Arma 3
Rock Slide Script DEMO
43 Comments
ALIAScartoons  [author] 6 Sep, 2024 @ 4:07am 
@Lewi_3
The folder and script files need to be under you mission folder, pay attention to the sound files, you need them defined in description.ext (you can copy paste my definitions but mind the folder for sounds in case you decide to rename it).
In principle you don't need anything in init.sqf unless you want to run the script that way or is easier for you from one reason or another. The script can be executed in various ways, but to be simpler for you do it as did it in the demo mission, tbh i don't remember how i've done it but you will see.
Also check out few clips i've put together, might be helpful in general not only for my scripts
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
Lewi_3 31 Aug, 2024 @ 5:11pm 
Hey AliaScartoons, im pretty new to this whole script thing and i really want to put this into one of my missions. Ive made the init.sqf file but am a loss as to where to go from there. What do i include in my rock_slide.sqf file?? Where do the paramaters go? Any help would be much appreciated!!
Overlord Zorn 6 Jul, 2024 @ 6:56am 
:steamthumbsup:
ALIAScartoons  [author] 5 Jul, 2024 @ 5:58am 
@Overlord Zorn
Nope, it doesn't exist, i will remove the link. Thanks for the heads up!
Overlord Zorn 3 Jul, 2024 @ 9:02am 
looks like your website got hacked hard
ALIAScartoons  [author] 22 Aug, 2019 @ 12:36am 
Small fix to accommodate the changes BIS made in how waituntil behaves.
For now the script is updated only on STEAM. I need to find time to do extensive tests on dedicated.
If you have any feedback let me know! Thanks!
CartoonrBOY 20 May, 2019 @ 7:11am 
The script seems to work fine, but I'll carry out some tests, as you've suggested. Thanks muchly :)
ALIAScartoons  [author] 20 May, 2019 @ 1:36am 
@CartoonBOY
Hard to tell what could cause that. Start working with it in vanilla. in a vanilla terrain and if works keep adding the mods you use until you can pin point the issue.
I don't know how well Namalsk has been ported to Arma 3, could be something terrain related.
CartoonrBOY 19 May, 2019 @ 2:25pm 
Hey there ALIAScartoons. Thanks for the awesome script. I'm getting this error:

22:05:17 File mpmissions\__cur_mp.Namalsk\AL_slide\rock_slide.sqf, line 20
22:05:17 Error in expression <)} do
{
_miez setVelocity [_dir_x*_acc,_dir_y*_acc,_alt_jump];
[[_cover],"AL_sl>
22:05:17 Error position: <_dir_y*_acc,_alt_jump];
[[_cover],"AL_sl>
22:05:17 Error Undefined variable in expression: _dir_y

I'm running the script within Exile. It's being called with an earthquake trigger. Any suggestions?
ALIAScartoons  [author] 7 Jul, 2018 @ 4:04pm 
@Ellman
You could use FSMs if you are familiar with the system, tho the simpler way is to use if commands.

Let's say you have
condition_1 - run script_1
condition_2 - run script_2

place something like this in init.sqf or another script you run at the start of the mission:

waituntil {condition_1 or condition_2};
if (condition_1) then {run script_1; waituntil {condition_2}; run script_2);
if (condition_2) then {run script_2; waituntil {condition_1}; run script_1);

Far as i know waitunil runs pretty much on each frame, to avoid that i always slip a sleep in a waituntil loop depending how often i want to check for the condition or whatever like this

