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black_hawk_mw2_87

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About black_hawk_mw2_87

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  1. black_hawk_mw2_87

    Sector Control Mission

    Thank you very much. This looks like a good and easy fix to my needs, a good solution. Q1: Where should I put this - in init.sqf, initplayer.sqf or a trigger? Q2: What else, besides the part from the script you mentioned, should I change in the editor? Do I need to add something or change something? Please, be more specific in order to make sure I can complete my goal. 🙂 Thank you in advance! 🙂
  2. black_hawk_mw2_87

    Sector Control Mission

    You are right. I actually know that, but I was too tired to get it right... after a whole day at work. So, I am going to test this today... after work. Thank you, dude! 🙂
  3. black_hawk_mw2_87

    Sector Control Mission

    Thank you. I actually need some sort of presence-type condition from the connected triggers, I guess. Or if all of them are somehow fully triggered by BLUFOR or OPFOR (west and east), one of the sides is the winner. Edited: if I call the triggers t1, t2, t3 etc. I can shack if they are activated by a condition: Guarded by BLUFOR/OPFOR. Or something like that. I can use in another trigger: TriggerActivated t1,t2,t3... Or how exactly do I need to write this line for multiple names to be checked for activation? Re-edited: should this condition line be like: triggerActivated t1 && t2 && t3 etc.? 🙂
  4. Hello everyone, hello community! 🙂 I am about to start testing a new multiplayer style. A new type to me, of course - sector control. I have a tutorial video of how to create such a mission. - inside this video you can see that a sector module has been created, synchronized to a trigger which represents the capture area - it is easy to set x numbers of such areas with modules and triggers to cover the whole map or a larger area, for example, with the option to choose the percentage of presence in order to retake it - let's say I want to create 10 such areas. I need a script that checkes if: example 1: more than 50% of them are taken by one side or another (which means 6 in my case), OR example 2: all of them are taken by one side or another. I think it will be easier to check the second condition, but I am not sure because it won't be easy to hold off all 9 sectors under your control while trying to retake the last one. You will need to place a lot of AIs around them or have a lot of teammates playing with you with proper good skills. So, after all, we need a script for one of these options to be checked, or may be you can mention and add another one as a better solution. In this case, do I need to name the modules OR the triggers and what would the script look like? When a condition is fulfilled it should end the scenario - for example if you play for the BLUFOR (west) or OPFOR (east) and you win or you loose, such a condition can be checked in order to end the scenario. I hope you get the idea. It will be interesting if there's additional condition to make the game longer in a win-loose ratio, let's say 2:1 or 3:2 rounds won for one of the teams. I wonder if this can be done... Thank you in advance and cheers! 🙂
  5. black_hawk_mw2_87

    GF ALIAS Anomaly Spawner Script

    Hello, my friend! I haven't been active lately, but thanks a lot again and as always! But I couldn't find any files or links provided in your answer. 🙂 I mean from your original mission. Would you share it again with me? 🙂 Thanks in advance!
  6. black_hawk_mw2_87

    GF ALIAS Anomaly Spawner Script

    After a lot of attempts I made it work! 🙂 I even used 200 anomalies instead of 20! I have placed all the AL... folders and sounds in the main folder and also merged all other files. But I still have some errors on the screen. You can see them here: https://easyupload.io/n9dz4a and here: https://easyupload.io/82nykl What can be wrong? And by the way, is there a way to hide all the notification markers showing where the scripts have spawned in order to make the mission even harder and more realistic? Thank you in advance! 🙂 Edited: The problem can be somewhere in the file: Main_init.sqf with "waitUntil" - expected to be true or false...
  7. You 're welcome black_hawk_mw2_87 ! Just move to the certain topic and check about it. You should post your questions there , in order everyone to get benefit from the informations . I just did and I hope you will explain one more time what I should try to do to fix that error... 🙂
  8. black_hawk_mw2_87

