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MTW_Der_Kroi

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Posts posted by MTW_Der_Kroi


  1. Hotfix 1.0.1:

    _ The difficulty of the "Steal and Bring it Back" missions is more progressive. You must have completed 2 more missions to face the Dominicans and the Albanians.
    _ Ballas did not have their weapons level 2 at the last Difficulty Tier of the mission "Kill leaders".
    _ 4 ambulances available at the same time instead of 2.
    _ More small rock has been hidden.

    • Like 1

  2. "Show Kenny Petrovic that your family is the most powerful on the island. Show no mercy to other families, dodge law enforcement and become Altis people's nightmare."

     

     

    "That's how mafia works."

     

    WORKSHOP

    DOWNLOAD (Coming soon)

     

    Dedicated Server:

    IP: 49.12.82.51

    Port: 2342

     

    Mafia Team Work Freemode is a fast paced and dynamic gamemode inspired by GTA IV Team Mafia Work with common objectives for 8 families in PvPvE (also playable in single player or coop) and features a real civilian and cop life.

     

    --------------------------------------

    Welcome to Altis-Est, a small island in the Mediterranean, who’s inhabitants are terrorized by mafia families that fight each other to expand territories and gain respect of local godfather, Kenny Petrovic.

    In Mafia Team Work, your family and yourself are working for Kenny Petrovic, in direct confrontation with other families. Your objective is to earn more respect and prove to Petrovic that your family is the only one to trust.

    Petrovic gives your mission objectives, common to all families, by cell phone. Each objective completed adds respect points for you and your family, as well as money you can use to call an ambulance or rearm by calling Little Jacob. When game time is over, the game ends once the current mission is completed. The team that got the highest Respect score will gain the trust of Mr. Petrovic, Godfather of Altis.

    “Will you be able to work like the mafia to face other families, between local gangs and law enforcement ?”

     

    --------------------------------------

    MOST WANTED !

    The Wanted Level is inspired from “Grand Thef Auto”, and tells players how much police attention they are getting, or in a few missions, how much they are actively searching for the objective.

    Wanted Level stars are related to your own actions, only the wanted mafia member sees it, and cops will only be after him. Altis police don't get tired, other mobsters are not safe: if a patrol sees a mafia member, they can decide to engage him as well.

    On mission, stars however are global. All mafia members will be actively wanted by Law Enforcers. Expect cops, FBI agents, and Army to come in number, protecting objectives assets against the mob.


    How it works

    Level 1 :
    Depends on checks and stops (usually on foot) or patrol that randomly happen on the map. If the patrol has not been neutralized or outrun, it will call reinforcement and therefore Level 2.

    If you meet a police patrol, which is not already chasing someone, they will chase you if you have at least one star.

     

    Level 2 :
    From 4 police units chasing you, 2 stars will be displayed at your wanted level. If you don't neutralize them or outrun them fast enough, they will call a helicopter with S.W.A.T. crew, which will trigger Level 3.

    The various events impacting Wanted levels overlap each other. As a result, shooting down or outrun a patrol does not reset your Wanted index if another patrol is also on your trail.

    NB: From Level 2, reinforcements are called continuously every X times. Only outrun or kill all the police currently chasing you, can lose your Wanted Level.

     

    Level 3:

    Level 3 is there as long as you have a police helicopter chasing you.

     

    Level 4:

    If the police have too much trouble arresting you, FBI vans will be called in for reinforcement and S.W.A.T. will have better weapons.

     

    Level 5:

    Are you still alive? The army will therefore try to teach you who dominates this island.

     

    -
    NB: Killing law enforcement chasing you decrease the necessary time to call in reinforcements.

     

    -- -- -- -- -- -- --
    On missions, like "Steal and Bring Back", law enforcers will spawn continuously until the end of the current mission.

    The amount of active reinforcements simultaneously depends on the mission and the number of players connected (also configurable). Backups, as well as regular patrols will head towards the objective to protect it from the mafia.
    Wanted Level progression is based on the number of patrols neutralized.

     

    96562934_2546840888871651_62118804350776

    --------------------------------------

    Features overview

    _ A full and totally random civilian life: road traffic, pedestrian, group of people, hiker, worker, musical & sound atmosphere, plane, boat and many other surprises to come and discover for yourself!

    _ Wanted Level up to 5 stars, inspired by GTA (Cop, SWAT helicopter, FBI, Army).

    _ Police attack lawless civilians and gangs.

    _ Varied missions with many random parameters and a progressive difficulty depending on the number of missions completed.

    _ Music exclusive to MTW Freemode composed by 4 producers. You can listen to them in civilian vehicles equipped with MP3 players.

    _ 6 gangs with their own style, voice, personality, vehicles and weaponry.

