Here you can watch videos of: Arma 3 Tutorials, Codes, Scripts, Mods, Compilation List Projects, Arma 3 Scenarios in Single player, Coop in Modern Warfare and WW2.
Video Posting Schedule: New Videos posted every Sunday. I normally post one video a week sometimes more, depending on my schedule, energy, and projects. I do work a full time job at night so my time is limited and most of my free time is dedicated towards Arma 3 community and projects.
Find me on the official Arma 3 BI forums: forums.bohemia.net/profile/755553-gunter-severloh/
Thanks! The 3 little roller drones in the video are from the Contact DLC. All drones regardless of DLC or vanilla will have the features from the script. If a drone has cargo space then it can drop grenades, mines, and satchels, if it rolls and it has cargo space then it can launch grenades and disperse them like bomblets, also detonate and proximity. No requirements other then a name for the drone and name added to the script.
I can think of a few missions that would benefit from this... curious does anyone make a drone mod that would revive you? I'm inspired by James Bond in Casino Royale with the defibrillator in his car... attached to drone/your self revive script?
Does the game even have a microphone you can use? or are you using a mod for that? Dont think i would do a video just for that but you can use attachto relative to attach a microphone or object anyways to other objects, i think you can attach objects to ai units too never tried it though.
@@Gunter_Severloh yeah this is available under objects I was searching for script and found some where they were posted about script where it can be attached to right hand, but it was very old post. No sure how to do it
@@Zero.Matters Interesting, well idk if it will work with units but you can try, use this function community.bistudio.com/wiki/BIS_fnc_attachToRelative
Thanks Kenny! Very much appreciated! Just to note there are other ways and better methods to create patrols then this, like the following: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-jqUsTF4A-LU.html ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-gblupQ4qDmU.html ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-wQWZS4oV3BE.html ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-BApEytWvgTU.html any questions just ask! Cheers!
No its not broken i just tested the same scenario and briefing shows up np for me, if your running any mods they could be conflicting, or using any scripts that could interfere. But try with the vanilla game, it should work, also try adjusting the owner part of the module.
@@Gunter_Severloh thanks for your reply Gunter but nops not able to do anything still and difficult to understand which add-on is doing that as I've several
@@Zero.Matters If you can list what your running maybe i can figure it out, i used to build compilation mods back in Arma 1, Arma 2 and OA and have one currently for Arma 3 i never released so im used to troubleshooting conflicts with mods. But it comes down to understanding what each mod does, so if the briefing isn't showing up even though you have the modules down, you can also try to set it to all players for the modules, if that dont work, then remove the mod that changes anything with the ui, and map and see if that changes anything. There is the other method for briefings using the script version which i have a video on.
@@Gunter_Severloh thank you so much Gunter, I'll share the name of the mods but meanwhile can you please share the video where I can create task briefing via script?
I'm trying to create an ambient fly over script for an airborne WW2 mission. The Vanilla one is limited to a single plane fly over and fixed start / end coordinates. Would you have any idea how to use the live position of the player for the planes to fly over?
I can give you some code you can try that, i will put it on a website where you can see the code and copy it, i'll tell you how to implement it. Do this: 1st - grab the code from here: justpaste.it/dmnlb 2nd - once you get the code put it into a text document like notepad or notepad++ 3rd - Save the script as Ambient_Flybys.sqf then move that script into your mission folder. 4th - In a init.sqf put the following code: execVM "Ambient_Flybys.sqf"; ======= At the top of the script itself you should see some classnames which are these: "I_Plane_Fighter_04_F", "I_Plane_Fighter_03_dynamicLoadout_F", "I_Heli_Transport_02_F", "I_Heli_light_03_unarmed_F" replace those with the classnames of the planes you want flying around, place a plane in the editor, then right click it and then go to log, and then to log classnames to clipboard, then go to the script and press control V that will paste the classname. From there put that classname like you see it in the script. This script will get you started but you may only see one plane at a time, so i will look into it to see if we can add more to fly around at once. Once i figure it out i'll update the code and send you a new link. I may even do a video on this so thanks for the idea 😉
@@Gunter_Severloh yes I did. Combining yours with JB's flying formation script atm. I had some issues with the IFA C47 acting up at spawn (facing west always wrong direction). I've posted a trial video on the channel. I need to find the right amount of air frames to build ambience without slaughtering performance (especially on Normandy). Whaddayathink?
Have no idea, never tried, the only issue i would see is the plane would probably spawn on the ground, so i would say no, the script would need to be updated to accommodate plane functionality. Are you looking for planes to come in waves, or did you have in mind? As i could maybe direct you to a better method then this script as this script is best for infantry and vehicles, and maybe boats.
