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Found 397 results

  1. MGI ADVANCED MODULES Hi all, Here is an addon for mission makers. If you need to easily spawn some factions, some civilian life or just add randomized weapons loot in houses... If you want an advanced AI heal & revive, for SP or MP mission, able to heal players or bros.. ... or respawning AIs, in waves or at once.. If you want a transport support on any vehicle... A vehicle respawn system with crew, waypoints, loadouts, addActions, arsenal.... Friendly kill sanction... AI cannons able to fire HE shells on infantry... Some generators able to switch on/off a district... or adapt silencers to combat behavior... or perhaps a simple tool for reading all map object classes/display names/p3d model names... Other tools like tire puncture on barbed wires? ... And of course, MP compatible, favorite mods compatible... Here you are. https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809 Adapt silencers to stealth/combat situation No video SP/MP compatible - all mods Advanced patrols (spawning factions on locations/areas, patrolling then split for defending/attacking) See video SP/MP compatible - all mods Advanced transport See video SP/MP compatible - all mods AI can respawn No video SP/MP compatible - all mods Civilian life See video SP/MP compatible - some known mods Drop vehicle instead of crate See video SP/MP compatible - all mods Enhanced Turrets No video SP/MP compatible - all mods (so far. feedback welcome) Flip overturned vehicle No video SP/MP compatible _ all mods HALO jump No video SP/MP compatible - all mods Heal & revive see video SP/MP compatible - check for mods... Modded units are not a problem. But some mods like ACE have their own scripts and could be incompatible. Furthermore, I scripted for some conditions about the presence of FirstAidKit and MediKit. This module is complex enough. I didn't grab into mods for exotic classes of items (and I will not). Of course, you can choose to skip these conditions. Kill punishment See video SP/MP compatible -all mods Loot weapons & items in houses See video SP/MP compatible - some mods (CUP UNSUNG IFA3 RHS R3F) Marker to Task See video SP/MP compatible - all mods Respawn vehicles No video (see an old one about script to have an idea) SP/MP compatible - all mods Important note: This module uses EH handleDamage. This EH doesn't work if you apply something like: testedVehicle setDamage 1 from console. The script needs some hits on parts (updating vehicle data before destruction). So, crew and waypoints will be respawned after a current kill/disabled vehicle in game. SP simple respawn No video Single Player only Switch ambient lights See video SP/MP compatible - all mods so far... Tire puncture No video SP/MP compatible - some mods Touch of class! See video SP/MP compatible - all mods Wear what you want No video SP / MP compatible - all mods (not all. Some weird mods don't have true uniforms but some skinned units... Nothing to do with that) One man tank No video SP/MP compatible - all mods with Tanks or APCs Prisoners See video SP/MP compatible (not fully tested in MP) - all mods so far This list is incomplete. I'm late with documentation.. Have fun! Pierre MGI 06 sept 2020 See also new modules.
  2. So, I set up a bunch of modules, waypoints, and triggers for the Civilian Presence Module all over the map. Everything works great in editor. I wanted to try exporting it to sqf so I could use as a script and not have all the clutter for use in future missions. It somewhat worked, as everything will load off the script but all the areas become active and spawn as soon as it loads even though nobody set off the trigger. This only happens if I use script, works fine loaded from editor. They are all set to any player - present - repeatable and synced to their respective module. Is there a way to edit the sqf export so it will work correctly and only activate triggers when actually present. There things I could remove? If you want to know what I’m looking at set (at work currently) up the civilian presence mod for one city real quick and do an export. I know I could just merge with missions but I’d like it to not be cluttered if someone decides to edit the missions I upload. Any help would be appreciated, I’m not too savvy on scripting but have a general understanding. I know there’s other options, just want to see if I can get this to work.
