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Found 22 results

  1. SOLDIER TRACKER by QUIKSILVER v2.4.0 CREATED: 8/08/2014 UPDATED: 28/05/2017 ArmA 3 1.70 Direct Download (Dropbox) VIDEO: IMAGES: DESCRIPTION: A system for showing Soldier, Vehicle and Group information on the Map, GPS and HUD. PURPOSE: Designed for scenario designers to have a powerful, high-performance and highly flexible solution to presenting player, vehicle and group information on the map, GPS and HUD interfaces. FEATURES: FUTURE DEVELOPMENT: INSTRUCTIONS: PERMISSIONS: SUGGESTIONS / FEEBACK / BUG REPORTS: DEV NOTES / NEWS (this section subject to editing and revision): KNOWN ISSUES: CHANGE LOG: THIRD PARTY CREDIT: DONATE: DOWNLOAD LINKS: Direct Download (Dropbox) Cheers! :)
  2. Background I'm attempting to successfully fast-rope AI in an urban environment, which is apparently very difficult. I've already set up the helicopter with a FRIES system which works fine when used by a human of their own volition. I've done plenty of sifting through archives and people have been struggling with this for some time without a clear resolution. It would be nice to be able to make things a lot clearer here. Problems Still requires a human to use the "prepare fast rope action" Pilot does not fly low enough to successfully drop troops with their legs intact Pilot does not hover precisely where he needs to I know there seem to be issues with flyInHeight, particularly over buildings, so I'm attempting to intervene within the ACE scripts to maybe add some extra lines to really force the helicopter down. I've managed to find the deployAI.sqf script from the ACE 3 github repository, but I can't examine the operation of it much more because it references functions which I have no idea how to view. For example: [{[_this] call FUNC(deployRopes)}, _vehicle, _deployTime] call CBA_fnc_waitAndExecute; I've scanned through the entire list of functions with my addons loaded and I can't find deployRopes anywhere. With respect to preparing the fast rope system, does anyone know how I can determine what code is being executed when a human player uses this action via the ACE interaction menu? My hope is that I can find out how to trigger the same commands by script. Outcomes Advice getting a helicopter pilot to hover over a very precise spot Advice getting a helicopter pilot to hover at a very specific altitude Description of how to view functions referenced by ACE Suggestion of how to determine the "prepare fast rope" commands used by ACE interaction menu Thanks in advance.
  3. Need Help me Guys. I try makes scenaries for Multiplayer. And tried to resolve this issue - Select one player with Opfor team, assign him Somename as "spy1" and createDiaryRecord for him. i try many scripts but not rusult. one script work in my computer but not work with my friends. i try that in init.sqf _arr=[r1,r2,r3]; rozv1 = selectRandom _arr; rozv1 createDiaryRecord ["Diary", ["Bla-bla", "Bla-bla-bla"]]; if (alive rozv1) then {hint format ["%1 is chosen", rozv1];}; and that fn_SelectRandomOpfor = { _unit = objNull; _unitsArray = []; { if ((side _x == east ) and (isPlayer _x)) then { _unitsArray = _unitsArray + [_x]; }; } forEach allunits; rozv1 = _unitsArray call BIS_fnc_selectRandom;} call fn_SelectRandomOpfor; rozv1 createDiaryRecord ["Diary", ["Bla-bla", "Bla-bla-bla"]]; and that waitUntil {player == player}; playerarray = []; { playerarray = playerarray + [_x]; } forEach playableUnits; if (side player == opfor) exitWith { rozv1 = playerarray call BIS_fnc_selectRandom; rozv1 createDiaryRecord ["Diary", ["Bla-bla", "Bla-bla-bla"]]; if (alive rozv1) then {hint format ["%1 is chosen",rozv1];}; }; but every times when i tested with my friends we have problem with Select that one spy player. say me please what I need to do to achieve the desired result.
  4. I am looking to see if there is a way to assign Zeus created units to an active player. Sure I can spawn units in on their side set way points etc and support them, but the point here is to give the players extra units to keep the battle rolling and allow them a degree of command over sections (Or via even High Command) I did search quite a bit and perhaps I phrasing the request wrong but I could not find anything that could facilitate this. I do however suspect it is not possible. (at least for now) Any help/pointers would be gladly received.