    _ You appear with the car of your choice, it has a Boost NOS function.

    _ Vehicle, enemy and player damage has been completely reworked to match MTW gameplay.

    _ More than thirty parameters to adjust your game the way you like. Like the number of civilians, your starting weapon, the number of police patrols, the weather or even deactivate Petrovic's missions to be completely free.

    _ Stunt jumps appear randomly on the map, successes give you points and money.

    _ You can pay paramedics to treat you (revive you) and Little Jacob for weapons.

    _ At low speed, you can carefully get out of your vehicle without falling.

    _ Army air drops

     

    --------------------------------------

    Follow us on Facebook and get more information in "About" section: https://www.facebook.com/MafiaTeamWork/

    Join us on Discord: https://discord.gg/cdXscHV

    Youtube: https://www.youtube.com/watch?v=qCbt2z06lQ8&t=

    Support us: https://mafiateamwork.com/donate/

    • Like 4

  3. [EDIT]

    Release done, creation of thread in the "Complete" section:

     

     

     

    "Show Kenny Petrovic that your family is the most powerful on the island. Show no mercy to other families, dodge law enforcement and become Altis people's nightmare."

     

     

    "That's how mafia works."

    After several years of work, I am pleased to announce a forthcoming release date:

    June 19, 2020

     

     

    Mafia Team Work Freemode is a fast paced and dynamic gamemode inspired by GTA IV Team Mafia Work with common objectives for 8 families in PvPvE (also playable in single player or coop) and features a real civilian and cop life.

     

     

    --------------------------------------

    Welcome to Altis, a small island in the Mediterranean, who’s inhabitants are terrorized by mafia families that fight each other to expand territories and gain respect of local godfather, Kenny Petrovic.

    In Mafia Team Work, your family and yourself are working for Kenny Petrovic, in direct confrontation with other families. Your objective is to earn more respect and prove to Petrovic that your family is the only one to trust.

    Petrovic gives your mission objectives, common to all families, by cell phone. Each objective completed adds respect points for you and your family, as well as money you can use to call an ambulance or rearm by calling Little Jacob. When game time is over, the game ends once the current mission is completed. The team that got the highest Respect score will gain the trust of Mr. Petrovic, Godfather of Altis.

    “Will you be able to work like the mafia to face other families, between local gangs and law enforcement ?”

     

    --------------------------------------

    MOST WANTED !

    The Wanted Level is inspired from “Grand Thef Auto”, and tells players how much police attention they are getting, or in a few missions, how much they are actively searching for the objective.

    Wanted Level stars are related to your own actions, only the wanted mafia member sees it, and cops will only be after him. Altis police don't get tired, other mobsters are not safe: if a patrol sees a mafia member, they can decide to engage him as well.

    On mission, stars however are global. All mafia members will be actively wanted by Law Enforcers. Expect cops, FBI agents, and Army to come in number, protecting objectives assets against the mob.


    How it works

    Level 1 :
    Depends on checks and stops (usually on foot) or patrol that randomly happen on the map. If the patrol has not been neutralized or outrun, it will call reinforcement and therefore Level 2.

    If you meet a police patrol, which is not already chasing someone, they will chase you if you have at least one star.

     

    Level 2 :
    From 4 police units chasing you, 2 stars will be displayed at your wanted level. If you don't neutralize them or outrun them fast enough, they will call a helicopter with S.W.A.T. crew, which will trigger Level 3.

    The various events impacting Wanted levels overlap each other. As a result, shooting down or outrun a patrol does not reset your Wanted index if another patrol is also on your trail.

    NB: From Level 2, reinforcements are called continuously every X times. Only outrun or kill all the police currently chasing you, can lose your Wanted Level.

     

    Level 3:

    Level 3 is there as long as you have a police helicopter chasing you.

     

    Level 4:

    If the police have too much trouble arresting you, FBI vans will be called in for reinforcement and S.W.A.T. will have better weapons.

     

    Level 5:

    Are you still alive? The army will therefore try to teach you who dominates this island.

     

    -
    NB: Killing law enforcement chasing you decrease the necessary time to call in reinforcements.

     

    -- -- -- -- -- -- --
    On missions, like "Steal and Bring Back", law enforcers will spawn continuously until the end of the current mission.

    The amount of active reinforcements simultaneously depends on the mission and the number of players connected (also configurable). Backups, as well as regular patrols will head towards the objective to protect it from the mafia.
    Wanted Level progression is based on the number of patrols neutralized.

     

    96562934_2546840888871651_62118804350776

     

    --------------------------------------

    Features overview

    _ A full and totally random civilian life: road traffic, pedestrian, group of people, hiker, worker, musical & sound atmosphere, plane, boat and many other surprises to come and discover for yourself!