  3. Good morning, I am starting up a milsim and I need help. I was wondering is there any way to create an arsenal that only certain ranks have access to certain weapons? If so does anyone know of any scripts to use. I was hoping for this to be done using ace arsenal without having to use a tonne of separate arsenal's. If anyone could help that would be amazing. Thank you in advance 😊
  4. Hello all OFP fans in 2021. I'm proud to announce (in behalf of OFP community member TonyHawk) new remastered czech "Ruprtova poradna" website was re-released to celebrate 20 years of OFP. https://ruprt.ofpr.info/ Feel free to visit and enjoy the nostalgic feeling. It should contain all original content and some enhancements. Please report any problems or requests at https://github.com/Hawkie94/ofp-ruprt. PS: Original version is still available at http://ofp.ruprt.cz/, but it doesn't work properly anymore and links to downloadable content are mostly broken.
  5. For the life of me I can't get this example from the BIS webpage to work. It keeps throwing an error... [] spawn { while {not isNull hq6} do {"hqm6" setmarkerpos getpos hq6; sleep 1;}; }; [] spawn { if (!alive hq7) || {hq7 nearEntities [hq6,50]} exitWith {[hide,"hqm7"] call BIS_fnc_showMarkers}; else while {not isNull hq7} && (alive hq7) do {[show,"hqm7"] call BIS_fnc_showMarkers; "hqm7" setmarkerpos getpos hq7; sleep 1;}; }; pos = hq7 getPos [10, 0] vectorAdd [0,0,2]; addMissionEventHandler ["draw3D", {_k = 5 / (player distance pos); drawIcon3D ["", [1,0,0,1], pos, 1 * _k, 1 * _k, 0, "Company Executive Officer", 0, 0.04 * _k, "RobotoCondensed",];}]; This is supposed to: 1) Move a pre-placed map marker onto a players position 2) Hide the map marker if hq7 is within 50 meters of hq6 3) Hide the map marker if hq7 is not present in the worldspace 4) Display a name over the top of hq7 I have achieved 25% of this (item no.1) Are any of the scripting gods willing to help?
  6. Hi, I'm relatively new to mapmaking and have been so far learning through trial and error (mostly error), but am currently rather stumped with a problem vastly outside my base of experience. I am trying to set a trigger to activate when players collect any 3 pieces of intel (of 6 available), regardless of the combination of intel collected. Only 3 pieces need to be found, and currently I am referencing their collection via a seperate trigger with 'thisNull objectName', as the intel is deleted on pickup, and then trying to get another trigger to check 'triggerActivated triggerName' (horribly inefficient, I know). Apologies if this doesn't make much sense, its 3am and mission making has fried my brain. Any help would be greatly appreciated.
  7. I'm making an Eden mission where I have 3 compositions which I am going to place copies of each around the map, I want each type of composition to spawn a key feature for only one of the copies. Ex. A flag randomly spawns in only one copy of a base and not the others. As far as randomizing item spawns I am currently using the "Object: present" slider but I'm open to any ideas on how to do that better as well. 1 Item is a prop, 1 is a unit, 1 is a vehicle. I'm so sorry that this reads like a homework question but I've been smashing my head into the wall for a few days trying to get this to work and I can't seem to figure it out. Any help would be appreciated, thank you.
