### ArmA 3: Hostage Setup and Rescue Script Source: https://stokys.github.io/web/c/index This guide details setting up a hostage NPC and a rescue script in ArmA 3. It involves disabling the hostage's simulation, playing an animation, adding a rescue action, and creating a 'hostage.sqf' script to enable simulation, join the player's group, and remove the action upon rescue. ```ArmA 3 Init Field this enableSimulation false; this switchMove "InBaseMoves_HandsBehindBack1"; this addAction ["Rescue", "hostage.sqf"]; ``` ```hostage.sqf hostage enableSimulation true; [hostage] join player; removeAllActions hostage; ``` -------------------------------- ### ArmA 3: Setup Target Elimination with Modules Source: https://stokys.github.io/web/c/index This snippet outlines the steps to set up a target elimination scenario using ArmA 3's Systems: Modules: Intel. It involves creating a target NPC, a trigger for when the target is not alive, and linking 'Create Task' and 'Set Task State' modules. The 'Set Task State' is set to 'Succeded' and linked to the trigger. ```ArmA 3 Modules 1. Create target NPC and name him `target`. 2. Place down a trigger that will activate when: `!alive target`. 3. Open Systems: Modules: Intel. 4. Place modules "Create Task" and "Set Task State". 5. Sync "Create Task" to "Set Task State" module. 6. Sync "Set Task State" to the Trigger. 7. "Set Task State" set state to "Succeded". 8. "Create Task" set position on synced. object and sync it with the target. ``` -------------------------------- ### Configure Mission Parameters in ArmA 3 Source: https://stokys.github.io/web/bb/index This configuration allows for the creation of customizable mission parameters at the start of a server mission. It defines parameters with titles, selectable values, corresponding display texts, and default selections. ```ArmA 3 Script class Params { class ViewDistance { title = "View distance"; values[] = {500, 1000, 2000, 5000}; texts[] = {"500m", "1000m", "2 km", "5 km"}; default = 1000; }; }; ``` -------------------------------- ### ArmA 3: Custom Respawn Inventory Templates Source: https://stokys.github.io/web/bb/index This section details how to create custom respawn inventory templates in ArmA 3. It covers both completely custom loadouts with specific weapons, magazines, items, and linked gear, as well as pre-existing character templates. Activation/deactivation is handled by BIS_fnc_addRespawnInventory and BIS_fnc_removeRespawnInventory. ```Arma Script class CfgRespawnInventory { class CustomTemplate { displayName = "Light"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\Sergeant_gs.paa"; role = "Assault"; weapons[] = { "arifle_MXC_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Aco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "B_Sniper_F"; backpack = "B_Sniper_F"; }; }; // To activate: // BIS_fnc_addRespawnInventory; // To remove: // BIS_fnc_removeRespawnInventory; ``` ```Arma Script class CfgRespawnInventory { class CustomTemplate { vehicle = "B_Sniper_F"; }; }; // To activate: // BIS_fnc_addRespawnInventory; // To remove: // BIS_fnc_removeRespawnInventory; ``` -------------------------------- ### ArmA 3: Custom Music Playback with CfgMusic Source: https://stokys.github.io/web/bb/index This configuration enables the addition of custom playable music within ArmA 3. It defines music tracks with associated sound files and playback settings. Playback is initiated using the playMusic function. ```Arma Script class CfgMusic { tracks[] = {}; class MyMusic { name = "My Custom Music"; sound[] = {"musicName.ogg", db + 0, 1.0}; }; }; // To play: // playMusic "CustomMusicName"; ``` -------------------------------- ### Define Custom Keys in ArmA 3 Source: https://stokys.github.io/web/bb/index This snippet shows how to define custom keys using an array and set a limit for them. It's useful for managing specific identifiers or settings within your script. ```ArmA 3 Script key[] = { "key1", "key2", "key3" }; keysLimit = 2; doneKeys[] = { "key" }; ``` -------------------------------- ### ArmA 3: Custom Mission Ending with CfgDebriefing Source: https://stokys.github.io/web/bb/index This snippet shows how to define custom mission ending texts using the CfgDebriefing class. It allows setting a title, description, and picture for the end screen. Activation is done via the BIS_fnc_endMission function. ```Arma Script class CfgDebriefing { class customEnd { title = "Mission Ended"; description = "BLUFOR win"; picture = "KIA"; }; }; // To activate: // "endName" call BIS_fnc_endMission; ``` -------------------------------- ### ArmA 3: Scripted Vehicle Purchase System Source: https://stokys.github.io/web/c/index This script allows players