  5. The Wake [SP]

    A thermonuclear warhead detonated and killed over two hundred thousand people. Then the Chinese launched an invasion after bombarding the area with chemical gases. The gas was scientifically designed to hijack the human psyche and cause extreme outbursts of aggression or rage. To divide the populace against one another. Little did we know zombies could be real after all... --------------------------------------------------------POST APOCALYPTIC SURVIVAL HORROR---------------------------------------------------------A lot of mods I know but I promise you this is one of the greatest missions you never played. Planning on making a campaign more to come! Workshop link with further information regarding mods and links: http://steamcommunity.com/sharedfiles/filedetails/?id=1133588778
  6. Hello all I am working on a single player immersive Zombie mission and I am attempting to get my player to play an animation. I've never really done this I've normally always made the AI do them. So I have my guy here and a trigger. His name is [p1] I have in the Trigger act: p1 play or switchmove "AinvPercMstpSrasWlnrDnon_G01"; I walk into the Trigger and nothing. So is there something I need to know about animating an actual player not an AI unit?
  7. I'm trying to write a script for revealing all empty playerside vehicles to the player (MP & SP). This is how I've done it: 0 = [] spawn { while {true} do { _allEmptyVehs = vehicles select {{alive _x} count crew _x == 0 && (side==playerside)}; //vehicle should be empty (not counting the dead units) and on the player's side { player reveal _x; } foreach _allEmptyVehs; sleep 2; }; }; The problem is that the unit positions do not update on the map. Can someone please tell me what I'm doing wrong?
  8. Hello, I was wondering if it is possible to select the player object that is associated with a player's UID. What I am trying to achieve is a player save on the server profile.
  9. Story This is a script that I wrote a few weeks ago for a friend. It's supposed to simplify the loading of cargo onto vehicles by the player. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun. Content It is a single ~140Code-Line-Big Script to enable the Player to attach objects with other objects via the action menu in a simple way. Purpose The aim of this script is to make it easier to implement a universal script, which enables the player to attach objects in a specific manner. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Examples
  10. Teleport to players!

    It is a convoy mission, and the players are allowed to use whatever path they want. This makes me often loose them. But here is the issue. I want to be able to teleport to players as Zeus, but stuff placed in editor cannot be edited by Zeus. Is there a way to spawn PLAYABLE units in-game, so that i can just use them like normal ones? Or is there a way to go around the issue, for example by using some kind of a script?
  11. Hi. This is my first post, i usually try to search first, but i have found nothing to help me about my problem. I have a Hostage script that i found here in the forum. Hostage script by DrCox1911 , It works well, but on to my problem. When i start the mission on a dedicated server, my player character starts in the same position as the hostage and begin to untie him. It only happens when i play on a dedicated server, if i start a server from my game, it plays fine. What do you need to see, to begin to help me ?
  12. Hello, I've been working to get some guns in game for a friend; however, I've hit a roadblock with crashing errors. To be more specific, the game will crash whenever you preview or play a mission and you have one of these guns in your inventory. The crashes have a message saying "no entry .model", or I simply get a memory error crash. Due to it being a memory crash, I'd assume the crashing would be caused by a bad model.cfg, which shouldn't really be the case, since I am using the BI sample weapon model.cfg file, adjusted to my needs, of course. Here are some pictures of the weapons in game: https://steamuserimages-a.akamaihd.net/ugc/158032821958466197/0B998D220EF3D9E347AFEDA3DBEF3D5914805BC5/ https://steamuserimages-a.akamaihd.net/ugc/158032821958466084/5F271A78FC8C5BBCBD8F0641A68C4EC56E4A3D0C/ https://steamuserimages-a.akamaihd.net/ugc/158032821958465874/8029B0318F96F85565B24A92CC35C7F5DB350DC8/ Here is the model.cfg for one of the guns. The model.cfg for each weapon is the same, except for the p3d name change, of course. https://pastebin.com/Nksb7xyz Ammo.hpp https://pastebin.com/GqW4jABC Magazines.hpp https://pastebin.com/U0ahBL83 Weapons.hpp https://pastebin.com/KRDdmK8N Config.cpp https://pastebin.com/hdYuyS7P Apologies if any of it is long, this config is going to be a base for many more weapons later on.
