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Thread: Nikiller's scripts pack

  1. #1

    Nikiller's scripts pack

    NIKILLER'S SCRIPTS PACK


    hi,

    There's quite some time that I am scripting/editing for my own missions or for the others. Then I decided to publicly release my or other autors's scripts modified/recoded by me. I will try to be clearer as possible to explain how to install stuffs in your missions but if you have questions I will gladly answer it. I will ignore all editing questions not related to the topic like how I activate a trigger and so on. Please keep it clean for the others, thanks to understand it.

    The community can participate by making scripts requests or by giving opinion.

    NB: I always use nik_host for local server and nik_client for local player in order to avoid local server and local player repetition in each scripts. Like that it saves a bit performance. Don't forget to define those variables at start of the init.sqs with nik_host=local server and nik_client=local player or some scripts will not work.

    I will organize scripts in differents categories (FX, AI, vehicle, misc, mission test...) to easily find what you need. I will modify this list if needed.

    IMPORTANT: I will update scripts if bugs are found or if suggestions are made then be sure to have the last version.

    Categories list

    - FX:
    Fire efect
    Blood effect
    Dynamic weather
    Force AA to fire
    Force Mg fire D-day style
    Force tank to fire in defined area
    Random voices
    Voice "reloading!"
    Controled chopper crash

    - AI:
    AI crouch
    Spawn squad
    Spawn squad UPS
    Random set pos inside building
    Random set face
    AI kidnap player

    - Player:
    Firstaid kit
    Friendly fire
    Increase/decrease projectile speed

    - Weapon:
    WW4 HD conversion

    - Vehicle:

    - Performance:
    Delete dead bodies
    Delete destroyed vehicle
    Delete trigger

    - Miscellaneous:
    Minefield

    - Mission test:

    cya.

    Nikiller.
    Last edited by Nikiller; Jun 8 2013 at 23:18.
    [LOL] ofp/ArmA clan since 2004.
    No Respawns, No Crosshairs, No Muppets.
    Want a good ofp/ArmA2 coop? Visit the [LOL] clan homepage | ofp [LOL] addons pack | ArmA2 [LOL] addons pack

    WW4mod25 sound replacement mod v1.1 | Nikiller's scripts pack

  2. #2
    hey u really share this treasury?

    and when?

    PS: are MadMax' scripts in it?

  3. #3

    Fire effect

    hi,

    I start with a modified version of BAS fire effect script.

    Addon needed: N/A
    Addon suggested: N/A
    Version: 1.0
    By: Mad Max and Nikiller
    Credits: all credits go to BAS team
    MP compatable: yes
    Required version: OFP 1.96 or CWA (ofp 1.99)
    Description: this script will replace BIS fire effect by a new one (fire and smoke particules + random explosions)
    installation: put the fx folder in your mission folder, place a game logic named server somewhere on the map, give the vehicle a name and write in the vehicle init field or in the init.sqs vehicleName exec "fx\fire_effect\Check.sqs"
    Note: for performance purpose I strongly recommand to make an array to define the vehicles name (i.e nik_bmp=[eastbmp1,eastbmp2,eastbmp3]) in the init.sqs
    Note2: If you use the WW4modpack 2.5 don't forget to put the WW4 game logic to disable fire effect.

    init.sqs
    Spoiler:


    Check.sqs
    Spoiler:


    RandonExp.sqs
    Spoiler:


    FireSmoke.sqs
    Spoiler:


    Cry.sqs
    Spoiler:


    Here's a demo to show how it works: DEMO LINK

    cya.

    Nikiller.
    Last edited by Nikiller; May 25 2013 at 05:06. Reason: updated demo link

  4. #4

    Blood effect

    hi,

    Here's a blood effect script.

    Addon needed: N/A
    Addon suggested: N/A
    Version: 1.0
    By: Mad Max and Nikiller
    Credits: Mad Max and Nikiller
    MP compatable: yes
    Required version: OFP 1.96 or CWA (ofp 1.99)
    Description: this script increase BIS blood effect (blood particules). To save performance the blood can be seen if the unit bleeds <500m of the player.
    installation: put the fx folder in your mission folder, give the unit a name and write in the unit's init field or in the init.sqs [unitName] exec "fx\blood\blood.sqs" you also have to preprocess a function in the init.sqs (don't worry it's nothing difficult) with nik_fblood = preprocessFile "fx\blood\blood.sqf"
    Note: for performance purpose I strongly recommand to make an array to define the units name (i.e nik_east_ai=[e1,e2,e3]) in the init.sqs

    init.sqs
    Spoiler:


    blood.sqf
    Spoiler:
    blood.sqs
    Spoiler:


    Here's a demo to show how it works: DEMO LINK

    cya.