to purchase vehicles in ArmA 3 based on their score. If a player has sufficient score, a specified vehicle is created at a marked location. Otherwise, a hint message informs them of the score requirement. The script uses `createVehicle` and `getMarkerPos`. ```ArmaScript this addAction["Spawn vehicle", "car.sqf"]; ``` ```ArmaScript _guy = _this select 1; if (score _guy >= 100)    then {createVehicle ["B_MRAP_01_F", getMarkerPos"carpoint"];}    else {hint "You don't have enough score (100)"}; ``` -------------------------------- ### ArmA 3: Implement HALO Jump Functionality Source: https://stokys.github.io/web/c/index This script enables a HALO jump feature in ArmA 3. It allows players to activate a HALO jump from an object, open the map to select a landing position, teleport to it, and receive a parachute. The script utilizes the BIS_fnc_halo function for the jump sequence. ```ArmaScript this addAction["HALO Jump", "halo.sqf"]; ``` ```ArmaScript _guy = _this select 1; openMap true; onMapSingleClick {    _guy setPos _pos;    _alt = 2000;    [ _guy, _alt ] spawn BIS_fnc_halo;    _guy addBackpack "B_Parachute";    openMap false; }; ``` -------------------------------- ### Display Hints in Arma 3 Source: https://stokys.github.io/web/bc/index Demonstrates the use of the `hint` command to display messages to the player. This is a simple yet effective way to provide feedback or information during gameplay. ```sqf // Display a simple text message to the player hint "This is a hint message."; // Display a more complex hint hint format["Player %1 has reached the objective!", name player]; ``` -------------------------------- ### Executing External Scripts in ArmaScript Source: https://stokys.github.io/web/aa/index Demonstrates how to execute an external script file named 'script.sqf' using the 'execVM' command in ArmaScript. Local variables, denoted by a leading underscore, are scoped to the script or trigger. ```ArmaScript _this = execVM "script.sqf"; ``` -------------------------------- ### Spawn Assets on the Map in Arma 3 Source: https://stokys.github.io/web/bc/index Explains how to spawn assets (vehicles, objects) onto the map using the `createVehicle` command. This command supports different syntaxes for specifying the asset name, position (coordinates or marker position), and optional placement radius. ```sqf // Syntax 1: assetName createVehicle position "B_Sniper_F" createVehicle [784.8, 87.0, 9.7896]; // Syntax 2: createVehicle [assetName, position, placement] // 'placement' can be a radius value when combined with a marker position createVehicle["B_Sniper_F", getMarkerPos "marker1", 4]; createVehicle["O_APC_Tracked_02_cannon_F", [100, 200, 0]]; ``` -------------------------------- ### Initialize and Delete Variables in Arma 3 Source: https://stokys.github.io/web/bc/index Demonstrates how to create (initialize) and remove (delete) variables in Arma 3 scripting. Local variables exist within a specific object, while global variables (prefixed with an underscore) are accessible throughout the mission. Use `nil` to free up memory by undefining unneeded variables. ```sqf myVariable = 4; // Initialization of a local variable _globalVariable = 10; // Initialization of a global variable // To delete/undefine a variable: myVariable = nil; _globalVariable = nil; ``` -------------------------------- ### Animate Units in Arma 3 Source: https://stokys.github.io/web/bc/index Covers two methods for animating units: `switchMove` for direct animation control and `BIS_fnc_ambientAnim` for playing ambient animations, potentially with specific equipment. `switchMove` requires the exact animation name, while `BIS_fnc_ambientAnim` offers more flexibility. ```sqf // Use switchMove to force a unit into a specific animation _enemyUnit switchMove "AmovPpneMstpSrasWrflDnon"; // Use BIS_fnc_ambientAnim for ambient animations // [unit, animation, equipment] call BIS_fnc_ambientAnim [player, "SIT_U1", "NONE"] call BIS_fnc_ambientAnim; ``` -------------------------------- ### Add Items to Unit Inventory in Arma 3 Source: https://stokys.github.io/web/bc/index Shows how to add specific items to a unit's inventory using the `addItem` command. This is useful for equipping units with gear, weapons, or magazines programmatically. ```sqf // Add NVGoggles to the player's inventory player addItem "NVGoggles"; // Add a specific magazine to a unit _unit1 addItem "30Rnd_65x39_caseless_mag"; ``` -------------------------------- ### ArmA 3 Keyframe Animation: Object and Camera Movement Source: https://stokys.github.io/web/ab/index Keyframe Animation modules in ArmA 3 enable animating object and camera movements. This requires setting up 'Rich Curve', 'Timeline', and 