Scripting How To's - 7Cav/7Cav-Alive GitHub Wiki

Base Protection Trigger

Steps

  1. Place down a trigger with the variable name "no_opfor"
  2. Double click on the trigger.
  3. Inside the "Condition" box, copy and paste the following line: {if (side _x == OPFOR) then {_x setPos [0,0,0];_x setdamage 1} } foreach thislist;
  4. Refer to the following image for the rest of the information: https://gyazo.com/79982072dac870f606d8135cc4b9dbbc

Infinite Ammo

Steps

  1. Double click on the unit/object.
  2. Inside the "Init" box, copy and paste the following line: this addEventHandler ["Fired",{(_this select 0) setVehicleAmmo 1}];

Add A Weapon to any vehicle in Arma 3

https://steamcommunity.com/app/107410/discussions/17/1319961868325198220

https://community.bistudio.com/wiki/addWeaponTurret

Steps

  1. Double click on the unit/object.
  2. Inside the "Init" box, copy and paste the following line: this addEventHandler ["Fired",{(_this select 0) setVehicleAmmo 1}];

Give Gau 19s to Anything With Pylons

https://community.bistudio.com/wiki/setPylonLoadout

Steps

  1. Place down a helicopter that you wanna make overpowered.
  2. Double click on the helicopter that you wanna make overpowered.
  3. Inside the "init" box, paste the following:
this setPylonLoadOut ["pylon1", "rhsusf_mag_gau19_melb_right", true];
this setPylonLoadOut ["pylon2", "rhsusf_mag_gau19_melb_left", true];

Slots

How to make a slot:

  1. Double click on the unit/object.
  2. Under "Special Options" select "Playable"

How to Organize the slots:

  1. On the left side of the screen, near the bottom of the list of units, you'll see a (+) button. Press that button to add a layer and name it "Slots/Players/Etc."
  2. Select that (+) button again and name it "Gunslinger/Saber/Etc.".
  3. Drag and drop that layer inside that "Slots/Players/Etc." layer.
  4. Your layers should look like the following: https://gyazo.com/68163cecacdd143382f36a59903bb63f
  5. Arma 3 automatically sorts layers in alphaNumerical order, so make sure you add the number in front, as displayed above.

Display A Hint In Zeus

https://community.bistudio.com/wiki/hint

https://community.bistudio.com/wiki/Structured_Text

Steps

  1. Press "ESC"
  2. Type the following line into the debug console: hint parseText "<t color='#f60303'>Test</t>";
  3. This will display the following: https://gyazo.com/056c3630dc0363c4d2428d9104711063

Vehicle Respawn Scripts

Steps

  1. Double click on the vehicle.
  2. Inside the "Init" box, copy and paste one of the lines below that applies to the vehicle you're applying the script to.
  3. Start the game and test the respawn; a quick tip, do it all at once. What I mean is, since we need to test the abandon script, take one of each vehicle and move it somewhere random that has no blufor/players. To test the destruction script, simply press "END" on your keyboard and watch it respawn.

Ground Vehicles

HMMV and similar wheeled vehicles: null = [this] execVM "scripts\vehicle\init\Base_WheeledArmed.sqf";

For all medical vehicles: null = [this] execVM "scripts\vehicle\init\Base_Medical.sqf";

For all IFVs: null = [this] execVM "scripts\vehicle\init\Base_Bradley.sqf";

For all MBTs: null = [this] execVM "scripts\vehicle\init\Base_Saber.sqf";

Rotor Wing

For all Rotor Wing transports: null = [this] execVM "scripts\vehicle\init\Base_BlackHawk.sqf";

Specifically for the Sparrow Attack Littlebird: null = [this] execVM "scripts\vehicle\init\Base_Sparrow.sqf";

Specifically for the transport Littlebird: null = [this] execVM "scripts\vehicle\init\Base_Raven.sqf";

Specifically for the Apache Attack Helicopter: null = [this] execVM "scripts\vehicle\init\Base_Apache.sqf";

Fixed Wing

For all Fixed Wing transports: null = [this] execVM "scripts\vehicle\init\Base_C130.sqf";

For All Fixed Wing CAP Aircraft: null = [this] execVM "scripts\vehicle\init\Base_fixedWing.sqf";

Specifically for the A-10 Warthog, regardless of the mod/variant: null = [this] execVM "scripts\vehicle\init\Base_A10.sqf";

Combat Engineers and Logistics

For all FOB building vehicles: null = [this] execVM "scripts\vehicle\init\Base_FOB.sqf";

Specifically for the SOCOM SOV and M1239 AUV: null = [this] execVM "scripts\vehicle\init\Base_SOV.sqf";

For all SPGs and Artillery: null = [this] execVM "scripts\vehicle\init\Base_SPG.sqf";