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Found 315 results

  1. Vandeansons Dynamic Spawn Scripts A general collection of dynamic events or sites that will spawn thoughout your mission. this should enrich your survival experience by adding a lot of things to do and discover, specially out in the wilderness! more to come...;) Direct download link of the Dynamic Spawn Script collections: https://drive.google.com/open?id=16RKkmTfqS-htEQ-BKtllVpuBK1HdFQ0P Direct download link of my slightly amended EDN Fortifications mod: https://drive.google.com/open?id=1PtkubSMow7gZd2AlEoAOQ88qJFKSgaCx How to create, use and Install the scripts: 1. Download the two files and un-zip them 2. Open VD_Dyn_Spwn_scripts and copy the whole content into your mission folder. -> if you already have a init.sqf, copy the content of my init.sqf and note that the first 4 "execVM.." must be first in the init.sqf, same as below (if (!isserver.....) is for MP and optional/not needed for SP. 3. Open the @edn_fortification folder and copy these two files into your main Arma folder: (e.g. E:\Steam\steamapps\common\Arma 3) - @edn_fortification - userconfig Showcase Videos: Quick showcase video: Latest: including Shipwreck, trader camp and bandit camp spawns (slightly outdated, might provide a new one at some point) - still relevant regarding the main functions Functions of the script Bandit Camp: - finds a random spawnpoint (500m away from any houses, away from any road, and not in the debug zone;)) and a certain minimum and maximum distance from the player - randomly put together camp - random loot in main "treasure" lootbox - random loot in the tents - random props spawn (that can be looted if you are running the Ravage mod) - survival supplies (FAK, food, drinks) (food and drink is depending on the Ravage mod) - AI group that patrols the camp - the camp will despawn and dynamically spawn again based on the players current position - the camp will not despawn while the player is near or in the camp OPTIONAL: Place markers if you prefer to have the camps spawn at random selected markers positions. Change this under VD_Arrays.sqf settings. (both can be active sametime) Trader Camp: - all ravage traders (gear, supply, arms) - own trader for weapon attachments - own trader for explosives - Friendly AI group that patrols the camp (currently disabled as this is buggy atm) - the camp will despawn and dynamically spawn on one of the placed markers - the camp will not despawn while the player is near or in the camp - add more markers or only leave 1 marker, to make the camp stationary No Rest! Spawner: - spawns AI that will hunt you down if you are spending too much time at the same place - Checks if player is in a city (more than 20 houses within 80m around the player - saves that position and checks if you are still there after 600 seconds - if not, the script will start from scratch and will check if you are ina city every 60 seconds. Trust 60 seconds is enough but does not hurt FPS too much - if you are still 100 meters near that position, AI will spawn somewhat 150-250 meters away and will receive that position as waypoint. - once they are within 10 meters of that waypoint, and if you are not more than 200 meters away from that AI group, they will set a new waypoint at your current position. - this loops endlessly until you get 200 meters away from the bandits. - at this point, the bandits will be despawned and the script starts from scratch - the script spawns 2 bandits plus a random amount up to.. i think 6, with declining chance for every additional AI to spawn - the AI is equipped with my VD_equipper - this can be exchanged if you want to use the ravage equipment function (just search and replace "call VD_equipper" Ship Wreck Spawner: - spawns a shipwreck at a randomly selected marker pos - spawns lootable (ravage function) props around the wreck - spawns one lootbox near the wreck - the wreck will despawn and dynamically spawn again on a random marker - the wreck will not despawn while the player is near or in the wreck Basebuilding: Pictures https://imgur.com/a/fPGSvGL - install the EDN fortifications mod (armaholic) that allows you to build your base using ctr+B - adds sets of blueprints - adds a spawner that will place the blueprints in houses around the player, can be picked up to learn new pattern - adds material spawners that will spawn boxes of crafting mat in houses and on roads - such material boxes can be picked up and dragged around (drag animation, slows you down, can only pull backwards) and can be loaded into the back trunk of any vehicle that is within 10 meters. It can of course be unloaded again. Despawns if not moved from spawnlocation once the player is too far away but does not despawn if the box is moved away. Has a destroy function if you want to get rid of it later (else hundreds of boxes might pile up in your base;) VD_Equipper: - function that equips AI (Bandits, Traders) with loot according to your settings in VD_Settings.sqf - currently spawning rifle and pistol, with a chance to add weapon attachments to the primary weapon - adds random amount of additional magazines (for some weapons and some mods this will occasionally cause a error message, WIP) - chance to equip a vest and backpack, and if added, will add additional loot to it VD_Arrays.sqf: - contains all the Arrays VD_Settings.sqf: - apply what Equipment or Weapon mods to use - set min/max timers, min/max ranges, safe distances and amount of camps/stuff to spawn Script Dependencies: Ravage mod is required to run this script you can find it here: LINK The following two mods are currently required, this dependency will be removed (for the camp spawners) - CUP Core - CUP Terrains - Core Supported Mods: (to be selected under VD_Settings.sqf) Weapons: - RHS USAF and