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Everything posted by overlord970
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[SP/MP] OPFOR KP Liberation - Project Opfor / RHS
overlord970 posted a topic in ARMA 3 - USER MISSIONS
[SP/MP] OPFOR KP Liberation - Project Opfor / RHS Changes Made After looking at all the liberation missions it became clear that there where hardly any OPFOR sided liberation missions out their, compared to the orignal one, so we decided to deliver an OPFOR experience to liberation by making a Kp Liberation based on the OPFOR faction. So what we have done here is take Kp Liberation and change all the factions around to make it so you are able to play as the OPFOR faction, with out having to do anything, below is just a few of the main changes. We have used Project opfor as part of the base gear that will be used by the other factions. -Playable OPFOR faction. RHS AFRF (VDV/MSV) -Changed BLUFOR faction. Project OPFOR (Islamic State) -Changed GUER faction. Project OPFOR (Sahrani) -Changed the enemy marker colours to blue. -Changed spawn point marker to match OPFOR faction. -The friendly side is now OPFOR. -Added a extra tutorial page to help people. -OPFOR Medical vehicles changes. -Changed all factions to match new sides. -Fixed exploding choppers on the Ship. This mission will support other mods. If there is demmand a public server can be setup. Overview of the mission The area has fallen to the enemy, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the area. - Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area. - Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps. - Purchase both infantry and vehicles (both ground and air) using three different types of physical resources; supplies, ammunition and fuel. - Build the FOB of your dreams with an in-game "what you see is what you get" system. - Play within an immersive engine that not only punishes you for civilian casualty but diversely reacts in turn. - Combat aggressive and cunning hostile forces who react and adapt to your actions. - Monitor and work alongside, or against, independent guerrilla forces. - Learn that every window is a threat thanks to the custom urban combat AI. - Accomplish meaningful secondary objectives that will benefit your progression. - Never lose your progress with the built-in server-side save system. Statistics / Different on each map Capitals: 10 Cities: 68 Military: 26 Factories: 24 Radiotower: 22 Total Sectors: 147 Below you can look though the maps in the steam workshop. OPFOR Chernarus KP Liberation : OPFOR Altis KP Liberation : OPFOR Sahrani KP Liberation : OPFOR Tanoa KP Liberation OPFOR Takistan KP Liberation OPFOR Lythium KP Liberation More still to come. ----------------------------------------------------------------------------------------------------------- Understanding Markers Capitals: There are several larger or important cities in the region. When all are under friendly control, you'll most certainly have beaten back the enemy to a point where they cannot re-establish control. This is your primary objective. They are very well defended and you'll have to deal with a very high chance of enemy reinforcements or counter attacks. Cities: Generally small to medium-sized cities. Factories: Across the region you will find civilian factories under enemy control. Capture these, as they only need a storage area and can then produce the three resources. As such they are a very strategic first target! Military Bases: Home to large amounts of highly equipped enemy forces, these installations are heavily defended and will require large and well co-ordinated assaults if you have any hope in capturing them. While capturing enemy bases you'll prove that your operation is progressing in a promising way, therefore you'll unlock some heavier assets. Radio Towers (RT): When under enemy control, RT will be used to call in reinforcements when a nearby sector is attacked by our own forces. The reaction time will depend on the distance between the tower and the sector. When under friendly control, the towers will give useful map intel on hostile troop movements in the vicinity by intercepting their radio communications. ----------------------------------------------------------------------------------------------------------- Credits: -Creator: Zbug -Primary Editor: Wyqer -Secondary Editor: Luacs - Cross over This mission is under the Arma Public Licence (APL)- 7 replies
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[SP/MP] OPFOR KP Liberation - Project Opfor / RHS
overlord970 replied to overlord970's topic in ARMA 3 - USER MISSIONS
@OutbreakGRD Lythium is up on steam :)- 7 replies
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[SP/MP] OPFOR KP Liberation - Project Opfor / RHS
overlord970 replied to overlord970's topic in ARMA 3 - USER MISSIONS
@OutbreakGRD I can get it up tonight maybe but steam workshop is being shit right now- 7 replies
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[SP/MP] OPFOR KP Liberation - Project Opfor / RHS
overlord970 posted a topic in ARMA 3 - USER MISSIONS
