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Found 512 results

  1. I'm currently working on a money system for a gamemode I made for my friends and I. Boxes spawn all over the map and when a player gets close to it; he receives some money. The only problem I have with this script is that it only seems to work for the player who interacts with the box for the first time. This code is part of a sqf which is executed from the init.sqf. Does anyone have any idea why it doesn't work for all players in the server but only for the first player who picks up a box? BoxAmount = 0; for "_i" from 1 to 50 do { _Mcolor = "ColorGreen"; _Mtext = "$50"; _MMoney = 0; _quality = [1,2,3] selectRandomWeighted [0.1,0.2,1.3]; if (round _quality == 1) then { _Mcolor = "ColorWhite"; _Mtext = "$500"; _MMoney = 500; }; if (round _quality == 2) then { _Mcolor = "ColorYellow"; _Mtext = "$200"; _MMoney = 200; }; if (round _quality == 3) then { _Mcolor = "ColorGreen"; _Mtext = "$100"; _MMoney = 100; }; //hint format ["%1",_quality]; private _types = [ "BUILDING", "BUNKER", "BUSSTOP", "CHAPEL", "CHURCH", "FORTRESS", "HOSPITAL", "HOUSE", "LIGHTHOUSE", "POWERSTATION", "WATERTOWER" ]; _allBuildings = nearestTerrainObjects [[14000,18000], _types, 50000, false, true]; _allPositions = []; _allBuildings apply {_allPositions append (_x buildingPos -1)}; _rndPos = selectRandom _allPositions; _box = "Land_PaperBox_01_small_closed_brown_f" createVehicle [_rndPos select 0, _rndPos select 1, (_rndPos select 2) + 3]; _Mname = "marker" + str _i; [_Mname, _rndPos, _Mcolor, _Mtext, _box, _MMoney] spawn { _Mname = _this select 0; _rndPos = _this select 1; _Mcolor = _this select 2; _Mtext = _this select 3; _box = _this select 4; _MMoney = _this select 5; _dropoffmarker = createMarker [_Mname, _rndPos]; _dropoffmarker setMarkerShape "ICON"; _dropoffmarker setMarkerType "mil_box"; _dropoffmarker setMarkerColor _Mcolor; _dropoffmarker setMarkerText _Mtext; private _Amoney = player getVariable [format["_Amoney_%1", player],0]; while {true} do { if (player distance _box < 5) exitWith { deleteVehicle _box; deleteMarker _dropoffmarker; _Amoney = _Amoney + _MMoney; hint format ["You picked up $%1", _MMoney]; player setVariable [format["_Amoney_%1", player], _Amoney]; }; sleep 2; }; }; };
  2. Hello I want to spawn the explosion of the 30 mm MP-T from the LDF APC using createVehicle. I know you can spawn "HelicopterExploBig" and I was wondering if there was a CFGAmmo for the 30mm explosion.
  3. Hi there, I'm working on a campaign for my group that involves them being under a vehicle resource scarcity. I'd really like to use a system similar to how Mike Force does wreck recovery with all of it's vehicles, helicopters, etc. However I can't seem to find any good mods or scripts online to start from. Any and all advice is greatly appreciated. Edit: I did just realize I should be able to download the Mike Force Mission itself and take a look at stuff, but any advice is still more than welcome. Edit Edit: I started looking through the Cam Lao Nam Mike force mission and actually learned a lot of cool stuff on how it works. I've determined that for my purposes the only actual functionality I would need is the packaging wrecks into crates function but I suspect it's not going to be as simple as pulling "fn_veh_asset_package_wreck.sqf" into my own mission because there are a lot of other functions and variables that are linked to it as well.
  4. Hey guys, So im posting this in the hopes that it can help people looking for similar solutions to shading a custom map area defined by a polygon of markers, it took a while to get working but creates a really clean effect thats easy to adapt to most situations.