    _ Wanted Level up to 5 stars, inspired by GTA (Cop, SWAT helicopter, FBI, Army).

    _ Police attack lawless civilians and gangs.

    _ Varied missions with many random parameters and a progressive difficulty depending on the number of missions completed.

    _ Music exclusive to MTW Freemode composed by 4 producers. You can listen to them in civilian vehicles equipped with MP3 players.

    _ 6 gangs with their own style, voice, personality, vehicles and weaponry.

    _ You appear with the car of your choice, it has a Boost NOS function.

    _ Vehicle, enemy and player damage has been completely reworked to match MTW gameplay.

    _ More than thirty parameters to adjust your game the way you like. Like the number of civilians, your starting weapon, the number of police patrols, the weather or even deactivate Petrovic's missions to be completely free.

    _ Stunt jumps appear randomly on the map, successes give you points and money.

    _ You can pay paramedics to treat you (revive you) and Little Jacob for weapons.

    _ At low speed, you can carefully get out of your vehicle without falling.

    _ Army air drops

     

    --------------------------------------

    Follow us on Facebook and get more information in "About" section: https://www.facebook.com/MafiaTeamWork/

    Join us on Discord: https://discord.gg/cdXscHV

    Youtube: https://www.youtube.com/watch?v=qCbt2z06lQ8&t=

    Support us: https://mafiateamwork.com/donate/

    • Like 6
    • Thanks 1

  4. Hello,
    in my case this bug only appears the first time of the day that I launch Arma O_o
    I wake up, I turn on the pc, launch Arma, I make a preview in MP, bug is there 1 time out of 3 (exactly like on the screenshots of Dlegion).
    I do Alt + F4, I restart Arma, I make a preview, no bug, everything works, until I restart pc ... Maybe these precisions can help.


  5. @HazJ - Thanks a lot. I learned to code with Arma and this mission, it explains a lot of mistakes. I'm entirely rewriting the mission since around a year, doing optimization, bug corrections or tweaks and deleting errors. I'm also automating multiple script I was doing by hand previously and preparing a Free Mode version available on a bigger part of the map, without error, I hope !

    • Like 1

  6. Update 1.08 : 

    Added : 
    _ New PVAS algorithm (Parked Vehicle Auto Spawn) to make parked car appear/disappear in streets, synchronized with player vision. This allows server to handle way more parked vehicles on the map, without having to deal with high number of objects. 
    _ Civilians can use those parked cars. 
    _ New feature "Call Little Jacob": Little Jacob can now bring you weapons and ammunitions, available once you hit a certain score value. 4 levels of weaponry according to your score (values are still on test, feedbacks really help!). 
    _ New feature "Call Ambulance": Once you reach a certain amount of points, you can now call it when you are downed but not dead. 
    _ Cops/FBI/Army backup spawn script has been completely rewrote. New method makes them more responsive, and they will appear closer to objective. 
    _ Complete overhault of pursuit AI algorithm (Cops/FBI/Army/Heli). More optimized, and better performances. 
    _ Apex OffRoad MB 4WD (Jeep) added to parked vehicles, and presence increased in traffic. 
    _ Updated Enigma Traffic script to version 1.6.1 
    _ Tourism planes and some boats added to ambient life, some using PVAS. 
    _ New visual for Wanted level (HUD). 
    _ New visual for info tips warning the player that he carry / drive objectives (HUD). 
    _ IA in helicopters received new gear, and their behavior has been reworked. 
    _ a ‘Hit Ticket’ ("Wounded 'player_name' " & "Wasted 'player_name' ") is displayed when you inflict damages to other players (Alpha implementation). 
    _ An armed Qilin is now hidden somewhere on the map when a new game starts. 


    Bug fixes : 
    _ Destroy aircraft mission : In rare cases, hints informing players about the mission could appear twice. 
    _ Pedestrians had troubles reaching their waypoints. 
    _ Score manager was partialy bugged when you killed someone of destroyed some objects. 
    _ Cops received instructions to stop overkill: they won't shoot anymore on empty cars after they neutralized it's bandit civilian driver, or on players after they downed/killed him. 
    _ Repair offroad's vanilla gyro wasn't activating anymore in some cases. 
    _ Traffic's civilians vehicles were not always following their waypoints in some cases. 
    _ Police backups level 2 were not using the correct script in some situations. 
    _ After a 'Bring Back Vehicle' mission, Wanted level 2 was working but not correctly displayed on player's HUD in some cases. 
    _ Stars in Wanted level 4 were desynchronized. 
    _ Rocks in Ghost Hotel were causing framerate loss when player was close. 
    _ Fixed some translations in Objectives notifications. 


