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Boreas

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About Boreas

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  1. Boreas

    OPEX

    So, i edited a little on your mission, to get me some kind of mobile spawn vehicle. This would force me to drive this in and out of the operation-zone as a FOB, and i have to watch for it not getting destroyed, since i only have a fixed amount of them per mission. But since i have little to no experience with scripting, i have a few little questions you maybe can help me with: In a empty editor my script consists of 3 parts: 1) the init.sqm which executes my script 2) the respawn,sqm which ties my respawn to the vehicle 3) the description.ext which defines the respawnparameter the "init.sqm" and "description.ext" exist in your scripting,too, so i just implemented my 2 lines of code into yours, hoping it would work, but it broke everthing, and after my editing no script is executed anymore - so i have to finde the correct way to implement my code. When i will have done that, i just need to find out where in your scripts the despawn of the vehicles is set, so i can somehow disable it (at all, or just for the respawn-vehicle, i will see). And i want to give the player the option to buy the respawn-vehicle if his got destroyed for 3000 points in the store, but for that i need to find out how to name the cars bought at the store. Can you give me some hints what i should seek for for the despawn and shop options? And what i have to look for to properly implement my script into yours? Btw, i like your clean way of documentation in your scripts, this makes it a lot more easy to understand what you are doing for a person like me, who did not script at all until today :D Greetings, Boreas /Edit: Got your skripts working again, by setting my init-addition on the end, and deleting the spawn delay. but my spawn points are not working. P.S.: Here are my Scripts: _____________________________________________________________________ init.sqf execVM "respawnmobile1.sqf" execVM "respawnmobile2.sqf" respawnmobile1.sqf while {true} do { //sets the marker with the respawn every 10 seconds to the position of the vehicle named car1 "respawn_guerrila_1" setmarkerpos getpos car1; sleep 10; }; respawnmobile2.sqf while {true} do { //sets the marker with the respawn every 10 seconds to the position of the vehicle named car2 "respawn_guerrila_2" setmarkerpos getpos car2; sleep 10; }; description.ext respawn = base; respawndelay = 10;
  2. Boreas

    OPEX

    @Gemini Mostly grey, some greed dots, scattered on the map arround the Operation Area. My first thought were that i could find Intel there, but mostly it is just an empty house or something like that. Sometimes the green Points have an ammo-cache, but that's it. Maybe I see them because my game is heavily modded, with some additions for the gamemaster. Perhaps some mod takes itself way to seriously and tries to give me the debug-informations of your mission. ;-) Ok, then i just missed the "cancel task" button somehow. Sorry for that complaint then. And the tent seems impractical for me - i trade a lot of inventoryspace and weight just to be bound to this perticular point. Which I even may lose in case of 2 deaths at the same time. I see your concept for the respawn in the mission, but i think you need more players to make it work than i have in my usual Arma-Rounds. For 1 - 3 i have to find another solution for me. My basic approach was to make me Zeus, to allow me to set the spawn at the first drop-zone (first heli-touchdown). I know this will not work for your mission design, but as long as i can modify this for me, it should work. The only problem i have until now is only to make me stay Zeus, because i lose the rights to that after my first death. I have not quite figured out if this is due my lack of experience with mission design, or if your mission has some other kind of spawn system than my own zeus-missions. Greetings, Boreas
  3. Boreas

    OPEX

    Perhaps you can build in a button to dismiss a mission? Or you have the button already and i have not found it until now? Because the sniper is definitly gone, and the mission does not end. And i tried the tent yesterday, but i feel that it bugged, too. I just went 200 meter inside a forest, came back, and my tent was gone. Or the terrorist are the most sneaky thiefes i encountered so far - that would also explain why i cant find the sniper ^^ An FAQ seems like a good idea, because i have no idea what the green and grey points are for, and why some of the civilists are just answering "???" while others speak with me. I just guessed they can't understand french. Greetings, Boreas
  4. Boreas

    OPEX

    Great Work with this Mission. I have a lot of fun (and spend way too much time) with my friend in the Missions. I tweaked them a little for me to get the Arsenal for some extra Armory and to use my saved classes, but all in all it works just fine. I just had problems to end the missions (clear the village and finde the sniper). The Village hat to be cleared with an attack helicopter after we searched for the remaining enemies for 1 hour. He was hidden beneath some bush and did not want to attack us. Is there some way to make the enemies flee the zone (or launch an attack), when a specific amount of their force is defeated? Perhaps even some kind of Reinforcements like some Trucks full of units in an attempt to retake the village, so we have to flee into the mountains to launch a new attack?. It was quite exhausting to clear round about 50 houses one after another (nearly all empty), get back, come with an attack-heli, and find the last enemy under the tons of sheeps and civilians. And on the sniper-mission i am currently playing: It is mostly flat desert, with a few stones. I killed a few patrols, (even one with a sniper), but somehow it was not the right one. Now i am racing the desert with an atv, asking civilians about enemies, and clearing them then. Could it be that the designated target can leave the mission area? I would love if this mission is more about shots fired out of nowhere, running from cover to cover, and finding a sniper (perhaps in a ghili). But perhaps my mission just bugged. All in all i am very pleased with this kind of mission which fits perfectly for my playstyle of ArmA (1-5 Players in Coop against KI). I am fully satisfied until now, and will definitly play many hours in it's current state. If i could wish for some improvements i would want a KI who would fortify itself a little more (a sharpshooter hidden inside a window who can crash a whole operation just gives the thrill), a few more dangers to tanks (until now i could just drive in there without any supports and crash everything if i wanted), and perhaps an option for the arsenal, so i don't have to bring in my modded weaponry by myself. Oh, and maybe a kind of permanent respawn-option. I have not worked with the tents until now, but i read that it will despawn if all players die. And if i play alone or with 2, this can happen really fast. Perhaps a permanent respawn could be so expensive that you only can use it once per mission and can not be placed directly inside the mission area, but it would be far more convenient to have some kind of Field Operation Base. Thanks for your work! Hope I don't criticized too much, I really like the missions. Greetings, Boreas
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