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TheoneandonlyNOR

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Everything posted by TheoneandonlyNOR

  1. Hello, I have seen on Google and Steam Workshop and I found something almost the same as my idea. But still not the same sadly. General info: First of all. I am not a script person so for this mission it will be impossible for me to complete it without help. (allot of help) This mission will mostly be working with script's and coding. For thows who knows how please help me/us. I can help by typing class names for all that gona be in play for this mission. This is not like Warfare or Warlord. Here the commanders must die to be victorius. Main Objective: Kill the (playable) Commander's and conquer sectors for ressources (cash). Do not die. How to play this mission: You start of as an commander for one of the sides. You will start with xxx cash (Starting founds) and will recieve xxx time cash for just staying alive. On the map there is sectors your mission is to capture sectors to get more time cash to purchase units. You will be in Zeus mode mostly of the time (reason for calling it RTS) Purchasing units and buildings. You will see that you only have xxx meters arround you were you can put down ure units and buildings. First thing you would like to do is to build a building that you can hide inside, so you are not in the opening. You will than have to purchase units to do your dirty work. You should start off by building Light vehicle HQ so you can purchase (empty)vehicle for your units. Ofcurse build a Barracks HQ to get more advanced units as-well. You will be able to see on map the enemy base is, they can see yours as-well. Once you get enugh foundings you should go to war!. Order the men to infiltrate the enemy base and find the bastard commander to kill him. When all enemy commanders are dead, you win. If you get killed and friendly commander still alive he can buy you a new life for xxx cash. But this mostly wont happen due to every commander are in their same base. (one base for Blufor, Opfor and Independent) Base area most likley 2-500m big. Template picture: https://prnt.sc/vbjuv4 - Yellow circle = Sectors - Blue Rectangle = Blufor Base - Red Rectangle = Opfor Base - Green Rectangle = Independent Base This Mission: I will need .sqf files but I do not know what kind. So What I need help with? - Cash system script //Were I can just type in class name for unit, vehicle etc... And xxx how much it will cost. - Cash engine //how to use the cash. Need building to get new units. If a commander dies than friendly commander can buy him a new life. - Build system //Start by only be able to buy Barracks HQ and Light Vehicle HQ. Than maybe an Arsenal so Zeus can research Heavy Vehicle HQ and Airfield HQ. Must have Arsenal to edit units (use arsenal on units) - Zeus Restriction's //So the Zeus cant deploy units outside Base, can only give orders outside. Zeus remote control can be acessed when buildt an Radio Tower (use arsenal to research it) Enemy units close in makes Zues unable to place units. - Blacklist for units etc. //Parrameter will be used here. Blacklist units for Faction selected on Parrameter. - Whitelist for units etc.// Parrameter will be used here. Whitelist more than one Faction for a side. - Default Faction on Parrameters // Nato, IAF and AAF. Have RHS mod? Can chose different factions. - Sector system // Make Sector a cash income and sector have guards. - Man pop limit // Make Zeus not able to spawn more than xxx total units, Vehicles and Buildings. All seperate and can edit total in parameters. (buildings have one total limit, Vehicle have one and Units.) - Heal system // In Base run Full heal script every xxx sek to heal etc units. Can use parameters to decide how long time. (This will be best if 1 minute are the mimium limit.) - Repair system // Build a Repair vehicle to start Repair script. Repairs all Vehicle and Structures after xxx sek. (Same as above minium limit 1 minute. Parameter option.) - AI Commanders // This is a LONG shoot. But when and if this is possible than I say thank you! But focus first on MP. - Every Start has same Base spot but Side's can randomly rotate on every new game. - to be cuntiniued... Mod compatible? Yes this mission should have Parrameters that makes you able to decide wich Faction Blufor, Opfor and Independent should be. (RHS mod for an example.) Weapons and items well Yes. There will be possible for some weapons. Depend if make unit's gear free or make some popular weapon mod like NIarms avaible. Work with WW2 mod? Lets just be able to finish Standard first before this point. Like this idea of mission? Now I do not know if this mission can even be built or if Server can handle it without lagg. But lets say it is possible to make this mission, than please leave a like and if you want to help me with this I will really apreciate it!!! I beleave this mission can make arma a new level of experiance. PS! Sorry for bad english! And PM me or add me on steam if interested. Regards!
  2. TheoneandonlyNOR