    Tweaks : 
    _ Ammos .45 or 5.56 stanag can be found in cars, depending on difficulty level. 
    _ Reorganization of actions in player's action menu (mouse wheel). 
    _ Wider variety of vehicles in traffic and parked vehicles. Van drivers now wear the right clothes according to the van type. 
    _ 3D icons above friendly players are now more visible, and will be displayed from 1km instead of 450m. 
    _ Bleeding time has been expanded to 2:30 min (instead of 1:45). 
    _ Debug timer in mission 'Bring back the suitcase' reduced to 10min instead of 20min. 
    _ All NPC Backup's arsenals were rebalanced. 
    _ Police helicopter's behavior improved. 
    _ Wanted level manager improvements. 
    _ Script deleting some trees or broken walls has been optimized. 
    _ Improved Police offroad texture weight (affects mission global size). 
    _ Number of backup's vehicles reworked (for level 3, 4 and 5). 
    _ Global optimisations, again and again...

     

    E5A7119FBDA1E9B712069395EA56C030AA516C20

    AA497EDCF2B168EC73057FFF2A9FDE708508BDC6

     

     

    ------------------------------------------------------------

     

     

    Update 1.08.01 :

     

    Added : 

    _ Radio station in certain vehicles : You can now listen to music in Offroad ! 5 stations available but more will be added in a near future update. 
    You can found a civilian vehicle with radio traveling on the map. 
    Dedicated & JIP compatible. 

    Bug correction : 
    _ Wrong default ammunition in vehicles. 
    _ Some ambulance action menu issues. 

    Tweaks : 
    _ Full re-writting of in vehicles radio station algorithm, full compatibility in MP, host, dedicated server and JIP.

     

    ------------------------------------------------------------

     

     

    Update 1.08.02 :

     

    Bug correction : 
    _ Can for Radio car source is now hidden. 

    Tweaks : 
    _ Change of command which allows to obtain the position of person whom the police must intercept. 
    _ Clean up manager optimisation, it's more effective and use less CPU.

    • Like 1

  7. I will test the script in the week with friends. Thank you very much Quick.

     

    EDIT 01/03 :

    Works perfectly for the Host and the logged admin in dedicated server. Nice :)

     

    However, there is a problem when a player is in a vehicle. 

     

    _On the map I see the icon of a unit on foot instead of the icon of a vehicle.
    _On the GPS I see both, icon on foot and icon of vehicle one overlaps the other.

     

    Tested in Player / Host and on dedicated server. Alone, without other players in both cases. I dont know if it concerns only our own icon (the icon of our character) or that of other players.


  8. Update 1.07.01 :

    Added :
    _ Wanted Level description is avaliable via map menu
    _ Panik animations for civilians in some situations.

    Bug correction :
    _ After previous patch, the 1st mission was always the same. 

    Tweaks :
    _ In Parameters, some settings related to Debug mode and Missions selection have been renamed.
    _ In mission, "Research Level" becomes "Wanted Level".

     

    ------------------------------------------------------------

     

    Update 1.07.02 :

    Added : 
    _ New Police siren mecanic for random patrols. 

    Bug correction : 
    _ Random Police patrol wasn't active anymore after a mission envolving Wanted level 3-4-5. 
    _ Fixed an issue with civilian car's horns. 

    Tweaks : 
    _ Added several script optimisations for proximity detection. 
    _ Balanced the required conditions for Police helicopter crew dismounting. 
    _ "Flip vehicle" action improvement.

     

    ------------------------------------------------------------

     

    Update 1.07.03 :

     

    Added : 
    _ Police patrol can now track civilians after car accident or after using guns. 
    _ You can now encounter police patrol chasing criminals randomly in Katalaki Bay. 
    _ Added an event where a tow truck is helping a civilian with a car problem. Can spawn in 50 different locations. 
    _ Police offroad and tow truck now have a rotating light depending of time of the day. 
    _ The projector and collision light of the police chopper are now on depending of the time of day. 
    _ Torchlight for all players and police officers depending of time and day. 
    _ New method for counting points when killing civilians and police officers. 

    Bug Correction : 
    _ A debug hint for the host got deleted. 
    _ Lag bug global var. 
    _ Animation of police officers at the precinct now works correctly. 

    Tweaks : 
    _ Enhanced car engine explosion. 
    _ Healing takes less time. 
    _ Optimization. 
    _ Tweaked dedicated server bandwitch, performance much improved.

    • Like 1

  9. I dont use any mod.


    The first case appears if I create an MP Hosted (where client is also server, NO dedicated server).
    The second appears when I log admin on the dedicated server of the same mission.
    In both cases the GPS works but not the map.

     

    I hope this can help you, do not hesitate to ask me for details, I do what I can with Google Trad, sorry: /

    You can test the 2 cases on my mission in my signature.

