1 If you already got an initServer.sqf, paste the following anywhere into the file: #include "L_ambiDrive\init.sqf" Quick configuration 1. Navigate into the L_ambiDrive folder within your mission folder. You may want to look into three files: "config.sqf","classes.sqf" and "blacklists.sqf" 2. Config.sqf: Basic settings like spawn distance and speed limits. (Tip: Lower the city speed limit if the map features sharp turns within cities) 3. Classes.sqf: Vehicle and civilian classes that will be spawned. 4. Blacklist.sqf: Blacklisting areas vehicles shouldn't spawn in and players that should be ignored by the script. !! All parameters can be changed on the fly during a mission !! Requirements CBA_A3: https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=450814997 Known issues - ArmA will be ArmA. Vehicles might crash into each other and/or the terrain. The script detects stuck vehicles but can only do so much to un-stuck them. License You are free to modify the script to your liking within your mission, but please mention the modification. Uploading a modification of the script as a "standalone" version is not permitted. Download: https://github.com/LAxemann/L_ambiDrive (1.05)
  15. 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
  16. Can anyone help me with this? tried making a zombie scenario. I would like a random generated missions that involves zombies thank you!
  17. Hey all, I am trying to find a way to restrain the movement of the mouse. The aim is to restrain the movement of the weapon to lie inside the aiming deadzone so that the player won't be able to steer the unit with the mouse. So far I have used vectorDir, weaponDirection and some vector manipulation commands in order to find what the angle between the facing-direction of the unit is and the direction the weapon is facing. Seems to work OK (unless I am missing something), but regardless of the functionality of this part of the script I can't find any way to restrain the mouse movement. If you have any idea (or a source to point me to) please let me know. Thanks in advance, Achilles.
  18. Script name: Arma 3: Custom chat commands Version: 1.0 Release: https://github.com/ussrlongbow/chatcom/releases/tag/v1.0 Issues: https://github.com/ussrlongbow/chatcom/issues Source: https://github.com/ussrlongbow/chatcom This script allows to implement custom chat commands in your mission, started from a special character. You may configure commands like "!help", so when people playing your mission enter this as regular chat message - the associated code will be executed. See video for demo. https://youtu.be/pUQspFb7vf0
  19. Greetings to all. I usually use this script to spawn (on trigger position) hunters to hunt the players (on foot) in my multiplayer mission (dedi) and its works perfect. But updating the mission and adding vehicles for the players I realized that when a player is inside a vehicle and activates the trigger and then gets off the vehicle and continues on foot, the hunters reach the position of the abandoned vehicle and stop there, do not continue chasing the player on foot. Any help or advice is welcome. Thank You! Trigger size: 390 x 390 Activation: Any Player ActType: Present Server Only: yes Cond: this OnAct: null = [thistrigger,thislist] execvm "4hunters.sqf"; 4hunters.sqf _PosTrigger = _this select 0; _objetives = _this select 1; _objetive = _objetives select 0; if (isserver) then { private ["_hunters", "_leaderhunters"]; _CountEnemies = {alive _x && side _x == independent} count allUnits; //Spawn hunters if less than 100 enemies on the map if (_CountEnemies < 100) then { _SpawnPos = position _PosTrigger ; _hunters = createGroup independent; _hunters = [_SpawnPos, independent, ["I_C_Soldier_Para_2_F","I_C_Soldier_Para_1_F","I_C_Soldier_Para_2_F","I_C_Soldier_Para_1_F"],[],[],[],[],[],260] call BIS_fnc_SpawnGroup; //Move to player position _leaderhunters = leader _hunters; _leaderhunters move (position _objetive); _hunters setCombatMode "RED"; _hunters setBehaviour "AWARE"; _hunters allowFleeing 0; 0 = [_hunters,_objetive] spawn { while {true} do { params ["_hunters","_objetive"]; sleep 3; //If the player who activates the trigger moves more than 400 meters away, the hunters are deleted if ((_objetive distance (leader _hunters)) > 400) exitWith { {deleteVehicle _x} forEach units _hunters; }; }; }; //When the hunters reach the position where the trigger is activated (and the player is not there) wait 3 sec and update the player's new position. while {true} do { // _leaderhunters = leader _hunters; if ((unitReady _leaderhunters) && {(alive _leaderhunters)}) then { sleep 3; if (({ alive _x} count (units _hunters)) != 0) then { _leaderhunters = leader _hunters; _leaderhunters move (position _objetive); _hunters setCombatMode "RED"; _hunters setBehaviour "AWARE"; _hunters allowFleeing 0;};};}; }; };