    GF ALIAS Anomaly Spawner Script

    I have encountered a problem. I tried with my own test mission and copied/pasted all the files needed and I changed the description of some files to merge them. I also downloaded FARTY DEMO from Armaholic and placed mod's files inside my folder with no success. There's a problem no matter the file that is said to be missing, is actually there. It sais: Include file C:\Users\PC\Documents\Arma 3\missions\+GF_ALIAS_Anomaly_Spawner_Script.Stratis\AL_farty\equipment_prot_toxic.hpp not found. Why is this so? The same problem appears even with the original test mission. I have placed there AL_farty and the other files needed, but unfortunately it didn't work for me. My problem is exactly the same as this of @WarhammerZeus... What could be the solution? 🙂
  9. I have encountered a problem. I tried with a test mission and copied/pasted all the files needed and I changed the description of some files. I also downloaded FARTY DEMO from Armaholic and placed mod's files inside my folder with no success. There's a problem no matter the file that is said to be missing, is actually there. It sais: Include file C:\Users\PC\Documents\Arma 3\missions\+GF_ALIAS_Anomaly_Spawner_Script.Stratis\AL_farty\equipment_prot_toxic.hpp not found. Why is this so?
  10. T H A N K Y O U: @wogz187, @GEORGE FLOROS GR, @aliascartoons you are the best, guys!!! 🙂
  11. Absolutely. 🙂 I will be glad to see that several of them can be used, of course. This would make the mission even more interesting, immersive and different. 🙂 STEAMER DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1583019457 FARMER_DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1754395063 SWARMER DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1600341018 FLAMER DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1571215652 DUST SFX DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1439985051 STRIGOI DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1395604511 FARTY DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1387608563 Floating Objects DEMO- RE-UPLOAD - https://steamcommunity.com/sharedfiles/filedetails/?id=1387052380 Smuggler DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1280778159 WORM DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1270139905 Screamer DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1266606112 Burper DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1266048707 Sparky DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=1264549061 Gravity Script DEMO - https://steamcommunity.com/sharedfiles/filedetails/?id=884555116 I mostly would like to use: STEAMER DEMO, DUST SFX DEMO, DUST SFX DEMO, FARTY DEMO, Floating Objects DEMO- RE-UPLOAD, Burper DEMO, Sparky DEMO and Gravity Script DEMO as they are typical anomalies for a S.T.A.L.K.E.R.-style anomalies. The others are more like creatures. And I can also add the post-apocalyptic demo in the end to complete the whole atmosphere! 🙂 What can be done in this case? 🙂
  12. This is absolutely awesome. To be honest, I didn't believe it would be doable and now I would follow your idea, but I don't have the knowledge needed. That's why I asked so many questions and tried to provide as many ideas as possible. I totally agree with your way of thinking and making this possible. Perhaps I need to read more about your suggestions or relay on your great experience. 🙂 I will be absolutely glad to ask you for the best possible solution. 🙂 And this script would be more than helpful for anyone who has such ideas for missions creation! 😉 Thank you in advance! 🙂
  13. Hello, my fellow friends from the community! 🙂 -> We all know about some scripts for special effects like those of @aliascartoons. -> Such special effects can be spawned, for example, within marker areas, or attached to objects, placed on the map. -> I would like to create such areas or use such objects, generated randomly on the map and depending on different conditions that are checked by the script over different periods of time. -> In this case, as I suggest or suppose, that a condition can be: 1) if the player is moving; 2) if the player is alive; 3) if the player is X meters away from these objects; 4) if the player is within a marker area etc. They can differ and vary from the possible commands used in the scripting. -> My idea is these effects to be randomly spawned at different locations and time around the player so he wouldn't know where they can appear if he goes through an area multiple times or replays the mission. -> I can later provide example codes of such special effects, but I guess it's more important to define the way they would appear on the map. -> I personally prefer to add some objects on the map, but if they are too many, this could lead to a weaker performance of the PC and dropping FPS. So, is it possible to create these objects randomly and they are named after creation, using specific names, which are also used for the special effects as a condition to be triggered at the same time? We all know about the S.T.A.L.K.E.R.-like effects from this mod or the effects provided by @aliascartoons. I have tagged him assuming he may also help to find a way and achieve this. Thank you in advance and cheers! 🙂
  14. black_hawk_mw2_87

    Singleplayer immersion

    Thank you very much again! I will give it a shot, dude! 🙂 It seems to me I need to make a lot of changes as I intend to use these spawning forces for defense. I tested the scenario this morning and it looks quite intriguing. 🙂 Cheers! 🙂
  15. black_hawk_mw2_87

    Singleplayer immersion

    To be honest - I think I haven't. I have tried different ideas, but not very successfully. I have a script where the first prepared group is completely wiped out and when this condition is checked, the same type of units (the exact same group) spawns on the same position and follows the already existing waypoints, but this location should be at least 200m away from the player, according to this concrete and specific script.
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