Arma 3
Custom Cover (Simple Script)
32 Comments
Asaayu  [author] 27 Jul, 2021 @ 1:55am 
@ZERO COOL
Feel free to edit the script however you need to.
Changing it to work like that shouldn't be to much work.
GOMERSGOOD 25 Jul, 2021 @ 5:30pm 
i wanted to try this script out but before i did i wanted to know if i would be able to swap out the credits? i want players on my server to get the action to deploy a sandbag only if they have the exile_item_sand in their inventory. if that to much of a stretch for this script?
Bishop746 2 Feb, 2020 @ 10:17am 
Do you have any idea why only some of the players on a dedicated server can bring up the menu. Sometimes it works for them, sometimes it doesn't. It always works for the first player that loads.
D€NIABLE A$$ET 10 May, 2019 @ 9:10pm 
@Asaayu
Not exactly what i wanted to hear, but quite close^^ Much Obliged, dear Sir/Maam/wadeverdeycallitnow
Asaayu  [author] 10 May, 2019 @ 6:34pm 
@D€NIABLE A$$ET
Sadly I don't have time to work on this anymore as I'm working on other projects now but feel free to go to the Github repo @ https://github.com/Asaayu/Custom-Cover-Script and create you own version of the script. Then you can edit it to your liking. :lunar2019piginablanket:
D€NIABLE A$$ET 10 May, 2019 @ 9:10am 
@Asaayu

---> (part #3 -cos steam sucks a hairy butt, even worse than expected^^)

-Cool even if you had a prog-bar pop up to indicate for a (loonger than instadrop) duration for putting up. Maybe even make it a static scaffolding (like the blueish ghost-like setup in ArmA2 warfare) so that i.e. the CO could send a squad to finish a site that was set up before. Pretty much SQUAD-style team effort.

I guess this would make your script a little less supersimple^^

Keep it up, much appreciated. KUDOS be to thou!
D€NIABLE A$$ET 10 May, 2019 @ 9:08am 
@Asaayu

---->(part #2 -cos steam sucks^^)

-Iit is possible to somehow implement a requirement for the player to have maybe a supplyvehicle or any kind of "real" construction vehicle at hand. It would then be possible to build BIGGER forts. Like the requirement in IFA, (entrenchment tool in inv).

-Would be cool, if the build-pointvalue was related exclusively to said vehicle. So an engineer can drive up to the site, drop the car (or whatever) and then construct that "atlanticwall" till the materials are spent. Would be caculated seperately from the individual money.

--->(part #3 -holy jesus)
D€NIABLE A$$ET 10 May, 2019 @ 9:01am 
@Asaayu

Very cool script there.^^
Regretably the max. values for manipulating an object are quite small. Tried to setup the "Land_bunker_whateveritsays_EP1"? It's to big an item to be handled by this script. I couldn't see what i was doing cos i was stuck inside the object^^

So i suppose this is meant only for the small, handmade entrenchments, that just require a shovel (or fingernails^^).

That beeing said, i came up with a few suggestions:

-Please enlarge the building-radius/maximum values by which an object can be moved. Also, it would be more comfortable if the items were a little further away from the playermodel upon spawning/selecting from list. (if you allow me, i certainly can do this myself.)