@@Gunter_Severloh I did it, I spent all night modifying your script to work with airplanes, I had to use gpt chat because I got to a point where my head was about to explode but it worked. Your script is great, easy to use and understand
Thanks, make sure you have snap to surface on, Highlight everything and lower it with the height key, or right click it and go to transform and snap it to the surface that way. You can also try the terrain level button to be sure that its on a level surface. Another way i think might work is to disable simulation with the objects themselves not the weapons, make them simple objects. I did that for my arena and it works good, also will give you more performance if you have alot of objects.
Thanks, did you go to the release thread and download the script? I had updated it over the weekend and we added some more features, will be doing a video on the new stuff.
@@pauloketch4635 See my update post on the release thread, i also updated the features list. But I will have a video for it coming sunday demonstrating it.
Amazing job Gunter I just stumbled across your channel and have been following along to as many of your vids as I can. I did want to ask as Im trying to use this script in an OP I'm creating is there anyway that you know that when a vehicle is spawned in that spawner would be on a cooldown timer for X amount of time? Ive found some discussions in adding Cooldowns to add actions in other cases online but haven't been able to get them to work with this script. Thanks and have a good one!
Thanks! For a cool down you would basically add a sleep 60; or whatever time in seconds you wanted the cool down to be, however where you put the sleep will determine if the spawn function will actually be delayed. There is a number of scripts tied to the scripts functions doing various things, its a good question let me look into it and determine where and i will reply again when i figure it out. We could even add a hint that would popup letting you know that the timer is up and you can spawn vehicles and such again. Something like "Spawning planes & Vehicles can be spawned" or something like that. So let me look into it and i will get back to you. Cheers!
@Gunter_Severloh thank you! Your an actual legend man please keep up your amazing videos, the content they add and the tutorials you make on how to use them are nothing but superb :)
@@nathanw7780 Thanks man! Much appreciated. Getting back to you about the delay, i had my friend help me with this, and we created a little demo mission on stratis to demonstrate the delay. Download the demo and test it out: drive.google.com/file/d/17QpkfVN8FqXhRwlFGaERiJ0V6MUJybmY/view?usp=sharing What you need to know is the following: ================================ For the sign with the addaction, its been updated from this: this addAction ["Spawn aerial asset", VVS_fnc_openVVS, [VVS_aerial_1, "Air"], 0, false, false, "", "_this distance _target <= 6"]; To this: this addAction ["Spawn aerial asset", VVS_fnc_openVVS, [VVS_aerial_1, "Air"], 0, false, false, "", "(_this distance _target <= 6) and {(time - RYD_VVS_LastSpawn) > 60}"]; Use the code in the demo, and update your mission with it from the demo, you also need the code from the init.sqf which is this: RYD_VVS_LastSpawn = -60; So if say you want to change the time from 60 seconds to a larger number say 100 seconds, then just change this: RYD_VVS_LastSpawn = -60; to this RYD_VVS_LastSpawn = -100; Thats for the init.sqf For the sign you need to update the last entry of the code, so again as an example, this is the new code in the sign: this addAction ["Spawn aerial asset", VVS_fnc_openVVS, [VVS_aerial_1, "Air"], 0, false, false, "", "(_this distance _target <= 6) and {(time - RYD_VVS_LastSpawn) > 60}"]; Change it to this: this addAction ["Spawn aerial asset", VVS_fnc_openVVS, [VVS_aerial_1, "Air"], 0, false, false, "", "(_this distance _target <= 6) and {(time - RYD_VVS_LastSpawn) > 100}"]; =============== Be sure to copy the functions folder to your mission as a couple of scripts in it were updated with so the delay will work. Does all that make sense?
Yes, they wont lose their backpacks because the script creates the parachute on them, this code: _chute = createVehicle ["Steerable_Parachute_F", position _unit, will spawn a parachute on them, and detach it once they've landed. Another method of this is to actually save their backpack, give them a chute, and then reload their backpack once they landed but in this case it just spawns on them and nothing else is touched.
I thought i answered your question already didn't I? Anyways, yes the backpacks they have arent actually removed, a parachute is actually created for them when they eject the helicopter and are removed when they land.
I got to wonder what is it that those who disliked the video, what is the problem? I got two dislikes on the video, and i'd be interested to know what dont you like? Lack of music? Was i not to the point enough? To much code to type? Dont like the setup of the script, or how to do this method of para-dropping? or Did you follow it and it didn't work for you somehow? As i always ask, if you have a question, or a problem then just ask and i will reply.
@@6komodo6 Thanks, ya im not worried but if i had a chance to improve my videos somewhere then i'm open to hearing what i can adjust or change, feedback makes a difference. Making videos on this subject takes a tremendous amount of time, i probably spend more time at this then i do my own job which compared to my job is way more complex and requires way more skill, why i would like to know. You get some people that try something, do it wrong and then blame the video because it dont work, i've had this before but thats not always the case. In another situation i had a complaint that i didn't get to the point in the video because i was building the mission and not getting to what i was going to show. Then i replied to that and said thats what timestamps are for, and for the new guys i show the process of how you reach that point. For this video here, there is a process with the mission if you miss any steps it aint going to work.