[SP/MP] OPFOR KP Liberation - Project Opfor / RHS Changes Made After looking at all the liberation missions it became clear that there where hardly any OPFOR sided liberation missions out their, compared to the orignal one, so we decided to deliver an OPFOR experience to liberation by making a Kp Liberation based on the OPFOR faction. So what we have done here is take Kp Liberation and change all the factions around to make it so you are able to play as the OPFOR faction, with out having to do anything, below is just a few of the main changes. We have used Project opfor as part of the base gear that will be used by the other factions. -Playable OPFOR faction. RHS AFRF (VDV/MSV) -Changed BLUFOR faction. Project OPFOR (Islamic State) -Changed GUER faction. Project OPFOR (Sahrani) -Changed the enemy marker colours to blue. -Changed spawn point marker to match OPFOR faction. -The friendly side is now OPFOR. -Added a extra tutorial page to help people. -OPFOR Medical vehicles changes. -Changed all factions to match new sides. -Fixed exploding choppers on the Ship. This mission will support other mods. If there is demmand a public server can be setup. Overview of the mission The area has fallen to the enemy, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the area. - Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area. - Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps. - Purchase both infantry and vehicles (both ground and air) using three different types of physical resources; supplies, ammunition and fuel. - Build the FOB of your dreams with an in-game "what you see is what you get" system. - Play within an immersive engine that not only punishes you for civilian casualty but diversely reacts in turn. - Combat aggressive and cunning hostile forces who react and adapt to your actions. - Monitor and work alongside, or against, independent guerrilla forces. - Learn that every window is a threat thanks to the custom urban combat AI. - Accomplish meaningful secondary objectives that will benefit your progression. - Never lose your progress with the built-in server-side save system. Statistics / Different on each map Capitals: 10 Cities: 68 Military: 26 Factories: 24 Radiotower: 22 Total Sectors: 147 Below you can look though the maps in the steam workshop. OPFOR Chernarus KP Liberation : OPFOR Altis KP Liberation : OPFOR Sahrani KP Liberation : More still to come. ----------------------------------------------------------------------------------------------------------- Understanding Markers Capitals: There are several larger or important cities in the region. When all are under friendly control, you'll most certainly have beaten back the enemy to a point where they cannot re-establish control. This is your primary objective. They are very well defended and you'll have to deal with a very high chance of enemy reinforcements or counter attacks. Cities: Generally small to medium-sized cities. Factories: Across the region you will find civilian factories under enemy control. Capture these, as they only need a storage area and can then produce the three resources. As such they are a very strategic first target! Military Bases: Home to large amounts of highly equipped enemy forces, these installations are heavily defended and will require large and well co-ordinated assaults if you have any hope in capturing them. While capturing enemy bases you'll prove that your operation is progressing in a promising way, therefore you'll unlock some heavier assets. Radio Towers (RT): When under enemy control, RT will be used to call in reinforcements when a nearby sector is attacked by our own forces. The reaction time will depend on the distance between the tower and the sector. When under friendly control, the towers will give useful map intel on hostile troop movements in the vicinity by intercepting their radio communications. ----------------------------------------------------------------------------------------------------------- Credits: -Creator: Zbug -Primary Editor: Wyqer -Secondary Editor: Luacs - Cross over This mission is under the Arma Public Licence (APL) -
[SP/MP] OPFOR KP Liberation - Project Opfor / RHS
overlord970 replied to overlord970's topic in ARMA 3 - USER MISSIONS
Just realized this would be better off in the User-Missions section .- 7 replies
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[Help w/Dialog/] Dialog Button help
overlord970 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So im just trying to create a menu that uses a combo-list to pick and spawn vehicles, At the moment i use an addaction to open the menu but when i do i only see the RscListbox and the RscPicture, but it doesn't not show me my buttons or the frame. So my question is what have i done wrong in the code to stop the buttons from showing but other things show.? Dialog.hpp class Train_Menu_Dialog { idd = 9999; movingEnabled = false; class controls { //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT START (by Luke, v1.063, #Hefeja) //////////////////////////////////////////////////////// class RscFrame_1800: RscFrame { idc = 1800; x = 12 * GUI_GRID_W + GUI_GRID_X; y = 3 * GUI_GRID_H + GUI_GRID_Y; w = 16 * GUI_GRID_W; h = 16 * GUI_GRID_H; }; class textbox: