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Found 105 results

  1. Hello, I have an addaction on an object that any player can walk up to, and activate the action, and fires a trigger that does the intended thing. I'm trying to figure out how to make a hint saying "XXXX did the action!!", which can be in the same trigger, or can be in a separate one with a longer countdown. I see the wiki says that addaction has a param for caller, but I don't really understand the implication of it, or how I would output that into a hint. Would I only be able to get the player UID of who activated the addaction? Or could I somehow, miraculously, obtain the player's profile name in the hint?
  2. Heyo! Here's the plan: I would like units to spawn on a marker via a function call during initServer. Spawning works! The units do spawn, but they spawn at 0, 0. why? Because the script doesn't recognize the "_markerCordon" marker from the mission, and returns the default value when getMarkerPos is called- I would love if someone could let me know how exactly I'm supposed to pass my marker (or at least my marker position) to my function, assuming I can- thank you! initServer (this works fine) call AZN_fnc_spawnMutantsCordon; fn_spawnMutantsCordon below don't mind the commenting, this is made to be plug and play for a friend. Base units for testing and one modded unit also for testing. _mutantGroup = ["B_Soldier_F", "B_Pilot_F", "B_Survivor_F", "armst_blinddog2"]; private _marker = "_markerCordon"; private _mutantCount = 3; // Counting starts from 0 ex: _mutantCount = 3 spawns 4 mutants // -- DO NOT TOUCH BELOW THIS CON -- // private _finalPosition = [0,0,0]; private _markerPosition = [0, 0, 0]; //Gets Marker _markerPosition = getMarkerPos _marker; _markerPositionX = _markerPosition select 0; _markerPositionY = _markerPosition select 1; //Randomizes pos _randomX = [-100, 100] call BIS_fnc_randomInt; _randomY = [-100, 100] call BIS_fnc_randomInt; _finalPosition set [0 , _markerPositionX + _randomX]; _finalPosition set [1 , _markerPositionY + _randomY]; //Spawns units for "_i" from 0 to _mutantCount do { private _cordonMutants = createGroup [west, true]; _unit = _mutantGroup select _i; _position = _finalPosition; _positionX = _position select 0; _positionY = _position select 1; _position set [0, _positionX + _i]; _position set [1, _positionY + _i]; _unit createUnit [_position, _cordonMutants]; };
  3. Hello. I am creating tank mod, I want to make it so that when turning on manual fire, I get control not only over the ability to fire from the gun, but also to rotate the gunner turret, since when switching to this mode, I can only shoot and change ammo. Is this solved by scripts or with the help of cfg, and how can I do this?
  4. GEORGE FLOROS GR

    Scripts Discussion

    Scripts Discussion Information : Feel free to share and discuss , about Scripts used alongside Ravage Mod. For anyone who has interest on scripting : I also suggest to follow , the BIS Forum Members below , who really help and share their work and knowledge : # the list is off course on random. https://forums.bohemia.net/profile/900806-pierremgi/ https://forums.bohemia.net/profile/770615-larrow/ https://forums.bohemia.net/profile/832107-grumpy-old-man/ https://forums.bohemia.net/profile/773718-hazj/ https://forums.bohemia.net/profile/842941-davidoss/ https://forums.bohemia.net/profile/906542-schatten/ https://forums.bohemia.net/profile/759255-mrcurry/ https://forums.bohemia.net/profile/792430-dedmen/ I thank personally and public , this members , for everything so far. An updated List will be available here : List : 1.GF Unit Spawner Script
  5. I would like to know what steps I should follow to configure a custom head in the scripts, model.cfg, and config.cpp as shown in these tutorials and examples, to achieve the same result, or provide me with guidance or other links that can help. Examples: https://steamcommunity.com/profiles/76561198375402218/myworkshopfiles/?appid=107410