  8. Hey, i want a script ive written to dynamically spawn ai to repeat twice for each Player in the Trigger boundaries. I know that i need to be using some form of in thislist command to do that but i dont know how to do it TWICE foreach as i dont think foreach has the ability to take a multiplier _Marker = ["Mark1", "Mark2"]; //Add more marks for more spawns _group = ["_1group"]; _Enemy_Class = ["LM_OPCAN_CMA_Engineer"]; //UnitType Here { _Ai_Selected = selectRandom _Enemy_Class; //Selects A Random Class _Marker_R = selectRandom _Marker; //Gives Unit a Random Spawn _Marker_R_M = selectRandom _Marker; //Selects a Random Move Objective _1group = creategroup [independent, true]; { _unit = _1group createunit [_x, getmarkerpos _Marker_R,[],0,"NONE"]; _unit domove (getmarkerpos _Marker_R_M); } forEach [_Ai_Selected]; } forEach Units in thisList; //is my current code
  9. Visual Studio Code SQF Language v1.0.6 Lastest update: 22.10.2018 Microsoft Visual Studio Code is a new, but already very known Code Editor. Works on Linux, OS X and Windows. Now in the Visual Studio Marketplace -> Report bugs, ask questions or make suggestions <- Supported Products: Operation Flashpoint [OFP], Operation Flashpoint: Resistance ArmA, ArmA 2, ArmA 3 (DLCs & Extensions included) Take On Helicopters [ToH] Community Based Addons [CBA], ACE Easy Installation (Recommended) Download Visual Studio Code. Open the Editor and click on the extension icon to your left ( ) Enter "SQF" and hit enter Select "SQF Language" and click on "Install" Enjoy Manual Installation Only use this guide if the installation over the extension manager and/or marketplace isn't working! Download VS Code Download the latest release from GitHub ( https://github.com/Armitxes/VSCode_SQF/releases ) Install Visual Studio Code Navigate to your VS Code extension Folder. Windows: %USERPROFILE%\.vscode\extensions Mac/Linux: $HOME/.vscode/extensions In the plugins folder, you create a folder called Armitxes.SQF, if you have it already delete all files inside! Inside the Armitxes.SQF folder you then unzip the sources you obtained from GitHub That's it, now simply (re-)start Visual Studio Code (or just "Code") and it's done :) With VS Code, every folder is a project! To open your SQF Project simply go on File->Open Folder and choose your mission/mod folder. Feel free to ask any questions, aswell the Code of the GitHub Project was now simplified several times by me and is open for everyone for contribution! Cheers, Armitxes
  10. BIForums personal (highlights) Gun light flash - how to remove or decrease 15th anniversary of OFP/CWA DXDLL - advanced tweaking (and 12th anniversary) 14th anniversary of OFP:CWC transitionsSimple making trees disappear when destroyed PRIMARY in config.cpp (regarding weapons)? Exclude face class(es) Berghoff's nature packs alignment fix ButtonFullSave Proxy driver/cargo - action relation DXDLL source code bn880's Tracers 1.25 Grades in CfgWeapons Discover and Identify IncomingMissile EventHandler [FIX] Workaround for faulty texture sorting (units visible through smoke, etc) Island Map in a Dialog MiniMap script This thread (highlights) Sniper crouch (animation) test 'Forest experiment' 'Building destruction experiment' (01) coop @c2 papier - intro Bike horn test (cut) JAM Smokeblock FDF smokeblock Handgun visibleSize bug (01) Handgun visibleSize bug (02) 'Parachute experiment' 'Mirror image experiment' 'Physics experiment' 'When a game becomes a meme' Adding user values to your models will increase the section count dramatically. 'Building destruction experiment' (02) ClimbOver Animation JumpOver Animation Building destruction (01) Building destruction (comparison) Forest destruction Forest destruction (comparison) Obscuring AI field of view after forest destruction Climbing script An example of model rescaling via island-editor Fixing forest ViewGeometry (01) Improved AI scipt (Take Cover script) Fixing forest ViewGeometry (02) Comparison of original and fixed Forest ViewGeometry CCS - @customfix cargo system (01) CCS - @customfix cargo system (02) On-the-fly loading of island's buildings Building destruction (02) Use view geometry lods to Occlude sunlight Totally Destructible Environment (TDE) 'A fallen static objects' geometries bug' HUD Evolution How to fix broken triangle-shaped forest model How I discovered the way Forest ViewGeometry works How to make Forest use ViewGeometry components How to build proper Forest ViewGeometry -benchmark Models replacement via mission folder FILE(s) NOT FOUND Security Flaw & Fix Checkfiles Aspect Ratio registry-derived issue Usage of black texture for ignoring FireGeometry components Fast Addon Testing SQUAD.XML - Problem & Solution A lone road sign on Everon Automatic Body Removal A lone road sign on Kolgujev Zamerny - memory point Geometry of fallen tree - FIXED The tallest OFP/ACWA model 1.96 vs 1.99 Gamma & Brightness (G&B) settings An update on HUD Evolution Change OFP/ACWA in-game fonts globally via CfgFonts Secret 5T-Truck Crate Animate (rotation) bug A 2nd update on HUD Evolution