@@Gunter_Severloh yeah I understand, trust me however it is that you setup these videos they are extremely helpful, especially to ppl starting up on how to learn to use scripts and updates on older ones from the BI forums
Thanks, ideally thats how i approach these subjects to keep them as simple and "dumb" as possible because these subjects of scripts, code ect. in combination with the editor is very complex. At this point in time i cannot fathom what its like for a new guy to want to build a mission and add a script to it that adds a certain function, it must be confusing as hell. Theres aspects to this video that imo isn't clear cut, meaning the setup is simple, that you have a squad, a heli and a couple of triggers, the premise itself is easy to understand. However with some of the added or code being used i can see how and why it could be confusing and or not be done simpler. Regardless just know that this is just a way, a method to setup the use of the script which ideally needs a waypoint for the heli to follow and something to call the heli into action. All the other code is basically for the script, the rest is to just tell the heli not to move until the player enters the trigger. I'd really like a perspective on what was this disliked though because then i can get an idea of how to better set it up, maybe even make it faster to show. Disliking it is to easy, even liking it is to easy fine you like it, what did you like about it aside you can paradrop a squad from a heli, details can change my approach to how something is presented.
Thanks! If you give the squad that is to be para-dropped from the heli a waypoint to the area that their going to be dropped at, they should follow it. So if you gave them a search and destroy waypoint i think once they land after being para-dropped they will follow it. Because initially the group is moved into the cargo of the heli and the heli wont move until blufor enters that trigger. The video i showed at the end of the video is another method you can use, imo its more efficient, though it uses two scripts, one for the paradrop and the other for when the paratroopers get on the ground, and they will hunt you. The paradrop script for that doesn't need any waypoints it will actually seek out the player, this is the original video on that paradrop script, theres a few things to setup but imo its more efficient then what i showed in this video. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-XXLy6YhWLZI.html So what i showed in the video not the one linked above is the manual way to get a group of infantry to paradrop into an area with waypoints and triggers, with the other video thats done by script alone, you can still set it up so that when the player enters an area the heli will come. So theres alot of variations of the same concept you can do.
@@Redwood1993 Briefings you can do by script like this: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-TJFu5WdWmt4.html or through module like this: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-K7fPKBPL_DM.html or use an intel where it shows on a monitor of some sort: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-E9A-TG9Rga0.html As for a delay you could probably use the script version of the briefing and add a sleep before the code that initializes the briefing script, you can do something like: sleep 50; _null = [] execVM "Briefing.sqf"; Something like that should work.
Hi Gunther Amazing work u and Ryd, wanna ask can the script be updated to work with other munitions like mortar or RPG rounds (modded or vanilla) TYSM man ure channel really helped me and others a lot
Thanks! We could look into it, we had just updated the script already to use mines, satchels and do other things, see my post on the release thread. I plan on doing a video for the new features soon.
@@Gunter_Severloh Thats okay, dude... Oh, just need to ask a quick question about the enemy wave script. Can I have another enemy wave setup in another location or wont it work correctly since only one enemy wave location can happen? I was gonna have one for OPFOR and independent but in 2 different locations.
@@Themistocles30 You can set up locations anywhere you want yes, you just need to setup markers as i show in the video. But as far has having two different distinct enemies on those waves that wont work with this script. Imo this script is ok, but there are better ways to setup waves based on what your looking to do. My suggestion is instead of this script, do something like i did in this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-464JN8bPbk4.html or here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-gvZeA6H4JRY.html
Привет часто приходится смотреть тебя с переводом когда надо сделать какую нибудь штуку потому, что на русскоязычной части ютуба гаидов по Арма 3 крайне мало. Спасибо за контент) Кстати есть ли у тебя видео о модулях связаных с искуственым нанесением урона юниту?
I had a mod that included the early war (1940) British forces. (I distinctly remember cruiser 1/2 tanks and the Matilda 1/2.) But...I cannot for the life of me find out which mod it was. All my searches have came up empty. Anyone have any ideas? I've browsed this list a few times but nothing has stuck out to me as the one that had it.
Another great video. Could you please sent me a list of maps that are good to download. Again it would me nice of the had to mission to download, I learn more that way. thains again
Thanks, the mod we are using for this is what i created, ya it has the siren and many other things: steamcommunity.com/sharedfiles/filedetails/?id=2733315226
Hey man great video! Very helpful tutorial. I wanted to integrate this to our training map (using pop up targets as object) but how would I go about making the random spawn "reset" without restarting? I'm thinking it will involve sqf and/or trigger but i really have no idea how to approach that. Appreciate any help and thanks for your time!