  6. This script is a bit of a doozie and I generally wanted it to be handled within all one SQF... Or at least thats what I thought I could do. But my issue is with every attempt at (albeit randomly) changing scopes/globals I always get 'error undefined variable in _' and to be quite I have no idea what I am doing outside of looking at several examples of several things, then attempting to combine them. So I have a scenario involving 4 groups, in a traitor-survival permadeath like scenario. Campers, killers, hunters, and guards. I wanted to an add action script on a Bell to ring that, in this order: Institutes a 30 second COOLDOWN for the addaction. Initiates a titleText BLACK FADED screen when activated, that pauses then shows text like "12 hours later" Hidden by that screen I wish to teleport players to certain markers And skips time 12 hours, more pause BLACK IN titleCut when then the teleportation has happened and they see a different time of day upon lifting Script/Addaction resets/loops Technicalities: Script must be repeatable for my purpose I want a UNIT VARIABLE NAME array, 1 for each pre mentioned group that is NOT SIDE dependent. All units are on Indfor. And a TELEPORTATION MARKER array, and code inserted to the teleportation bits so that once activated, for example, all campers will randomlytravel to one of the several CAMPER markers. This allows for rounds to not be the exact thing. CODE MUST NOT BE SIDE DEPENDENT. Ive clearly tried to make 3 arrays, one for each 'type', the reason why all units are Indfor is for smooth 'roleplay' purposes What Works: I believe the time passage works. The black screen fade in/out/text works. The teleportation does NOT WORK. I am screwing up with scopes/globals in accessing the array's Ive set up... Genuinely would like some help but have no idea how to proceed forward and I thank anyone in advance bellInteraction.sqf // Define the unit and marker arrays outside the function to avoid redefining them every time the script runs. campers = ["cpr1", "cpr2", "cpr3", "cpr4", "cpr5", "cpr6", "cpr7", "cpr8", "cpr9"]; campMarkers = ["campMarker1", "campMarker2", "campMarker3"]; scouts = ["sct1", "sct2", "sct3"]; scoutsMarkers = ["scoutMarker1", "scoutMarker2", "scoutMarker3"]; hunters = ["htr1", "htr2", "htr3"]; huntersMarkers = ["hunterMarker1", "hunterMarker2", "hunterMarker3"]; guards = ["grd1", "grd2", "grd3"]; guardsMarkers = ["guardMarker1", "guardMarker2", "guardMarker3"]; // Teleport function _teleportPlayers = { params ["_unitArray", "_markerArray"]; { private _unit = missionNamespace getVariable _x; if (!isNull _unit) then { private _randomMarker = selectRandom _markerArray; _unit setPos (getMarkerPos _randomMarker); }; } forEach _unitArray; }; // The main script that will be executed when the bell is rung _bellScript = { params ["_target", "_caller", "_id"]; // Check for cooldown if (!isNil {bellCooldown}) exitWith { _caller sideChat "The bell is on cooldown. Please wait."; }; // Set cooldown bellCooldown = true; _target removeAction _id; // Screen fade out to black titleText ["", "BLACK FADED", 1]; sleep 5; titleText ["<t color='#ffffff' size='5'>12 hours later...</t>", "BLACK FADED", -1, true, true]; sleep 2; // Skip 12 hours skipTime 12; // Teleport each group [campers, campMarkers] call _teleportPlayers; [scouts, scoutsMarkers] call _teleportPlayers; [hunters, huntersMarkers] call _teleportPlayers; [guards, guardsMarkers] call _teleportPlayers; // Screen fade in from black titleCut ["", "BLACK IN", 5]; // Reset cooldown after 10 minutes (600 seconds) sleep 600; bellCooldown = nil; // Re-add the action to the bell _target addAction ["Ring Bell", _bellScript]; }; // Execute the script with the provided parameters params ["_bell"]; _bell addAction ["Ring Bell", _bellScript]; The Bell Init Code: bell addAction ["Ring Bell", "mscripts\bellInteraction.sqf"];
  7. First time playing with config files and first time publishing here. This script allows the player to change the paint job of a vehicle without needing to enter the Zeus slot or execute lines of code themselves. I came up with the idea when I repeatedly had to switch to the Zeus slot on a KP-Liberation server whenever I wanted to change the paint job on a vehicle that I had previously purchased with resources. Since I didn't want to provide the player with a cheat tool, creating a virtual garage using BIS_fnc_garage would have been too powerful. Note: Please let me know if you have any improvements. One thing that bothers me, for example, is that I can't pass the variables _vehicle and _textureList to the EH "LBSelChanged" and therefore have to write them into a public variable. Instructions: Place: An input object, such as a laptop, and assign it the variable name "JFR_PaintShop_Input". (You can open the PaintShop on this) A trigger with an appropriate size, for example, 10x10x10, and assign it the variable name "JFR_TGR_PaintShop". (The vehicle to be customized must be driven into the trigger area) Any object for the camera and assign it the variable name "JFR_CamPosObj". For example, a holographic arrow (helper). (The camera will switch to this position and focus on the vehicle after opening the PaintShop) (The camera object can be made invisible in the attributes of the object) Create the following file structure in your mission folder: (the mission.sqm should already be there) myMission.map - mission.sqm - initPlayerLocal.sqf - description.ext scripts paintShop - initPaintShop.sqf - paintShop.sqf dialogs - controls.hpp - defines.hpp Copy and paste the following code into the appropriate files: initPlayerLocal.sqf: description.ext: initPaintShop.sqf: paintShop.sqf: controls.hpp: defines.hpp:
