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  1. Hello! I decided to release this mission that I use to test my weapons in-game. The mission is actually extremely simple but fun to play. Makes you feel like being in an action/ military movie :) This mission will be a little bit different everytime you try it. You can add object to the mission if you feel like but there's a chance that the mission won't happen where the objects are. I suggest not to read spoilers and try the mission first for full experience. Feel free to give feedback and suggestions as i'm not an expert when it comes to scripting. Tested and recommended CUP Terrains What's the mission about? SPOILERS... Installation 1. Create a group (BLUFOR or OPFOR) size of YOU + 1-7 AI's. Personally I recommend 1-3 AI's. No vehicles 2. Move the units into a poistion you wan't the mission to be close to. Position can be anywhere except in water. 3. Save the mission after you're happy with the loadouts and position of the units. 4. Copy all the files from MissionMadeByBnae folder to the mission folder you made in step 3. 5. Play and enjoy the mission. DROPBOX LINK
  2. Toni's Barrier Menu v1.0 Alpha Q: What is it? A: It is a Small script contained within an Addon that allows users to spawn barriers. Its good for anything from Milsim to Roleplay to just messing around in the Editor. Q: Didn't Someone Already Make a Script Similar to this? A: Yes, Warnerm14 did for Altis Life Framework but his was based on AddActions. Mine is A full GUI based solution and its modular (Can be used as a standalone addon or ported into a mission framework) Features: Inventory button for easy access, Simple to use GUI, Fully customizable, Portable to a mission file if the addon is not what you need. Download/View Source Code From Github Download From Google Drive Lemme know what you all think and feel free to leave a reply with opinions. Please Report issues on Github! :)
  3. Custom AI Creator Welcome everyone to Custom AI Creator v 1.0. This is a remake of my previous ones 0.1 and 0.2 in which this time the functions are gets saved in the CFG Functions instead of being read from the mission file. To know more about the benefits of the CFG Functions, click here :) Other updates of this file are now I have re-written the function setAiLoadout to a more efficient version and added a new function parseLoadout. These two together replace the old and awful version of setAiLoadout. This version of the CAC only spawns the AIs and sets their gear, future updates will be creating functions that task those AIs. Already started on those :) I have documented all the functions in google docs. The functions that need you to set them up I have written detailed instructions on how you can set them up :) If you find any difficulty in understanding a function please let me know. I am always on TS: and on the forums here :) Cheers LICENSE: You are free to use the file as you wish as long as you keep the credits. You can edit the functions too as you wish however would appreciate letting me know if the changes you make would be useful to the rest of the community. Re-uploading the file is not allowed without permission (unless on ArmaHolic). I would like to keep tabs on file so when I feel it needs updating I can easily do it. You can re-share this file with others as you wish as long as you do not re-upload it to the public. Cheers. Credits in the document, please read them and please respect them. Do not forget to give me feedback. LINKS Description.ext & Functions File Document How to use Take the description.ext or if you already have one merge it with yours. Simply copy the function's file "Custom_Ai_Creator" into your mission folder and set up the functions that need setting up. Those are: fn_setAiLoadout fn_spawnAiUnit fn_spawnInfantry fn_spawnVehicle That's it, you are set to create your AIs in your mission file as you wish :) Now go over and make your mission then share em with me
  4. Hello everyone Again :) So my friends at our community "Arma Team Play" made a new doc which contains the class names for all vehicles and units. Instead of just linking the class Names for units I am going to link all units. If there are any missing class Names let me know and I will add em. Luckily I have access. You will find the docs are well organized (mostly) according to Type, DLC, etc for easy use. Military Cloth Class Names Weapons and Mags Class Names CFG Vehicles Class Names Cheers
  5. Hello all, Found it a bit of a headache getting the useful links for Arma so thought I should gather them all in one place. I know the list is missing other stuff, but I am sure you will like it either way and will tell me what else to add in there. I am also working on a small surprise that you guys will love, wish me luck with it :)
