


This code spawns an officer in a random position in a Cargo HQ building. _officer enableDynamicSimulation true // enableDynamicSimulation true ((units _officer) select 0) disableAI 'PATH' ((units _officer) select 0) setpos (_cargo buildingpos random 4) ((units _officer) select 0) setVehicleVarName "man1" man1 = ((units _officer) select 0) _officer = ,232] call BIS_fnc_spawnGroup _officer =, ,, ,, , 232 ] call BIS_fnc_spawnGroup ( (units _officer ) select 0 ) setVehicleVarName "man1" man1 = ( (units _officer ) select 0 ) ( (units _officer ) select 0 ) setpos (_cargo buildingpos random 4 ) ( (units _officer ) select 0 ) disableAI 'PATH' This is fun to do and would be good for a small mission. Spawn an officer in a Cargo HQ building easily. This adds another dimension to your mission. LoadScreen = _EVAL( select floor random 12) LoadScreen = _EVAL ( select floor random 12 ) This scripting example will create a marker that shows information about your server. There are so many new features in Arma 3 now, and scripting is fun. Creating a new one with proper code is a very good idea, and it is not too difficult. Many servers are running old missions with outdated code in them.

This will make the stamina more realistic. These two code snippets should really help you out when creating a mission. Tower2 setTriggerStatements call BIS_fnc_taskSetState",""] , objNull,1,3,true] call BIS_fnc_taskCreate Tower2 setTriggerStatements call BIS_fnc_taskSetState", "" ] , , objNull, 1, 3 ,true ] call BIS_fnc_taskCreate call BIS_fnc_taskSetDestination //- Create AO trigger. This code shows how to define a task to destroy an object. This really does work, and is a great way to improve a mission, the creator can have stamina enabled, but have sensible amounts of performance from a soldier. That is how to mod stamina without a mod. TerrainSpeedCoef = 0.6 //when terrain gradient disable sprint, animation speed is multiplied by this valueĬharacterPoints = TerrainDrainRun = 0 //when terrain gradient enable force walk, this stamina value is added to every animation state TerrainDrainSprint = 0 //when terrain gradient disable sprint, this stamina value is added to every animation state StaminaRestoration = 60 // time required for your current stamina pool (total stamina - inventory load ) to restoreĪimPrecisionSpeedCoef = 0 //aimPrecision adjusting rate coefficient StaminaCooldown = 30 //when you run out of stamina the sprinting is disabled for this duration StaminaDuration = 180 //total amount of stamina