  5. Hey guys, I’m developing a mission where I’m utilizing some scripts and mods and I can’t get everything to work correctly. -I’ve scripted the SUV for UnitCapture and everything works fine, except the engine turns off 30 seconds into the mission, is there a way to keep cycling EnginOn? I can’t use other methods for the SUV due to the scenario and dependent scripts. -After a short firefight, my independents are supposed to “break contact” and get into the vehicle to leave. I’m trying to avoid radio activation, but if that is the only method of utilizing a trigger to get AI to mount a vehicle under fire I can do that. I’ve used HLF_fnc_InfUnitcapture on all AI, and they go through the animation of getting in the vehicle but when the vehicle leaves they are lagging behind, glitched and bouncing back and forth on top of the SUV. -The last issue I’m facing is that with HLF_InfUnitCapture, weapon elevation is not recorded/played back, so my super elite team of ninjas shoot at the wall when there is an AI enemy standing on the roof of the building. Is there any way to make it so when the AI receives incoming fire they die, or a function where a delayed trigger instant kills them? (Think “if BLUFOR presence = true then instakill baddies” type solution if we can steer that way.) my overall mission is a PMC security detail being ambushed at a building right when they drive up, and they have to return fire and then get back into their SUV to leave. Simple mission, complex scripts lol. Any help or suggestions are appreciated!
  6. Eman-227554645821b8d3

    Group tasks in multiplayer

    Greetings all! Long time lurker first time poster. I am currently working on an MP mission in Prairie Fire and I am trying to accomplish having each of my 3 groups (All BLUFOR) have separate tasks that they have to accomplish throughout the mission. I tried at first to do it with the modules but as you can imagine the triggers where not firing correctly (Probably my fault) and the insane amount of sync lines in the mission made me want to move to a script based solution. Which is where I am currently stuck and would love to have some guidance. Here is my current setup. 3 groups (All BLUFOR) Group names = RT, CV, and SR (Have not even bothered with SR because I can't get the first two to work correctly) initServer.sqf if (isServer) then { [RT, "RTbrief", ["Chief SOG has mission brief for RT Alabama.", "Go to the OPS brief", ""], chief, "ASSIGNED", 99, true, "whiteboard", true] call BIS_fnc_taskCreate; [CV, "CvyBrief", ["Chief SOG needs you at the OPS brief with RT Alabama.", "Go to the OPS brief", ""], chief, "ASSIGNED", 99, true, "whiteboard", true] call BIS_fnc_taskCreate; }; RT1 trigger "RtTasks\RT1-brief.sqf" remoteExec ["BIS_fnc_execVM","RT",true]; RT1-brief.sqf ["RTbrief", "succeeded"] call BIS_fnc_taskSetState, sleep 3; [RT, "S4", ["Go see the Quatermaster at S4 to draw weapons and gear for your mission.", "Draw weapons and gear", ""], [9418.15,6592.3,2.84225], "ASSIGNED", 98, true, "RIFLE", true] call BIS_fnc_taskCreate; CVY1 Trigger "CvyTasks\CVY1-brief.sqf" remoteExec ["BIS_fnc_execVM","cv",true]; CVY1-brief.sqf ["Cvybrief", "succeeded"] call BIS_fnc_taskSetState, sleep 3; [CV, "GetInAC", ["Head to the airfield and get in the AC-119K", "Get in AC-119K", ""], [9629.8,6631.44,6.89819], "ASSIGNED", 98, true, "GETIN", true] call BIS_fnc_taskCreate; I originally had this setup in the triggers but thought the problem had something to do with the use of "execvm" and tried the code in the blocks above. if (isServer) then { [[], "CvyTasks\CVY1-brief.sqf"] remoteExec ["execvm", 2]; }; Okay so as you can tell I have been calling an SQF file for each of the tasks so they fired in sequence instead of being able to see all the tasks from the start of the mission (There is probably a much better way to do this😅). Task(initServer)>Trigger call>run SQF. One for each task (RT has 9 tasks, CV has 5 tasks, and SR has 6). I'm sure there is a much more eloquent/efficient/better way to write this script and would love to see it. This solution worked fine in the editor but once I put the mission on my dedicated server the first person to hit their groups respective trigger would disable the other groups trigger (If RT hit their trigger and then CV tried to hit theirs it would not fire or vice versa). There was a time period where it would just assign the group who hit their trigger first task to the other group but that seems to have stopped happening. As you can tell I am super new to scripting and failing to grasp using these functions properly let alone how this needs to be done to support MP play. Let me know if you need more details. I am very grateful for any advice/help you can provide me and I am eager to learn. Thanks in advance!
