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More very useful scripts for Arma 3. Useful for multiplayer missions.


Here are a few more useful scripts for use with multiplayer missions.

Set custom rain with an easy script.

0 setOvercast 1;
0 setRain 1;
0 setFog 0.1; // snow affects visibility at distance
setHumidity 0.9; // don't want to see dust clouds
enableEnvironment [false, true]; // don't want to see snakes and butterflies either
 
forceWeatherChange;
[
	"a3\data_f\rainnormal_ca.paa",	// rainDropTexture
	1,	// texDropCount
	0.01,	// minRainDensity
	15,	// effectRadius
	0.3,	// windCoef
	0.5,	// dropSpeed
	0.7,	// rndSpeed
	0.5,	// rndDir
	0.01,	// dropWidth
	0.01,	// dropHeight
	[0.2, 0.1, 0.1, 1],	// dropColor
	0.1,	// lumSunFront
	0.1,	// lumSunBack
	5.5,	// refractCoef
	0.3,	// refractSaturation
	true,	// snow
	false	// dropColorStrong
] call BIS_fnc_setRain;

Spawn a mortar crew with sandbags to defend an area.

mortars = [
	["Box_EAF_AmmoVeh_F",[0.236328,0.152344,0.000679016],0,1,0,[0,1.67666],"","",true,false], 
	["UK3CB_CHD_I_2b14_82mm",[-2.05469,0.228516,-0.0754776],0,1,0,[0,1.67666],"m1","",true,false], 
	["UK3CB_CHD_I_2b14_82mm",[0.0288086,2.89453,-0.07547],0,1,0,[0,1.67666],"m2","",true,false], 
	["Land_fort_bagfence_round",[-4.54443,0.546875,0.0318146],265.827,1,0,[1.67222,-0.122057],"","",true,false], 
	["UK3CB_CHD_I_2b14_82mm",[0.988281,-3.40625,-0.0754547],0,1,0,[0,1.67666],"m3","",true,false], 
	["UK3CB_CHD_I_2b14_82mm",[3.3252,-1.91602,-0.0754547],0,1,0,[0,1.67666],"m4","",true,false], 
	["Land_fort_bagfence_round",[-0.477051,-5.44922,0.0158691],209.563,1,0,[0.827414,-1.45849],"","",true,false], 
	["Land_fort_bagfence_round",[0.0932617,5.96289,0.000167847],0,1,0,[0,1.67666],"","",true,false], 
	["Land_fort_bagfence_round",[5.5957,-2.41992,-0.0312424],98.9748,1,0,[-1.65615,-0.261632],"","",true,false]
];
 
_static99 = [Loc, 400, 200, 10, 0, 0.5, 0] call BIS_fnc_findSafePos;
 
gunz = [_static99, 0, mortars ] call BIS_fnc_objectsMapper;
 
sleep 1;
 
{
	createVehicleCrew _x;
} forEach [m1, m2, m3, m4];

This is an easy way to do this by spawning a composition and then putting a crew in each gun. This is the best way to do this. And you may name certain items and script them later.

{
	createVehicleCrew _x;
} forEach [m1, m2, m3, m4];

Add this to the initPlayerLocal.sqf file and this will enable a full heal when using the healing animation in Arma 3.

player addEventHandler ["HandleHeal", {
	_this spawn {
		params ["_injured","_healer"];
		missionNamespace setVariable ['Health',getDammage _injured,FALSE];
		_damage = Health;
		if (_injured == _healer) then {
			waitUntil { damage _injured != _damage };
			if (damage _injured < _damage) then {
				titletext ["You used Bandages and Morphine.", "PLAIN DOWN"];
				_injured setDamage 0;
			};
		};
	};
}];

This code will allow the spawning of AI between 1950 and 2550 meters from the centre of a circle. This is useful to spawn AI around an area that will attack it from the outside. They will move in and search the area for enemies.

#define ASSUALTERS "rhsgref_group_chdkz_infantry_aa","rhsgref_group_chdkz_infantry_at","rhsgref_group_chdkz_infantry_mg","rhsgref_group_chdkz_infantry_patrol","rhsgref_group_chdkz_insurgents_squad"
 
private _enemiesArray = [grpNull];
 
for "_i" from 1 to 5 do {
	_patrolGroup9 = createGroup east;
 
	_randomPosInf = [Loc, 1950, 2550, 0, 0, 20, 0] call BIS_fnc_findSafePos;
 
	_patrolGroup9 = [_randomPosInf, EAST, (configfile >> "CfgGroups" >> "East" >> "rhsgref_faction_chdkz" >> "rhsgref_group_chdkz_insurgents_infantry" >> [ASSUALTERS] call BIS_fnc_selectRandom)] call BIS_fnc_spawnGroup;
	[_patrolGroup9, [Loc, 200, 200, 0, false]] call CBA_fnc_taskSearchArea;
	_enemiesArray = _enemiesArray + [_patrolGroup9];
	_patrolGroup9 enableDynamicSimulation true;
 
	_patrolGroup9 setBehaviour "SAFE";
	_patrolGroup9 setCombatMode "WHITE";
};
 
sleep 2;
 
_randomPosNein = [Loc, 1950, 2550, 0, 0, 20, 0] call BIS_fnc_findSafePos;
 
sleep 0.3;
 
//[[65.882,16971.2,2800], "ammo_Missile_Cruise_01", , 180, false, [0,0,0.25]] spawn BIS_fnc_exp_camp_guidedProjectile;
 
sleep 0.3;
 
private _TankVic2 = createVehicle ["UK3CB_CW_SOV_O_LATE_2S6M_Tunguska", _randomPosNein, [], 5, "NONE"];
createVehicleCrew _TankVic2;
_TankVic2 setFuel 0;
 
["NotificationCounterattack", ["Allied forces are moving into the AO, they are helping the battle."]] remoteExec ["BIS_fnc_showNotification", 0];
 
sleep 1;
 
{
	_x addCuratorEditableObjects [allUnits,true];
} count allCurators;

Wait until 2 triggers have been activated before ending the mission. This works just fine.

sleep 1;
 
waitUntil {
	sleep 6;
	((triggeractivated adt) && (triggeractivated tower2))
};
 
['task3','SUCCEEDED'] call BIS_fnc_taskSetState;
 
sleep 4;
 
["NotificationEndOperation", ["The battle is over, good work boys!"]] remoteExec ["BIS_fnc_showNotification", 0];


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