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bravo 6

Laser Stamp

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Co07_laser_stamp_small.jpg

Name: <span style='color:blue'><span style='font-size:27pt;line-height:100%'>Laser Stamp</span></span>

Download: Co10_laser_stamp_v1N (1,4Mb) ( 2nd update - 02/10/2007)

"<span style='color:green'>NEW</span>" Co10_laser_stamp_v1k_noAI (1,4Mb) (<span style='color:green'>Ai Disabled</span>)

Mirrors: <span style='font-size:7.01pt;line-height:100%'>(thank you for the mirrors, all mirrors will be updated asap when i get a mp from the source)</span> <ul>#1- ArmaHolic -> Version 1.N ; Version 1.k_noAI (Ai Disabled)

#2- ArmedAssault.info -> Version 1.L ; Version 1.k_noAI (Ai Disabled)

Type: Multiplayer CooP

Players: <s>7 x BLUFOR</s> 10 x BLUFOR

Island: Sahrani

ArmA Version: 1.08

Difficulty: Normal

Addons: No

Respawn: Revive script (only medics can revive)

Forces: Blufor vs Opfor

Vehicles: CRRC, MH-6, AV-8B

Weather: Fog fading away, Clear sky

TO Local: Rahmadi

Time: 06:30 h

Team:<ul>Alpha -> Special Forces

Delta -> Pilots

Political Situation: A UH-60 was shot down in Rahmadi on a recon mission in the zone. We know there are survivors from the crash. For this mission we assign 2 teams: Ground and Air.

Both POW must be rescued ASAP. They can give us important information. They die if we fail.

There are AA armor in Rahmadi, Alpha team must neutralize them before any air support.

Good luck

b6

ps- Feedback is welcome.

EDIT:

<ul>Original Version:

<s>Version V1.a1 (fixed some wp)</s>

<s>Version V1.b (fixed wp added surprises)</s>

<s>Version V1.c (changed some wp, added SD weapons, fixed briefing)</s>

<s>Version V1.d (Fixed Revive script (norrin), fixed rescue pow, changed some triggers, briefing and stuff.</s>

<s>Version V1.f (fixed some script bugs. Bombing cam works now..)</s>

<s>Version V1.g (norrin fixed hes scripts..)</s>

<s>Version V1.h (used norrin fixed scripts, added 1 ammo crate at start, added more bunkers and some enemys..)</s>

<s>Version V1.i (Added 3 more slots to the mission, 1 medic, 1 SF squad leader and 1 SF recon)</s>

<s>Version V1.j (Improvement in revive script by norrin)</s>

<s>Version V1.k (Converted revive script to 10 slots, added some triggers and effects)</s>

<s>Version V1.L (Had a problem with the revive, fixed now..)</s>

<s>Version V1.m (Add better effects for 2nd objective; add some surprises in the town. Changed one of the MH-6 for a UH60. Scripts in general are improved. All players should be able to see the ontroend in the end, at same time.</s>

New Version V1.N (Had to review the Revive script)

Version No Ai (AI disabled):

<s>Version V1.i_noAi (revive script fixed for Ai disabled. Note: 2 players must be selected at least.</s>

<s>Added more surprises and changed norrin revive parameters.)</s>

<s>version V1.j_noAi (Added 3 more slots to the mission, 1 medic, 1 SF squad leader and 1 SF recon)</s>

New Version V1.k_noAi (Converted revive script to 10 slots, added some triggers and effects)

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Nice teaser-picture.

Btw, what means "Weather: Céu limpo"

wow_o.gif ups, sorry.

I also put this mission on a portuguese forum aswell thats why i had that info in portuguese thumbs-up.gif

fixed now. (thanks)

@Q1184: thanks tounge2.gif

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Then also change "Equipa" to "Teams" or something like this smile_o.gif

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new version v1.c (top)

Changed some WP and behaviours.

Added SD weapons to Ammo box.

Briefing fixed.

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I still have one unsolved problem that might also appear in future missions if someone doesn't help confused_o.gif

I ask help from those who are able and can solve this problem.

The problem is:

When players respawn or when revived (in this case) they are Nolonger able to rescue the prisioners.