    Mission Idea - need help. RTS mission making

    @wogz187 - Looks good, but still not quite same. I wont have the level up system all tought it could be nice. and I am not sure if that is just a skin or that he changed the collor for unit's tab to the left. But I will go for vanilla when it comes to the unit tab on the left when in zeus. And it looks like much of hes work are done by modules. I will try not to use so much of that. Since I heard modules takes more server load than script's does. (if still is a issue I do not know.) So what I can see he got that I need is.. Build restriction. So cant build outside own base. I cant see he got any cash system in his video. Looks like all is based on leveling up. and Units respawn if die's. Not something I want. I am not even close to figure out the balance, not to worry. Right now I am working on template's for it. Were to start and how to finish. I figured out that Money system should be the first thing to start with. So right now I am looking at different topics and youtube's for how to make money script nearlly as I want it to be. But surley no one have made money system like I want it... Well that I have found yet. Regards for the nice comfort! ❤️ PS. I just got free week. AND dumbest goal ever.... Finish untill weekend!! 😃 (at least one part of the mission.) xD
  3. TheoneandonlyNOR

    Mission Idea - need help. RTS mission making

    What I truly need first before I can even start all this... I use Sublime text. After reinstall my PC I lost the SQF build or highlight syntex what its now called... I found the package in Github JonBons . But still when I go to Tools -> Build System the SQF build still does not show up. how to fix this? Edited - NvM I got it to work. But still not showing in Build System.
  4. TheoneandonlyNOR

    Mission Idea - need help. RTS mission making

    @ZaellixA - Well I will probably not write on paper as I am much faster writing on the pc and will do it there.. I gladly will thank you for actully say that this is not impossible just really hard since I have no experiance about this. What I prob. wont be able to figure out is how to make it balance when it comes to the sectors for the mission. I believe like it was on my template blufor have an disadvantage due to the distance from middle of all sectors and the other sides. edited - And how much the cost of units etc should be as-well. @pierremgi - So on "FIND OR OFFER EDITING" page. I really dont know were to search there. Cuz I really not sure yet were to start. Should I place everything in the editor first than start scripting or just start script first than do editor after. Gunter's Page. You say tools for me. Is this tool mods? or just how to make AI work for this mission? I se mutch are about AI on that page. I think the MP pvp should get completed first before starting with AI in this matter. BUT anywais thanks for telling me that this is actully possible to make. I will start right away to figure how and what to make this come true. ❤️
  5. How, To make medic (Player) have this full heal options but will take him 30 sek to complete and than the player/players he healing get full heal. how to do this?
  6. Hello, I have the thrustmaster full pack (T-rudder, Throttle HOTAS and Joystick HOTAS) When I try setup my throttle to the collective on the helicopter controles (analog) It seems that 0 to -100 has no effect what so ever. wich means half of my throttle are unuseable xD. Is there something I have done wrong? Can I change that -100 is 0 ? Right now I use my Z+ to collective up (Analog) and Z- to collective down (Analog) and thanks that I got Z1 too I use Z1+ and Z1- the opesit for the Z axis. with this I can just increas the Z1 with like -100 to -80 and than use the whole Z axis for up and down.. BUT this is really pain when its not common keybind to have. Regards PS: readed this: but seems like they didnt find the answer I was looking for there.
  7. Hello, I am making a mission for me and some friends, but since its long time I done this I do not remember it all... What I need to know: 1. How to activate units that has "false" in their condition of presence. with help of trigger. 2. I want a convoy (3 vehicles) drive on road to unload troops (1 transport vehicle) and 2 HMG car's guard area. How to set this up? (with waypoints and no scripting) 3. Make AI not use any NVG's and flashlight turned on... (night mission). Allso make their spotting skill low so they most likley wont see any1 coming before they are lighting up. ( can use script here if unit init wont help.) 4. players go in kill target/target's and than get new objective to leave area with help of helli transport or plane. (airfield are close by. But if helli than player use green smoke to signal it.) 5. Searchlights!!! how to make AI use them or/and how to make them be turned on at all time. Maybe also do a rotation from 90* , 0* , -270*. Tanks in advance for all the help I can get. Have a good weekend! 🙂
  8. TheoneandonlyNOR

    Making mission - need assistance!

    Another question regardless of this matter... 1. how to make a "Low Gear" add action for vehicles? I wish them to hold D1 when this option is on. Due to mountains/off-road driving.
  9. TheoneandonlyNOR

    Making mission - need assistance!

    1. we are 4 guys. MP. 2. Does not have to be nearest, just targeting the chopper. 3. thanks I will try... 4. I will check this out... Rep+++
  10. TheoneandonlyNOR

    Making mission - need assistance!