  6. Custom AI Creator Hello developers, feeling good?? I hope the answer is yes and hope this functions file makes you feel even better :) The sqf file linked below is a group of functions that would help you create AI’s with your own custom gear, the document is the instructions manual for those functions. The Functions available in that file enable you to spawn a single AI with your own choice of gear, a whole squad, and even vehicles full with AIs. The best thing is when you decide to call one of those functions you can do it on one line, some functions all you need to do is give it the location and it will do the rest. PS. You will need to spend some time setting the gear for each soldier type but don’t worry, there are detailed instructions. I have made this file for my community's use but thought I should share it with all of you and please keep in mind, these are my first functions ever so I hope I get a lot of constructive feedback that would help me get better :D LICENSE: You are free to use the file as you wish as long as you keep the credits. You can edit the functions too as you wish however would appreciate letting me know if the changes you make would be useful to the rest of the community. Re-uploading the file is not allowed without permission. I would like to keep tabs on file so when I feel it needs updating I can easily do it, however, you can re-share the link to the document freely since any changes made there will be seen by all. Cheers File Download DOCUMENT >>> Click Here Armaholic >>> Click Here V 0.2 (01/04/2017) >>> Click Here V 0.1 (30/03/2017) >>>Click Here CHANGELOG V 0.2 (01/04/2017) Changed the switch in "YI_fnc_setAiLoadout" to if-else statements for faster code execution (Document updated as well). Edited the "YI_fnc_squadCreator" to take allow you to choose a faction, default faction is still east though you can change the default easily from the function parameters yourself. Edited the "SER_fnc_spawnVehicleSquads" to allow you to choose a faction, default faction is still east though you can change the default from the function's parameters yourself. Edited the "SER_fnc_spawnVehicleSquads" to allow you whether or not you would like a spawned helicopter to spawn on ground or in air. (Default: Heli will spawn in air unless you specify otherwise) Added the "forceAddUnifrom" command to the document this way all clothes can be worn by all factions. Removed all private variables declaration due to them being useless lines of code V 0.1 (30/3/2017) First Release Other Releases Clothes Class Names Weapons and Ammunitions Class Names
  7. INCONTINENTIA'S UNDERCOVER / CIVILIAN RECRUITMENT This is a complex and performance friendly undercover simulation for players and their AI subordinates. Work as a guerrilla cell, go undercover, recruit comrades, and cause mayhem. SP / Coop and Dedi compatible. (For those of you who've used my previous undercover scripts, this release is a significant upgrade and represents a few hundred hours' work and testing over the last version, so hopefully you'll see the improvement!) Requires: CBA FEATURES General Virtually every factor that can affect your cover (within engine limitations and the caveats mentioned below) has been accounted for. Optimised to the max; should not noticably affect performance at all - no noticeable performance impact even during a stress test of 45+ undercover units simultaneously undercoverising several enemy patrols. Operates primarily on each client - server / client interaction is therefore kept to a minimum even when multiple players are undercover at the same time Compatible with RHS, ACE, ALiVE, Zeus, ASR, bCombat, TPWCAS, VCOM... pretty much everything its been tested on (some factions' helmets and bandannas may not be recognised but the overall effect of this will be minimal - if you desperately want all features, use vanilla or RHS versions of these assets) Comprehensive undercover / incognito simulation - Works on players and their AI group members Quick, easy setup: most aspects of the script are automatically implemented based on the settings you choose Can run in the background even when the mission isn't focused around undercover operations - automatically reduces checking overhead when unit isn't undercover so it should be practically unnoticeable No need to turn the script on or off - it just works No checkboxes, compromised notifications or any other "gamey" stuff; just an optional hint when you're obviously hostile and when you aren't - the rest is up to you Responds to whether the units are in vehicles or on foot, dressed as enemies or civilians, whether the unit's face fits or doesn't fit in with the faction they are pretending to be, or whether it is day or night, with each situation requiring players to behave appropriately Suspicious enemies may challenge or watch and follow undercover units if they act weirdly; the more weird stuff you do, the more likely