  7. Hello! First | The basic premise of what I am attempting to do is two-fold. A) respawn existing vehicles (of different types - i.e. some jets, some helicopters, some ground vehicles), with the same custom pylons - for the jets/helis - set by the pylon/dynamic loadout editor in 3den. This part works fine thus far (see below). And B) apply unlimited ammo on a delay (i.e. it takes 45 seconds for the ammo to restore) to both the original vehicle and its respawned clone. The main trouble I am having is getting unlimited ammo to work with the new, respawned vehicles. Second | A code dump and summary of what is where: The code below is my unlimited ammo expression in the existing F/A-181 (and other vehicles). Ideally, the missiles & bombs refresh on a delay, hence the {sleep 45} segment. This part works perfectly for my purposes. this addEventHandler ["Fired",{[_this select 0,getNumber (configFile/"CfgAmmo"/(_this select 4)/"explosive")] spawn {if (_this select 1==1) then {sleep 45};_this select 0 setVehicleAmmo 1}}]; This code is present in the expression of a Game Logic and synced to all relevant air vehicles. It works perfectly for my purposes; no errors and functions as intended. [this] call { if (!isServer) exitWith {}; params ["_thisObject"]; _vehs = synchronizedObjects _thisObject; _initScript = { params ["_vehicle", ["_pylons", "none"]]; if (typeName _pylons == typeName []) then { private _pylonPaths = (configProperties [configFile >> "CfgVehicles" >> typeOf _vehicle >> "Components" >> "TransportPylonsComponent" >> "Pylons", "isClass _x"]) apply { getArray (_x >> "turret") }; { _vehicle removeWeaponGlobal getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon") } forEach getPylonMagazines _vehicle; { _vehicle setPylonLoadout [_forEachIndex + 1, _x, true, _pylonPaths select _forEachIndex] } forEach _pylons; }; }; { [_x] call _initScript; } forEach _vehs; [_vehs, _initScript] spawn { params ["_vehs", "_initScript"]; sleep 1; _respawnlist = []; { _respawnlist = _respawnlist + [[_x, position _x, [vectorDir _x, vectorUp _x], getPylonMagazines _x]] } forEach _vehs; while { true } do { sleep 1; { _veh = _x # 0; _respawnpos = _x # 1; _playerdistance = 200; { if (_veh distance _x < _playerdistance) then { _playerdistance = _veh distance _x }; } forEach allPlayers; if (!alive _veh || (_veh distance _respawnpos > 20 && _playerdistance > 20)) then { _vehType = typeOf _veh; [_veh, _respawnlist] spawn { params ["_veh", "_respawnlist"]; deleteVehicleCrew _veh; _veh lock true; _inSpawn = false; waitUntil { sleep 0.5; _inSpawn = false; { _respawnpos = _x # 1; if ((_veh distance _respawnpos) < 30) exitWith { _inSpawn = true; }; } forEach _respawnlist; _inSpawn || ((speed _veh == 0) && (isTouchingGround _veh)); }; if (!_inSpawn) then { sleep 30 }; deleteVehicle _veh; }; sleep 10; _newveh = _vehType createVehicle _respawnpos; _newveh setPos _respawnpos; _newveh setVectorDirAndUp (_x # 2);[_newveh, _x # 3] call _initScript; _respawnlist set [_forEachIndex, [_newveh, _respawnpos, _x # 2, _x # 3]]; }; } forEach _respawnlist; }; }; }; This is the current code present in the "System Specific - Vehicle Respawn" Module expression (not its Init). It does not work at all. params ["_newVeh", "_oldVeh"]; [_newVeh addEventHandler ["Fired", { [_newVeh select 0, getNumber (configFile/"CfgAmmo"/(_newVeh select 4)/"explosive")] spawn { if (_newVeh select 1 >= 0) then { sleep 5 }; _newVeh select 0 setVehicleAmmo 1 } }]] call