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Found 7 results

  1. Hey guys, I recently started mission making again and found three of the older scripts I used before very useful for my new mission, but I won't work. I don't get any errors in the server logs but players are still able to access vehicles which should be restricted. I would appreciate any help on this: this is the first one called pilotCheck.sqf: _AllowPilots = ["rhsusf_army_ocp_helipilot", "rhsusf_army_ocp_helicrew"]; while {true} do { waitUntil {sleep 0.5; alive player}; if (!((typeof player) in _AllowPilots)) then { private "_v"; while {alive player} do { waitUntil {sleep 0.5; vehicle player != player}; _v = vehicle player; if (_v isKindOf "Helicopter" && !(_v isKindOf "ParachuteBase")) then { if (driver _v == player) then { player action ["eject", _v]; waitUntil {sleep 0.5; vehicle player == player}; player action ["engineOff", _v]; hint "You must be a pilot to fly!\nJoin Us @ http://fox-command.de/"; }; }; }; } else { waitUntil {sleep 0.5; !alive player}; }; }; second called foxlock.sqf: /* Checks if the player attempting to get in pilot seat is both a pilot and is whitelisted in the _SOAR list of player UIDs. Add more UIDs to the list as follows ["UID", "nextuid", "lastuid"] Use with care, [FOX] EiQuantumXo */ _SOAR = [/* Fox Command Unit Last Updated: Friday, 31st Aug., 2018 Updated By: [FOX] EinQuantumXo, Julien] */ "765xxxxxxxxxxx294"/* xxx*/, "765xxxxxxxxxxx938"/* xxx*/, "765xxxxxxxxxxx896"/* xxx */ ]; _AirRoles = ["rhsusf_army_ocp_helipilot", "rhsusf_army_ocp_helicrew"]; _RestrictAir = ["B_AH9_F", "O_Ka60_F", "RHS_UH60M__MEV_d", "RHS_AH64D", "RHS_CH_47F_light"]; while {true} do { waitUntil {sleep 0.5; alive player}; if (!((getPlayerUID player) in _SOAR) && ((typeof player) in _AirRoles)) then { private "_v"; while {alive player} do { waitUntil {sleep 0.5; vehicle player != player}; _v = vehicle player; _t = typeof _v; if (_t in _RestrictAir) then { if (driver _v == player) then { player action ["eject", _v]; waitUntil {sleep 0.5; vehicle player == player}; player action ["engineOff", _v]; hint "Authorized FOX Pilots Only!\nJoin Us @ http://fox-command.de/"; }; }; }; } else { waitUntil {sleep 0.5; !alive player}; }; }; third called foxlock2.sqf (isn't used actively): /* Checks if the player attempting to get in driver seat of armed vehicles is whitelisted in the _SOAR list of player UIDs. Add more UIDs to the list as follows ["UID", "nextuid", "lastuid"] Use with care, [FOX] EiQuantumXo, Julien] */ _SOAR = [/* Fox Command Unit Last Updated: Friday, 31st Aug., 2018 Updated By: [FOX] EinQuantumXo, Julien] */ "765xxxxxxxxxxx294"/* xxx */, "765xxxxxxxxxxx938"/* xxx */, "765xxxxxxxxxxx896"/* xxx */ ]; _RestrictLandSea = ["B_Hunter_HMG_F", "B_Hunter_RCWS_F", "B_SpeedBoat", "O_Ifrit_MG_F", "O_Ifrit_GMG_F", "O_SpeedBoat"]; while {true} do { waitUntil {sleep 0.5; alive player}; if !((getPlayerUID player) in _SOAR) then { private "_v","_t"; while {alive player} do { waitUntil {sleep 0.5; vehicle player != player}; _v = vehicle player; _t = typeof _v; if (_t in _RestrictLandSea) then { if ((driver _v == player) or (gunner _v == player)) then { player action ["eject", _v]; waitUntil {sleep 0.5; vehicle player == player}; player action ["engineOff", _v]; hint "Authorized FOX Drivers/Gunners Only!\nJoin Us @ http://fox-command.de/"; }; }; }; } else { waitUntil {sleep 0.5; !alive player}; }; }; I call them through the init of every playable unit with this code: nul = [] execVM "pilotCheck.sqf"; nul = [] execVM "foxlock.sqf"; nul = [] execVM "foxlock2.sqf"; this addMPEventHandler ["mprespawn",{nul = [] execVM "pilotCheck.sqf"; nul = [] execVM "foxlock.sqf"; nul = [] execVM "foxlock2.sqf";}]; Thanks for reading and helping, greetings Quantum
  2. Hi everyone :) ! How i can whitelist for Battsleyes ? I see this thread : But it's 3 years old . Thank you for your replys :)
  3. NapoleonBorn2Party hellcase.com