    Nikiller.
    Last edited by Nikiller; May 25 2013 at 05:06. Reason: updated demo link

  5. #5

    Dynamic weather

    hi,

    I think SP/MP dynamic weather script would be useful.

    Addon needed: N/A
    Addon suggested: N/A
    Version: 1.0
    By: Nikiller
    Credits: Mad Max and Nikiller
    MP compatable: yes
    Required version: OFP 1.96 or CWA (ofp 1.99)
    Description: this script randomly change overcast and rain during the mission. It is MP compatable it means that the weather is synchronized between server and clients.
    installation: put the fx folder in your mission folder, place a game logic named server somewhere on the map and write in the init.sqs [minimumChangeDelay,maximumChangeDelay] exec "fx\condition\dynamic_weather.sqs". minimumChangeDelay and maximumChangeDelay mean that the weather will change between this two delay. i.e if I set the script to [300,600] exec "fx\condition\dynamic_weather.sqs" the weather will change beween 5min and 10 min and so on.

    init.sqs
    Spoiler:


    dynamic_weather.sqs
    Spoiler:

    Here's a demo to show how it works: DEMO LINK

    NB: in the demo I set the delay between 30 and 60 sec to easily see the weather change.

    cya.

    Nikiller.
    Last edited by Nikiller; May 25 2013 at 05:09. Reason: updated dead link

  6. #6

    Firstaid kit

    hi,

    Here's the final version of my heal script.

    Addon needed: N/A
    Addon suggested: N/A
    Version: 1.0
    By: Nikiller
    Credits: Mad Max and Nikiller
    MP compatable: yes
    Required version: OFP 1.96 or CWA (ofp 1.99)
    Description: Give firstaid kit action when the player damage > 0.2
    installation: put the player folder in your mission folder and write in the init.sqs [] exec "player\heal\check_dammage.sqs". Don't forget to put a delay before the script execution since I use player value and it may needs a little delay to be defined, 1 second delay should be enough.

    init.sqs
    Spoiler:


    check_dammage.sqs
    Spoiler:
    heal.sqs
    Spoiler:

    Here's a demo to show how it works: DEMO LINK

    cya.

    Nikiller.
    Last edited by Nikiller; May 25 2013 at 05:11. Reason: updated demo link

  7. #7

    AI crouch

    hi,

    A lot of mission makers are asking if there's a way to make AI crouch in ofp. Here's a script who solve the problem.

    Addon needed: N/A
    Addon suggested: N/A
    Version: 1.0
    By: Nikiller
    Credits: Nikiller
    MP compatable: yes
    Required version: OFP 1.96 or CWA (ofp 1.99)
    Description: Force AI to be in crouch position
    installation: put the ai folder in your mission folder and write in the unit's init field or in the init.sqs [unitName] exec "ai\crouch\crouch.sqs".
    Note: for performance purpose I strongly recommand to make an array to define the units name (i.e nik_crouch_ai=[e1,e2,e3]) in the init.sqs

    init.sqs
    Spoiler:


    crouch.sqs
    Spoiler:

    Here's a demo to show how it works: DEMO LINK

    cya.

    Nikiller.
    Last edited by Nikiller; May 25 2013 at 05:13. Reason: updated demo link

  8. #8

    Force AA to fire

    hi,

    This script was written by request. It could be in the vehicles categorie but it's more effect. I suggest to use it in intro/outro or in a plane/chopper insertion/extraction under AA fire. AA will fire in the sky just for effect.