BIS_fnc_initVehicle; The Vehicle Respawn Module: It throws the no errors upon mission launch and no errors upon vehicle respawn. My friends and I suspect it is not even executing properly. Here are a few screencaps of the 3den editor of the scene in question if it helps you: // Overview of the whole airfield. The Vehicle Respawn Module on the Right by the center of the airfiled is exlusively linked to ground vehicles. It respawns the vehicles fine but without the unlimited ammo. // The test F/A-181. // The Game Logic. // My two primary test subjects (Left is experimental; Right is the control). As you can see, the left F/A-181 is the primary test subject for the Vehicle Respawn Module, as it is synced to both the Vehicle Respawn and the Game Logic. The right F/A-181 (and all other air vehicles) is synced only to the Game Logic. Both jets initially spawn with the proper pylons/dynamic loadouts and unlimited ammo, as expected vis-a-vis the 3den editor settings. Both jets respawn with the proper pylons/dynamic loadouts. Neither jet respawns with unlimited ammo, currently. I feel close to solving this, but I am blind to what I am missing/adding unnecessarily. I have tried numerous other variations with even less luck. I am sure there is some redundancy between the Vehicle Respawn Module and the game logic, and I would appreciate any simplifications there. However, that is a secondary concern. Thanks for reading this far! Hopefully, you can help me and anyone else who wants to do this.
  8. Hello, I've made a script to help people to create missions having spawn zones with random spawn points and waypoints It can be used with any mods/maps (or even pure vanilla) The script, with a detailed usage guide can be found on GitHub Preconfigured (and non-configured) templates of the script can be downloaded here Usage All you need to do is to place one (or more) triggers on the map and name it respecting a specific format : DynamicSpawn_<Activating side>_<Side to spawn>_<Amount of infantry squads>_<Amount of waypoints for infantry>_<Amount of vehicle squads>_<Amount of waypoints for vehicles>_<Amount of air units>_<Amount of air units waypoints (actually unused)>_<ID of the trigger> Where : <Activating side> is the side that will activate the trigger when entering in <Side to spawn> is the side of the units that will spawn when the trigger is activated Both sides can have the values : "WEST", "EAST", "GUER", "CIV" <Amount of infantry squads>, <Amount of vehicle squads> and <Amount of air units> are the amount of squads that will be spawn (except for air, that's just the amount of units). They can have any value above zero (including zero if you don't want such type of units) <Amount of waypoints for infantry>, <Amount of waypoints for vehicles> and <Amount of air units waypoints> are the amount of waypoints for each kind of squads (actually unused for air units). They can have any value above zero (including zero if you don't want the units to move) or a range of values using a comma , as separator, such as 4,8 if you want between 4 and 8 waypoints. <ID of the trigger> is a numeric value used to identify each triggers. Keep them unique or you may expect bugs (such as units spawning/moving at the wrong place) For example : DynamicSpawn_WEST_EAST_5_6,8_2_4_1_1_1 will trigger when an unit from WEST enters the trigger and will spawn units from EAST such as : 5 infantry squads having each between 6 and 8 waypoints 2 vehicle squads