AFRF - NIARMS all in one - CUP Weapons - Warfare Thai Ex Equipment: - CUP Units - RHS USAF and AFRF - Warfare Thai Ex - Friths Ruins Setting up the Script in the editor: Bandit Camp Spawner: Place markers from VD_Arrays.sqf if you use the BC spawner version with markers on your map: Trader Camp Spawner: Place the Markers from VD_Arrays.sqf on your map: Ship Wreck Spawner: Place the Markers from VD_Arrays.sqf on your map: Example from VD_Arrays.sqf IF you want your spawns to be static, delete below Markers except the first one, e.g. "VD_TC_Mrkr_1" (leave no comma). To add more markers just add them under the respective VD_Arrays.sqf Marker array and on your map. Using the script without Ravage mod If you want to use this without the Ravage and CBA mod, delete all classnames that start with "rvg_". Known issues: To Dos: - fix problem that causes errors when trying to spawn magazines for some mod weapons (RHS/Warfarethai) - improve function that checks if any TC or BC or SW has already spawned nearby to avoid multiple camps spawn near each other - test distance checks for spawners in general to see if they are not too restrictive (camps may end up not finding a place to spawn - fix camp object placement to avoid objects getting stuck on each other - fix TC friendly AI spawner =================================== Changelog
  2. GF Drop Loot Script by GEORGE FLOROS [GR] Description: GF Drop Loot Script , Enemies , will drop items or add to their inventory , when killed , configurable . 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 Drop Loot Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included in the description.ext and initPlayerLocal.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 Loot is configurable Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.0 Code optimization, added configurable items inside uniforms, added setting options and small additions inside the script, changed the name of all the scripts , starting now with GF . Version 1.0 - first release Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39889 Armaholic download GF Drop Loot script
  3. Arma 3 Linux server and mod updater (workshop) A python script that updates your server and mods. Just edit the variables in the "Configuration" region to your liking and run the script. :-) Features: Update Linux server binaries Download mods from the Steam Workshop Update mods from the Steam Workshop Converts all mod files and folders to lowercase Creates symbolic links with human readable names (e.g. 620260972 becomes @alive) Non-features (for now): Setting up the basic dedicated server Manage keys Requirements: Python 3 steamcmd Steam account with an Arma 3 license (only required for downloading mods from the workshop) License: MIT Download: Arma 3 Linux server and mod updater (workshop)
  4. 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.
  5. GF Police and Siren Script by GEORGE FLOROS [GR] Description: GF Police and Siren Script , configurable script. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Police and Siren Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: This is including a Script to add a Siren to any vehicle you want and 2 retextures of Greek Police , Offroad and Hatchback. It can be used with the editor placed vehicles and also scripted. There are examples in the init.sqf and inside the ex. mission. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40218 Armaholic GF Police and Siren Script
  6. GF Missions Script

    GF Missions Script by GEORGE FLOROS [GR] Description: GF Mission Script , configurable script. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Mission Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: This is a standalone Mission Pack , that will give more depth in a mission. It is working in every map. It will generate missions on random. This script is also including DAC Script version. ** CAUTION ** The player variable names , must start with : s_1 , s_2 and so on up to s_70. Otherwise , they must be defined in the DAC/DAC_Config_Creator.sqf Feel free everyone , to post your missions (scripted , MP compatible) in order to make this Misson Pack bigger ! 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 . Special Thanks to : Big thanks to Silola , for his unique DAC mod/script. DAC V3.1 (Dynamic-AI-Creator) https://forums.bohemia.net/forums/topic/167033-dac-v31-dynamic-ai-creator-released/ Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40207 Armaholic GF Missions Script Extra usefull information from the topic , will be added at the post below:
  7. GF Ravage Static Traders Script by GEORGE FLOROS [GR] Description: GF Ravage Static Traders Script , configurable script. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: 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: Spawn Static Traders on random or certain position, for Ravage mod. Configurable script. #Caution : in order to get this work you need to add in the Editor, a Ravage Ai module. 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 Requirements : Community Base addons A3 Ravage Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40162 Armaholic GF Ravage Static Traders Script
  8. Hello everyone, I would like to know if someone explains to me, how can I do persistent scripts? that although a player to disconnect and reconnect the information continue to be provided since the server started? Example: A counter that is shown to the player, but when it is disconnected and reconnected can return to see the time, the same with the current time since it started? I have a counting clock, but my problem is that when someone disconnects and reconnects they can not see it anymore and if I do a JIP when the player reconnects the time starts again when the mission is not over yet. Does someone tell me how to solve it?