  20. I'm interested in writing a script that would allow a trader/s, for example Black Market Trader to be the only available sell point for certain items. Excluding or blacklisting the selected traders from being able to sell a (item_x) for a player if not listed. Ive searched online for all the information i could but nothing really defines this function/script I'm trying to create plus being a noob doesn't help either, lol. If someone out there has the knowledge on how i would go about this could you please help me out. As of now i have a Black Market Trader and Farming on my server but the items from farming i would like them only to be sold at the Black Market Trader. As of now your able to sell them at all traders, how can i fix this or can someone direct me into the right path to writing a script for this to add into the server to prevent those items from being sold at the other available traders UNLESS its a Black Market. How would i go about getting this added? List of items ``` "DDR_Item_Mushrooms", "DDR_Item_Drugs_Weed", "DDR_Item_Silver_Ore", "DDR_Item_Gold_Ore", "DDR_Item_Crystal_Purple", "DDR_Item_Crystal_Green" ```
  21. This page is for discussion of script features in Fly Tanoa Air. Mod page available now. Dev Files Current Version 0042 This download is compatible with APEX game version 1.7 and higher Live readMe [FTA] Guidebook
  22. GF Auto Loot Crashsites Script - Mod by GEORGE FLOROS [GR] Description: Spawn Random Crash sites , will detect the enabled Mods , without editing lists,for loot and vehicles. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Crashsites Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Spawn Random Crash sites , will detect the enabled Mods , without editing lists,for loot and vehicles. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. There are Blacklist Zones available , 5 from default and a safe distanse from players . This is the new reedited version of the previous GF Crashsites script , so there are a lot of changes and options. More information inside the GF_Auto_Loot_Crashsites.sqf 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: v1.2 It is possible to spawn normal alive vehicles , with crew or not or just wrecks. NOTE : The normal vehicles , might also not spawn loot at all , due to the vehicle destuction. Fixes about spawning. Minor Fixes. Added more options. v1.1 Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40312 Armaholic GF Auto Loot Crashsites Script - Mod
  23. Working with Altis life 5.0.0 I have a marker being created and working as intended but the Text does not show up. I am wondering how to set the text color also. The Text was fine until i changed the marker color. Heres the original that works - i want a red ellipse as i would like it to be a Kill On Sight zone - if(_Create_Markers)then{ _Marker_id = format ["%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ICON"; _Marker setMarkerType "mil_marker"; _Marker setMarkerColor "ColorUNKNOWN"; _Marker setMarkerText format ["Airdrop : %1",_a]; _Marker setMarkerSize [1,1]; }; I adapted it to this and it shows the ellipse but no text - if(_Create_Markers) then { _Marker_id = format ["%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ELLIPSE"; _Marker setMarkerType "mil_marker"; _Marker setMarkerColor "ColorRed"; _Marker setMarkerText format ["Airdrop : %1",_a]; _Marker setMarkerSize [625,625]; Thank you Tried this - if(_Create_Markers)then{ _Marker_Number_Pos = format ["%1",_Pos]; _Marker_Pos = createMarker [_Marker_Number_Pos,_Pos]; _Marker_Pos setMarkerShape "ELLIPSE"; _Marker_Pos setMarkerType "mil_marker"; _Marker_Pos setMarkerColor "ColorRed"; _Marker_Pos setMarkerText "STR_Airdrop_Items"; _Marker_Pos setMarkerSize [600,600]; AND _Marker_Number_Pos = format ["%1",_Pos]; _Marker_Pos = createMarker [_Marker_Number_Pos,_Pos]; _Marker_Pos setMarkerShape "ELLIPSE"; _Marker_Pos setMarkerType "mil_marker"; _Marker_Pos setMarkerColor "ColorRed"; _Marker_Pos setMarkerText "AIRDROP"; _Marker_Pos setMarkerSize [600,600]; Did not work I went back to the original and only changed the marker shape to an ELLIPSE - this seems to be the problem of the text disappearing - _Marker_id = format ["%1",_pos]; _Marker = createMarker [_Marker_id,_pos]; _Marker setMarkerShape "ELLIPSE"; _Marker setMarkerType "mil_marker"; _Marker setMarkerColor "ColorUNKNOWN"; _Marker setMarkerText format ["Airdrop : %1",_a]; _Marker setMarkerSize [600,600];