  8. So my request is simple, how can i know the total deaths during the battle? like a scoreboard for blufor, opfpr, ind, civilian etc, and of course including zeus units (like the deaths also counting for units spawned during zeus for each faction), is there anything im missing in the features or is there a mod or a way to do this? any help is highly appreciated
  9. https://community.bistudio.com/wiki/linkItem this page says " If there is an item in the targeted slot, it gets replaced." I want to find a similar command, so that when an item(called A1) was created, If targeted slot is empyt, A1 will be put in the slot; If there is already an item (call A2) in the targeted slot, A2 will still be there, and A1 be stored in player's inventory. Anyone can help?
  10. This is a complete script tool suite Bohemia Interactive's game engine used in ARMA II and ARMA 3. Poseidon Tools supports all text files (Scripts & configs) used by the Real Virtuality. Initially, this project was named "BI PTE" (BI Plain Text Editor) and was renamed Poseidon Tools when it was publicly released, in august 2013. So, the name, Poseidon Tools, is a tribute to the very first version of the Real Virtuality engine, "Poseidon", which is the base of all the Arma series. Latest announcement: Version 0.994.211 Features Project management Instant Project Switch Distraction Free Mode and full screen Split Editing (Can display up to four file on the same screen) Auto Completion (based on commands and existing text in the file) Current and parent brackets highlight Persistent sessions Snippets (eg: file header, control structures, game functions etc…) Syntax highlighter (for SQF (from ofp to arma 3), SQM, HPP, CPP, EXT…) Full support of SQF & SQS, XML, Cpp, CFG, RPT Can open RPT from the menu (Arma 3, Arma 3 diagnostic, Arma 2…) Can open SQM, BIEDI with Arma 3 Magic key F8 File diff Support of Mikero Tools Support of Arma 3 Tools Refresh the opened files everytime you get back to it Macro creation Documentation link and so on… Notes Some features require Arma 3 Tools installed; Every new release require a full clean install; Some other features require Mikero Tools installed; This is not an official tool, use at your own risks; Documentation is here: http://tom4897.info/projects/poseidon-tools/ I urge you to read the documentation and especially the shortcuts list Download Poseidon Tools @ tom4897.info - 0.994.211 Poseidon Tools @ armaholic.com - 0.994.209 Thanks Sublime Text devs, JonBons, Yourry, RawLine, Arma3.fr, Bohemia Interactive, The community, Arma2-wiki.fr, Armaholic, Arto, Tigerforce, Colin T.A. Gray, Will Bond, Lord, Noubernou, Mikero, Private Nelson, Sho
  11. Hi guys, Long time player here. On an other thread, someone gave me a really nice script to fit my needs. It changes every units CamouflageCoeff, so AI will spot and engage at 200m instead of 450m on a flat terrain. It's perfect for me as i dont use the 'right clik zoom' anymore. I find it completely breaks my immersion to have to constantly zoom to be able to fight ai on even grounds. Problem is : after searching on lots of threads, i can't figure out a way to make the pbo i made to work in any single player missions. If i write the scripts in debug windows, it works perfectly though. What i did: I downloaded arma tools and addonBuilder, In a folder named -MyAddon : i put -CfgFunctions.hpp -config.cpp -MyScript.sqf In the .sqf file is the script made by @Harzach. In config.cpp is written : #include "CfgFunctions.hpp" In CfgFunctions.hpp is written : I used addonbuilder to get a pbo, which i then put in @MyMod/addons/Myaddon.pbo and load it from ArmaManager. The name @MyMod appears at bottom of the screen in Arma 3 menu. But the pbo don't work as AI engage me from 450/500 m..... Can someone tell me what i did wrong ? And correct me ? I'm so close....... plz help.