Thanks! What you can try is, name the object, for the code put that in the on Activation box a trigger, set the trigger repeatable, make it a radio trigger that way you can que it up whenever you need it. For the code use the one in the video of course but go to this time stamp: 10:49 Random starting positions for ammo boxes or objects And do what i did there, try that with your popup target. Idk about respawning the object or resetting it but doing what i described it should be randomized. I've never respawned an object other then vehicles, vehicles and objects function differently so they have to be coded a certain way. So offhand idk about respawning objects, i can ask a friend about that and get back to you on it, but try the randomization with your popup target, if at least that can work then we can do something about resetting/respawning it through another means. And sorry for the delay in my response i was at work, you must have posted this question after i left for work.
@@renanbalmonte You know i had a though, that there are popup targets that reset themsevles if you used those, that could work. Aside that if you want some live practice Clearing buildings, and doing MOUT my arena would be perfect for that, you will get good if you stick with it: steamcommunity.com/sharedfiles/filedetails/?id=1772647581
You can setup squads to respawn, thing is not all of the squad will spawn in at once, and most times they wont move til all members are spawned in. I would suggest doing small groups like fire team size. Make sure each unit in the squad is set to playable. I have another video on this exact subject, at 13:08 the last timestamp here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ca-_9cXXlA0.html shows how it works.
Thanks! Theres a bit to learn with headless client, i've looked into it a little bit but nothing definite i can come up with to explain how it all works or how to use it, other then placing the headless client logic and syncing units. There are workshop modules you can use for it, for example this is what we use in our missions in the group i play with: steamcommunity.com/sharedfiles/filedetails/?id=510031102 or we use: steamcommunity.com/sharedfiles/filedetails/?id=2450921295
@@Gunter_Severloh Thanks for the reply, I tried to get those to work and could not, they seem to connect and everything, but when I go put the mission on my server and play multiplayer, log in as admin, and the headless clients are not hooked up. it doesn't hook up. And I am unsure if you can put 3 to 6 headless clients on with those. even an how to video on those mods would be a great thing. As I been looking for years how to get it working, and have failed. and to be honest I am pretty good at all the rest, just not the headless client.
@@Natumanity I see, let me ask my friend who runs his dedicated server for our group as those are the two mods he uses in the missions he builds and the other guy that builds the missions. Maybe he can show me and explain how it all works as i it works for them because when we play we dont have issues with low fps, and the missions play fine, and theres a ton of enemy. So i will get in touch with him, the guy works from home too so i'll talk with him this week and see if i can understand how to use and set those or one of them up based on what he shows me, once i get it then i'll see if i can put a good simple video together showing how to use it.
@@Gunter_Severloh cool man, sounds awesome, the help is appreciated. I bet there will be interest in it. I see the question alot, and then I could say hey, I know where to send you to learn that. Awesome stuff, keep up the great work
@@Natumanity Thanks, ya i asked my friend yesterday on discord, so were planning on a day to go over it. So it might be possible that i have it for this Sunday's video, we'll see.
Can you show me your description.ext? If the name of the sound file is incorrect then it wont play. How do you have your trigger setup, is it player present or did you set it to be a radio trigger? Is the sound file an .ogg i'm assuming it is, you should be able to play the music on your computer in an .ogg format which will give you an idea that it plays. Is the sound file in a music folder or is it just in the mission folder itself?
@Gunter_Severloh my ext was identical to yours i copied and pasted it,i tried any player,Blufor present and still didnt work,And i put the music into an ogg format into a music folder n the mission folder,And also did the script in the trigger right,It was a youtube music clip so maybe thats why?
@@Redwood1993 Ok, theres 2 possibilities here: 1. Anytime you copy and paste the code from a the description box or even a forum post, there is that chance that you will acquire hidden characters. But it happens, not saying that is whats happening, so i suggest is to redo the Description.ext code by typing it in, and not copying and pasting, theres no guarantees that will change anything but doing so will eliminate that possibility of a hidden character. 2. The conversion, or format of the RU-vid video you have may not work, thing is you converted the video to a sound file like a .wav and then used the website i showed to convert it to.ogg you should be able to play that sound right on your computer. If you can then theres nothing wrong with the .ogg file. So does the .ogg sound file you have play outside the game if so then the issue is something else, if not then thats the issue.
@@Redwood1993 Ok that solves that, so if it plays as an .ogg outside the game like a normal wave file or even mp3 file, then you'll need to check the code in the description.ext to make sure its correct, i would type the code in. If you want i can share the exact mission i have in the video, and then all you would need to do is replace the sound file with yours, you want to try that or you want to check some more?