having 4 waypoints 1 air unit The Id of the trigger is 1 Then, you can place spawn points, named such as : <Type of group to spawn>_SPAWN_POINT_<id of the trigger>_<id of the spawn point> Where : <Type of group to spawn> can have as value any of those : INFANTRY, VEHICLE or AIR <id of the trigger> must match the id of the trigger previously created, so that way, when trigger 1 will be activated, the script will know it must use the *_SPAWN_POINT_1_* as spawn points. That way, spawn points can be placed outside of the trigger (allowing, for example, air units coming from far away) <id of the spawn point> is used to have different unique names for spawn points (and that value is automatically incremented when copying/pasting the spawnpoints) For example : INFANTRY_SPAWN_POINT_1_1 INFANTRY_SPAWN_POINT_1_2 INFANTRY_SPAWN_POINT_1_3 ... VEHICLE_SPAWN_POINT_1_1 VEHICLE_SPAWN_POINT_1_2 VEHICLE_SPAWN_POINT_1_3 VEHICLE_SPAWN_POINT_1_4 ... AIR_SPAWN_POINT_1_1 AIR_SPAWN_POINT_1_2 ... The example below shows many spawn points placed in Stratis. You can notice the air spawn points are placed all around the map, far away from the trigger. The waypoints work the same way than the spawn points : Their format is : <Type of group>_WAYPOINT_<id of the trigger>_<id of the waypoint> : INFANTRY_WAYPOINT_1_1 INFANTRY_WAYPOINT_1_2 INFANTRY_WAYPOINT_1_3 INFANTRY_WAYPOINT_1_4 ... VEHICLE_WAYPOINT_1_1 VEHICLE_WAYPOINT_1_2 VEHICLE_WAYPOINT_1_3 ... There is no air waypoints, the behavior of air vehicles is different : Once spawned (1000 meters altitude), they will fly and loiter around the center of the trigger (Altitude 250, radius 500) When a unit from the activating side is detected by the spawning side, the aircrafts will go Seek and Destroy on that unit location. When the search is over, they will go back to loiter The script is highly configurable and customizable You can configure which units type will spawn. This way, you can use any mods, as long as you tell the script the classnames of the units/groups you want to use You can inject custom scripts that can be executed at : Trigger creation Trigger activation Trigger deactivation Trigger cleared (when all spawned units are dead) More informations on GitHub
  9. I'm totally new to scripting for custom missions in ArmA, and I'm running into an issue with the execution of a .sqf file. The game knows the file is where it's supposed to be but nothing happens after. execVM "SpecOps.sqf"; I put the above into the init boxes of several units but the commands I put in the file wont execute. This is how they are written verbatum spaces and all: player enablestamina false; player enablefatigue false; player setAnimSpeedCoef 1.1; player setUnitRecoilCoefficient 0; player setCustomAimCoef 0; I don't understand why they aren't working or how else to write them and i'd like it to only execute on certain units. I apologize for my ineptitude, i used the wiki but not very well apparently.
  10. Would love some help figuring out how to make groups retreat back to base when needed. Such as a groups ammo running low, or when a vehicle's fuel/ammo is dwindling. Link some relevant tutorials, script commands/variables etc. This part is probably irrelevant, but to go in depth of what i wishto achieve... I want to make groups I can switch to, but if I havent switched to a group in awhile they will go back to base to replenish. Hoping to have these groups roam chernarus redux in a ravage mod scenario.