  9. 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 v1.2 FROM GITHUB. CHANGELOG
  10. GF Ravage Status Bar script by GEORGE FLOROS [GR] Hello to all Ravage Players! It is a Status Bar script for Ravage mod. Description: GF Ravage Status Bar Script , configurable . 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 Ravage Status Bar Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included in the description.ext and initPlayerLocal.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 : 1.Players in the server 2.Health 3.Hydration 4.Nutrition 5.Direction 6.Kills 7.Money 8.Radiation 9.FPS 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 Code optimization, everything will work without any delay, the status is adjusted for 1920x1080, minor changes, changed the name of all the scripts , starting now with GF . v1.0 Requirements: @CBA http://www.armaholic.com/page.php?id=18767 @Ravage Mod http://www.armaholic.com/page.php?id=29638 Download: Armaholic GF Ravage Status Bar script Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39883 - Ravage Wikia http://ravage.wikia.com/wiki/Adding_a_status_bar
  11. Anyone good with particles who can help me? I am working on a script that gives visual feedback when hitting another aircraft. I used the rock shower as template https://community.bistudio.com/wiki/ParticleTemplates My plane emits stuff when hit, all fine. The issue I have is it won't stop. I want to make it emit things for 1-2 seconds. not a minute : ( Any ideas? Do I have to make my own emitter thingy to get access to the emitter lifetime - and if so how would that work? Already obsolete : ) Thx to Yax for help Code: Don't mind the particle model. Once it works I will make a nicer one.
  12. GF Set AISkill Script by GEORGE FLOROS [GR] Description: GF Set AISkill Script , Set your desired AI Skills settings. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Set AISkill Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and in the Description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Copy in the descripion.ext : #include "Mission_Parameters.hpp" and add the Mission_Parameters.hpp in your mission files. Or copy , in your descripion.ext : class Params { class GF_Set_AISkill { title = "GF_Set_AISkill"; values[] = {0,1,2,3,4,5}; default = 1; texts[] = {"Novice","Rookie","Recruit","Veteran","Expert","Random"}; }; }; Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40229 Armaholic download GF Set AISkill Script
  13. Hi guys, I would like you to help me with this: Minutes = 10; publicvariable "Minutes"; Minutesd = true; publicvariable "Minutesd"; waitUntil {!isnil "Minutes"}; while {(Minutesd) && (Minutes > 0)} do { [{hintSilent parsetext format ["<br /><t align='center' color='#FF0000' size='1.3' font='TahomaB' >%1</t><br />",[((Minutes)/60)+.01,"HH:MM"] call BIS_fnc_timetostring];},"BIS_fnc_spawn",TRUE,FALSE] spawn BIS_fnc_MP; Minutes = Minutes - 1; publicvariable "Minutes"; sleep 1; }; Minutes = 0; true; waituntil {(Minutesd) && (Minutes == 0)}; // Script "EVERYONEWON" call BIS_fnc_endMissionServer; How could I do so that time counts by hour, minutes, seconds, since this counter only drops from minutes, if I add hours it gives me an error and it drops the time directly as if they were seconds.