     

    EDIT : My QS_icons.sqf configuration :

     

    Spoiler
    
    //================== MASTER SWITCHES
    
    _QS_ST_map_enableUnitIcons = TRUE;							// BOOL. TRUE to enable MAP unit/vehicle Icons. Default TRUE.
    _QS_ST_gps_enableUnitIcons = TRUE;							// BOOL. TRUE to enable GPS unit/vehicle Icons. Default TRUE.
    _QS_ST_enableGroupIcons = FALSE;								// BOOL. TRUE to enable Map+GPS+HUD GROUP Icons. Default TRUE.
    	
    //================= DIPLOMACY - set the Friendly factions for each faction.
    
    _QS_ST_friendlySides_Dynamic = FALSE;						// BOOL. Set TRUE to allow faction alliances to change dynamically (IE. AAF may not always be loyal to NATO) and be represented on the map. Default TRUE.
    _QS_ST_friendlySides_EAST = [								// ARRAY (NUMBER). Uncomment the relevant number(s). Remove comma after last used entry (important!).
    	//1,		//EAST is friendly to WEST
    	//2,		//EAST is friendly to INDEPENDENT/RESISTANCE
    	3		//EAST is friendly to CIVILIANS
    ];
    _QS_ST_friendlySides_WEST = [								// ARRAY (NUMBER). Uncomment the relevant number(s). Remove comma after last used entry (important!).
    	//0,		//WEST is friendly to EAST
    	3		//WEST is friendly to INDEP/RESISTANCE
    	//3		//WEST is friendly to CIVILIAN
    ];
    _QS_ST_friendlySides_RESISTANCE = [							// ARRAY (NUMBER). Uncomment the relevant number(s). Remove comma after last used entry (important!).
    	//0,		//RESISTANCE is friendly to EAST
    	//1,		//RESISTANCE is friendly to WEST
    	3		//RESISTANCE is friendly to CIVILIAN
    ];
    _QS_ST_friendlySides_CIVILIAN = [							// ARRAY (NUMBER). Uncomment the relevant number(s). Remove comma after last used entry (important!).
    	//0,		//CIVILIAN is friendly to EAST
    	//1,		//CIVILIAN is friendly to WEST
    	2		//CIVILIAN is friendly to INDEP/RESISTANCE
    ];
    
    //================= DEFAULT ICON COLORS by FACTION
    
    _QS_ST_iconColor_EAST = [0.5,0,0,0.65];						// ARRAY (NUMBER). RGBA color code.	Default [0.5,0,0,0.65];
    _QS_ST_iconColor_WEST = [0,0.3,0.6,0.65];					// ARRAY (NUMBER). RGBA color code. Default [0,0.3,0.6,0.65];
    _QS_ST_iconColor_RESISTANCE = [0,0.5,0,0.65];					// ARRAY (NUMBER). RGBA color code. Default [0,0.5,0,0.65];	
    _QS_ST_iconColor_CIVILIAN = [0.4,0,0.5,0.65];					// ARRAY (NUMBER). RGBA color code. Default [0.4,0,0.5,0.65];	
    _QS_ST_iconColor_UNKNOWN = [0.7,0.6,0,0.5];					// ARRAY (NUMBER). RGBA color code. Default [0.7,0.6,0,0.5];
    
    //================= MEDICAL
    
    _QS_ST_showMedicalWounded = TRUE;							// BOOL. TRUE to show wounded on the map and GPS. FALSE to not show wounded on the map with this script. Default TRUE.
    _QS_ST_MedicalSystem = [									// ARRAY(STRING). The Active Medical System. Uncomment ONLY ONE. FIRST UNCOMMENTED ONE WILL BE USED. Comment the rest out as shown. Do not add commas and only allow 1 to be uncommented.
    	'BIS'												// BIS Revive.
    	//'BTC'												// BTC Revive.
    	//'AIS'												// AIS Revive.
    	//'ACE'												// ACE 3 Revive.
    	//'FAR'												// Farooq's Revive.
    	//'AWS'    											// A3 Wounding System by Psycho.
    	//'QS'												// Quiksilver's Revive
    ];
    _QS_ST_MedicalIconColor = [1,0.41,0,1];						// ARRAY (NUMBER). Color of medical icons in RGBA format. Default [1,0.41,0,1];
    _QS_ST_colorInjured = [0.75,0.55,0,0.75];					// ARRAY (NUMBER). RGBA color code. Color of units with > 10% damage, in map group interactive interface. Default [0.7,0.6,0,0.5];
    
    //================= MODDED AUTONOMOUS REMOTE-CONTROLLABLE VEHICLES (UAVs/UGVs/Autonomous Statics)
    