  24. The warning system in FTA has gone through at least 3 iterations as I've learned more here on the forum. The system started out as a bunch of if / then statements, then if / exitWith, the waitUntils and finally while Trues. While trues was a mistake for sure (performance) so we're back to waitUntil. Every iteration has worked, pretty well actually, but after going around this a few times I'm curious, what would you do? The warning system chirps if too slow, too fast, too low. Each a separate process. It only engages when player is in flight and is complicated only by the addition of a player action to toggle the system on / off. This is how it works with while true, Toggle switch, warnSWITCH=player addAction ["WARN", "[]spawn FTA_fnc_warningSwitch",{}, 11]; Switch function, An example of the warning as while true, An example of the warning as waitUntil, It's not a pressing concern, it works as is, but I am curious how you would do it. Thanks!
  25. Vandeanson's Apocalypse - the Mod: A "plug and play" mod that will spawn various sites and AI, fully randomly placed that will be dynamically de and respawning for ongoing survival action! NOTE: This is not a MISSION. This is a dynamic site and event spawner, that runs on top of any mission that you start while the mod is active. It spawns in sites based on player position, terrain and your settings (to change settings, you must edit your mission in Eden Editor - > Settings - > Addon Options). Never again will it be pointless, dull and boring to run around in armas beautiful forrests, just because all the loot and action is stuck in cities and other remains of civilisation! My mod will spawn in bandit camps to raid, small survivor hideouts to find and loot in the deepest forest, crashed helicopters that should definitely be searched before other survivors get there, ferocious packs of wild dogs that will jump you in the dark or animals to hunt for survival. Find a tame horse as a compagnion and tie it up next to your homebase while setting up barricades and boobie traps to fend off attacks against your newly claimed home. Zombies just got deadlier with the infection feature. When getting hit, you might catch a deadly infection that will drain your stamina and lifeforce over time. Stack up on anti virus pills to cure yourself! You will never rest easy, knowing that your steps may be watched from far and the moment you get too comfortable at a place, bandits pick up your trace and hunt you down! VANDEANSONS APOCALYPSE (STEAM DOWNLOAD) INSTALLATION: 1. Subscribe to the mod and activate it and CBA_A3 in the A3 launcher Whenever you start any mission (self made or from steam) , the mod will start to spawn in sites according to the default settings. 2. to adjust VA settings, open the mission you want to edit, or create a new one in Eden Editor, go to Settings -> Addon Options -> select the "VDA" options to see what you can change (there are a lot of options for customisation) 3. NOTE: the plane spawner requires you to place the following markers by default, else the planes spawn in the debug zone: "VD_PlaneMrkr_1,VD_PlaneMrkr_2,VD_PlaneMrkr_3,VD_PlaneMrkr_4". You may add or remove markers. 4. if you play on maps like chernarus, cover the empty terrain with large area markers and name them. enter the area markers name into the field under "VDA -1- General Settings" to blacklist that area from landsite spawns. 5. similar for shipwrecks and boats (cover inland lakes with additional area markers) so the shipwrecks and boats wont spawn in lakes inland. 