  14. GF Custom Loot Position Spawn Script by GEORGE FLOROS [GR] Description: GF Custom Loot Position Spawn Script , spawn Weapons , Mags , Items , to the desired position , configurable script. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Custom Loot Position Spawn Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , inside the mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Configurable Scripts. Open this mission to the 3D editor and copy paste ( ctrl c - ctrl v ) the item "Land_BakedBeans_F" , wherever you want , the loot to be spawned . There is included a ready Loot List for a vanilla and Ravage. You can also spawn objects. More about , in the info folder inside Information.txt file. Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: Version 1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39904 Armaholic download GF Custom Loot Position Spawn Script pics:
  15. GF Blood Stains and SFX Script by GEORGE FLOROS [GR] WARNING!!! This AddOn increases seriously the gore factor in ArmA. It is not recommended for use by children under the age of 15 years. Description: GF Blood Stains and SFX Script , configurable 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 Blood Stains and SFX Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Everything is created as a standalone script , in order to have the possibility , to use also the desired scripts only. 1. GF_Bleeding script : This is including 100 different type of Blood. The Bleeding starts when the health is on 40% , for some random time and amount of Blood. 2. GF_Blood_Pool script : This is including 30 different type of Blood , when a unit is killed. There is an option for normal size Blood Pools and Large. There is an option to spawn Flies when killed . 3. GF_Blood_Pool_BIS_Blood script This is including the BIS Blood from BIS Orange DLC , when a unit is killed. There is an option to spawn Flies when killed . 4. GF_Blood_shot script : This is including 35 different type of Blood , for every shot dealt. 5. GF_Particles script This is including a Blood particle when bleeding or killed. 6. GF_SFX scripts This is including some custom and game SFX . GF_SFX_Bullet_Impact for the bullet impact at the bodies . GF_SFX_Killed hear a pain sound when killed . GF_SFX_Screaming for the units when they are getting shot . Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v.4.0 Updated the included GF Cleanup Script. v.3.0 Code Performance and optimisation, - there was a stuck running the codes in SP and Fps drop Now fixed and several minor fixes. Updated the included GF Cleanup Script. v.2.0 The Known issue , is now fixed, added Custom Scream Sounds for GF_SFX_Screaming, added Lip movement for GF_SFX_Screaming, added more sounds for GF_SFX_Bullet_Impact, added more sounds for GF_SFX_Killed, added an SFX sound for Flies, added some extra options, code optimisation and minor fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40082 Armaholic GF Blood Stains and SFX Script
  16. Here the talking is about a script originally used in Dynamic Combat Ops missions by Dear mr. mbrdmn update: Dear scripters please help) I've took some folders with scripts from original DRO mission with sunday revive system, but faced another problem.. ma.ybe I took something wrong or run it not at proper manner, I've already broke my head :( Script only works fine at singleplayer/editor and only for me in multiplayer as I am a host, my friends cant revive anybody (not AI not me), but I can revive everyone, even friends. so I get stucked...... The problem is how to run this script properly when I host game with my friends so the script sohuld work perfect for everybody. so both my test mission and original from wehere I got the script is here in google drive Any help will be appreciated, thanks guys
  17. Hello guys. I'd like to ask you if there's any way to allow player create new installations in asymmetric warfare in ALiVE. My idea is to make insurgent players allowed to create new intallations in area under their own control but also make it limited to not "spam" the server by installations. Also I have one more small question. Must be installations disabled manually or can it be just blown up? I always get "reward" for disabling it manually but never by blowing it up. I'd just like to allow players destroy installations by any way and get always some "reward". By "reward" I mean support points. Any ideas?
  18. Hello, I am a complete noob to scripting with virtually no experience in coding, so guidance would be much appreciated. Is there a way to use a script to equip an aircraft with a weapon that is not selectable in the dynamic loadouts menu? For example, equipping a BLUFOR A-164 Wipeout with an OPFOR Sharur AT missile? EDIT: For anyone else who finds this, I found sucess in this method: In a vehicles init field, enter: this setPylonLoadOut [PYLON NUMBER, "NAME OF MISSILE", true]; Example: this setPylonLoadOut [4, "ace_maverick_L_PylonRack_3Rnd", true];
  19. GF Earplugs Script