  11. Hi I have been trying to create a Attack and Defend so far I things have been moving along nicely but I have been having issues with spawning Ifirts for the Attackers. When I am just testing the script by myself it will only spawn one ifirt because there is only one Opfor player. But if someone else is playing with me it will spawn two Ifirts. Even though there will still only be one Opfor Player. TL;DR Trying to use allPlayers select {side _x == east}; to count the number of players on OPFOR to then spawn Ifirts for them. For some reason it always spawns one extra then what it actually needs? TeleportArea.Sqf This at the moment is mostly pointless but in the future will hold all the different areas for spawning. TeleportArea = "TeleportArea\TestArea.sqf"; NatoUnits = allPlayers select {side _x == west}; OpforUnits = allPlayers select {side _x == east}; execVM "RoundStartTimer.sqf"; TestArea.Sqf player removeAction weaponSafety; NatoUnits = allPlayers select {side _x == west}; OpforUnits = allPlayers select {side _x == east}; _Pos = [11362,11442]; { _x setpos [11682 + random [-5,0,5],11917 + random [-5,0,5],1] } forEach NatoUnits; { _x setpos [11362 + 10,11442 + 10,1]; GetinVechicle = VechicleSpawn createVehicle [11362 + 10, 11442 +10]; _x MoveInDriver GetinVechicle; } forEach OpforUnits; [300] execVM "GameTimer.sqf"; The highlighted areas in TestArea is what I belive is causing the issue. But I don't know why. I am fairly new to Arma 3 mission File scripting... Infact this is my first Mission file. So I do apologize if this may seem trival. Thanks, JarrodsC
  12. *** Fixed *** I changed this: _wp1 = _heliGroup addWaypoint [_heliLz,0]; to this: _wp1 = _heliGroup addWaypoint [_heliLz,-1]; Totally missed it in the biki *************** Hi, I'm new to scripting in Arma and I have been trying to create a script to spawn a helicopter, load it with other group and unload them in a position. The problem comes when their landing zones are close and they start to fight between each other for them, however I have tried to do it with the eden editor and if you attach each waypoint to each helipad they seem to respect it. I have tried to attach the waypoint to the helipad with waypointAttachObject but I don't get the same result. I have also read in the forum that the helicopter AI claims the lz when flying over them but even if I assign them routes without hovering other landing zones there is no change. The code: (it's supposed to be executed in a dedicated server) This is what happens when I execute the script: And here you can see how one of the helis didn't like his assigned lz Here is the behaviour with the eden created waypoints:
  13. I'm looking for a way to stop a specific vehicle from being able to be blown up. I want the hull and engine to be invincible, so that the vehicle won't explode when hit, but the wheels should still be vulnerable so that it can still be disabled, just not destroyed/blown up. I'm looking for this to be achieved within the vehicles init field, or via an external script. The reason I want this to be possible is because I don't want a simple vehicle respawn in my mission like I have now. I want to punish players for getting a vehicle blown up, making them have to airlift the damaged vehicle back to base where it can be repaired (I don't need help with the airlift or repairs I've got that covered, just need help on making the vehicles hull and engine invulnerable.) Are there any scripts out there which can help me a achieve this? I was looking into the "SetHit" functionality etc but I am a total noob when it comes to scripting. To be completely honest with you I'd love for someone to figure this out for me as I really don't have a lot of time to dedicate to testing and playing about with things myself