    _QS_ST_autonomousVehicles_Modded = [];						// OBSOLETE. ARRAY (STRING). If you are using mods with custom UAV/UGV/autonomous type vehicles, enter them here. Ex:  _QS_ST_autonomousVehicles_Modded = ['B_MOD_UAV_01_F','O_MOD_UAV_01_F','I_MOD_UAV_02_F'];
    
    //==================================================================================//
    //=========================== CONFIGURE MAP (UNIT/VEHICLE) ICONS ===================//
    //==================================================================================//
    
    _QS_ST_showAll = 0;										// NUMBER. Intended for Debug / Development use only! Caution: Will cause lag if 1 or 2! Settings -  0 = Disabled (Recommended). 1 = Reveal all Units + vehicles. 2 = Reveal all mission objects + vehicles + units. May override below configurations if set at 1 or 2.
    _QS_ST_showFactionOnly = true;								// BOOL. will override ST_showFriendlySides TRUE. If TRUE then will only show players faction. If FALSE then can show friendly factions. Default FALSE.
    _QS_ST_showAI = FALSE;										// BOOL. FALSE = players only, TRUE = players and AI. Default TRUE.
    _QS_ST_AINames = FALSE;									// BOOL. Set TRUE to show human names for AI with the map/vehicle icons. Set FALSE and will be named 'AI'. Default FALSE.
    _QS_ST_showCivilianIcons = FALSE;							// BOOL. Set TRUE to allow showing of civilians, only works if Dynamic Diplomacy is enabled above. Default FALSE.
    _QS_ST_iconMapText = TRUE;									// BOOL. TRUE to show unit/vehicle icon text on the map. FALSE to only show the icon and NO text (name/class). Default TRUE.
    _QS_ST_showMOS = false;										// BOOL. TRUE = show Military Occupational Specialty text(unit/vehicle class/role display name), FALSE = disable and only show icons and names. Default FALSE.
    _QS_ST_showMOS_range = 3000;								// NUMBER. Range in distance to show MOS on the map. Default 3500.
    _QS_ST_showGroupOnly = FALSE;								// BOOL. Set TRUE to show ONLY the unit icons of THE PLAYERS GROUP MEMBERS on the MAP, FALSE to show ALL your factions units. May override other config. Default TRUE.
    _QS_ST_showOnlyVehicles = FALSE;							// BOOL. Set TRUE to show ONLY vehicles, no foot-soldier units will be shown. May override other config. Default TRUE.
    _QS_ST_iconMapClickShowDetail = false;					// BOOL. Set TRUE to show unit/vehicle detail when player clicks on their map near the vehicle. Only works for shown vehicles. Default TRUE.
    _QS_ST_iconUpdatePulseDelay = 0.4;							// NUMBER. How often should location of unit on the MAP be updated? 0 = as fast as possible, else if > 0 then it = time in seconds. Default 0.
    _QS_ST_iconShadowMap = 1;									// NUMBER. Icon Shadow on MAP. 0 = no shadow. 1 = shadow. 2 = outline. Must be 0, 1, or 2. Default 1.
    _QS_ST_iconTextSize_Map = 0.06;								// NUMBER. Icon Text Size on MAP display. Default is 0.05.
    _QS_ST_iconTextOffset = 'right';							// STRING. Icon Text Offset. Can be 'left' or 'center' or 'right'. Default is 'right'
    _QS_ST_iconSize_Man = 23;									// NUMBER. Icon Size by Vehicle Type. Man/Units. Default = 22
    _QS_ST_iconSize_LandVehicle = 28;							// NUMBER. Icon Size by Vehicle Type. Ground-based vehicles. Default = 26	
    _QS_ST_iconSize_Ship = 27;									// NUMBER. Icon Size by Vehicle Type. Water-based vehicles. Default = 24
    _QS_ST_iconSize_Air = 29;									// NUMBER. Icon Size by Vehicle Type. Air vehicles. Default = 24
    _QS_ST_iconSize_StaticWeapon = 27;							// NUMBER. Icon Size by Vehicle Type. Static Weapon (Mortar, remote designator, HMG/GMG. Default = 22
    _QS_ST_iconTextFonts = [									// ARRAY (STRING). Icon Text Font. Only the uncommented one will be used. Do not add commas and only allow 1 to be uncommented. Default 'puristaMedium'.
    	//'EtelkaMonospacePro'
    	//'EtelkaMonospaceProBold'
    	//'EtelkaNarrowMediumPro'
    	//'LucidaConsoleB'
    	//'PuristaBold'
    	//'PuristaLight'
    	'puristaMedium'
    	//'PuristaSemibold'
    	//'TahomaB'
    ];
    _QS_ST_otherDisplays = FALSE;								// BOOL. TRUE to add Unit/Vehicle Icon support for UAV Terminal and Artillery Computer. Runs a separate script to handle these displays. Only works if  _QS_ST_map_enableUnitIcons = TRUE;
    