    Addon needed: N/A
    Addon suggested: N/A
    Version: 1.0
    By: Nikiller
    Credits: Nikiller
    MP compatable: yes
    Required version: OFP 1.96 or CWA (ofp 1.99)
    Description: this script force AA to fire in the sky.
    installation: put the fx folder in your mission folder and write in the unit's init field or in the init.sqs [unitName] exec "fx\force_fire\aa_fire.sqs".
    Note: for performance purpose I strongly recommand to make an array to define the vehicles name (i.e nik_shilka=[EastShilka1,EastShilka2,EastShilka3,EastShilka4,Ea stShilka5,EastShilka6,EastShilka7,EastShilka8]) in the init.sqs
    Note2: If you really want that AA blindly fire in the sky without firing on enemy target put _u setCombatMode "BLUE" just after _u setBehaviour "COMBAT"

    init.sqs
    Spoiler:


    aa_fire.sqs
    Spoiler:

    Here's a demo to show how it works: DEMO LINK

    cya.

    Nikiller.
    Last edited by Nikiller; May 25 2013 at 05:14. Reason: updated demo link

  9. #9

    Random voices

    hi,

    This script makes AI say random stuffs. It's very good for mission ambiance since player hear enemy saying stuff (calling a medic, giving orders...). Even unit's lips are moving when it says something. It works for east west and resistance because the script detect which side is the unit. You also can use custom sounds if you want.

    Addon needed: N/A
    Addon suggested: N/A
    Version: 1.0
    By: Nikiller
    Credits: Nikiller
    MP compatable: yes
    Required version: OFP 1.96 or CWA (ofp 1.99)
    Description: this script make unit say random stuffs every 40<x<100 sec.
    installation: put the fx folder in your mission folder and write in the unit's init field or in the init.sqs [unitName] exec "fx\voice\voice.sqs".
    Note: for performance purpose I strongly recommand to make an array to define the unit name (i.e nik_west_ai=[w1,w2,w3,w4,w5,w6,w7,w8,w9]) in the init.sqs
    NB: Here's the ofp voices list in case you want to change the voice array.

    ofp voices list
    Spoiler:


    init.sqs
    Spoiler:


    voice.sqs
    Spoiler:


    voice_east.sqf
    Spoiler:


    voice_west.sqf
    Spoiler:


    Here's a demo to show how it works: DEMO LINK

    cya.

    Nikiller.
    Last edited by Nikiller; May 25 2013 at 05:17. Reason: updated demo link

  10. #10

    WW4 HD conversion

    hi,

    This script equip WW4mod 2.5 units with HD mags and AI HD mags switch to regular mags when picked up by player. It's very good if you want longer firefight with AI or avoid head shot from nowhere. Moreover, you can now set WW4 AI skill to 1 without facing terminator, it means that you will profite by full WW4 AI potential (good tactics, nice spoting range...) without one shot=head shot inconvenience. This script was originaly made by Fox2 and sqf'ed, simplified by Mad Max. I just coded the rearm script. It can be adapted to JAM or any HD mags addons.

    I suggest you to try the demo even if you are not interested by mission editing. IMHO it taking WW4 AI to the next level.

    Addon needed: WW4 modpack 2.5
    Addon suggested: WW4 modpack 2.5 sound replacement mod
    Version: 1.0
    By: Nikiller and Mad Max
    Credits: Fox2, Mad Max and Nikiller
    MP compatable: yes
    Required version: OFP 1.96 or CWA (ofp 1.99)
    Description: this script switch AI's HD mags to regular mags when picked up by player.
    installation: put the equip folder in your mission folder and write in the unit's init field or in the init.sqs [unitName] exec "equip\eq_ai_hd\eq_east_airborne_hd.sqs". (the script call is just an example)
    Note: for performance purpose I strongly recommand to make an array to define the unit name (i.e nik_west_ai=[w1,w2,w3,w4,w5,w6,w7,w8,w9]) in the init.sqs
    NB: For space reason (and since I am too lazy) I will not copy and paste all WW4 factions rearm scripts in this post. I will just cover east army and west army. You can find all WW4 factions rearm scripts in the demo. Pick what you need and delete the rest (i.e if you make a mission with east mercenary and west insurgency, keep only eq_east_mercenary_hd.sqs and eq_west_insurgency_hd.sqs)

    init.sqs
    Spoiler:


    equip folder
    Spoiler:


    Here's a demo to show how it works: DEMO LINK

    cya.

    Nikiller.
    Last edited by Nikiller; May 25 2013 at 05:19. Reason: Fixed dead link

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