  11. So I'm working on a Cold War era tank mission, very basic stuff with a US platoon breaching through a Soviet frontline. However, a trial run of the mission revealed that there are a pair of glaring issues. At first I wanted to abandon the thing, but I'm also very stubborn so I'm asking for advice here. The first issue is that I need a full repair script or function that works with a moving vehicle, as the mission has an AI support convoy tagging behind the tanks. Doing ACE repair, even with boosted settings, is a came of hunting for interaction points, so I'd rather just have an ACE interact point on the repair truck that allows you to fully repair a nearby vehicle. Similar with how rearming works, unless there's something I've missed in the ACE settings themselves that someone could inform me of. Nevermind, just noticed the ACE settings were set to Repair Facility and Advanced Engineer for the mission. I'm dumb. Although, something similar for a full heal tied to an ambulance vehicle would be good. The second issue is that the trial run revealed I had put down way, way too much AI on the mission and that had a very adverse effect on performance. To the point things started flickering badly for players (and myself) at random. I had set up Dynamic simulation for the units, however the only way it wanted to work properly was if I used the module, instead of the performance options so I must've done something wrong from what I can tell. So instead what I want to do is having tanks and IFV's spawn a distance away and come at the players, combined with some static defences. I have one basic script that spawns in AI, and making them move towards a marker waypoint, or use a LAMBS module: _grp1 = [getMarkerPos "testSpawn", east, ["O_Soldier_SL_F", "O_Soldier_F","O_Soldier_F","O_Soldier_F","O_Soldier_F","O_Soldier_AR_F"],0] call BIS_fnc_spawnGroup; _wpt1 = _grp1 addWaypoint [getMarkerPos "testMove",5]; _wpt1 setWaypointType "MOVE"; The problem is that, while it's really handy it only works with infantry. Most likely due to how closely they spawn, as whenever I tried using it with vehicles it usually ended up with them signing up for the space program so to speak. So I'm looking for some alternative that let's me spawn in a platoon of tanks and have them head towards the players. Especially as a whole unit, as I've noticed that tank platoons can be slow to get moving and usually drip feed themselves into the action. But that could also be LAMBS for all I know, and probably something I need to check closer at some point.
  12. I found something interesting with the 'attachTo' command recently, in order for the 'attachTo' command to work properly, an object must have a varName, not just an object reference. this means that the following code will not behave as intended: _object = createVehicle [args]: _object attachTo [args]; Instead i have to do something like below in order for it to work... _object = createVehicle [args]: _object setVehicleVarName "vehicle01"; _object attachTo [args]; I wish i knew this earlier.... Now it is entirely possible i am slow but i did not see anything about this on the community wiki or written down anywhere for that matter i dont know how to add it to the wiki myself or if i can add it myself, But adding this on the 'attachTo' wiki somewhere would be a great help in avoiding others slaving hours on a mod, just to find out that this is the issue. Thanks!
  13. 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. MODULES on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809 The summary is just here. The modules are described and explained in an updated documentation: DOCUMENTATION LINK Have fun! Pierre MGI
  14. Hi there, I'm trying to set up a script that will both change the state of a task and also display a separate hint for the players. If it's possible to have an addAction activate two functions I'm unable to figure out the syntax. Here's what I'm working with so far; this addAction ["Try Elevator Controls",{["EscapeCargo", "FAILED", True] call BIS_fnc_taskSetState}]; This function seems to work just fine with the task modules I've already set down with 3den editor. However I also want the same addAction to activate this; [hint "The Elevator Controls don't seemn to have any power"] I'm still working to try to wrap my ADHD brain around the code syntax for all of this but would greatly appreciate anyone's help on this. Edit: got the syntax sorted out now and definitely going to be reading up more on SQF syntax now as this seems like an incredibly newb question. ended up going with this; this addAction[ "Try Elevator Controls", { [ "EscapeCargo", "FAILED", true ] call BIS_fnc_taskSetState; hint "The Elevator Controls don't seemn to have any power"; sleep 15; hintSilent ""; }]; Many thanks!