The rescued prisioners do join groups by this trigger and command when players don't use revive:

Code trigger condition Sample

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(p1 distance pow1<=3) or (p2 distance pow1<=3) or (p3 distance pow1<=3)

Code rescue1.sqf Sample

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">x_rescuer = ( _this select 1 );

publicVariable "x_rescuer";

[pow1] joinsilent group x_rescuer;

x_rescuer sideChat "WE HAVE THE FIRST PRISIONER. OUT.";

pow1 removeAction 0;

NOTE: once p1, p2, p3 respawns or get revived (in this case) they will nolonger be able to make the pows to join the group.

as if the revived player loses hes id or name and then the code stop working.

Help is needed to improve this mission or future missions help.gif

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Quote[/b] ]Help is needed to improve this mission or future missions

Check the best Revive Script for ArmA MP Missions by Norrin

Quelle:

Revive AI-Enabled

armaholic.com

or check your MOD Missions by the:

[GER] v1.08 Hosted by TimeGhost.de Server

notworthy.gifyay.gifnotworthy.gif

set_captive Scripts from OFP

set_captive.sqs

Quote[/b] ];[this] exec "scripts\set_captive.sqs";

_hostage = _this select 0

_hostage setCaptive true

_hostage setBehaviour "CARELESS"

removeAllWeapons _hostage

~0.2

_hostage switchMove "FXStandSurUniv"

_hostage addAction ["Secure Hostage", "scripts\set_free.sqs"]

~0.2

Saveme setpos [getpos player select 0,getpos player select 1,getpos player select 2]

_hostage addEventHandler ["killed", {_this exec "scripts\set_dead.sqs"}]

exit

set_dead.sqs

Quote[/b] ]_hostage = _this select 0

_hostage setCaptive false

_hostage switchmove ""

_hostage removeAction 0

exit

set_enemy.sqs

Quote[/b] ]_hostage = _this select 0

_hostage setCaptive false

_hostage setBehaviour "COMBAT"

exit

set_free.sqs

Quote[/b] ]_player = player;

_hostage = _this select 0;

?!alive _hostage : exit;

?!alive _player : exit;

_hostage setCaptive false;

~0.2

playMusic "ATrack9";

_hostage setBehaviour "COMBAT";

[_hostage] join _player;

exit

Quo Vadis LINOLEUM xmas_o.gif

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Quote[/b] ]Help is needed to improve this mission or future missions

Check the best Revive Script for ArmA MP Missions by Norrin

Quelle:

Revive AI-Enabled

armaholic.com

or check your MOD Missions by the:

[GER] v1.08 Hosted by TimeGhost.de Server

notworthy.gifyay.gifnotworthy.gif

set_captive Scripts from OFP

set_captive.sqs

Quote[/b] ];[this] exec "scripts\set_captive.sqs";

_hostage = _this select 0

_hostage setCaptive true

_hostage setBehaviour "CARELESS"

removeAllWeapons _hostage

~0.2

_hostage switchMove "FXStandSurUniv"

_hostage addAction ["Secure Hostage", "scripts\set_free.sqs"]

~0.2

Saveme setpos [getpos player select 0,getpos player select 1,getpos player select 2]

_hostage addEventHandler ["killed", {_this exec "scripts\set_dead.sqs"}]

exit

set_dead.sqs

Quote[/b] ]_hostage = _this select 0

_hostage setCaptive false

_hostage switchmove ""

_hostage removeAction 0

exit

set_enemy.sqs

Quote[/b] ]_hostage = _this select 0

_hostage setCaptive false

_hostage setBehaviour "COMBAT"

exit

set_free.sqs

Quote[/b] ]_player = player;

_hostage = _this select 0;

?!alive _hostage : exit;

?!alive _player : exit;

_hostage setCaptive false;

~0.2

playMusic "ATrack9";

_hostage setBehaviour "COMBAT";

[_hostage] join _player;

exit

Quo Vadis LINOLEUM xmas_o.gif

I apreciate your post. I already was on Norrin thread, and know alittle of hes work.

I tryed it but there are some stuff in it that i disagree and dislike. Thats why i sticked to what i have atm.

Though i dont know if Norrin script fix this problem, does it?

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ok guys, Norrin pmed me and i think he will help me fix this problem.

Meanwhile i would like to ask the opinions to those who tryed this mission, if they think that the view distance should be bigger.

The ViewDistance is set very low because my idea was to give a early atmosfere to the mission. The early fog fading away with time. And if i add much more ViewDistance we would be able to finish mission fast and easy. We could ever clear all island from a single spot. (i don't want that)

I was told that the fog affects the view on the pilots even if they change their AirViewDistance.