RscText { idc = 1000; text = "Pick Your Train"; //--- ToDo: Localize; x = 17 * GUI_GRID_W + GUI_GRID_X; y = 3 * GUI_GRID_H + GUI_GRID_Y; w = 6.5 * GUI_GRID_W; h = 1.5 * GUI_GRID_H; }; class spawnbut: RscButton { idc = 1600; text = "Spawn"; //--- ToDo: Localize; x = 24 * GUI_GRID_W + GUI_GRID_X; y = 16.5 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; }; class Exit: RscButton { idc = 1601; text = "Exit"; //--- ToDo: Localize; colorText[] = {0,0,0,0}; sizeEx = 0.02; style = 2; x = 12 * GUI_GRID_W + GUI_GRID_X; y = 16.5 * GUI_GRID_H + GUI_GRID_Y; w = 4 * GUI_GRID_W; h = 2.5 * GUI_GRID_H; action = "closeDialog 0"; }; class list: RscListbox { idc = 1500; text = "Pick Train"; //--- ToDo: Localize; x = 0.375; y = 0.18; w = 0.25; h = 0.22; }; class RscPicture_1200: RscPicture { idc = 1200; text = "#(argb,8,8,3)color(0,1,1,1)"; x = 0.375; y = 0.44; w = 0.25; h = 0.2; }; //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT END //////////////////////////////////////////////////////// }; }; Addaction to create dialog with stuff in the list disableSerialization; _shopItems = ["Test","TEST1"]; createDialog "Train_Menu_Dialog"; waitUntil {!isNull(findDisplay 9999);}; _ctrl = (findDisplay 9999) displayCtrl 1500; { _ctrl lbAdd _x; } forEach _shopItems; Defines.hpp -
[Help w/Dialog/] Dialog Button help
overlord970 replied to overlord970's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh wow thank you, yes this works!:) I might need to try tweak it to work with the spawn button and to get the image form the config for the trains when each one if chosen but this works !!. In case you haven noticed im working on a mission involving ATS trains mod, once i get them spawning on the tracks, i plan to create missions for people to do. -
[Help w/Dialog/] Dialog Button help
overlord970 replied to overlord970's topic in ARMA 3 - MISSION EDITING & SCRIPTING
player addAction["Menu","fn_create_dialog.sqf"]; I put that inside the units init. The sqf holds the above code. -
[Help w/Dialog/] Dialog Button help
overlord970 replied to overlord970's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@7erra Is there something else i can use? instead of an addaction ? I was thinking of trying to do it on load. but then how to reopen it. @Larrow and im drawing a bit of a blank how would i call this function you have created ?. Or will it not work with the addaction like 7erra said ?. -
[Help w/Dialog/] Dialog Button help
overlord970 replied to overlord970's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh thank you i appreciate the help and love the commenting:) but ive added this in to my sqf and when i run it via the addaction the GUI will not show, It dose not show any errors, Do you think its something to do with the addAction ? -
[Help w/Dialog/] Dialog Button help
overlord970 replied to overlord970's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Right so this command onLBDblClick = "systemChat str ['onLBDblClick',_this]; false"; will show me index positions of things in the list but this has to be done in the dialog.hpp but my array is in its own sqf file as u can see above, so how do i use the command onlbdblClick so i can use this code _x = _shopItems find "Locomotive_B"; if (_x == 0) then {"Locomotive_Blue" createVehicle spawntrain}; -
[Help w/Dialog/] Dialog Button help
overlord970 replied to overlord970's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok it is working now i just had to redo it using safezones thank you for the help. Right now time to store vehs in variables and put variables in my list i guess. Any one got any quick ideas? im thinking of having this variable _Locomotive_B = "ATS_Trains_A2Locomotive_Blue"; now im struggling trying to figure out how to use this array _shopItems = ["_Locomotive_B","TEST1"]; like how do i tell the code to register which thing i clicked in the combo menu? Im slowly working my way there, just found onLBDblClick = "systemChat str ['onLBDblClick',_this]; false"; for help with index potions -
[Help w/Dialog/] Dialog Button help
overlord970 replied to overlord970's topic in ARMA 3 - MISSION EDITING & SCRIPTING
1.Done 2.Done 3. I see what you are saying i will go try moving the rscPicture(EDIT it shows) and ill try doing it with out GUI_GRID as like u said the only difference its that. Done it like that thank you:) and right ok will try safezones -
BECTI Benny / Sari / LE CUP Edition The Mission Explained BECTI is a Conquer The Island game mode based on the old school OFP MFCTI from Arma 2 where two teams composed of Players or AI and you fight AI for the control of an island in a power struggle with towns and bases. The commander is the leader of your side, voted in at the start of each round. Only he may build the base and set the income distribution. The commander is the only one which is able to perform upgrades and assign orders to AI. Towns need to be captured and held by your side. To capture a town, you simply have to stand next to Central Depot while no enemy is around. But watch out! The town occupation may try to defend it! Survive by holding camps within the town to spawn from until capture. The generated income and the defending units may