6. Place your player and play. (Place the gamemaster module to check if the mod is working as ZEUS) FEATURES : - random and automatic position finder for all features. No marker placement needed (see INSTALLATION gor exceptions) - sites de and respawn after a adjustable time and while no player is close - Bandit Camps - Hideouts - Shipwrecks - Crashsites - Tradercamp (custom weapon attachment trader, custom trader for ravage respawn tent backpacks, all ravage traders) - AI Patrols - Animal Spawner (Goats & Sheep, can be gutted and eaten with the Ravage mod) - Spawners for Boats, Planes, Helicopters - Medical Sites - Zombie Infection Script for the RAVAGE mod (change the zombie parent if you want this to apply to other zombie mods) - JBDOG feral dog spawner - DBO Horses spawner (you need to subscribe to this mod separately, if you wish to use the spawn feature) - No Rest! spawner (checks if player stays at a place for too long, if so, might spawn AI hunters ) - loot spawns at all sites - Max Joiners melee weapon mod is automatically included in the loot economy and player equipper. AIs wont spawn with melee weapons however. This requires the max_melee weapons mod. No dependency is created. GENERAL: - dynamic simulation is enabled for all spawned AI and structures. Simulation is enabled based on your view distance settings minus fog, plus scoped view distance to save FPS - automated loot arrays based on active mods (e.g. CUP, RHS,... will be integrated into the features) - option to blacklist items from loot arrays - option to exclude Arma 3 Vanilla and DLC items from loot table - option to exclude various mod sub content (e. g. CUP Uniforms, or IFA3 Backpacks...) - adjustable AI equipper (or option to use Ravage Equipper) - adjustable player equipper (or option to use Ravage Equipper) - CBA_A3 Settings to tune features in Editor while making a mission - possibility to add blacklist area markers for land sites (e.g. Bandit Camps) and coastal sites (e.g. shipwreck and boats) - adjustable spawn ranges and despawn timers - MP compatible to my best knowledge, please report any issues - the default currency is the ravage money, fyi. Without ravage mod active, it will just not spawn without error - adjust the amount of sites/features that at spawn to your needs or disable specific features if you dont like it - plane spawner: the only feature that requires you to place markers, check the CBA3 settings for it. 4 markers are pre defined, you may add as many as you want and place such markers at airfields. All placed markers will be a potential spawn position for planes - This mod creates NO dependency! UPCOMING/PLANNED FEATURES: I have quite a bunch of ideas for new features and plan to improve and extend the mod going forward, no ETA gor such features however. AI Spawner: - AIscavengers that move from house to house in a city and then return to a hideout z nearby to drop off loot, then go back to scavenging - AI spawner in case players spend a lot of time at the e same place (e.g. Looting a city) - chance for AI groups in any feature to be military grade geared, rather than random low quality survivor gear - some sort of simple basebuilding, crafting and ressource gathering feature - a mission generator - optional loot economy (to fill buildings with loot) - option to include heroes survive - option to include zombies & demons (e.g. A ambient Z spawner) - fake underground sites such as bunkers or caves TO DO'S: - not all arrays are automated (automated means, items or structures of active mods are put into category for use in my script) - automate heli, plane, heliwreck, boat arrays based on active mods - automate inventory items REQUIREMENTS : Note that this mod requires CBA3. CUP Terrain Core is also recommended, as some structures from it are used. There is no dependency however. Ravage has been the inspiration for the mod and this mod is made with Ravage in mind. There is however no dependency, you can use the mod with our without Ravage. THANKS: Thanks to all the great guys on the BI forum for their help and advise. With special thanks to George Floros GR, Johnnyboy, Mr H., HazJ, Larrow, pierremgi, Haleks, Grumpyoldman, Gunter Severloh, the Ravage folks, all followers of my topic thread and anyone i might have forgotten right now. HELP TO IMPROVE: Please subscribe, rate and let me know any issue that might occur, I would appreciate receiving any feedback that helps me improve the mod. Cheers VD
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