  13. I'm building a multiplayer mission using ALiVE, ACE, and some other mods, which is intended to be a big 3 way factional battle, with BLU_F and OPF_F to be playable while leaving IND_F unplayable as the initial occupying force to be conquered. So far so good, still tweaking some of the objective modules and taors for balance, but I already have the support and logistics all functioning well thanks to lots of reading and studying of wikis. I can call in artillery and airstrikes just fine, and so on. I must admit, however, that I'm not a very good scripter and I often have to look up how others have done things in order to figure out something. My understanding of it, in regards to everything from syntax to eventhandlers is very very limited, so thanks in advance to this great, very knowledgeable community. So here's my question: I currently have players spawn in solo, ungrouped to any AI, but I want the player to have the option, with a radio command, to spawn a group of their choosing (one of the presets from the cfgGroups list I suppose), and have it join them under their command. As a second feature, when the unit the character is playing dies I would like the player to have the ability to respawn in the group, taking control of one of the other AI in his squad, which I generally already know how to set up IF the units are already set to be "playable" (respawn = 4; in description.ext), but have no idea how to set up if we spawn them ingame as initially unplayable AI. I have no idea how to do this. I have tried other options, such as just linking an unplayable group to the player in the editor, or even making all the units in the group playable for selection, but I ran into various issues, such as not being able to command the group if I selected a unit other than the leader to play from the lobby (obviously) or just having too many units spawning all over waiting for another player to join in order to command them all, or if I want to play ungrouped I'd have all these hangers on. All these issues I felt severely limited my options and I was getting rather frustrated. I finally decided, that for what I want to do, giving an initially solo player the chance to choose a group to command or none at all would be a fun option for the player and lead to a great range of diverse outcomes for how they want to experience the mission. Please bear with me and my lack of knowledge in this, and any help that leads to a solution is greatly appreciated.
  14. Hi, i need to know if i can detect what player is executing the script, and then depending of the name of the player send it to the box. thanks for support!!! _fnc_group = [["player_1", box_1], ["player_2", box_2]]; _fnc_select = (_fnc_group select 0) select 1; if (cash< 100) then { hint "no money to buy this!" } else { cash = cash - 100; _fnc_select addWeaponCargoGlobal ["rhs_weap_m4a1_blockII_bk", 1]; _fnc_select addMagazineCargoGlobal ["rhs_mag_30Rnd_556x45_Mk318_Stanag", 1]; hintSilent parseText format["<t color='#00FF3C'>thanks for for you buy</t>"]; };
  15. Hi ! For some reason, when a player disconnects, gets kicked, crash, he is replaced by an AI... I found this in the Init, would it be related to it ? OnPlayerConnected {If (_uid In ID_Players) Then {} Else {ID_Players = ID_Players + [_uid];};}; Is there a way of not getting an AI everytime a player disconnects ? Thx !
  16. Hi, i was playing 2 days ago Arma 3 with Exile Mod, CUP mods And CBA mod on server and without any issue But today i am trying to connect to any server with it keep me connecting and then disconnect and sometimes kicks me So i contact the admin of the server and he told me i see this error: 13:53:06 Client Ali-S - client's ticket has become invalid. Code: 6 I can only connect to servers that have Exile only with vanilla maps but any additional mods it's wont working I tried to troubleshoot this solutions: - Verified the game - Delete Savegame and MPMissionsCache folder - Downloaded all mods again - Tried from Arma 3 Launcher and A3 Launcher - Added/removed parameters - Restarted my PC and my router - Deleted my character from server - Tried new profile - Run as administrator for Arma 3 and A3 Launcher - Direct connect by using server IP Non of these helped, but the admin it could be your steam account ID is doing the issue so anyone have fix for this issue?