    //==================================================================================//
    //=========================== CONFIGURE GPS (UNIT/VEHICLE) ICONS ===================//
    //==================================================================================//
    
    _QS_ST_GPSDist = 350;										// NUMBER. Distance from player that units shown on GPS. Higher number = lower script performance. Not significant but every 1/10th of a frame counts! Default 300
    _QS_ST_GPSshowNames = true;								// BOOL. TRUE to show unit names on the GPS display. Default FALSE.
    _QS_ST_GPSshowGroupOnly = true;							// BOOL. TRUE to show only group members on the GPS display. Default TRUE.
    _QS_ST_iconTextSize_GPS = 0.06;								// NUMBER. Icon Text Size on GPS display. Default is 0.05.
    _QS_ST_iconShadowGPS = 1;									// NUMBER. Icon Shadow on GPS. 0 = no shadow. 1 = shadow. 2 = outline. Must be 0, 1, or 2. Default 1.
    
    //==================================================================================//
    //============================= CONFIGURE GROUP ICONS ==============================//
    //==================================================================================//
    
    _QS_ST_showGroupMapIcons = false;							// BOOL. Group icons displayed on map. Default TRUE.
    _QS_ST_showGroupHudIcons = FALSE;							// BOOL. Group icons displayed on player 3D HUD. Default FALSE.
    _QS_ST_showAIGroups = FALSE;								// BOOL. Show Groups with AI leaders. Default TRUE.
    _QS_ST_showAINames = FALSE;								// BOOL. Show AI Names. If FALSE, when names are listed with Group features, will only display as '[AI]'. Default FALSE.
    _QS_ST_groupInteractiveIcons = false;						// BOOL. Group icons are interactable (mouse hover and mouse click for group details). Default TRUE.
    _QS_ST_groupInteractiveIcons_showClass = false;				// BOOL. TRUE to show units vehicle class when revealing group details with interactive map group click. Default TRUE.
    _QS_ST_dynamicGroupID = false;								// BOOL. If TRUE, Script tries to utilize BIS-Dynamic-Groups Group Name for group info display (only available with QS_ST_groupInteractiveIcons), if available. Default TRUE. EDIT: Obsolete as of A3 1.48
    _QS_ST_showGroupMapText = false;							// BOOL. TRUE to show Group Name on the map. If FALSE, name can still be seen by clicking on the group icon, if QS_ST_groupInteractiveIcons = TRUE. Default FALSE.
    _QS_ST_groupIconScale = 0.5;								// NUMBER. Group Icon Scale. Default = 0.5
    _QS_ST_groupIconOffset = [0.65,0.65];						// ARRAY (NUMBERS). [X,Y], offset position of icon from group leaders position. Can be positive or negative numbers. Default = [0.65,0.65];
    _QS_ST_groupTextFactionOnly = false;							// BOOL. TRUE to show group icon text from ONLY the PLAYERS faction. FALSE will show text for all friendly/revealed factions. Default TRUE.
    _QS_ST_showCivilianGroups = FALSE;							// BOOL. TRUE to show Civilian groups. Must be whitelisted above in friendlySides. Default FALSE.
    _QS_ST_showOwnGroup = TRUE;								// BOOL. TRUE to show the Players own group icon. Default TRUE.
    
    //==================================================================================//
    //============================= CONFIGURE BONUS FEATURES ===========================//
    //==================================================================================//
    
    _QS_ST_showEmptyVehicles = FALSE;							// BOOL. TRUE to mark certain unoccupied vehicles on the map. The vehicle must be assigned this variable:    <vehicle> setVariable ['QS_ST_drawEmptyVehicle',TRUE,TRUE];    Default FALSE.   Only works if  _QS_ST_map_enableUnitIcons = TRUE;
    _QS_ST_iconColor_empty = [0.7,0.6,0,0.5];					// ARRAY (NUMBERS). Color of unoccupied vehicles, in RGBA. Default = [0.7,0.6,0,0.5];
    _QS_ST_iconSize_empty = 20;									// NUMBER. Icon size of unoccupied vehicles, if shown.
    
    //==================================================================================//
    //================ TEXT (for LOCALIZATION / LANGUAGE TRANSLATION) ==================//
    //==================================================================================//
    
    QS_ST_STR_text1 = 'Click to show group details';				// STRING. Text shown when a player passes Mouse over Group leader (only if _QS_ST_groupInteractiveIcons = TRUE;)
    QS_ST_STR_text2 = 'This group is not in your faction!';			// STRING. Text shown when a player clicks on a Group Icon of other faction. (only if _QS_ST_groupInteractiveIcons = TRUE;)
    
    //==============================================================================================================================//
    //=============================================================== CONFIGURATION END ============================================//
    //==============================================================================================================================//

     

     


  10. Update 1.07 : 

    Added : 
    _ Cop chopper custom texture. 
    _ Cops can now attack an armed civilian. 
    _ Different time and weather available now. 
    _ Civilians clothes now totaly random making it almost impossible to find 2 civilians dressed the same way. 
    _ New "talking" and "panic" animations for civilians. 
    _ Hints about the type of mission running will reapear every 2mn. 
    _ New notification to recall to the player to open his gps to use it as a Mini-map. 