Im forced to reduce the fog because the pilots will not be able to see much even with a 2500m set.

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Hello Bravo6

I played this mission two times last night with 4 other players. We took the infantry slots. Only later on in the game did a new player join in and take a pilot slot.

***SPOILER WARNING***

It took us about 45 minutes to virtually clear the entire island with no air support whatsoever. I did find one prisoner, in a shack whose entrance was blocked by barbed wire, but there was no way I could get him to follow us, even though I crawled into the shack from behind. At our first try, I died, so I could see Kegetys' spectating script while waiting for revival, which was cool.

We had a lot of fun, I particularly liked the daylight settings. I think you should add more T72s to make it impossible for infantry alone to do the job entirely. For info, and to brag about my unusual performance at our second try biggrin_o.gif, I scored 35 kills, with 4 armoured, without dying once. A good mate scored 20+ kills, and died once.

*** END OF SPOILER***

So a lot of fun, thank you for the mission,

Igor.

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@Igor Drukov, im glad you liked it.

Keep tuned to this thread because i already have a solution and a fix to that problem you faced.

The problem i mentioned before is about to be solved. Now the revived players can also save the pows.

Also when all players become unconsciente mission will end, and mission will be failed.

I would like to thank Norrin for helping me to make this scripts work. Though there are some details that i need to change in the mission.

I'll soon update this thread with a new and recent version of the mission.

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Well when I found the prisoners I hadn't died once smile_o.gif

sad to hear. Looks like the trigger i was using was no so good.

Anyway, i replaced that trigger, wich activates the "Rescue Pow", for a script and im sure it will work better. It was already tested in MP and it works fine. Don't worry.

It's just a bug with a fix already wink_o.gif

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i have all scripts working fine and ready to set them up.

I now would like to ask:

Who should be able to Revive the unconscient players?

Only Medics or All Players?

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for public Noop Servers: goodnight.gif

- All Players

- respawn_button_timer = 90;

for Profi Clan Servers: banghead.gif

- only Medics Taktic

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- respawn_button_timer = 90;

NEVA!!!

that option goes bellow my principles!

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Haven't played this yet... but about the revive thing. Can you choose how many revives availeble during mission like in Igor Drukov's Black Sword? It's a nice feature.

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Haven't played this yet... but about the revive thing. Can you choose how many revives availeble during mission like in Igor Drukov's Black Sword? It's a nice feature.

i think the norrin revive have that option aswell, i have to look better.

But the idea is: only other player can revive you, ie, you can't revive yourself.

Coop spirit is indeed need in this mission and all my missions in order to revive and save other players.

ill see if theres an option there. If there is, its easy to change.

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I hope the mod of this can help.

Really love this mission, however have never been able to rescue POWs yet.

Dont use respawn just revive, but they just stand there.

Sometimes they just clip into the walls and die.

Can you help us please as would love to finally finish this one.

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Still cant get the POWs to follow, tried everything and searched.

Please help

EDIT my bad - didnt read earlier thread, I had been revived thought the problem was just respawn,

Pity - Good mission.

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Hi there...did you have any joy in fixing the issue with the POWs..?

I really look forward finishing this mission...:)

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yap - very nice mission.

sad, we couldnt rescue the pows - played this map tonite, twice and we were not able to rescue them.

as harrier pilot i got an action entry called weapon cam, but it didnt find the script.

regards

rocko

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Hi there...did you have any joy in fixing the issue with the POWs..?

I really look forward finishing this mission...:)

yes, the revive and the rescue pow will be available and fixed in the next version.

im still working on some stuff.. nener.gif

edit: ill release the version 1.d some time TODAY! Hope people help me test it when i release it wink_o.gif

edit2: Mission updated to version 1.d and available in 1st post. The Revive and the POW issues should be fixed in this version 1.d

Any bug report and/or feedback are welcome

sad, we couldnt rescue the pows - played this map tonite, twice and we were not able to rescue them.

The pows are now rescuable. If any bug found, report it, please.

as harrier pilot i got an action entry called weapon cam, but it didnt find the script.

hum.. i still have to look whats that issue..

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there was a little problem with the version 1.d (there was a setcaptive true in p1)

So i updated to version 1.e, download in 1st post.

@ricki thanks for the report.

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