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Eogos

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Everything posted by Eogos

  1. Eogos

    Faces of War [WW2]

    Please tell me you plan on making the Bayonet do damage. The desire to make a mission for my community where they do a Banzai charge is growing quickly
  2. So I'm making a custom version of the Combat Patrol mission for the community I'm with but I've run into a bit of a snag. I grabbed the parameters settings from the description.ext of the sample mission and added it into the description.ext I already have. However they don't seem to actually affect the mission in any way, weather and time doesn't change nor does amount of enemies if garrison size is changed. I don't believe it's my description.ext that caused it as the same thing happens on the sample mission itself with no changes. Here is the parameters from the Combat Patrol sample mission that I used. I'm not real good with code so I can't really tell if anything is wrong with it myself. class Params { class startingDaytime { title = "Starting time of day"; values[] = {-1, 0, 1, 2, 3, 4}; texts[] = {"Random", "Dawn", "Morning", "Afternoon", "Dusk", "Night"}; default = 1; }; class weather { title = "Weather"; values[] = {-1, 0, 1, 2, 3}; texts[] = {"Random", "Clear", "Semi-cloudy", "Cloudy", "Storm"}; default = 1; }; class garrison { title = "Enemy garrison"; values[] = {0, 1}; texts[] = {"Standard", "Reinforced"}; default = 0; }; class reinforcements { title = "Enemy reinforcements"; values[] = {0, 1}; texts[] = {"Standard", "Advanced"}; default = 0; }; class showInsertion { title = "Mark insertion position"; values[] = {1, 0}; texts[] = {"Yes", "No"}; default = 0; }; class tickets { title = "Respawn tickets"; values[] = {5, 10, 20, 50, 100}; texts[] = {"5", "10", "20", "50", "100"}; default = 10; }; class enemyFaction { title = "Enemy faction"; values[] = {0, 1, 2}; texts[] = {"CSAT", "AAF", "Random"}; default = 2; }; class locationSelection { title = "Location selection"; values[] = {0, 1}; texts[] = {"Manual", "Random"}; default = 0; }; };
  3. @Stelarch @R3vo wow, thanks guys. Haven't had a chance to look at this thread in a bit but thanks for the help, will look into fixing mine right away! On another note has anyone figured out if it's possible to use different factions other than CSAT or AAF and if so how?
  4. So I tried to load up the example mission of Combat Patrol that is in the Arma 3 Samples and I get the following errors upon loading it in editor. https://drive.google.com/open?id=0BzGoGkZqU2KBdmhsdjhrSTdjcnc https://drive.google.com/open?id=0BzGoGkZqU2KBWEFMMkRqTFo0OFU anyone know how to fix?
  5. Hopefully. I plan on making a custom version that works with my communities mods (especially ACE because ACE Advanced Medical is bae) but that's hard to do when the sample mission is a bit... fucky...
  6. @jshock Honestly just a screenshot of what modules need to be placed with what basic settings to get it working in a default kind of state would be enough for now. Anyways, I'll send you some stuff later about what I've tried in order to get it working.
  7. I can't seem to get it working, any documentation on how to properly set it up? I can bring up the detector and use it properly to find the contam area as well as see it marked on the map but that's the only stuff working.
  8. Do you plan on making it work in Zeus with a module or is it not possible to do such a thing?
  9. Well this just great, time to find some threads that I can actually make a post in without being spammy
  10. So I've created a multiplayer ambient insurgent warfare using ALiVE and I wanted to use this script to add a sort of Blackmarket system for my players so they have another way of getting guns besides just stealing them off NATO but since all the objectives are randomly generated I can't exactly link it in editor. Anyone got know how I could add something like an event handler for task completion so that every time a task was registered as completed all players on the server had their cash increased by X amount? EDIT: Should point out I'm using Arma 3 for this.
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