    Bug correction : 
    _ Corrected AI during the mission with 8 FBI agents to kill. 
    _ Speed limit on the Hatchbackk to take back to petrovic is now on. 
    _ Police station hellicopter have the correct stuff now. 
    _ The cop backup when attacking the police station is now working. It is now a research lvl 2 offensee. 
    _ Civilian encounters animations now works for the player who host. 
    _ A debug Hint for the host as been supressed. 
    _ When you talk to a civilian, in some case there mouth dont stops moving after they ended talking. 

    Tweak : 
    _ Police sirens follow perfectly police patrols using a new function needing less resources to work (Only for backup lvl 2 and 3. The patrol will come in few days). 
    _ IA of offroad patrol and backup is now more reactive. 
    _ Civilians stop acting weird when they start panicking. 
    _ 3D icon during FBI mission. 
    _ Global optimization.


  11. Update 1.06 :

    Added : 
    _ Level Research 1, can be triggered by the random police control around Katalaki. 
    The police officer hunting you down can call backup and trigger research level n°2. 
    _ Around forty random spawn points for police control in the mission area. 
    _ New setting to setup the probabilty to find police control. 
    _ New van from the DLC "Law of war" in civilian life. 

    Bug Correction : 
    _ Random ambient sound and dog barking in random service station location did not worked. 
    _ Mission 3d icon did not worked in JIP in a specific mission. 
    _ Players to "Revive" did not appeared as a 3d icon or in the GPS. 
    _ Some minor bugs about research level where corrected. 

    Tweak : 
    _ AI Backup. 
    _ Random police control on the side of the road re-written with integration of research level n°1.

     

    ------------------------------------------------------------

     

    Update 1.06.02 

     

    Bug correction :
    _ Some civilians were not deleted when players got out of Neochorie, it was provoking performance loss.
    _ The research level was not always working for people joining missions already started (JIP).

     

    ------------------------------------------------------------

     

    Update 1.06.03

    Bug correction : 
    _ A command could prevent cops backup to start driving when they where in a car.

    • Like 1

  12. Update 1.05

     

    Added : 
    - Players can now respawn with Mk20C as default weapon (if toggled in mission parameters) .

    Fixes : 
    - Army's Strider wasn't leavingg its spawn (when 5 stars wanted level) .
    - Neochori's parked cars were always using the same spawn locations .
    - Police car reinforcement wasn't coming when Police station was under attack .
    - In rare cases, 2 cops were not properly deleted .
    - Tanker trucks had 1 chance on 2 to not follow their waypoints correctly .

    Tweaks : 
    - In missions envolving Wanted levels, Reinforcements spawn system has been completly rewritten : 
    Before, reinforcements AI was spawning first close to objective, then next to the objective deposit place, via pre-defined marker positions. 
    Now, reinforcements finds a random road close to objective but without any player nearby. If reinforcements loose track of players, they will be relocated near objectives following their new spawn process. 

    - A lot of improvements regarding random interactions/murders between civilians .
    - Delay added before Police and Army helicopters respawn .
    - Take And Bring Back vehicles now have a speed limitation, except if there is no police backup, or no players in opposition (= coop). 
    - Size of police/FBI forces no depend of the amount of players. 
    - Several tweaks regarding reinforcements AI.

     

    ------------------------------------------------------------

     

    Update 1.05.02 

    Difficuly : 
    _ AI of objectives has been completely redone and will auto adjust based on the number of player/COOP. 
      IA will automaticly adjust if players come or left the server. 
      Previously it was balanced only for the PVP mission. 

    ! Don't forget to use the dificulty parameters that are given in the Workshop/Armaholic description. 

    Added : 
    _ Tanoa civilian added for more diversity 

    Bug correction : 
    _ Some detail changed in the random events of Neochori. 

    Tweaks : 
    _ Civilian no longer start to talk to each other in the middle of the road, they only salute and keep walking. 
    _ Neochorie optimization.

     

    ------------------------------------------------------------

     

    Update 1.05.03

    Bug Correction : 
    _ Some police officers in Neochori where not saying "Put Your Hands Up" to player when arresting them. 
    _ Removed many debug hints. 
    _ Some ambiants choppers crashed at spawn. 
    _ Civilians don't talk if the height difference is to high.

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