  15. WORK IN PROGRESS https://www.youtube.com/watch?v=K6LDXK1URr8 I've decided to openly release a very basic version of iBuild for testing. The main reason for this is to test the underlying foundations and iron out any kinks before I start piling new features and content on top. It's very basic and rough, but it has enough content to give you an idea of where it's heading. The mod has evolved from the first conceptual prototype I put together, and I've lost count the amount of times I've started over, so I hope you guys enjoy what I've settled with. I'm still in the process of writing most of the documentation, which I suck at doing, but you can find what has been written so far organised into a drop-down menu under 'iBuild'. More info can be found in the description on Steam. >| Download Pre-Alpha |< About time! ;)
  16. 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
  17. I am pretty new to doing any sort of SQF/init scripting that isnt just frankensteining code together so I would appreciate any help! Simply put, I want to make a fun little roleplay mission where for that mission, a phrase comprised of multiple randomly selected arrays is generated. The Indfor act as captives that are all assigned ONE word from the phrase at random to keep secret. (This is where multiple arrays work better since you can just call the arrays by "word1", "word2", "word3". (I intend to have 4 words, 1 array for each.) And ontop of that I want the entire code phrase to be displayed in its entirety to the Blufor. For this to work, the result of the generation needs to only be prompted once and then have. TLDR: Server generates a code phrase from several arrays. I cant figure out the init code and they usually return as null no matter what I attempt. And to be exact, I dont want people to generate a phrase/array results every time they call; I simply want it generated, stored, and have players access the results. I dont know how efficiently this could be done whatsoever outside of theory crafting nonsensical code. If there is a better alternative please help me out. Please help, Working backwards I am trying to: I inserted the code into initServer.sqf for simplicity; Can execute it as a script later on? Or is a dedicated SQF necessary? This code is almost certainly full of wrong or incorrect syntax/formatting. This is just an outliner of what I am trying. If my method is wrong then please help me goal wise. 2. Have a way to display either a SINGLE result of that array on individual units, preferably just adding a action into their init boxes to get the array/codephrase. I want 2 UserActions I can insert into unit inits; One that displays the codephrase, and one that displays a single array's result- as hints.
  18. 2024/1/12 update I've made an addon which enables information sharing among AI groups. Check out "Efficient Info Share" on steam workshop ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- My background: I used to be an OFP/Arma1 mission editor who spent 3 years on learning to design immersive singleplayer scenarios back then. After I went to college in 2017, I upgraded my laptop and stopped to play other games because my laptop still cannot run Arma 3 without heat problems. Topic: During the corona-virus pandemic, I downloaded and played all ArmA installments and found 2 common issues both in Singleplayer and Multiplayer that still haven't been solved 20 years after the release of OFP. And many mission makers also ignored them (maybe for better performance). First issue: No body detection. Can you believe that a group of soldiers can walk past a dead friendly killed by player like nothing has happened? Whatever you think of it, I think it's stupid and ridiculous, especially in an infiltration mission. They don't even change their CombatMode! Luckily I found some tutorials on youtube on how to address this issue by coding, as well as a few discussions about ways to solve it. But in many missions on Steam Workshop and Armaholic, mission makers didn't include this feature. Second issue: No info share between different squad. An enemy squad is engaging player, while another squad positioned next to the first one remains idle. This is the often case in OFP. In ArmA, things improved with the second squad entering alert mode. But they still don't share hostile info (real time position of every enemy spotted) with other squads. A common scene in coop multiplayer is, player squad is engaging a hostile position. And other enemies hundreds meters away doesn't react to this event. They don' t reinforce their friendlies, they don't shoot at players, they don't even change CombatMode! Solutions: I remember I got a glimpse of some scripts in an OFP addon a few years ago about above problems. So I searched for this addon on Google and found this: OFP Wizzywig tomahawk pack (I will permanently keep this addon because this site could go down anytime just like ofp.gamepark.cz . ) You don't have to install OFP and load the addons. Just open the second mission folder in the archive and then you will see different scripts in different folders concerning different topics in either SQS or SQF. The script author provided simple ways to include these features in your mission. Typically you just need a few triggers to set them up. Check out author instructions in comment section of a script file. I can use these scripts in OFP. Hope you guys port them to ArmA 3. (Since sqs script still work in ArmA, I don't think there will be too much work.) Some notes: These scripts were not written by the addon maker. They date back to 2003 but similar features still don't exist in ArmA 3 without modification. These scripts do have an impact on the performance. But in missions where there are not too many units, it doesn't make any difference. You need to check if it slows down your game bu yourself. Hope I can see more serious missions!