    Okay, than it prob. been simulation activate.. The convoy I done now. are not even in group. first car in front has speed to slow and safe. Same with the transport vehicle and the car behind. They have 1 guard point (activate with trigger.. ) -> 2 Move waypoint (were they set to slow and safe) -> 3 first car have seek and destroy, second car have guard (trigger area synced) and the transport vehicle have Unload Transport. The squad in the transport have only 1 waypoint that is seek and destroy (I believe they wont do that waypoint before they get unloaded.) Another thing just came up. Our mission is to kill 2 general's and than move to safe zone than get helli to evac. us... I set 2 waypoints "destroy" on each general's and than a move waypoint to the evac zone. Than a "Get in Nearest". Now ofc I wish to be needed to throw smoke to signal the helli. But that does not have to be done. I need to know how to get the chopper to land and pick us up than leave.. What I have done is set a trigger that need to be activated after the 2 general's are dead. how to do this? The trigger should than activate the chopper that will then move to the evac site and land to pick us up or wait for us there and than leave when we are inside. regards for all help so far!
  11. TheoneandonlyNOR

    Making mission - need assistance!

    Thanks for this, it will really help me allot. Well for the first question about the condition of presence with help of the trigger. I know this is possible cuz I made this before. Its just that its over a year or so I did this so I do not remember how. I had everything on a folder (Arma 3 Stuff) But all that is lost due to my stupidity of formating my computer. xD Cuz if presence is set to "False" you should be able to turn that arround with the trigger. I believe I made this happen due to something I wrote in the activation init for the trigger. But I do not remember what that was.
  12. Hello, How do I add a unit that normal Player cannot see or pick but Admin can?. (just like HC) AND a BONUS Question. How to add Arsenal for West faction. (restricted arsenal).?? PS: I wish to be able to just put in the unit's init. Regards!
  13. Hello, My Unit wish me to add/edit the Vehicles inventory to have our Unit gear, weapons(included launchers) and Mags. etc. So I am unsure what to do here since our vehicles are copied from another faction(used ALIVE). So do I need to edit the loadout from the original Vehicles or can I do it with the one's we made? In case either of them. How? I prob. just need an example rest I will probly be able to fix myself. Regards. Sorry for my bad English.
  14. TheoneandonlyNOR

    Vehicle inv. copied faction

    This does not look like what I want no. Here is what I have tried so far. Look at "//HERE IS THE PROBLEM!!!!!!!!!!!!!" Anyways this code works: So I wounder why does this work but not the code I have made?. LOL EDITED!!! I THINK I SEE WHY NOT... MY CODE I HAVE "weapons/magasines/names" and in the one that works it is "weapon/magasine/name" I will TEST this right away. Didnt see it untill now I am blind. xD I come back if this works!!!!! Got it workin!!! This code worked:
  15. TheoneandonlyNOR

    Vehicle inv. copied faction

    I mean script. I got all the vehicles that we use in folder. I wish to edit for example CfgVehicles.hpp so that the vehicles has our inventory Yes I need to replace the inventory.
  16. TheoneandonlyNOR

    Markers only visible to one Side

    Just to be sure here. initPlayerLocal.sqf: (createMarkerLocal) after waitUntil {getClientStateNumber > 9}; This does not make sense. But is this correct @pierremgi? I have 2 markers placed with 3Eden and one for WEST HQ and one for EAST HQ. And ofc I do not want the Enemy force to see Friendly Marker. Greenboy Cheering.
  17. Hello, I have made a mission using a script made by an Armaholic profile called ESO. It simply spawns units when Player/Player's(MP) are in its desired distance. BUT. I wunder if it is somehow possible to make the Players that are in Plane or Helicopter not be able to activate ESO script. Other words that they can fly inside a marker with ESO without any units spawning. Could any1 help me out on this? Would be really helpfull! 🙂 Regards Sorry for bad English.
  18. TheoneandonlyNOR

    Spawning Units in Marker, help

    Thanks. it worked!! REP ++++
  19. TheoneandonlyNOR

    Spawning Units in Marker, help

    So like this:
  20. TheoneandonlyNOR

    Spawning Units in Marker, help

    Picture of the sqf. were to put it?
  21. TheoneandonlyNOR

    Spawning Units in Marker, help

    Ehm were to add this Hight limit? no I will try it right away!. I will come back with the results 🙂
  22. TheoneandonlyNOR