  14. G'day guys, There has been a lot of new threads by newcomers that ask the same/similar questions, found in many other threads. If you are new to ArmA or want to get into scripting, welcome to the forums! :) As you know, there is a search box at the top of the page, it can be used to search throughout every thread what you are after. Bear in mind that it may sometimes not provide you with the proper answer. This, however, doesn't mean that another thread should be opened. In fact, there is a huge library of scripts you probably never heard of. Check it out, there is an abundant of examples provided in each script command: https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 It is constantly being updated with new facts, info and scripts by many of our users such as KK. (Killzone Kid) Lastly, here are some basic info and tips on scripting. To create your own scripts, navigate to "My Documents\Arma 3\missions\your_saved_mission". Then, create a text document and rename the extension ".txt" to ".sqf". Once done, open it with Notepad or Notepad++. To run your script in the game, navigate to your mission folder and create a "init.sqf". Open it and put this in: [] execVM "myscript.sqf"; If you want to get a specific unit to do some action (e.g. setDamage or setFuel), give your unit a name but without spaces. Then in a trigger, put this in: myguy setDamage 1; The symbol ";" used after each command, is to separate the command from another. (Think of it as a period symbol)Also, if you are thinking that Steam Workshop is the only place for mods, addons, scripts, etc. Armaholic is the official site for releasing such. You can find it here, they also have a FAQ as well: http://www.armaholic.com If you want to convert a string to code, you can use call compile STRING. This is very handy (and sometimes a smart trick) when passing code around such as lbData. ;) This wraps up the introduction for those new to scripting. If you have any questions, concerns or ideas that may improve this thread, feel free to post here. ^_^ Happy Scripting, ;) Rawner135 ArmA 3 Tutorial Links: Arma 3 Scripting Tutorial For Noobs - forums.bistudio.com [Tutorial] Server Side Scripting - forums.bistudio.com Camera Scripting - www.armaholic.com KK's blog - ArmA Scripting Videos: Modding Tutorials by GameDev Byrne: https://www.youtube.com/playlist?list=PLqRU_EL4pwOHOJ6L2P5XlpfmNoWqulZqf Other Tutorial Links: http://www.kylania.com/ex/ Conversation System Mission Editor ArmA 2 Mission Editor Triggers OFPEC ArmA 2 Scripting Commands ArmA2 COMREF Forums Post - Classnames ArmA2 Library ArmAholic ArmA2 Moves ArmA2 Modules Description.ext Scripting Topics (Check All Links) Startup Parameters Crash Files Tasks ARMA 2 Functions PostProcess Effects
  15. brotherreaper

    Reserved Slots;

    I followed the guide provided in one of the threads on how to set up reserved slots. I just need ONE reserved slot for ZEUS for admins only. But I don't want it to be #adminlogged or an npc. I trying to set up a virtual entity as Zeus (interface only). My problem lies on who can access the slot. I set up the allowedIDs.txt and put my steam ID in there but it still continuously kicks me out of the slot. the server has -filePatching enabled to 1. Where am i messing up at???
  16. I'm making a mission where there are 6 missions to do but I only want players to do 3 missions maximum The way I intend to do it is like so: - Every mission has an object "attached" to them - Once the players complete a mission, the attached object gets moved in the trigger - The trigger counts how many objects there are in itself and if the amount is equal to 3.. It gets activated How do I count how many objects are in the trigger and (optionally) how do I detect that a mission has been completed and activates a separate trigger? Thanks a lot ❤️ Edit 1: I found and edited a code, it works but only with units instead of objects but it's better than nothing: (count (thislist select {alive _x })) isequalto 3
  17. So i take a screenshot in Arma 3 and i need to know coordinates (x,y) of every corner of screenshot. Are there any command to return at least coordinate of one corner?
  18. Hello, how do I eject all players from my vehicle (Helicopter) but me, just like in King of the Hill. I know that player action ["getOut", vehicle player; ejects me. But I want it in a forEach loop or something else (depends on what is better) that eject all players but me from the Vehicle. What do I have to put in my forEach loop? Greetings.