  17. Hey guys! So I have a really annoying problem that I've tried for hours to solve to no avail. Anyway, I'm trying to create an addaction with dynamic variable names on all players in multiplayer and then have it remove itself either when activated or later on in the script. The action will be to call an extraction heli, which is why I needed to add it to the players rather than the heli itself, because of the radius limitations. It seems to work perfectly on the host and on all clients as long as they join at the same time, but as soon as the first JIP player joins, the action can't be removed anymore. It's probably a simple fix but I just can't get my head around it. Here's just a simple example of how i'd like it to work. I was originally using the JIP remoteExec options rather than recreating the action on a loop but I thought it best to try and solve this problem first before getting into that. Any ideas? if (!isServer) exitWith {}; _var = "1"; call compile format [" while {true} do { [[], { testAction_%1 = player addaction [""<t color='#ff9900'>Test Action</t>"", { {player removeAction testAction_%1} remoteExec [""call"", 0]; hint ""this is a test action""; } , _this, 99, false, false, """", """"]; player setVariable [""action_Id_%1"", testAction_%1, true]; publicVariable ""testAction_%1""; }] remoteExec [""call"", 0]; sleep 10; {player removeAction testAction_%1} remoteExec [""call"", 0]; }; ", _var];
  18. Hello everyone, I have a question here. I started working on something that I considered really simple which turned out fast a bit more complicated. I've been continiously banging my head on my desk for the past hour so I decided to come over here where I would surely get help from some of the more talented folks out there. Basically how do I check if and what the player has selected in his inventory? For example: In this screenshot the player has selected the First Aid Kit. How do I check if he actually has done that?
  19. Hello, I found this script at armahaulic = www.armaholic.com/page.php?id=26369 With a minute amount of editing, I made it do what I want, which is just force first person on the player. // Author - Sokoloft & Rodeostar42 @ www.armaholic.com/page.php?id=26369 //3rdPersonView.sqf if (!isDedicated) then { waitUntil {!isNull (findDisplay 46)}; if( (difficultyOption "thirdPersonView")isEqualTo 0) then { while {true} do {}; }; if( (difficultyOption "thirdPersonView")isEqualTo 1) then { while {true} do { waitUntil {cameraView == "EXTERNAL" || cameraView == "GROUP"}; if (((vehicle player) == player) && (speed ( player)) >= 0) then { player switchCamera "INTERNAL"; }; sleep 0.1; }; }; }; How would I go about making it to were the player is kicked after numpad enter is hit more than 3 times. As well as in between, is given a warning via side chat, so people in server can shame the person, as well as it should have the persons name. So: %PlayerName% has tried to enter third person, stop now or you will be kicked! %PlayerName% has tried to enter third person, last chance, stop now! %PlayerName% has tried to enter third person, for the last time, and will now be kicked! As well as the only reason why I want to do this is because if you run, and spam enter, you can slightly get into third person for a second. This is really not a problem, since my mission is vs AI, however if a player decided to spam it, they can slow down the server quite a bit since the script is being done every time they hit numpad enter. As well as there needs to be a grace for players in vehicles, so that they can still go into third person and not be kicked. But not spam it at the same time! Any info would be helpful as I don't know what I'm doing xD
  20. Hi, i'm looking to configure correctly a trigger that doesn't fire if predefined player is present unit I_officer_F is the one that has to bypass the trigger, but all other team has to fire the trigger my trigger: Type : nothing Activation: nothing Condition Field : this && player in thisList && typeOf player != "I_officer_F" OnAct field : {_x Setdammage 1} Foreach thislist; what is the correct condition code pls ? cause the trigger doesn't work nothing happens to any player. i also tried to sync players whith to the trigger, they are the ones that has to fire it, but nothing happens. thanks in advance
  21. Hey, I'm trying to modify behavior of default in-game compass. To be more precise: I'm trying to make it show exact bearing faster. What I know is that: 1) there is a RscCompass object defined as a child class of RscObject 2) there is p3d model of it in A3 Data 3) there are 3 animation sources: compassArrow, compassCover and compassPointer 4) you can influence compass behavior with setCompassOscillation command, but it only controls its precision What I'm missing: How do I get compass object itself so I can animate it? Or where is the function responsible for moving the arrow/pointer around? Is it even possible to change it or do I have to create compass object from the scratch with my own functions? Cheers
  22. Hi everyone, Due to some 3rd Party music being used in the Altis Fallout, sadly we have no option but to disqualify this entry in the Singleplayer category. As such the next highest voted mission will take it's place, this being "Codename Leonardo".
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