    Whitelist

    Hello Arma 3 community, Is there anyone that knows how to make a whitelist script that checks for if a player does not have the right UID then he/she can't join the civilian slot civ_140 . Im not good at scripting :)
  4. I am editing and improving an old copy of AW Invade and Annex and converting everything to RHS assets. Everything is working except the restrictions.sqf. Apparently, it does not work very well with modern versions of Arma 3. Is there a modern low-impact way to white-list sniper and UAV assets? I just want the rhs UAV operator to have access to the UAV terminal, and to white-list sniper weapons to the RHS sniper slots. But I am looking for a method that has low impact on performance. I tried this script and it will not work at all. https://forums.bohemia.net/forums/topic/186196-restrict-weapons-and-gear-to-certain-units/ Thanks.
  5. I currently have a script in a sqf file that allows me to whitelist certain weapons to certain classes. It looks like this: (Only the parts that matter) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #define AT_MSG "Only AT Soldiers may use this weapon system. Launcher removed." _missileSoldiers = ["B_soldier_LAT_F","B_soldier_AA_F","B_soldier_AT_F","B_officer_F","B_recon_LAT_F"]; _missileSpecialised = ["launch_NLAW_F","launch_B_Titan_F","launch_O_Titan_F","launch_I_Titan_F","launch_B_Titan_short_F","launch_O_Titan_short_F","launch_I_Titan_short_F"]; if (({player hasWeapon _x} count _missileSpecialised) > 0) then { if (({player isKindOf _x} count _missileSoldiers) < 1) then { player removeWeapon (secondaryWeapon player); titleText [AT_MSG,"PLAIN",3]; }; }; ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (this is not my code, but I do understand everything except why the >0 and <1 is there.) _missileSpecialised would be the rocket launcher itself _missileSoldiers would be the class I would want to have it (and it would be restricted to only that class) I am trying to make it so no matter what I put in _missileSpecialised (mainly weapon, uniform, vest, backpack and helmet) it will take it away from the player if they are not in the _missileSoldiers parameter. The script currently only takes away weapons, and how seeing how there is no counterpart to the hasWeapon command (ex. there is no hasUniform or hasVest) I would be very grateful for some extra help. AT_MSG is just the message displayed when the weapon is taken away from you I tried to fiddle with the code myself, but I have just started learning and this is way outside my skillset, seeing how it probably needs an entire rewrite, as it is only taking away the secondary weapon as of now, and only detecting if you have a WEAPON in the _missileSpecialised section, and not any other items. Also, I am trying to run this on a dedicated server, which to my understanding may require slightly altering parts of code (something with underscores I believe). Thank you to any kind soul in advance.
  6. I was wondering if there was a certain way to restrict certain classes to certain users on my server? The server runs on a modified Invade and Annex base, so classes are currently setup like this: class Item0 { position[]={15280.771,17.870386,17400.666}; azimut=-201.653; special="NONE"; id=0; side="WEST"; vehicle="SWOP_Clonetrooper"; player="PLAY CDG"; leader=1; rank="LIEUTENANT"; skill=0.60000002; text="s40"; init="(group this) setGroupId [""ALPHA""];"; description="Alpha Squad Leader"; syncId=0; synchronizations[]={70}; }; Vehicle is the name of an NPC, and spawns you with all the equipment the NPC wears. I think restricting the "vehicle" string to a certain User ID would be the best course of action. Something like: If player = SWOP_Clonetrooper and Player UID is not in list then display: You are not whitelisted for this slot and then something with BIS_fnc_endMission Obviously this is not how code works, and would appreciate any help!
  7. So I'm not that great with scripting and I just want a script for my liberation server to white list the commander spot so no randoms can join in and give permission to players so that can destroy my FOB's. If anyone cold conjure up a white list commander spot I would appreciate it. Or find a link to a script that has it.
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