  12. Hello, I have been trying to get this script working for the past day. I got a vehicle to only move to the next way point when a trigger has been activated. In this case when BLUFOR is inside a trigger zone for at least two minutes. However, I want them to land wait for all players to get into the vehicle until moving to the next way point. However, doing it the same way I did the original movement it only lands then take right back off regardless of the passengers being inside. In this case the helicopter is called "heli1" and the player(s) are called "player1" "player2" etc. I have also tried using the get out and get in command however, they get out but not back in. Here is the code player1 in heli1 && player2 in heli1; Is there a way for the game to get a list of all active players instead of limiting how many I can have. And how can I fix the problem of the helicopter either leaving us or not moving at all. Thanks in advance. Trey G
  13. I am aware that BIS_fnc_endMission exists and that there's a good level of parameters to customize the ending; however I am wondering if there is a way to change the font itself and remove the glitch overlay. Since it's vietnam era. I'm trying to keep the tone as much as possible, so the possibility of inputting a typewriter type font is the favored outcome.. I assume that it might require a call BIS_fnc_dynamicText function, but my understanding there is only a limited amount of in engine texts that I would be able to use. I'm also suspecting that I might need to create a transparent image layer, but I haven't figured out how to work that in. I'm wondering if anybody has any ideas that could solve this issue.
  14. Hello, @super-truite and I have made a little piece of script to allows missions maker to make a better use of AIs and vehicles on missions. We are guessing that a similar system already exists but we wanted to have a custom system for some of our projects and thought it would be nice to share it. This compilation of script allows a mission make to cache units suchs as vehicles and soldiers with their respective properties (waypoints, stance, direction, position, health, ...). This allows for greater performance and (if chosen) persistence. Features: Grid caching GCS allows the mission maker to automatically cache into the memory AIs andvehicles. Waypoints assigned to a group or a unit are also cached and are reapplied when the unit or group is set up. The mission creator, if necessary, can also exclude a unit or a vehicle from the cache so that the system does not take it into account. Persistence system (optionnal) In addition to all the caching made, the mission maker can also integrate a data persistence system via MySQL so that, even with a restart of the mission or the machine, the units and vehicles will still be saved. How it works: GCS will create a virtual grid on the map based on three parameters available in GCS_configServer.sqf : GCS_VAR_SIZE_SQUARE_GRID - Represents the total size of each cell on the grid GCS_VAR_SIZE_ACTIVATION_SQUARE_GRID - Represents the trigger distance where AIs and vehicles will be created in the cell GCS_VAR_SIZE_UNSPAWN_SQUARES - Represents the trigger distance where AIs and vehicles will be cached and removed in the cell Each cell is defined by these three variables, as described, GCS_VAR_SIZE_UNSPAWN_SQUARES will trigger the caching and removal of units for the given cell, GCS_VAR_SIZE_ACTIVATION_SQUARE_GRID will activate a cell, retrieve it's cached content for the memory or database and will spawn the units. GCS_VAR_SIZE_SQUARE_GRID Defines the cell size. You can disable the caching system on a unit or vehicle by adding the variable "UseGrid" to false on the unit/vehicle init: this setVariable ["UseGrid", False] In this way, even if no player is near the unit or vehicle, it will never be cached and removed. The following gif shows a simple example with a single grid cell being cached, unloaded (player leaving the cell) and reloaded with cached data once the player re-enter the cell: https://i.imgur.com/ai7PeLh.mp4 and the picture below demonstrates a more complete case: Video example: https://streamable.com/jrh43r (4601 units on Stratis) By default, the persistence system is disabled, you will need to install a MySQL database, have the InterceptDB mod installed aswell with CBA. A full tutorial is available on the readme on Github (https://github.com/Super-truite/arma3_GCS.vr/blob/master/README.md) Download: Get the latest release here: https://github.com/Super-truite/arma3_GCS.vr
  15. Hello everyone! Can you please tell me if there is a script for calling artillery by clicking on the map for multiplayer? I need that the map interface in the window be called up and that you can click on the target and that the action of calling an artillery strike can be tied to an object (for example, to a radio station lying on the table) and, if possible, a limited number of times. Thanks everyone and sorry for my english.