  19. Hi. I'm relatively new to modding Arma 3 and using C++, and I would like to know how to add a script to an existing code block. To illustrate this I will provide an example of what I have already done and what I would like to add. What I have already done: class CfgPatches { class insignia_addon { units[] = {}; weapons[] = {}; requiredAddons[] = {}; version = "1.0.0"; author[] = {author}; authorUrl = "url"; }; }; class CfgUnitInsignia { class patch1 { displayName = "name"; author = "author"; texture = "texture"; textureVehicle = ""; }; class patch2 { displayName = "name"; author = "author"; texture = "texture"; textureVehicle = ""; }; class patch3 { displayName = "name"; author = "author"; texture = "texture"; textureVehicle = ""; }; class patch4 { displayName = "name"; author = "author"; texture = "texture"; textureVehicle = ""; }; class patch5 { displayName = "name"; author = "author"; texture = "texture"; textureVehicle = ""; }; class patch6 { displayName = "name"; author = "author"; texture = "texture"; textureVehicle = ""; }; }; What I would like to add is the following code I found on Arma Dev reddit, which is seven years old. I don't know if it works so if someone could tell me if it still does that would be very appreciated. Here it is: class CfgPatches { class Markers { units[] = {}; weapons[] = {}; requiredVersion=1.00; }; }; class CfgMarkers { class flag1 { name="name"; icon="texture"; color[]={1,1,1,1}; size=32; shadow = 0; scope = 2; markerClass = "Flags"; }; class flag2 { name="name"; icon="texture"; color[]={1,1,1,1}; size=32; shadow = 0; scope = 2; markerClass = "Flags"; }; }; I do not know where to go from where I currently am or where to insert the code. I do not know how to make a separate code block in C++ for the flags. If anyone could help me, I would really appreciate it!
  20. When executed, this script will holster your weapon, or puts it on your back. You can draw your weapon again using 1 or 2 on your keyboard. player action ["SWITCHWEAPON",player,player,-1]; waitUntil {currentWeapon player == "" or {primaryWeapon player == "" && handgunWeapon player == ""}}; You can either use addaction or a keyhandler to execute the script. If you have any questions or need help with your mission feel free to ask! Cheers Puffin
  21. I am looking to see if there is a way using a script that allows a player that has a Tool-Kit in their inventory to deploy a bike. I'm not very experienced with scripting or anything so i don't know if this is even possible.
  22. Hey, sorry, I'm pretty new to designing missions, so I'm not great at scripting. I'd like to make it so that, on a multiplayer server, with 5-20 players, it randomly picks one or two. The idea would be that it would flash a message on their screen, and theirs only, so that no one who is NOT picked would know about it. Does anyone know what code I should fuck with to do this? I already know how to make it output messages via Hints, I just need to know how to make it randomly pick that one or two players to do it to, without anyone else (including the host, if possible) knowing who was picked.
  23. Is there a way to edit Bohemia Interactives default game modes? For example, I wanted to make a Multiplayer Advance and Secure scenario and the already implemented game mode "Warlords" covers a lot of the needed mechanics. The problem is there's a lot of extra mechanics and UI that I don't really need in the scenario and the modules don't give me enough control. I have tried using light mods like MCC but I wanna keep the mission as light as possible even if it means more work on my end. If any one can just give me A TLDR, point me in the right direction, or even tell me if whether or not what I want to do is possible that would save me a lot of time. Thanks.
  24. Hello! So a bit of backstory, so you know the scroll wheel arsenal that has a restricted option where only "x" amount of items can be in the crate, cargo, etc. until it is used up, similar to how Antistasi has it in their mod? My question is that is there a way I could apply the restricted arsenal concept to an ACE Interaction arsenal or is that impossible? Thanks!