    GF Earplugs Script by GEORGE FLOROS [GR] With key interaction Description: GF Earplugs Script , mute or lower sound , with a key interaction , configurable key bindings. 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 Earplugs Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Configurable key bindings and notification available. The key bindings can be found here: https://community.bistudio.com/wiki/DIK_KeyCodes Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.1 Minor change on the code , to avoid loop. Thanks to HazJ. https://forums.bohemia.net/profile/773718-hazj/ v2.0 Added a picture notification when earplugs are in. Added an initPlayerLocal.sqf , in order to run the script from there. Mod Version is now included. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39897 Armaholic download GF Earplugs Script
  20. Hello everyone, I'm having trouble adding actions to an object. Locally everything goes well. the code below works well and the actions are displayed every 2 after the others. However once on the server, it displays the last action executed by the script ... please help? if (TerminalArsenal) then {[hds_terminal] spawn fnc_EstUnArsenal}; if (TerminalDeSaute) then {[hds_terminal,"Insertion",7] remoteExecCall ["fnc_EstUnTerminalDeSaut",2]}; if (TerminalDeGroupeIA) then {[hds_terminal,"Groupe:R.O.S",1] remoteExecCall ["fnc_EstUnTerminalDeGroupeIA",2]}; if (TerminalDeGroupeIARHS) then {[hds_terminal,"Groupe:R.H.S",2] remoteExecCall ["fnc_EstUnTerminalDeGroupeIARHS",2]}; if (TerminalDeGroupeIAPERSO) then {[hds_terminal,"Groupe:H.D.S",3] remoteExecCall ["fnc_EstUnTerminalDeGroupePERSO",2]}; if (TerminalMission) then {[hds_terminal,"Mission|Suivante",4] remoteExecCall ["fnc_EstunTerminalMission",2]}; if (TerminalDeNeutralisation) then {[hds_terminal,"Basculer Civil|Militaire",5] remoteExecCall ["fnc_JoueursNeutre",2]}; if (TerminalDeSauvegarde) then {[hds_terminal,"Sauver|Equipement",6] remoteExecCall ["fnc_SauvegardeEquipements",2]}; if (TerminalDeDebugger) then {[hds_terminal,"Nettoyer|Mission",5] remoteExecCall ["fnc_EstUnDebugger",2]};
  21. GF Crashsites Script by GEORGE FLOROS [GR] Description: Spawn Random Crash sites , at Random position, including configurable loot, 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 Crashsites 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: You can select the number of Crash sites to spawn. The type of Wrecks at the crash sites. The type of loot is configurable. The position of the loot placed. 5 different kind of loot lists. It is possible to change the Crater. It is possible to change the Smoke effect. I tried to fix everything more clear , for everyone to be able to edit this , by their own needs. For the rarity of the items : you can adjust this , by putting double (or more) items (x2) of this kind that you want more. For the ammount of the items : you can adjust this , by changing the last number on theese lines: //lootitems5 items 2 Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG lootitems5 = "groundweaponHolder" createVehicle _lootPos5; lootitems5 addItemCargo [_items_loot2, 2]; Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v4.0 Code optimization, added options to: cut the grass around the Crashsites, create a Marker for the Crashsites, added some options and small additions inside the scripts , changed the name of all the scripts , starting now with GF . v3.0 Fixed an error to spawn correctly the Attachments There is availale loot for Unsung , CUP , Ravage and combination of this CUP mod http://cup-arma3.org/ Ravage mod http://www.armaholic.com/page.php?id=29638 v2.0 Change the Smoke particles Added a second file , with loot for the Unsung mod http://www.armaholic.com/page.php?id=29948 v1.0 Forum topic: - BI forums https://forums.bistudio.com/forums/topic/212505-crashsite-script/?do=edit - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39709&n=last#bottom Armaholic GF Crashsites Script
  22. Hello everyone, I'm having trouble adding actions to an object. Locally everything goes well. the code below works well and the actions are displayed every 2 after the others. However once on the server, it displays the last action executed by the script ... please help? if (TerminalArsenal) then {[hds_terminal] spawn fnc_EstUnArsenal}; if (TerminalDeSaute) then {[hds_terminal,"Insertion",7] remoteExecCall ["fnc_EstUnTerminalDeSaut",2]}; if (TerminalDeGroupeIA) then {[hds_terminal,"Groupe:R.O.S",1] remoteExecCall ["fnc_EstUnTerminalDeGroupeIA",2]}; if (TerminalDeGroupeIARHS) then {[hds_terminal,"Groupe:R.H.S",2] remoteExecCall ["fnc_EstUnTerminalDeGroupeIARHS",2]}; if (TerminalDeGroupeIAPERSO) then {[hds_terminal,"Groupe:H.D.S",3] remoteExecCall ["fnc_EstUnTerminalDeGroupePERSO",2]}; if (TerminalMission) then {[hds_terminal,"Mission|Suivante",4] remoteExecCall ["fnc_EstunTerminalMission",2]}; if (TerminalDeNeutralisation) then {[hds_terminal,"Basculer Civil|Militaire",5] remoteExecCall ["fnc_JoueursNeutre",2]}; if (TerminalDeSauvegarde) then {[hds_terminal,"Sauver|Equipement",6] remoteExecCall ["fnc_SauvegardeEquipements",2]}; if (TerminalDeDebugger) then {[hds_terminal,"Nettoyer|Mission",5] remoteExecCall ["fnc_EstUnDebugger",2]}; Below the code of one of my actions params ["_UnObjet","_Message","_Ordre"]; _Message = format ["<t