Ghost 40 Posted January 8, 2010 (edited) It has been a while but i have been busy updating Hard Fight (formerly Longest Day CO10) and now is using ACE. V2A Armaholic mirror: - Hard Fight Co-10 (@) v2-0-0A http://www.ghost.armaholic.eu/ARMAII/Hard_Fight_@ACE_CO10_V2A.Chernarus.pbo.7z Added save/equip loadout action to ammo box. Save your loadout once your all set then on respawn if you want your saved loadout go to ammo box and use "Equip Loadout". Weapon start script now selects primary weapon so player is able to fire without cycling firemode first. Tweaked POW rescue trigger so either pow can activate it. Changed ammobox script back to client side only - eliminates some publicvariables and less server load at start. Numerous other tweaks. Adjusted Enemy Infantry and Vehicle spawn scripts to be more random and easier to modify. Removed Raven Lifter addon requirement because it was added to ACE. This requires ACE,ACEX, CBA V4 No ACE Same as V2A ACE but this one does not require ACE http://www.ghost.armaholic.eu/ARMAII/Hard_Fight_CO10_V4.Chernarus.pbo.7z <<Thank You for Playing>> Please Let me know of any issues you may have and if you were running the mission from a dedicated or standalone server. I hope to get another rewrite as soon as I figure out some things but until then this should do just fine. Mission is designed to be different every time you play. Order of objectives and amount of enemy at each objective will be different. This mission is made for dedicated servers and has been tested with numerous people on a dedicated machine. Machine is not high end and neither was bandwidth but did get a mostly constant 30-50 fps depending on what was going on. Thanks to armaholic for another download link Armaholic Link >> Required Addons are (ACE,ACEX,CBA, RAVENS LIFTER) Edited April 25, 2010 by Ghost Share this post Link to post Share on other sites
galzohar 31 Posted January 9, 2010 If you want to save backpack contents: saveloadout.sqf (call once player has the weapons he should respawn with next time he dies, ex: add this to an action on the ammo box): customWeapons = weapons player; customMagazines = magazines player; customBack = player getVariable "ACE_WeaponOnBack"; backpackContent = player getVariable "ACE_RuckMagContents"; hint "Loadout saved."; loadloudout.sqf: removeAllWeapons player; {player addMagazine _x;} forEach customMagazines; {player addWeapon _x;} forEach customWeapons; player setVariable ["ACE_WeaponOnBack", customBack]; player setVariable ["ACE_RuckMagContents", backpackContent]; _primaryWeapon = primaryWeapon _unit; _unit selectweapon _primaryWeapon; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primaryWeapon >> "muzzles"); _unit selectWeapon (_muzzles select 0); Also have this script running on every client: if (!isDedicated && (isNull player)) then { waitUntil {!isNull player}; }; customWeapons=weapons player; customMagazines=magazines player; while {true} do { waitUntil {!alive player}; waitUntil {alive player}; execVM "loadLoadout.sqf"; player addWeapon "itemGPS"; }; Share this post Link to post Share on other sites
Ghost 40 Posted January 9, 2010 (edited) Thank you galzohar. I will look into adding that. **Update** I have a form of the above script implemented. Did some more tweaks but want to do more testing tweaking before releasing an update. Edited January 10, 2010 by Ghost Share this post Link to post Share on other sites
Ghost 40 Posted April 25, 2010 This will probably be one of my last updates for this style of mission. Fist post updated with link and info. Share this post Link to post Share on other sites