---> (part #1-cos of shitty steam charactermax.)
Asaayu  [author] 25 Mar, 2019 @ 10:28pm 
@Dragon_Vallière
Yes, sadly that was a bug that was pushed in the original upload. So any users who haven't read the comments won't have the fix for it.
Oldru_Vallière 25 Mar, 2019 @ 8:34pm 
i almost said that i was having teh same problem when i was testing this script for my ravage campighn before i figured i would read some of the comments. tnx for the fix.
Bishop746 21 Mar, 2019 @ 6:01pm 
@Asaayu
Thank you
DriedMind 21 Mar, 2019 @ 4:18pm 
Thanks a lot man!
Asaayu  [author] 21 Mar, 2019 @ 1:16pm 
@Bishop746 @Josek5494
Just copy over the file "Custom-Cover-Script/init.sqf" from the GitHub and replace your old copy.
Asaayu  [author] 21 Mar, 2019 @ 1:14pm 
@Bishop746 @Josek5494
Sorry about that guys. I just had a quick look over the code and noticed that one of the conditions for removing objects was incorrectly exiting. It's been fixed now and should hopefully work correctly for you.
DriedMind 21 Mar, 2019 @ 3:29am 
Fantastic work Asaayu! I'm having the same problem as the comments below in a locally hosted mission. It does the animation and the text hint for removing the object, but at the end it doesn't remove it and my total credits are the same as before.
Bishop746 4 Mar, 2019 @ 1:22pm 
Yes
Asaayu  [author] 3 Mar, 2019 @ 5:43pm 
@Bishop746
I assume this is on a dedicated server?
Bishop746 3 Mar, 2019 @ 5:43am 
Any of the objects placed in the 3Den editor. It does subtract the credits when placing them and when collecting I get the animation and the text hint that "X number of points collected" but my totat doesn't change.
Asaayu  [author] 3 Mar, 2019 @ 12:04am 
@Bishop746
Hmm, that's a strange bug.
I'll have to look into what's causing that issue
Is it just when picking up mission objects or any objects?
Bishop746 2 Mar, 2019 @ 7:47am 
Love the script, I'm running it on my server and I'm only encountering one issue. The players cannot collect new credits. I can place items and I see all of the new objects that I wrote in the ITEMS [] line but I do not gain any credits when I collect.
llowPlacedItemPickup = 1; is set to 1

Any suggestions?
Asaayu  [author] 23 Feb, 2019 @ 2:53am 
@Axebeard
You'll have to find a way to run the script only when the player loads the mission. I don't know of any off the top of my head.
Axebeard 23 Feb, 2019 @ 2:29am 
So would running it from initPlayerLocal fix the issue then?
Asaayu  [author] 23 Feb, 2019 @ 1:49am 
@Axebeard
That probably happens because init.sqf only runs on mission start. And once you close the mission all the displays are deleted. So when you load the starting script won't run & the displays are all gone.
Axebeard 23 Feb, 2019 @ 1:30am 
Might just be me, but it seems like if I play a game in multiplayer using the script on init.sqf, when I resume my saved game I can no longer access the Custom Cover system. Should the exec be placed in initServer instead? initPlayerLocal even?
Asaayu  [author] 22 Feb, 2019 @ 3:46pm 
@Axebeard
Make sure your setting the variable on the clients side and it should work.
Axebeard 22 Feb, 2019 @ 3:42pm 
I'm using something pretty similar, but haven't tested it with other humans yet:
https://pastebin.com/a4ezF9Sn
Asaayu  [author] 22 Feb, 2019 @ 1:55pm 
@Axebeard
Something like this should work
https://pastebin.com/3pKZb4nJ
Axebeard 22 Feb, 2019 @ 12:21am 
Any chance you could post a snippet for an event handler that gives you credits for kills in a multiplayer environment?
Asaayu  [author] 2 Feb, 2019 @ 5:50am 
@MrStregatto
customCover_credits holds the number of credits a player has, just add or subtract from that number and it will add/subtract credits from them.
MrStregatto 2 Feb, 2019 @ 2:39am 
Is there a way to add point to the players on the fly?
Asaayu  [author] 11 Jan, 2019 @ 8:56pm 
@Blast_Destructor
If you don't have CfgRemoteExec in your description.ext for your mission then you won't need to worry about white-listing the function.
If you do just add the following to your white-list to allow all clients to use the function.

class customCover_fnc_transferCredits { allowedTargets = 0; };

Your CfgRemoteExec should look like the example below. With any other functions that need white-listing.

class CfgRemoteExec
{
// List of script functions allowed to be sent from client via remoteExec
class Functions
{
// RemoteExec modes:
// 0- turned off
// 1- turned on, taking whitelist into account
// 2- turned on, ignoring whitelist (default, because of backward compatibility)
mode = 1;

class customCover_fnc_transferCredits { allowedTargets = 0; };
};
};
morons always 11 Jan, 2019 @ 10:23am 
Thanks so much for this, as well as the easy install guide :duke:

Do you have a quick guide on how to get a remote exec whitelist for the mod's dismantle/transfer functions? I'm still new to running a server with that enabled but want to do it the right way.