  19. Hi there, I'm a relative newbie to SQF scripting. I also have ADHD which presents other challenges when I'm trying to code things. I learn best by looking at examples of working scripts to learn how they function. A friend of mine gave me this script to use for a simple teleport addAction. I genuinely don't know what anything after the "teleportVariableName" bracket does, but it doesn't seem to work without it. this addAction [ "Teleport", { [player setPosAtl (getPosAtl teleportVariableName)]; }, nil, 5, true, true, "", "true", 5, false, "", "" ]; I've used it quite a bit to great effect, however on the current campaign I'm running it doesn't exactly work how I need. Normally we'll put down a flag pole or something simple for the re-insert point for players to teleport too so they can get back in the action. However with our current campaign my players are taking a vehicle around with them from our base so I figured it might be cool for them to just use that as the re-insert point instead of a flag pole or something else that I would need to move around manually. However upon testing I realized that it teleported them directly into the middle of the vehicle, and not like into a seat or anything. It simply puts them on the ground in the middle of the vehicle so that they're clipping through. I'm looking for something that would allow me to use the vehicle's position but like 5-10 meters behind it or something that would actually put them in a seat in the vehicle or anything like that. I was looking into using the regular SetPos function as it looks like you can modify it to fit this kind of purpose but I'm having trouble figuring out how to make that work. Any tips or advice are welcome as I'm trying to learn more about scripting to improve my missions. Thanks in advanced!
  20. I know .sqf is generally better but i would like to save the props as a composition so i can just place it down in different missions. Is there a way to run loops in the init field WITH suspension. Sleep doesnt seem to work.
  21. I don't understand how the rotation works. Specifically I made Airburst Mortar rounds and want to increase the kill zone by rotating the claymores: this addEventHandler ["Fired", { params ["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; nul = [_drone,_unit,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile,_vehicle] spawn { params ["_drone","_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; waitUntil { sleep 1; getPos _projectile select 2 > 50 }; while { alive _projectile } do { waitUntil { getPos _projectile select 2 < 30 }; for "_i" from 0 to 3 do { _tungsten_fragments = createVehicle ["ClaymoreDirectionalMine_Remote_Ammo", [0,0,1000], [], 0]; _tungsten_fragments attachTo [_projectile,[0,0,0]]; _random =round (random 10) / 10; _tungsten_fragments setVectorDirAndUp [[0,0,_random], [0,0,_random]]; _tungsten_fragments setDamage 1; }; deleteVehicle _projectile; sleep 1; }; }; }]; I don't understand which numbers in the setVectorDirAndUp Array I need to change to rotate the claymores and what each number even does .
  22. How would I go about creating the replication methods for this class? class CustomClass { IEntity ent; string fName; }
  23. 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.
  24. Hi, basically I'm trying to write a script to pickup and move nearby bushes - right now I've got it to the stage where it removes any bushes from a 10m radius around the player and I have the script for picking up and placing them pretty much ready, however I need a way of grabbing the p3d of the bush to spawn it in with the "pickup" script. (currently this spits out the error: Type Object, Expected Array,String) I also need a way of removing any tree p3ds from the script since some map makers put bushes in the same terrain class (not sure if that's the right terminology) as trees and so simply removing "tree" from the ["tree", "bush"] section of my script wouldn't work. Since all trees are named t_*treename* and all bushes are named b_*bushname* I have tried to stop them from being included in my script however I am completely lost. I would appreciate any help regarding the script - Cheers !
  25. Hi guys, I'm currently working on a script that will allow a player to shoot another unconscious player and then revive him immediately. I already have the revive system ready, but I haven't found a way to make it so that only the player who was shot is revived. Do you have an idea how I can make it so that the code is only executed on the player who was hit? I have already tried to rebuild a taser script but didn't really get anywhere. Thanks for your help!
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