  25. So I'm creating a multiplayer PVP game mode on an Oil Rig I built. The issue is that I'm using two scripts created from two different people and I need to combine them to do what I want. There is a bomb that must be defused and laptops that you must download data from in order to retrieve the defusal code from ONE of the laptops. I have four laptops. The players must download data off of all the laptops in order to find the single defusal code on one of the laptops. The main issue is that when a player clicks the ## Download Data ## addAction, it begins the "downloadData.sqf" process, which is fine, but the bomb defusal script also has an addAction to obtain the defusal code on the same laptops, which leads to one of the laptops randomly chosen to have TWO actions, the ## Download Data ## action and the bomb defusal code action. I want the player to first have to ## Download Data ## before recieving the defusal code, instead of having the ## Download Data ## do nothing and the defusal code just being a second addAction. First Script is the Download Data script. As follows: "downloadData.sqf" *// T8L_var_fileSize = 25687; // Filesize ... smaller files will take shorter time to download! // These create the text for the pop up download bar after the player clicks the addAction ## Download Data ##. T8L_var_TLine01 = "Download aborted"; // download aborted T8L_var_TLine02 = "Download in progress"; // download already in progress by someone else T8L_var_TLine03 = "Download started"; // download started T8L_var_TLine04 = "Download finished"; // download finished T8L_var_TLine05 = "## Download Data ##"; // line for the addaction T8L_var_TLine06 = "Connecting ..."; T8L_var_TLine07 = "Connected:"; T8L_var_DialogAbort = false; T8L_var_DialogSucce = false; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// T8L_fnc_abortActionLaptop = { if ( T8L_var_DialogSucce ) then { T8L_var_DialogAbort = false; T8L_var_DialogSucce = false; } else { cutText [ T8L_var_TLine01, "PLAIN" ]; T8L_var_DialogAbort = true; T8L_var_DialogSucce = false; }; }; T8L_fnc_addActionLaptop = //This adds the ## Download Data ## action and text to all the laptops { { if !( _x getVariable [ "T8L_pvar_dataDownloaded", false ] ) then { _x addAction [ T8L_var_TLine05, { call T8L_fnc_ActionLaptop; [] execVM "downloadANIM.sqf"; }, [], 10, false, false]; }; } forEach _this; }; T8L_fnc_removeActionLaptop = // This removes the action from the laptops after they have been used sequentially by the player { _laptop = _this select 0; _id = _this select 1; _laptop removeAction _id; }; T8L_fnc_ActionLaptop = // This creates the actual data download process using a pop out download UI so that the player can visually see the download occur in real time { private [ "_laptop", "_caller", "_id"]; _laptop = _this select 0; _caller = _this select 1; _id = _this select 2; if ( _laptop getVariable [ "T8L_pvar_inUse", false ] ) exitWith { cutText [ T8L_var_TLine02, "PLAIN" ]; }; if ( _laptop getVariable [ "T8L_pvar_dataDownloaded", false ] ) exitWith { cutText [ T8L_var_TLine04, "PLAIN" ]; }; cutText [ T8L_var_TLine03, "PLAIN" ]; _laptop setVariable [ "T8L_pvar_inUse", true, true ]; [ _laptop, _id ] spawn { private [ "_laptop", "_id", "_newFile", "_dlRate", "_percent" ]; _laptop = _this select 0; _id = _this select 1; _newFile = 0; T8L_var_DialogAbort = false; T8L_var_DialogSucce = false; createDialog "T8L_DataDownloadDialog"; sleep 0.5; ctrlSetText [ 8001, T8L_var_TLine06 ]; sleep 0.5; ctrlSetText [ 8001, T8L_var_TLine07 ]; ctrlSetText [ 8003, format [ "%1 kb", T8L_var_FileSize ] ]; ctrlSetText [ 8004, format [ "%1 kb", _newFile ] ]; while { !T8L_var_DialogAbort } do { _dlRate = 200 + random 80; _newFile = _newFile + _dlRate; if ( _newFile > T8L_var_FileSize ) then { _dlRate = 0; _newFile = T8L_var_FileSize; ctrlSetText [ 8001, T8L_var_TLine04 ]; cutText [ T8L_var_TLine04, "PLAIN" ]; T8L_var_DialogAbort = true; T8L_var_DialogSucce = true; _laptop setVariable [ "T8L_pvar_dataDownloaded", true, true ]; [ [ _laptop, _id ], "T8L_fnc_removeActionLaptop", true, true ] spawn BIS_fnc_MP; [] execVM "codeAction.sqf"; // Here is where I'm having issues. Both these execVM codes I have added as an attempt to combine the bomb defusal script with the Data Download script in an attempt to make the Data Download script "spit out" the defusal codes. [] execVM "codeRemove.sqf"; // I added a "codeRemove" script because the problem is that every time the player downloads, it executes the addAction in the bomb defusal script, leading to multiple copies of the defusal codes. }; // percentage part by cuel! ctrlSetText [ 8002, format [ "%1 kb/t", _dlRate ] ]; _percent = ( _newFile / T8L_var_FileSize ); _percent = toArray str _percent; { _percent set [_x,-1] } forEach [ 0, 1 ]; _percent = _percent - [-1]; _percent resize 2; _percent = toString _percent; ctrlSetText [ 8004, format [ "%1 kb (%2%3)", _newFile, (if ( T8L_var_DialogAbort ) then { 100 } else { _percent }), "%" ]]; // This creates a percentage increase in the Data Download script to simulate files being downloaded over time. sleep 0.25; }; T8L_var_DialogAbort = false; _laptop setVariable [ "T8L_pvar_inUse", false, true ]; }; }; T8L_var_INITDONE = true; The second script is the Bomb Defusal script (many parts to this script) which creates a bomb timer and defusal UI that allows you to cut wires and press buttons on a keypad. The Bomb defusal script generates a randomized code and wire color to defuse the bomb, and this random defusal code is then put on a random laptop. One of the four random laptops I have in my mission: BOMB DEFUSAL SCRIPT: "codeInput.sqf* //" CODEINPUT = []; CODE = [(round(random 9)), (round(random 9)), (round(random 9)), (round(random 9)), (round(random 9)), (round(random 9))]; //6 digit code can be more or less WIRE = ["BLUE", "WHITE", "YELLOW", "GREEN"] call bis_fnc_selectRandom; // This creates the randomized defusal code. DEFUSED = false; // The defused = false and armed = false is to prevent the bomb from immediately going into one of the two states as this is tied to the endMission tasks. ARMED = false; codeHolder = [laptop1,laptop2,laptop3,laptop4] call BIS_fnc_selectRandom; // This creates an array that randomizes the selection of which laptop will receive the defuse code. codeHolder addAction [("<t color='#E61616'>" + ("The Code") + "</t>"),"DEFUSE\searchAction.sqf","side (group player) == west",1,true,true,"","(_target distance _this) < 3"]; // This creates the addAction command that allows the player to see the code. When they click it it executes the "searchAction.sqf": "searchAction.sqf" *// _host = _this select 0; _caller = _this select 1; _id = _this select 2; _host removeAction _id; _caller playMove "AmovPercMstpSrasWrflDnon_AinvPercMstpSrasWrflDnon_Putdown"; // This just makes the player do an animation when they pick up the code from the laptop. cutText [format ["Code: %1\n Wire: %2", CODE, WIRE], "PLAIN DOWN"]; // I'm guessing this communicates with the functions .hpp scripts and somehow generates the code. "caseBomb.sqf" *// caseBomb addAction [("<t color='#E61616'>" + ("Defuse the Bomb") + "</t>"),"defuseAction.sqf","",1,true,true,"","(_target distance _this)< 5, side (group player) == west"]; // This creates the addAction command on the Bomb Case which brings up the keypad to defuse the bomb. The bomb detonates if the player inputs the wrong code or the timer runs out. So the main issue I'm having is that I want there to be an addAction after the Download finishes. but the problem is that when I try to put the addAction where the download finishes, it spawns a new action every time the player downloads even if its on the wrong laptop that doesn't have the code. It's because the defusal code addAction is firing every time the download finishes but I only want it to fire once. Anybody got any ideas for adding like a limit or something to the addAction, so that the defusal code can only go out once?