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About Revdogma

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  1. Revdogma

    [COOP 1-8 SC] - [Invasion]: Malden 2035

    Just to be clear you can play this single player just fine. You just have to host it locally and play as a group leader. Also, I have made several quality of life changes in updates all outlined in the workshop change notes.
  2. INVASION SCENARIO: AI are meant to be left ENABLED!!! This scenario was born out of my desire for a fun sandbox-like game mode that me and a/few friends could setup quickly and replay. Essentially an entertaining "classic" for me and my buddies to fall-back on. What i ended up with was a procedurally - generated, PVE, Sector Control mission. With that being said, let’s go over some of what I think are the more interesting features (all of them DUH!😆). Combined arms style combat Whole map, or hemispherical sector placement of Enemy Sectors and objectives Heavily modified variants of EOS and COS to create a more believable and varied world while minimizing CPU demand Randomized civilian and enemy ground and air traffic Custom revive system accompanied by a custom “auto-medic” system Command Points scoring system & stores Randomized and changing weather and randomized or selectable time of day 1-8 player co-op multiplayer up to two squads of 4 people Fully works with vanilla save system ONLY MOD REQUIRED - CBA_A3 The scenario essentially plays out like this: You can have one to so many Enemy Sectors (amount of sectors based on the map) spread out over the whole map randomly, or in a more collected randomly chosen hemisphere (to keep travel times and logistics to a minimum (When you ain't got time for that ****!)). You start at HQ or base (DUH!) and plop down a Forward Operating Position. The FOP will function as a re-spawn point for you and KIA squad mates (AI or otherwise), as well as a Command Point (CP) store and arsenal. The objective is to occupy all Enemy Sectors and hold them all simultaneously. The enemy will continuously send reinforcements to replenish the ranks (as you do) unless you locate and destroy the enemy Forward Command Center. Doing so will halt all future reinforcements (although this isn't necessary for victory). All of this will be handled by the vanilla tasks system. New side task possibilities will be added as discovered on the battlefield. There may even be some prerequisite tasks to complete before you can take on the Enemy Sectors for victory. All tasks will of course reward the completing squad with CP to be spent at the Command Point Store. How to earn Command Points: You earn CP by killing enemies and completing tasks, as well as holding sectors. Killing civilians however, loses you 5 CP. “What the f*** do command points buy?” The Command Store and Support Stores can be accessed by the squad leader and will allow you to deploy vehicles for your squad as well as commendable units (using High Command mode (Left Ctrl + Space)) and supports (i.e. artillery strikes, various air support, and supply drops ). Steam Workshop 3rd party credits: COS: EOS: Original EOS & COS of course belong to bangabob! Dynamic Weather 2 by tortuosit http://www.armaholic.com/page.php?id=28563 REQUIRED MOD: https://steamcommunity.com/workshop/filedetails/?id=450814997 Sorry this is primarily a Steam Workshop release. It's easier for me to manage updates and the like that way. Also if the description seems a little passé, please forgive me ...it's...well it's a different crowd over there. 🙄 Questions & Comments are good! Try to keep the negative constructive, if you would please. Thanks for any love or support!
  3. Revdogma

    High Command HELP

    I as well am having the exact same issue. High command on a dedicated server causes all the high command icons for both teams to all be a light blue-ish green color. Would LOVE to know how to fix this!!!
  4. Well shoot! Thanks Larrow! That should be more than enough to get me up and going!
  5. I'm using addAction on a named spawned vehicle, That action execVMs a script containing the comp spawn. I guess im confused about what step is causing the client to handle the comp spawning? Is it the execVMing of the script from the action since actions are local?
  6. @Larrow sorry if you thought this post was a thing of the past LOL! I'm having JIP issues. When i spawn a composition i declare the _compReference variable (in this case FOB_Alpha) as public. However when I JIP, the _compReference return (FOBAlpha_0) no longer references the composition. I checked the server RPT and all i get is "CLIENT: Remote object #:# not found" (# would be various numbers). I'm assuming the problem would be fixed in fn_spawnComp.sqf I dug around and could follow the logic but got lost in the syntax. If you can offer any guidance at least that would be awesome. Either way, thanks!
  7. sorry to be more clear how do i grab the index number when its formatted like this? FOBA_State = [ConTruck, ["Remove FOB-Alpha", {execVM "FOB\FOBA_Active.sqf"}]] remoteExec ["addAction", 0 , ConTruck, true]; FOBA_State only grabs the return for the remoteExec function.
  8. Sorry to revive this dead post but i cant make a new topic...lame. Any way is there away to grab the index number of a user added action added with remoteExec? I want to remove and add actions based on game play conditions. Having a hard time figuring out how to reference the addAction index/id numbers.
  9. ahhhhh! just saw your response today! it got second paged and i never realized lol! I'm so glad you are working on this...and im sure its a nightmare lol! I did discover one thing that i dont know if its on my end or if its just because its a fresh script. but in a co op mission i was calling in the compositions with a radio trigger. it was calling the compositions twice. it seemed like it was calling the composition for every person who had access to the radio trigger lol. I would have to test it further if you need any info on my end just let me know. and thanks for all the work man !
  10. Sooo...this might be a total noob question. But...im spawning a composition off of a trigger using all defualt position settings . It all works ...except literally every vehichle that spawns is immediately destroyed lol. Im assuming this is an issue with the saved elevation positions...but im not sure. All the buildings seem to be in the right place and even the vehichle wrecks are in the proper looking positions. Any halp would be much awesome! =] UPDATE1: Checked last night after changing the spawn hieght in the compisition. Vehicles definitly spawned above ground, about half a foot in the air. Still exploded (then fell)...lol maybe its trying to spawn 2 or it setting health to zero? UPDATE2: It looks like i was trying to spawn a crewed vehichle which i think was triggering the problem im going to test it further. LAST UPDATE: seems to be a hard limit on the mount of vehicles you can spawn at once using this method empty or otherwise. I got it working to my taste but its not perfect. Still it saved my project!!!