color='#353531'>H</t>|%1",_Message]; _Icone = "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa"; [_UnObjet, //L'objet sur lequel l'action est attachée | The object on which the action is attached _Message, //Titre de l'action | Action title _Icone, //L'icone qui est affiché à l'écran | The icon that is displayed on the screen _Icone, //L'icone de progression | The icon displayed on the progress screen "_this distance _target < 5", //Contion pour que l'action soit affiché "_this distance _target < 5", //Condition pour que l'action progresse {}, //Le code exécuté quand l'action commence {},//Le code exécuté quand l'action est entrain de progressé {ExecVM "atm_airdrop\atm_airdrop.sqf"}, //Le code exécuté dans l'action est terminée {}, //Le code exécuté si l'action est intérrompu [], //Arguments passed to the scripts as _this select 3 1, //Durée de l'action _Ordre, //Prioritée | Priority (ordre on the screen) false, //Supprimer quand l'action est terminé ? | if remove after down action false //Montrer dans l'etat d'inconscience ? | ] remoteExec ["BIS_fnc_holdActionAdd",0,_UnObjet]; //-2 : Tous le monde sauf le serveur In conclusion, this code is executed only by the server. however, the action is visible to all clients. Clients only see the last action that the server performs. locally all works properly. if the code is executed by the client, then yes it works, but each client will generate duplicates.
  23. Hello there to Everyone! I was searching , on how to disable the option for opening the backpacks of others. So for anyone interested , this is the code: The best solution so far is here thanks to Grumpy Old Man :
  24. Last content update: 6/13/2018 showing how to use the radius for addAction, using params instead of select, adding to arrays with various commands, altering arrays with various commands, get/setUnitLoadout Last content update: 6/10/2018 going through config files and getting details to sort what you want, using radius with addAction, params, and altering arrays with resize, pushBack, pushBackUnique, set, and append and going over to assist with resize count. Last content update: 5/27/2018 added GUI tutorial for how to make a weapon selector using cfgWeapon Last content update: 5/24/2018 added sector control tutorial Last content update: 5/21/2018 This is my arma 3 scripting tutorial series which is aimed to help both people getting into making their own scripts with fairly detailed simple tutorials as well as for the intermediate person looking to create their own features for their missions. The plans for this series is to almost fully cover everything behind the arma 3 missions that people play on a daily basis and have enough content provided in the videos where people can go off and make their own vision for their mission with the knowledge gained. Most of these videos are made on the fly at 1AM-4AM without any pretesting which should give someone the idea of what goes into finding syntax errors and narrowing down a bug that's causing your feature to not function properly. It is also an excuse for you to cut me some slack if you see mistakes :) . A lot of these tutorials are made with multiplayer in mind since I think most people want to play their missions online with their friends(which is why publicVariable has been utilized so much so new people can get a good grasp on the power those commands have). New videos are added to the playlist almost every day so if your stuck with something, maybe it has been covered in a video. If you have any requests on what you would like to see made then please suggest it here. topics covered so far Scripting tutorial playlist Database tutorials with INIDBI2 playlist GUI/Dialog tutorials playlist
  25. Dynamic Shipwreck Spawner by Vandeanson After a few weeks people realized that all was lost in Chernarus. With the inland being too dangerous for traveling, many gathered as much supplies as they could, loaded it into their boats and took off into the open sea. Many did not make it through the harsh weather conditions and currents... Nowadays, lucky survivors might still stumble across the rusty remains of such endeavors, washed up along the shores, when wandering along Chernarus coastlines... Showcase Videos: Functions of the script - random selection of wreck placement at any shore (with v. 2.0, it is no longer needed to place markers) - random selection of lootable props to be placed around that markere wreck - the wreck will be deleted after 3600 seconds and the script will loop, starting from scratch How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "shipwreck.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - shipwreck.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> shipwreck.sqf 5. Move the shipwreck.sqf to your mission folder. ========================================= NO MARKERS NEED TO BE PLACED! shipwreck.sqf Dependencies: None except Ravage and CBA (if you want to use the ravage looting system) The script works without mods too. Changelog: v.2: - need for marker placement removed - complete randomization of object placement arround wreck - some clean up
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