they are to see through your disguise (you can even use this to your advantage to draw enemies attention away from another unit while they do something suspicious - just don't get too cocky or they will open fire on you) Players must "act" their role; doing weird stuff will raise suspicion and could blow your cover - if you point your weapon at an enemy and they see you doing it, they will get suspicious very quickly. Equally, if an enemy sees you crawling around or planting explosives, you're not going to stay undercover for long. Enemies will detect if undercover units are the nationality of the group they are impersonating; covering your face with a scarf or bandanna will reduce this but not as much as choosing undercover units whose faces fit in with the people they are trying to impersonate All actions have consequences, good or bad. If the MRAP you're driving gets a bit close to a patrol, moving into the back of it and out of sight of the enemy might just save your skin. Equally, putting a balaclava on when you're a civilian will attract a lot of attention - which is especially not good if you're already carrying a military rucksack. Once undercover units become compromised, enemies will remember the vehicles they are spotted in and clothes they are wearing - change your clothing (both uniform and either headgear or goggles) and if no enemies see you doing it, your new disguise may stick Easily switch disguises: take enemy uniforms from nearby crates, vehicles, dead bodies and the ground (and order AI subordinates to do the same) Quickly conceal and un-conceal your (and your subordinates') weapons if you have the inventory space - without faffing with inventories Different configurable detection systems for regular and asymetric enemy forces Stealth kills work - If nobody sees you firing a shot, your cover will remain intact BUT, enemies do remember suspicious units - if you kill someone and other enemies of that side already know who you are and that you are nearby, there is a chance your cover will be blown regardless However, your cover will return if you kill everyone who knows about you before they can spread the word Different behaviour for regular and asymmetric forces Define a side as asymmetric and they will not be able to share your identity outside of the local area, but they will be better at spotting imposters Define a side as regular and your cover will stay blown for much longer and for a much wider area once compromised... but they may not have such a good nose for imposters (Optional) Civilian Recruitment Undercover units can recruit civilians to join their group The more enemies you kill, and the more chaos you are associated with, the better your reputation will become The better your reputation, the more likely civilians are to join you Kill enemies without getting spotted and there is a chance they will lash out against civilians, with a potential to cause a civilian uprising (optional) Automatically arm ambient civilians with weapons and items which they may use if recruited or during an uprising Try to steal civilians' clothes from them (but be prepared that your reputation will take a hit or you may become compromised) (Requires ALiVE) Turn recruited units into a profiled group to be used by AI commander of the same faction as the undercover unit (add to object init: this addaction ["Profile group","[player,'profileGroup'] remoteExecCall ['INCON_ucr_fnc_ucrMain',2]",[],1,false,true]); USAGE Add all files from Incon-Undercover folder into your mission folder. If you already have a description.ext or initPlayerLocal.sqf then add the code to your existing files. (Make sure to delete any previous version of my undercover scripts). In description.ext, if the class is already defined (for instance, cfgFunctions), just add the #include line to the given class. Configure your settings in the UCR_setup.sqf file in the INC_undercover folder (pay close attention to these, one wrong setting can lead to some weird behaviour). For each out of bounds area, place a marker over the area with "INC_tre" somewhere in the marker name (e.g. "MyMarkerINC_tre" or "INC_tre_sillyMarkerName_15"). The script will handle the rest. But if you want, you can also include other markers by listing them in the relevant array in UCR_setup.sqf. Add in Incon Persistence if you want your band of merry men to persist between ALiVE sessions (this is now a separate script but automatically persists reputation). For each playable undercover unit, put this in their unit init in the editor: this setVariable ["isSneaky",true,true]; Non-player units in the undercover unit's group do not need anything; the script will run on them automatically on mission start. Caveats / Compatibility: Only one side can have undercover units at a time (so no east undercover and west undercover units undercoverising each other at the same