Jump to content

black_hawk_mw2_87

Member
  • Content Count

    218
  • Joined

  • Last visited

  • Medals

Community Reputation

71 Excellent

3 Followers

About black_hawk_mw2_87

  • Rank
    Staff Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hello everyone and happy new year! I wish you all the best! I am working on a mission where the player takes part in an invasion on an island and must disembark wtih his squad on the beach. There will be some locals and civilians around and I need to make them run away in fear and afraid of the invaders, when the soldiers are spotted by the civilians. So this should be used as a condition. But I know there are some commands that work for the entire class or type, just like the markers. I use such a script that hides all the markers on the start of the mission and makes them visible when a condition is met. It works for all of them, so I need a script that would include all of the local civilians walking around the island. I intend to add a voice file and a text with their screams of fear or something like that inside the trigger, if this script works from a trigger and it will be repeatable. So, would you help me with this? I'd even appreciate a single script that works with one civilian only and simply add it to every one of them I place in the editor. Thank you in advance! 🙂
  2. Good evening, everyone! I am really glad to see that such a great mod is in development. I've read all the comments and watched all the videos. I find your work and progress really amazing and fabulous. This mod, when finished, will be a great success for the entire community and I am proud to see such enthusiastic members working on such a huge and difficult project. So I have no words to describe how I am felling right now. I know everyone of you is really busy with common work, family and life, but your dedication deserves much of applauses. This mod is a game changer in my opinion. It would be a great opportunity to become a part of Bohemia's official DLCs like GM. It definitely owns the potential seeing what has been made until today. I hope you are still working on it and I expect to see its release soon, not asking about the release date... All you have created is individual and different in comparison to what we've seen before. The high quality, the texture details and all of the new assets along with the way they have been logically used and placed make me feel great. I wish you all the best and keep up the great work, guys! Thank you for your efforts. One small suggestions of me would be to use, if you wish, of course, my custom composition - a huge cave complex. I have used 2 dependencies to create it as one of the versions also contains a waterfall thanks to #aliascartoons great waterfall script.
  3. black_hawk_mw2_87

    Arma 3 Mods After Downloading The Game

    Thank you very much, friend! 🙂
  4. Hello, community! I have a major issue that I need to solve without anymore problems and frustration. I have subscribed over 1200-1300 mods at all until yesterday. I wanted to unsubscribe most of them and delete the local content to spend more space on the hard disc. I needed additional space for other games and wanted to save only a few more important mods for Arma 3, especially a small list needed for a specific campaign I was working on. When I try to unsubscribe these unneeded mods from the launcher or from the workshop, they immediately will download again and there's no effect after all these attempts. How would I stop/pause redownloading of all this huge content and only subscribe my small list of addons I really need to use for my campaign? Thank you in advance and cheers!
  5. black_hawk_mw2_87

    Force Groups Spawn

    Hello to everyone from the community! 🙂 I would like to ask for a script that: - creates groups of units by force (from sqf file) and WHEN a trigger is activated and its condition is met. My idea is to: 1.create a group in the EDEN editor and give the unit a callsign X (for example); 2.force spawn the same group when a condition is met in my trigger (it must not exist until this moment, OR be invisible); 3.use the sqf file to check if the ENTIRE group is eliminated and forced respawn it again; 4.have another script from another trigger which could stop spawning the group when another condition is met (for example a visible timer reaches 0 second - such scripts could be used when the player awaits reinforcements and must hold a position for certain time). Here is everything again: [trigger is activated and spawns the X group] ---> [the group is eliminated - checked by the sqf file that also spawns it again] ---> [use a no matter what condition in a 2nd. trigger to stop the respawn /a timer is preferred/] Thank you for the help in advance and cheers! Edit: additional question - can I use multiple groups named X_1, X_2, X_3 etc. and also use multiple sqf files with similar names that work as the first file, only for the next X groups that follow? 🙂
  6. 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! 🙂
  7. 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! 🙂
  8. 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.? 🙂
  9. 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! 🙂
  10. 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!
  11. 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...
  12. 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... 🙂
  13. 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? 🙂
  14. 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?
  15. T H A N K Y O U: @wogz187, @GEORGE FLOROS GR, @aliascartoons you are the best, guys!!! 🙂
×