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black_hawk_mw2_87

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Everything posted by black_hawk_mw2_87

  1. 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...
  2. 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! 🙂
  3. 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... 🙂
  4. 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? 🙂
  5. 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?
  6. T H A N K Y O U: @wogz187, @GEORGE FLOROS GR, @aliascartoons you are the best, guys!!! 🙂
  7. 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? 🙂
  8. 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! 🙂
  9. Hello, community. - I want to create a task in the middle of a huge town. The type of the task is not important. - We all know I can simply place enemy units... and even if I use waypoints, they will be very predictable and I will almost always know their possible location and position. - For this reason and in the interest of the dynamic and immersive gameplay I am seeking, I wish to use some kind of a script that would randomly "choose" dynamicaly generated spots and positions and will spawn these groups somewhere around, let's say around the objective in a hidden marker area. - In order to achieve this I could probably create and name the groups first and use their tags in the script that is going to spawn them in this area. - The other possible way would be to include units' correct editor names (classifications) and spawn all of the included units, but this seems to be more difficult to accomplish. So, what would you suggest? As always, thank you in advance and cheers! 🙂
  10. 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! 🙂
  11. 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.
  12. black_hawk_mw2_87

    Singleplayer immersion

    And may be one more thing. I am not completely sure which way would be easier - set up different enemy groups with prepared waypoints moving in to the objective as a defensive task or simply use some kind of spawning trick. What would you say about this? 😉
  13. black_hawk_mw2_87

    Singleplayer immersion

    Thank you for joining the discussion. My intention is to achieve both goals - spawn enemy groups in different and dynamic (random) locations, for example when a trigger is fired, in order to place them on defensive positions. I need them to be at a different place in a marked area, for example within a marker area, but not knowing where they'd appear on my next approach to the objective. This would bring in immersion and different experience every time I play the scenario. 😉
  14. black_hawk_mw2_87

    Singleplayer immersion

    T H A N K Y O U!!! This tutorial and the other idea are really helpful. I am thankful for your response, friends, and I appreciate your help and support. This is important to me and I am thinking to create a huge scenario of a city under siege or may be even a whole campaign on the Polish map Jaslo. It is an incredible map and it is worth it! 🙂 Cheers! 🙂
  15. black_hawk_mw2_87

    Multiplayer Surrender Script

    Mr. Floros, Sir, Yes, Sir! 🙂 Thank you very much again! As always! 🙂
  16. black_hawk_mw2_87

    Multiplayer Surrender Script

    Hi there! 🙂 I am still interested in this script and I would like to know if you would help me with it for multiplayer. All I need is a standalone version. Thank you in advance.
  17. black_hawk_mw2_87

    Multiplayer Surrender Script

    I do care and a working multiplayer script for AI surrendering is my goal. Would you share a standalone version? 🙂 Thank you in advance! 🙂
  18. Good evening, community! I have found and used a couple of scripts that make enemy AI units surrender in singleplayer (SP). For example, when almost the entire enemy squad is dead and only 1 or 2 units are alive, they will surrender no matter other conditions. And I said "other conditions" because during the last 2 days I've read a lot of topics with information about their behavior and moral as a condition to make them give up. But this is not the case or the result I am looking for. I need a proper script for cooperative and multiplayer missions to give any enemy the possibility to surrender when forced to. If that with the moral is the right way to succeed, I am in! Thank you in advance and cheers! 🙂
  19. black_hawk_mw2_87

    AI surrender script multiplayer

    Edited: I can't find the mods you told me about. Would you give me the links to them? Re-edited: I actually found your mod providing this option with the advanced modules. I will test it today. 🙂 🙂
  20. black_hawk_mw2_87

    AI surrender script multiplayer

    Hello there again! I wanted to know something about the first mod you mentioned - "make prisoner". Which conditions need to be met in order to "unlock" the possibility of making an AI surrender? Cheers!
  21. black_hawk_mw2_87

    AI surrender script multiplayer

    @pierremgi, thank you very much for the response! I know you have interesting and inspiring mods, and I use one of them in this current cooperative mission - MGI Tactical Pack V3. You are absolutely right that Bohemia missed to add such a script or option to the game. It is even more weird BI didn't do anything about such an important option. I really like the way the SP variants are made, but now I see you have two possible solutions for me. Once I am home, I will try them out, so stay tuned for my feedback! 🙂 Thanks again and cheers! 🙂
  22. black_hawk_mw2_87

    AI surrender script multiplayer

    @avibird 1 thank you very much for the suggestion. I have used this mod and now I remembered that there was such an option. My idea was to use only ALiVE as a main mod, so while in game it would not be necessary to use another one for these special options and possibilities. They'd better be somehow implemented in the coop mission when it starts. But anyway, that mod is a good suggestion for other interesting projects. Cheers! 🙂
  23. Hello, everyone! This seems like a nice script, but does it work for multiplayer and coop missions? And how would I set it up without ACE? Thank you in advance! 🙂
  24. Hi, everyone from the community! I have an old MP co-op mission that I am willing to remake or upgrade, using more slots, more mods, more options and extra content. This is the mission I am talking about. I, as a host, can see 4 different messages while in game. 2 of them are Text1.sqm and Text2.sqm, which are shown after the player (in this case me) gets close enough to an object as a condition. The other 2 are informations about 2 specific keys for a menu and CAS system, provided by AliVe. 1. I want to know if the other players who join the game are going to see these texts as well, as I guess, am going to be the only one having the files in my mission's folder, and when people join, they are only going to download the mission.sqf file without these additional files. Correct me if I am wrong. 2. Are there any other ways to make all players see these messages when joining the game session, using a specific and concrete condition checked by a trigger OR already existing in some of the mission's files, for example in init.sqf, so all the players would have this option as well? 3. If this way from p. 2 is possible, what code should I use? Is this something like a check (let's say: "waitUntil..." and then the result appears)? Right now I am using an object for the player as a condition and I receive the messages, but I am not sure if all other players are going to see them, too, so what would make this possible for all playable units? Thank you very much in advance! Cheers! 🙂
  25. I was wondering if Example 2 and 3 from this page (BIS_fnc_MP) are going to do the trick - 1) sent a hint, representing my messages, to every player, including the ones who join later using JIP, and 2)executes a welcome.sqf file every time a player joins the server. This file can contain the messages I need the players to see. And can I simply put such examples in triggers with a condition "true" or use them in another way or file, and if so, how exactly? This part must be done with a code, I think, like: if isDedicated then { // only dedicated }; if !isDedicated then { // live server // clients if !isServer then { // only clients }; }; if isServer then { // dedicated server // live server }; But I am not absolutely sure what to do so, please, help! 🙂
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