time) Only one side can be defined as asymmetric at a time and only one side can be defined as regular - and both must be hostile to the undercover unit's side. So if having a three-way war, one side must be asym and the other regular. If having a three-way (...war), it is recommended to not have any incognito factions as an engine limitation means that incognito units (i.e. those disguised as the enemy) will be seen as friendly to all - could break the immersion if you're dressed as OPFOR and GreenFOR don't shoot at you when they should. For mission makers - just be aware that the following could affect your mission: enemy units may wander from their original positions to follow undercover units if they become suspicious. Also, when compromised by regular forces, an undercover unit's description will be shared across other enemies in the local area after some time if they don't kill everyone who knows about them Works on all tested mods. If you find an incompatibility, tell me! Credits Massive thanks to Spyderblack723 for his help creating some of the functions and correcting my mistakes / oversights on the original release. Also for generally being super helpful over the past year as I've got into modding. Grumpy Old Man, Tajin and sarogahtyp are responsible for creating a performant detection script, which I then adapted and used as a basis for the undercover script, so thank you to those guys too. Also thanks to das attorney, davidoss, Bad Benson, Tankbuster, dedmen, fn_Quiksilver, marceldev89, baermitumlaut and Duda123 for some top optimisation tips. And huge thanks to accuracythruvolume for testing and feedback. DOWNLOAD v1.0 FROM GITHUB. CHANGELOG
  8. Hello everyone, I'm still learning to code but I made a simple survival system for a gamemode I am working on. So I decided to share it with you. It includes: A cash system A Hunger/Thirst system Multiplayer supported! Download Current version: 0.2.1 Author: V0RT3X_SL4Y3R (Sciirof) DropBox or No Mods Survival system v0.2.1 Changelog Version 0.2.1: Survival system fix (thanks to bad benson) Version 0.2: Player does not instantly die when hunger or thirst is at 0 or below (thanks to bad benson to point me out on this!) (Temp) I am still working on a food/drink inventory UI at the moment. For now it just saids how much drinks/food you have. (How to acquire food/water is in the demo) Demo mission added! Loadout shop in the demo WIP Features that are being worked on: Food/Drinks Inventory UI Arma 3 props used as food/drinks as inventory items for the inventory UI Random spawn positions for the food and drinks props Gun shop UI (Buy/Sell) License If you are to modify the scripts make sure to give proper credit to the original creator. If any of these scripts cause any sort of damage I am not held responsible. I cannot confirm if these scripts will work with any other scripts in Arma or your mission. Donate I am not the best out there, so donate only to those you respect or think deserve a donation! I am only a student the only reason the donation button is here is to save me drink. For a proper installation of this system in your mission file, please make sure to read the IMPORTANT.txt file.
  9. Yeah, looks like the sound overhaul is going full steam ahead. If only the forum upgrade went as well. More like forum downgrade, bet we won't get post autosaving anymore. Really, I remember vBulletin and it had its quirks, but it was quite usable. Whatever we had before... mostly worked. And now we have another step down.
  10. Hello everyone, As you may have noticed, the forums have now been upgraded. Please use this thread to provide any feedback you might have. Best regards, BohemiaBeck
  11. Simple Bomb Defuse [script] - v1.2 Description: Idea was to create simple "mini-game" / "chalenge" when defusing bombs in game, where unit have little time to think and create space for errors. With this script you can add possibility to "screw something" when deactivating mines. Script randomly generate string of 3 color matrix, where unit must identify which color have most appearances in matrix and cut that color wire accordingly. You can stress out unit with timer you set for deactivating the bomb. If unit cut wrong wire or timer runs out, then bomb will explode. Best object to make bomb is burning barrel, but you can use any object, just need to modify little attached objects. I added C4 and light and beeping sound to improve finding bomb in dark. Bomb can be defused with any unit, just need to have toolkit in inventory. In future, I can modify script for demotilion class only if needed. Should be working on multiplayer / dedicated server, need more testing. Instalation: - copy folder "bomb" into your mission folder - include line #include "bomb\cfgFunctions.hpp" into your CfgFunctions class in description.ext file Example: class CfgFunctions { #include "bomb\cfgFunctions.hpp" }; Usage: - place unit in editor - place object in editor (barrel) - In object init line put null = ["object", "time", "kit", "debug"] execVM "bomb\bomb.sqf"; Example: null = [this, 10, true, false] execVM "bomb\bomb.sqf"; Configuration: "object" - object to transform to bomb, default: this "time" - time in seconds for bomb defuse, default: 10 "kit" - boolean value if needed tools to defuse bomb, default: true "debug" - boolean value if need show right wire to cut, default: false Settings: open file ../bomb/settings.sqf in bomb folder where you can change internal settings of script. _choices - array of choices to cut wires, more choices will have more colors to cut, default: red, green, blue _explosion - change classname of explosion, possible values in comments _matrix - show size of maxtrix with colors, default: big _expertMultiplier - if expert is defusing bomb, unit will have more time to defuse bomb, default: 2 (time * 2x) Features: - friendly hint with instructions - hint is showing only to defuser - ace3 support - JIP friendly - multiplayer / dedicated server friendly - easy installation - plug & play system - specialist have more time to defuse bomb - custom time for specialist - defusing bomb with ToolKit or DefusalKit - random generation of matrix - custom size of matrix - custom choices (number of wires) - beeping sound - blinking light Planned: - dialog for cutting wires - cutting wires in right order - when wrong cut, timer will accelerate - "slippery hands" ( this is where I move toolkit from unit inventory and spawn it next to him, as he can't cut wires when he dont have toolkit) - probability of second wiring ( first wiring is dummy ) Changelog: v1.2 - reformat to functions - added multiplayer / dedicated server support (tested) - JIP friendly (tested) - hint showing to only defuser (tested) - battle-tested in real environment - changed to "plug & play" system - added settings.sqf file - added readme.txt file for instructions - cleaned code v1.1 - added ace3 support - added customizable explosion size - added customizable size of maxtrix - added more wires (custom) - specialist have more time to defuse bomb - custom time for specialist (default 2x time) - custom internal settings - added documentation - added simple mission for test v1.0 - public release License: Use it for public, non monetized purposes only. If you have modifications, use pull request in git repo. Will revise/include them in script. Disclaimer: Do not incorporate this script or portions of it in monetized products or servers without asking for permission and obtaining approval from me! Credits: Larrow - fix for c4 attachment MILHAUS_CZ - testing JIP and DEDI Issues: - please use issue tracker - hint showing to every player - not damaging player with ace3 Download: Preview: Media:
  12. Script name: Arma 3: Slot access control lists Version: 1.0 Release: Issues: Source: Script allows to configure whitelists and blacklist for playable slots. You can restrict/allow certain players to occupy a slot. See video for demo -
  13. Script name: Arma 3: Custom chat commands Version: 1.0 Release: Issues: Source: This script allows to implement custom chat commands in your mission, started from a special character. You may configure commands like "!help", so when people playing your mission enter this as regular chat message - the associated code will be executed. See video for demo.
  14. *********************************************** Sarogahtyps Spawn Script Creator - SSSC Alpha 0.4 the easy way to cache ur units, vehicles and their waypoints by Sarogahtyp Gives mission designers the ability to delete and spawn their editor created units, vehicles and waypoints as often as they want and at the time they wanna. Actual version: Alpha 0.4 Key Features: units and vehicles spawn with the same behavior, damage, loadout (and so on) as they had before they were deleted waypoints are synced with other waypoints and triggers as they were before they were deleted every spawned object has the same group assignement as prior deletion see the full list of what is stored and reset after spawning in spoiler: How to apply this script to your mission: Downloaded and unpack the .rar file. copy the content of the folder "SSSC" to ur mission root. If u already have a description.ext then integreate the one in SSSC to your own description.ext How to use this scripts functions in your mission: everey function returns true if it is ended. thats usefull for checking if its ended when using spawn instead of call. 1. you have to mark one unit of each group which should be handled (saved, deleted, spawned) at the same time: saroSSC_fnc_mark [_unit, _index] call saroSSC_fnc_mark; _unit is those one unit of the group which should be handled. _index is a number chosen by you to differentiate sets of groups to handle. Example: if u have 2 groups ( A and B ) which should be deleted at start of mission and another group ( C ) which should be deleted after its done something then u mark like this: In the init field of one unit of group A and one unit of group B: [this, 0] call saroSSC_fnc_mark; In the init field of one unit of group C: [this, 1] call saroSSC_fnc_mark; now group A and B r marked with index 0 and group C with index 1 saroSSC_fnc_save [_index] call saroSSC_fnc_save; Use this function at the time u want to save the actual behavior of ur prior marked groups. At this point all information is saved and your groups will be spawned later with the behavior of this point of time. [0] call saroSSC_fnc_save; [1] call saroSSC_fnc_save; saroSSC_fnc_delete [_index] call saroSSC_fnc_delete; Use this function at the time u want to delete all objects and waypoints of ur prior marked and saved groups. [0] call saroSSC_fnc_delete; [1] call saroSSC_fnc_delete; saroSSC_fnc_spawn [_index] call saroSSC_fnc_spawn; Use this function at the time u want to spawn all objects and waypoints of ur prior marked, saved, and deleted groups. [0] call saroSSC_fnc_spawn; [1] call saroSSC_fnc_spawn; saroSSC_fnc_destruct [_index] call saroSSC_fnc_destruct; Use this function at the time u dont need the information stored with saroSSC_fnc_save before to free some memory. After using this function u could use saroSSC_fnc_save, saroSSC_fnc_delete and saroSSC_fnc_spawn again on the same marked sets of groups. [0] call saroSSC_fnc_destruct; [1] call saroSSC_fnc_destruct; saroSSC_fnc_unmark [_index] call saroSSC_fnc_unmark; Use this function at the time u dont like to do anything with ur prior marked set of groups. After using it u have to mark again first before u can save, delete and spawn. [0] call saroSSC_fnc_unmark; [1] call saroSSC_fnc_unmark; saroSSC_fnc_update_triggers call saroSSC_fnc_update_triggers; This function is needed only if mission designer creates triggers by script during mission. It should be run after such scripted trigger creation to update known triggers. Thats neccessary because SSSC gets all triggers at mission start only. no arguments and no return value. Planned features: implement option to pass mission designers custom code for execution after spawning (like EHs) store and reset units trait - DONE store and reset units hitparts - DONE store and reset vehicles hitparts - DONE store an reset vehicles loadout - DONE add killed EH for group leaders to ensure group handling works after leader died - DONE add function to update known triggers (if someone creates triggers during mission) - DONE add options array to switch storing of specific info on/off relase BETA version add function to copy the whole spawn script to clipboard. with this feature mission designers are able to create their own spawn script without saving all information to memory during mission. release FINAL version armaholic release page Script Download (Dropbox) Example Mission (Dropbox) Known issues: 1. A set of group with e.g. index 0 cant interact with waypoints or triggers of a set of groups marked with 1. If u need to interact groups with the same waypoints and trigger then you have to ensure that they are marked with the same index. 2. Found a bug if a group waits at a join (or join and lead) waypoint for the other group and then using save, delete and spawn methods at this situation. Both groups r double spawned if that bug encounters and after that they behave weird. I think I know why that happens and will fix it soon. Changelog: V 0.4 Alpha - 13.06.2016 added new function saroSSC_fnc_update_triggers to update known triggers added vehicle loadout support substituted some forEach with count to speed up things a bit did some clean up work on scripts added killed eventhandler to leaders to get script also working if a leader dies added support for partial hitpoints of units and vehicles. V 0.31 Alpha - 09.06.2016 fixed a bug with muliple deletions and spawns, it was not working - now it is added handling of units trait (medic, engineer, explosiveSpecialist, UAVHacker, camouflageCoef, audibleCoef, loadCoef) V 0.3 Alpha - 08.06.2016 Initial Release Enjoy! *********************************************** Development Section in this section u can get information about the progress since the latest release and you can get a downloadable dev version with an own changelog and an own dev version number, too. I added that section because I want to give mission designers the ability to add all new features as soon as possible without bothering foxhound everytime I added 2 or 3 commands to the scripts. next steps: global: fix bug desribed in known issues (double spawning maybe caused by group unification and seperation) add function to pass custom code which will be executed after spawning. that could be EHs or disable AI commands or whatever u like. add support for allVariables, getVariable