waituntil {sleep 1; condition_whatever};
Ellman 5 Jul, 2018 @ 11:36am 
Hello again ALIAS, I'm back again with "problems".
I'm currently using the JDAM script in a mission but I wish to use both JDAM and Rock slide.
When running both the "WaitUntil" in the init.sqf, the rock slide script stops working.
So I tried to have it on a trigger:
[slide,true,40,20,15,25] execvm "AL_slide\rock_slide.sqf";
But it's causing a error: https://i.imgur.com/IwNZxUf.png
Also I think this error is making the rocks have barely any velocity meaning that they stop really early down the hill.
ALIAScartoons  [author] 5 Jul, 2018 @ 2:59am 
@[Sgt] T. Baker [PTF]
This is a script, it doesn't create dependency, all you need is to put the script files in your mission folder, define the sounds in your description.ext, run the script as i did in the demo mission and you done.
See this fore more information
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
muriac 4 Jul, 2018 @ 4:14pm 
Is this clientside (Only the one who going to use need) or serverside? (the server itside has to have it)
⦀⦙ChrisMoon⦙⦀ 9 Jun, 2018 @ 9:16am 
The music is hilarious man :) LoL
SnakeDoc 27 May, 2018 @ 2:42am 
keen for the release!
ALIAScartoons  [author] 27 May, 2018 @ 1:41am 
@SnakeDoc | 85th
Yes, but i haven't decided yet how it should work, if i find something to go with i will include it in my postapocalytpic script which is the next script i want to release.
SnakeDoc 26 May, 2018 @ 9:57pm 
Have you considered making some sort of chemical attack/fallout script by repurposing fog?
ALIAScartoons  [author] 20 May, 2018 @ 3:56pm 
@Ellman
Cheers mate! Have fun!
Ellman 20 May, 2018 @ 3:09pm 
I appreciate the update Alias. Glad I could kinda help find the issue
ALIAScartoons  [author] 20 May, 2018 @ 11:57am 
Direct download link on Armaholic updated as well
ALIAScartoons  [author] 20 May, 2018 @ 10:56am 
I got word that Armaholic version will be also updated until the end of the day, maybe in the next 30 minutes.
_Josh_ 20 May, 2018 @ 10:01am 
Yes thank you
ALIAScartoons  [author] 20 May, 2018 @ 9:59am 
Yeah Josh, as long all players on your server have access for free to it.
_Josh_ 20 May, 2018 @ 9:52am 
hello i can use the script on my server
ALIAScartoons  [author] 20 May, 2018 @ 9:39am 
@Ellman
Dam, i messed up the script versions, uploaded the wrong one. Script updated on STEAM.
I did a quick test and you can try this
[slide,true,40,20,7,20] execvm "AL_slide\rock_slide.sqf";
But use STEAM version.
Ellman 20 May, 2018 @ 7:55am 
I've both lowered, raised and removed the particle speed. And the mountain is still spewing out rocks like there is no tomorrow. Current location is 054,089 - Facing south towards the road. The invisible helipad is raised by 1m like told to do.
Ellman 20 May, 2018 @ 7:44am 
My bad Alias, did not see the YT comment. I did attempt to tweak all settings one by one to attempt to fix it. The odd part is that I changed hill that it were used on as well in a attempt to resolve it. Map used is Malden.
ALIAScartoons  [author] 20 May, 2018 @ 7:19am 
@Ellman
Yeah, as i told you on YT, tweak the speed for particles via script' parameters.
Ellman 20 May, 2018 @ 7:07am 
I seem to have a problem where the rocks are literally being shot out of the mountain side: https://i.imgur.com/VPc0Dpg.jpg This is using the same settings used in the template: [slide,true,40,20,7,10] execvm "AL_slide\rock_slide.sqf";
Meeps 19 May, 2018 @ 3:40am 
This would be an great add on for escape missions by neoarmageddon if they would have earthquakes as well ^^
Davidscorp[ITA] 18 May, 2018 @ 1:13pm 
fantastic dude
ALIAScartoons  [author] 18 May, 2018 @ 8:33am 
@Johnnyboy
:) Hey buddy! Have fun!
Johnnyboy 18 May, 2018 @ 8:25am 
Hi Alias. Thanks for another masterpiece script. This is beautiful man!
ALIAScartoons  [author] 17 May, 2018 @ 2:34pm 
Last minute update
These parameters make the script more flexible so you can adjust the behavior based on how abrupt is the hill you want the slide on

_speed_real_rocks - number, tweak it based on terrain condition where you want the slide to be created
_bounceness_real_rocks - number, how high the rocks bounce after they hit the ground
_speed_particles - number, speed of particles

>>> EXAMPLE
[slide,true,40,20,7,10] execvm "AL_slide\rock_slide.sqf";
ALIAScartoons  [author] 17 May, 2018 @ 3:14am 
@Kane
Yeah, is the terrain in combination with speed of rocks. When the rocks bounce they consider the angle of the terrain anyways there are 2 more things you can tweak, "speed" of real rocks and the speed of rocks made out of particles, you would need to edit 2 lines in the script. Initially i intended to have those as script parameters but i decided to keep things simpler. I think i might need to change that so the script is even more flexible.
Not on my comp ATM, i will get back to you on this
Kane 16 May, 2018 @ 11:26pm 
And one more thing. In your video and demo-mission the rocks are sliding down pretty long. In my mission the rocks arent moving that long. Is the reason for my problem the speed of my rocks? Or the terrain?
Kane 16 May, 2018 @ 11:15pm 
I have 2 things to mention:
First, it takes time to find a good position where you can start from. Sometimes the rocks are hardly moving or the rocks are bouncing over the map. I'll try it on different maps.

Second is that the "real" rocks, which will block the road or hit the vehicles, are sliding downhill to late for me. After some time they "jump" but this jump always is late. Can i change when the rocks start to...move?
TistheOnecalledJon 16 May, 2018 @ 1:15pm 
Excellent stuff. Been looking forward to this.
PHANTOM 16 May, 2018 @ 12:07pm 
Time to rock n roll:steammocking:
RueLight 16 May, 2018 @ 12:05pm 
hehe, cool stuff
Mister_X 16 May, 2018 @ 8:20am 
^^ that could be usefull ;)
ALIAScartoons  [author] 15 May, 2018 @ 11:21pm 
@Mister_X
In principle no, but one can write a script to detect all rocks in area and delete them when an explosive is used
Mister_X 15 May, 2018 @ 11:16pm 
Hi, Does rocks could be destroyble with explosive to clear road?

Those Script could be very nice with Clafgan Map ...( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=761349672 )