  16. [] spawn { 101 cutText ["Image: ", image "image\SWLogo.paa"]; 101 cutFadeOut 7.0; sleep 8; 101 cutText ["<t size='3.0' color='#008AB8' font='EtelkaMonospacePro'>Believe in yourself or no one else will.</t>", "BLACK", 3.0,true,true]; 101 cutFadeOut 7.0; sleep 8; }; trying to add an Image to my cuttext per This Link
  17. Sooo.... I'm currently working on a mission, using the Mi-24G by RHS. The only problem me and other players of my clan encountered were that the helicopter has no missile warning system. Or at least it has one which doesn't work. Over the HUD is like a picture of the helicopter with lamps surrounding it. A lamp would light up at the clock direction a missile would be coming from. Unfortunately not even the vanilla Spike launchers manage do get this thing working. So I was wondering if there might me some sort of script which allows me to have a working missile warning system. Even if its on one of the side MFDs. Thanks in advance!
  18. This feels like an obvious question but my Googling has failed... I want to pass the name of a global variable to a script, e.g. [myVariableGlobal] execVM "myscript.sqf" (this script will deal with other global variables, hence why the name of the variable needs to be part of the argument to execute it) And in the script "myscript.sqf", e.g. _myVariableLocal = _this select 0; Say "myVariableGlobal" was previously defined globally as "false". I now want "myscript.sqf" to define it as true. Simply writing the following in "myscript.sqf" should not work, since the variable is now only local: _myVariableLocal = true; How, then, do I make it global again?
  19. Dude_1

    How to get into modding

    Hello, I wanna make some mods for arma but I have no clue where I should start and which programs I need to download in order to make mods. In the internet I'm only finding outdated tutorials from like 5-6 years ago. And if I want to make scripts, which programming language does it need to be?
  20. Sysroot's Utility Scripts [SUS] This "mod" is less so a mod and moreso a collection of utility scripts created in hopes of assisting you in creating other, more complex mods/missions. The mod currently consists of 4 SQF scripts with varying utility functions: EzAnimate : Various functions for easily and efficiently animating objects in different ways. EzEvents : Various functions for easily creating and managing custom events. EzQuaternions : An easy to use library for working with quaternions and vector rotations utilizing them. MiscUtils : Miscellaneous utilities that don't really fit into a file of their own, but are useful for various things. Interested? See more info on the steam workshop page here. Any questions, concerns, or suggestions are very welcome and much appreciated. This is my first time posting on this forum, so I apologize for any mistakes. Note that the steam workshop page does have a dedicated discussion thread that I will also be monitoring. Thank you for your time!