'Rich Curve Key' modules, syncing them, and defining keyframes with specific times. Objects to be animated must be synced to the 'Rich Curve' module. ```sqf // To get an object's Eden ID and Variable Name: // 1. Select the object in Eden editor. // 2. Open the console (~). // 3. Type: get3DENEntityID(get3DENSelected "object" select 0); // Example setup (conceptual, actual module syncing is done in editor): // _objectToAnimate = "MyObject" variableName; // or use Eden ID // _camera = camera; // Within Rich Curve Key attributes, set time values (e.g., 0, 5, 10 for seconds) // Example: Set camera focus on an object // _camera setTarget [_objectToAnimate]; // _camera cameraEffect ["ColorCorrections", "Add", [0.5, 0.2, 0.1, 1.0]]; // Example camera effect ``` -------------------------------- ### Prevent Self-Damage with Initialization Script Source: https://stokys.github.io/web/aa/index This code snippet is placed in the 'Init.' field of an asset to prevent it from taking damage. It uses the 'allowDamage' command, setting it to false for the object referenced by 'this'. ```ArmaScript this allowDamage false ``` -------------------------------- ### Add Custom Action with addAction Source: https://stokys.github.io/web/bc/index The addAction function attaches a custom action to an object. This action has a title, an associated script, priority, and options for hiding after use, conditional display, activation radius, and activation while unconscious. The parameters must be provided in the correct order and format. ```script this.addAction(["Buy vehicle", "buyscript.sqf", "6", "true", "condition.sqf", "5", "false"]) ``` -------------------------------- ### ArmA 3 Intel Modules: Create Task and Diary Entry Source: https://stokys.github.io/web/ab/index Intel Modules in ArmA 3 allow for the creation of custom tasks with location, title, description, and icon. They also facilitate writing diary records to log mission or target information. These modules are placed within the game's Systems: Modules: Intel. ```sqf // Example: Creating a task // _task = createTask [missionNamespace, "MyTask", [0,0,0], "Description Text", "Icon Path"]; // Example: Setting task destination // _task setTaskDestination getMarkerPos "MyMarker"; // Example: Setting task description // _task setTaskDescription "Updated description"; // Example: Setting task state // _task setTaskState "Succeeded"; // Example: Creating a diary record // addDiaryRecord ["MissionLog", ["Entry Title", "Entry Content"]]; ``` -------------------------------- ### Teleport Object with setPos Source: https://stokys.github.io/web/bc/index The setPos function allows an object to be teleported to a specified position. The position can be defined as an array of [x, y, z] coordinates or by obtaining the position of a marker. Ensure the object and position are correctly defined before execution. ```script player.setPos([80.0, 98.5, 97.26]) ``` -------------------------------- ### Remove Items from Unit Inventory in Arma 3 Source: https://stokys.github.io/web/bc/index Explains how to remove items from a unit's inventory using the `removeItem` command. This is the inverse operation of `addItem` and can be used to unequip units. ```sqf // Remove NVGoggles from the player's inventory player removeItem "NVGoggles"; // Remove a magazine from a unit _unit1 removeItem "30Rnd_556x45_Stanag"; ``` -------------------------------- ### ArmA 3 Multiplayer: Respawn Functionality Source: https://stokys.github.io/web/ab/index Multiplayer modules in ArmA 3 allow for respawning of players or vehicles after destruction, provided respawning is enabled. A 'Respawn Position' module sets player respawn points, while 'Vehicle Respawn' modules handle vehicle respawning at a designated location. ```sqf // Example: Setting a respawn position for players (server-side command) // respawn west; // Example: Vehicle respawn setup (requires syncing vehicle to module in editor) // _vehicle = "B_Heli_Transport_01_F" createVehicle getMarkerPos "RespawnPos"; // _vehicle setVariable ["respawnDelay", 30]; // Optional: set respawn delay in seconds ``` -------------------------------- ### Remove Assets from the Map in Arma 3 Source: https://stokys.github.io/web/bc/index Details the process of removing assets (vehicles, objects) from the map using the `deleteVehicle` command. This command takes the unit (asset) to be removed as its argument. ```sqf // Remove a specific vehicle from the map deleteVehicle _vehicleToDestroy; // Example: delete a unit named 'unit4' deleteVehicle unit4; ``` === COMPLETE CONTENT === This response contains all available snippets from this library. No additional content exists. Do not make further requests.