vary depending on a town's size. Funds are mainly earned by capturing town and salvaging wrecks but killing enemies will also reward you with a bounty bonus. These funds may be used to purchase units and gear. Parameters allows you to play with a different setup all the time, nearly everything can be changed (AI, base, environment, economy, gameplay, module, respawn, towns...). As the fights goes on, different assets may appear such as: HQ: The HQ is the commander's main toy. Once destroyed, a side may no longer build factories so move it wisely! Repair trucks: Repair trucks may be used by anyone to buy and place defensive structure but they can also be used to repair and build factories. FOB may be deployed from it upon request! Ammo trucks: The ammo truck act as mobile resupply point for both infantry and vehicles. The gear and the service menu may be accessed from it. Salvage trucks: Salvage trucks may be used to gain a certain cash amount from vehicle wrecks (You get 50% of the bounty, the rest is split among the other units). Independent trucks may also be purchased by commander. Forward operating base: Those special structures may be built from Repair Truck and may act as a mobile respawn/resupply point. Note that they are limited in a way that only X of them may be placed at a time. They can be dismantled by using the Repair Truck contextual menu. Respawn: Whenever the player dies, he/she may choose to respawn at a FOB (if near) or at a factory built by the commander. The player may choose to respawn in one of his AI units if near (note that you get the AI's gear upon respawn). Revive will be possible in future versions. Air/Sea Lifting: Roads are unsafe? Why not lift the HQ by the air or by the sea? SDV can hook wrecks underwater (HQ recovery!) Command Center: Are you far from the base? Have you forgotten to buy a vehicle? Then this structure is meant for you! The Command Center increase the purchase range and allows the use of custom assets such as Units Cam and Sat Cam.The mission is also Composed of multiple menu (GUI) like: Purchase Menu: This menu allows the player to reinforce his/her own squad with units/vehicles. The commander may purchase units to other groups. Gear Menu: Thanks to the Barracks, FOB and Ammo Trucks the player may swap his gear on the fly (nb vest/uniform don't have any valid gear manipulation commands atm) Orders Menu: The orders menu allows the commander to change the orders assigned to his/her teams. Some may need to to take town X while other have to take and hold town Y. AI Micro Menu: By default, the engine gives a basic AI management regarding AI in one's group. This menu extends this management allowing the leader to plan/use custom orders for his/her AI such as patrol/take towns (Some orders like move or patrol can be queued) Service Menu: This menu is used to perform utility/resupply actions on units and vehicles (heal, repair, rearm...) Upgrade Menu: The commander has to perform upgrades in order to improve it's side assets (better units, better loadouts...) Units Camera: When a Command Center is available, the units camera become available allowing the monitoring of other groups members. Satellite Camera: When a Command Center is available and when this asset is upgraded, one may use the Sat cam in order to find enemy whereabouts. ------------------------------------------------------------------------------------------------------------------------------------- The orignal BECTI is made by benny then Sari Updated and added things to BECTI to make it better and now with the help from a friend we are aiming to do as many as we can. Most of my BECTI map's are compatible with the CUP mods, you will be able to use the weapons and vehicles in CUP and more. I am also going to get a server up with these missions but for now the server is only ruining the non CUP version. IP: 31.214.159.54:2302 Host Name: -{GOL}- Public [CBA_A3, ACE3, ACEX, TFR, CUPMaps] ------------------------------------------------------------------------------------------------------------------------------------- My Workshop files Click to browse all my steam workshop files for Arma 3 ------------------------------------------------------------------------------------------------------------------------------------- How do I play? To find the mission host a LAN match and youll see it under chernarus or move the file to your single player mission folder. Turn up difficulty for the opposing team to be able to capture places. Optional Mods Project BECTI also added scripts to the mission so that other mods that are not REQUIRED are still supported by the factory,equipment menu etc. Built in mods: -Fast Rope & Field Repair -Simple ear plugs -ZetaCargo FAQ ? How is this different to the KP and other type of CTI game modes ? Why dont you play and find out, well the main similarly it has is that you have to capture the island and thats about it, every thing form the UI to the base building, it is different. I believe this version of BECTI Is a more to the point and gives you more freedom to build up your base. Link to the legend him self vvv
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