  21. Sysroot's Utility Scripts [SUS] This "mod" is less so a mod and moreso a collection of utility scripts created in hopes of assisting you in creating other, more complex mods/missions. The mod currently consists of 4 SQF scripts with varying utility functions: EzAnimate : Various functions for easily and efficiently animating objects in different ways. EzEvents : Various functions for easily creating and managing custom events. EzQuaternions : An easy to use library for working with quaternions and vector rotations utilizing them. MiscUtils : Miscellaneous utilities that don't really fit into a file of their own, but are useful for various things. Interested? See more info on the steam workshop page here. Any questions, concerns, or suggestions are very welcome and much appreciated. This is my first time posting on this forum, so I apologize for any mistakes. Note that the steam workshop page does have a dedicated discussion thread that I will also be monitoring. Thank you for your time!
  22. Hello all, I recently have started utilizing Heros Survive and am looking into Saving some important variables via playernamespace, as I'm going to be running it via a dedicated server. Any and all help is seriously appreciated as I think my error is possibly due to the fact that HS uses client side vars? @Sgt Bombadil was helping out, but we haven't figured it out yet. initplayerlocal.sqf: [] execVM "persistency db\savedb.sqf"; private ["_player"]; _player =_this select 0; waitUntil {!isNull _player}; if (isNil {profileNamespace getVariable "HALs_money_funds"}) then { profileNamespace setVariable ["HALs_money_funds", 0]; }; _profile = (profileNamespace getVariable "HALs_money_funds"); _player setVariable ["HALs_money_funds", _profile]; //Heroes Survive persistentcy system: //Hunger if (isNil {profileNamespace getVariable "Her_L_Hunger"}) then { profileNamespace setVariable ["Her_L_Hunger", 100]; }; _profile = (profileNamespace getVariable "Her_L_Hunger"); Her_L_Hunger = 100; //thirst if (isNil {profileNamespace getVariable "Her_L_Thirst"}) then { profileNamespace setVariable ["Her_L_Thirst", 100]; }; _profile = (profileNamespace getVariable "Her_L_Thirst"); Her_L_Thirst = 100; //Temperature if (isNil {profileNamespace getVariable "Her_L_BodyTemp"}) then { profileNamespace setVariable ["Her_L_BodyTemp", 37]; }; _profile = (profileNamespace getVariable "Her_L_BodyTemp"); Her_L_BodyTemp = 37; savedb.sqf: [] spawn { waitUntil {!isNull(findDisplay 46)}; (findDisplay 46) displayAddEventHandler ["KeyDown", { if(_this select 1 == 1) //esc key then { [] execVM "Persistency db\autosave.sqf"; }; }]; }; Autosave.sqf: _moneys = (player getVariable "HALs_money_funds"); profileNamespace setVariable ["HALs_money_funds", _moneys]; _Hunger = (player getVariable "Her_L_Hunger"); profileNamespace setVariable ["Her_L_Hunger", _Hunger]; _Thirst = (player getVariable "Her_L_Thirst"); profileNamespace setVariable ["Her_L_Thirst", _Thirst]; _TemperatureH = (player getVariable "Her_L_BodyTemp"); profileNamespace setVariable ["Her_L_BodyTemp", _TemperatureH]; HALs money is saving perfectly, it's only the "Her_L" vars that are not working properly. Thanks again
  23. Is there any no damage script (like allowDamage false but when something near explode i will survive)? Because I want to test my mission in editor.
  24. steam-76561198013707443

    The problem is in scripting

    I want to make a script in which there will be a task to mine the road. I need the task to be completed when more than 3 bombs are placed on the road. I try to accomplish this using a script, but it does not work for me. Anyone have any ideas? this exec "S1.sqs" itemsDelivered = 0; player1 addeventhandler ["Put",{ _player1 = _this select 0; _object = _this select 1; _type = _this select 2; if (isServer) then if (_type == "_SatchelCharge_F") then {itemsDelivered = itemsDelivered + 1;}; } [] spawn { waituntil {sleep 1; itemsDelivered == 3}; sleep 1; };
  25. Hi all: Recently I found lots of amazing maps with a problem of airfields without the runway grid so it cause AI plane cannot take off or land. I consider to force AI take off by increasing its speed and I tried : this forceSpeed -1; However, nothing happened.I think it’s might be not relative to speed but the engine running degree,if AI plane keep engine running in maximum it will able to take off. so how could I force AI turn on engine staying in maximum? Thank you
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