and setVariable units: add support for setBleedingRemaining and getBleedingRemaining - DONE add support for getOxygenRemaining - DONE add support for unitRecoilCoefficient - DONE vehicles: add support for setCollisionLight and isCollisionLightOn add support for getFuelCargo, getAmmoCargo, getRepairCargo add support for isLightOn and setPilotLight add support for locked and lock add support for lockCargo and lockedCargo add support for lockDriver and lockedDriver add support for lockTurret and lockedTurret add support for canUnloadInCombat and setUnloadInCombat groups:add support for setGroupIdGlobal instead of setGroupIdrelease:release Beta version actual dev version: SSSC Alpha 0.4 dev 4 Changelog since latest relase: SSSC Alpha 0.4 dev 4saving of stuff in backpacks, vests and uniforms inside of vehicle inventories supported in Multiplayer now, too.SSSC Alpha 0.4 dev 3added saving and respawning of items, magazines and weapons which r inside of backpacks, vests or uniforms inside of a vehicles inventory. that was freaky hard to implement ;-)SSSC Alpha 0.4 dev 2completed saroSSC_fnc_set_options - now u r able to set saving options for units and vehicles. see fn_set_options.sqf header for further informations. this function has to be called before saroSSC_fnc_save. it will destroy all allready saved information because of array structure changes.SSSC Alpha 0.4 dev 1 added support for setFace and face added support for setNameSound and nameSound added support for setPitch and pitch added support for setAmmo and ammo added function saroSSC_fnc_set_options to enable/disable saving of specific infos (only unit options r implemented upto now. see header of fn_set_options.sqf) restructured some array for faster handling download link: SSSC Alpha 0.4 dev 4
  15. Leaking liquid [script] - v1.0 Description: Idea was to help fellow coders. Created liquid stream with particles effect. It can be used for leaking water, oil, blood, etc ... Included example mission with guy pissing and leaking oil truck. Enjoy. Installation: - place unit / truck in editor - in init of unit enter null = this execVM "pee.sqf"; //unit or null = this execVM "leek.sqf"; //truck Features: - leaking liquid - pissing - leaking fuel from truck untill fuel is empty Planned: - catch fire if leak is from oil - refactor to function - create leak hole in cistern upon fire - create leak hole in barrel upon fire (leaking water) - give option to choose color of stream (yellow, blue, black, ...) - multiplayer/dedicated server testing Changelog: v1.0 - public release License: Use it for public, non monetized purposes only. If you have modifications, use pull request in git repo. Will revise/include them in script. Disclaimer: Do not incorporate this script or portions of it in monetized products or servers without asking for permission and obtaining approval from me! Issues: - please use issue tracker - need more testing Download: Preview:
  16. Hello, this script has been refactored and proven for 1 year already Current version: 1.0 What is it? This is a cron manager for Arma 3. It is a similar for crontab in Linux or Task Scheduler in Windows. It allows you to execute code at a scheduled time, repetitive or not. Script will help to avoid endless loops and make performance optimized missions with greater flexibility in terms of managing your code execution. This script is designed for server-side execution, but also works in SP What's inside? Script contains of 4 functions: RWT_fnc_cronInit - initializes cron manager, executed on postIinit RWT_fnc_cronJobAdd - adds jobs to cron manager RWT_fnc_cronJobRemove - remove job from cron manager RWT_fnc_cronJobRun - function that runs the code, when its time comes Example use case? Make an explosion in 30 minutes Periodically run garbage clean up code, say every 2 minutes Any other usecase which requires higher time lags (minutes, hours) How to start using it? Script is packaged according to guidelines of Arma 3 Mission Skeleton, so if you are using it, just download it to your mission's addons folder and run build script. If you are more experienced mission maker or scripter - grab the source from github. To add a task: [{hint str time},[],0,20,0] call RWT_fnc_cronJobAdd; // will display time every 20 seconds Please read the comments and description to functions Source - Package -
  17. In this thread we'll post announcements about Experimental Ports updates. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss these updates here.
  18. Sometimes it's useful to discuss updates to the Steam Development branch in one centralized place. Let's use this thread for that. The changelog thread can stay clean and do its thing. It mainly serves for our team to rapidly see if a daily update is very broken or very epic :ph34r: Actual issue reporting should still happen via the Feedback Tracker of course. Thank you!