rainbow 0 Posted March 25, 2007 After a few weeks of hard work I finally finisht my mission. War on Rahmadi is mission about conflict USA vs RUS on RAHMADI ISLAND. US Army starts on 2 smaller islands not far from RI. Infantry starts on the first island with boats, vehicles, ammo crates and artillery. Pilots start on the second island with helicopters, boats, few vehicles and ammo crates too. General objective is to take out Rahmadi Island but to finish the mission you must complete all objectives (destroy enemy ammo crates, anti-aircrafts defend etc, kill enemy officer etc.) The mission has included many latest script for the best gameplay. For example: *Anti Team-Kill Script by Kronzky *Urban Patrol Script by Kronzky (v1.8.0) *BAS f (v0-0-23) And much, much more... Features: *Great GamePlay *Much more developed Island *Completly dynamic AI *Many random elements *BAS framework and his adjustable (time of day, level of AI) *Multilanguage Lobby of mission *Many roles to play (INFANTRY,PILOTS,MEDICS,ARTILLERY OPERATOR) *Air,Land Enemy Patrols (infantry,vehicles,searchlights,aircrafts) *13 Objectives to complete *Our and Enemy artillery is active *Vehicles Respawn *Anti TK Script *A lot of others smaller scripts Share this post Link to post Share on other sites
Infam0us 10 Posted March 25, 2007 Will test it on our server and let you know how it goes Share this post Link to post Share on other sites
d3dsh33p 0 Posted March 26, 2007 bridges are all screwed up somehow and i think you forgot m107 ammo and also pilots prolly shouldn't respawn at the non aircraft filled island do the aircraft have respawn? cool idea just got some random bugs there its on the server Share this post Link to post Share on other sites
rainbow 0 Posted March 26, 2007 bridges are all screwed up somehowand i think you forgot m107 ammo and also pilots prolly shouldn't respawn at the non aircraft filled island do the aircraft have respawn? cool idea just got some random bugs there its on the server 1. It's working in progress. Someone who knows how to fix it is welcome. 2. Fixed in new version 3. Presently it isn't possible in ArmA (yet). 2 respawns with random only. Sorry. If someone knows how to fix it pls. contact. 4. Yes New version is coming with many fixes, optimalizations and others. Share this post Link to post Share on other sites
Schwab 0 Posted March 26, 2007 1. guess its the setdir command you use for the bridge, is without workaround, see mfcti and winewars buildings. 3.give the pilots an extra respawn script add it as eventhandler "killed" and create them in this script at a given position. Share this post Link to post Share on other sites
rainbow 0 Posted March 26, 2007 1. guess its the setdir command you use for the bridge, is without workaround, see mfcti and winewars buildings.3.give the pilots an extra respawn script add it as eventhandler "killed" and create them in this script at a given position. 1. Ok, I will check this. Exactly i used setpos getpos command and on the end +/- 50(m). It's probably locality error. 3. Can you tell me something more about this eventhandler? Any example or tutorial? Share this post Link to post Share on other sites
Schwab 0 Posted March 26, 2007 guess u have a pilot "sp1" write a sqf with: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> sp1 addEventHandler ["killed", {respawn=[] execVM "respawnsp1.sqf"}]; sp1 setPos (whichever); save it as respawnsp1.sqf initialize the pilot with addEventHandler ["killed", {respawn=[] execVM "respawnsp1.sqf"}] thats it. setpos should work, but all static objects are rotated north i think (only know it from reading, never tried it). Taken from the MfCti Readme Quote[/b] ]-The building/m2/sandbag placements of coarse are not the same from player to player. This is because the setdir and setpos are bugged in the game. Bis does know about this and hopefully this will be fixed. Share this post Link to post Share on other sites
d3dsh33p 0 Posted March 26, 2007 oh dont get me wrong, my buds and i love it, just has some small bugs to work out I'm assumming you know the small bridge is broken and unwalkable from the non helo side, the others placement is like a dam, looks really cool from the working side of the object, but has simply no use Share this post Link to post Share on other sites
rainbow 0 Posted March 31, 2007 version BETA2 released! Changelog: *Bridges have been deleted *A few scripts deleted for better performance *Ammo bug fixed *New markerpositioning for players for better navigation (in Cadet Mode only) *Briefing updated *Respawn divided (Pilot Team and Infantry have own respawns) *Fixed Heli's respawn position Share this post Link to post Share on other sites
d3dsh33p 0 Posted March 31, 2007 uodated the server the bridges werent needed\ edit: how do i use the artilary ? Share this post Link to post Share on other sites