    Spawning Units in Marker, help

    Might this help? // INITIATE ZONE _trig=format ["EOSTrigger%1",_mkr]; if (!_cache) then { if ismultiplayer then { if (_heightLimit) then {_actCond="{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 5} count playableunits > 0"; }else {_actCond="{vehicle _x in thisList && isplayer _x} count playableunits > 0"; };}else{ if (_heightLimit) then {_actCond="{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 5} count allUnits > 0"; }else {_actCond="{vehicle _x in thisList && isplayer _x} count allUnits > 0";};}; _eosActivated = createTrigger ["EmptyDetector",_mPos]; _eosActivated setTriggerArea [(_distance+_mkrX),(_distance+_mkrY),_mkrAgl,FALSE]; _eosActivated setTriggerActivation ["ANY","PRESENT",true]; _eosActivated setTriggerTimeout [1, 1, 1, true]; _eosActivated setTriggerStatements [_actCond,"",""]; server setvariable [_trig,_eosActivated]; }else{ _eosActivated=server getvariable _trig; }; _mkr setmarkerAlpha _mAN; if (!(getmarkercolor _mkr == VictoryColor)) then //IF MARKER IS GREEN DO NOT CHANGE COLOUR { _mkr setmarkercolor hostileColor; }; waituntil {triggeractivated _eosActivated}; //WAIT UNTIL PLAYERS IN ZONE if (!(getmarkercolor _mkr == "colorblack"))then { if (!(getmarkercolor _mkr == VictoryColor)) then {_mkr setmarkerAlpha _mAH;};
  23. Hello! I get straigt to the point: I am creating a mission in 3Eden and I have stumbled on an holdback. I have used the ALIVE modules to make civilians spawn on the map. (Standard ALIVE Civilian spawn) And if I use Allow interact in the module "Civilian Population" We can interact with them in-game to detain, tell go away and so on... But I wish to have this on the ACE interaction menu instead. How do I make this? I belive this is done tru scripting. Regards!!!
  24. TheoneandonlyNOR

    ACE and ALIVE relative Civilian Help

    ow it can. We got an mission called Hearts and minds. And in that mission the maker have scripted that function. And this is what he used to make it work: (I could not) Unit_init.sqf: private ["_unit","_type"]; _unit = _this select 0; _type = typeOf _unit; diag_log format ["UNIT INIT : %1",[_this,side (_this select 0), _type]]; switch true do { case (side _unit != west && side _unit != civilian) : { if (isServer) then {_unit call btc_fnc_mil_unit_create;}; if (!isDedicated) then { if (isNil "btc_actions_units") then {btc_actions_units = [];}; if !(_type in btc_actions_units) then { btc_actions_units pushBack _type; _action = ["Search_intel", "Search for intel", "", {(_this select 0) spawn btc_fnc_info_search_for_intel;}, {!Alive (_this select 0)}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; }; }; }; case (side _unit isEqualTo civilian) : { if (isServer) then {_unit call btc_fnc_civ_unit_create;}; if (!isDedicated) then { if (isNil "btc_actions_units") then {btc_actions_units = [];}; if !(_type in btc_actions_units) then { btc_actions_units pushBack _type; sleep 1; _action = ["Civil_Orders","Civil Orders","",{},{true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Civil_Stop", "Stop", "", {[1,(_this select 0)] call btc_fnc_int_orders;}, {Alive (_this select 0)}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Civil_Orders"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Civil_Get_down", "Get down", "", {[2,(_this select 0)] call btc_fnc_int_orders;}, {Alive (_this select 0)}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Civil_Orders"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Civil_Go_away", "Go away", "", {[3,(_this select 0)] call btc_fnc_int_orders;}, {Alive (_this select 0)}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Civil_Orders"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Ask_Info", "Ask info", "", {[(_this select 0), false] spawn btc_fnc_info_ask;}, {Alive (_this select 0) && {side (_this select 0) isEqualTo civilian}}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; }; }; }; }; veh_init.sqf: private ["_veh","_type"]; _veh = _this select 0; _type = typeOf _veh; switch true do { case (_type isKindOf "LandVehicle") : { if (isNil "btc_actions_veh") then {btc_actions_veh = [];}; if !(_type in btc_actions_veh) then { private ["_action"]; btc_actions_veh pushBack _type; _action = ["Logistic","Logistic","",{},{true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["log_tow", "Tow", "", {(_this select 0) spawn btc_fnc_log_tow;}, {!isNull btc_log_vehicle_selected && {btc_log_vehicle_selected != (_this select 0)} && {[(_this select 0),btc_log_vehicle_selected] call btc_fnc_log_can_tow}}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["log_hook", "Hook", "", {(_this select 0) spawn btc_fnc_log_hook;}, {true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["log_hook", "Unhook", "", {(_this select 0) spawn btc_fnc_log_unhook;}, {true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; //Cargo _action = ["check_cargo", "Check Cargo", "", {(_this select 0) spawn btc_fnc_log_check_cargo;}, {true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Load_selected", "Load selected", "", {(_this select 0) spawn btc_fnc_log_load;}, {!isNull btc_log_object_selected && {btc_log_object_selected distance (_this select 0) <= btc_log_max_distance_load}}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; }; }; case (_type isKindOf "Helicopter") : { if (isNil "btc_actions_veh") then {btc_actions_veh = [];}; if !(_type in btc_actions_veh) then { private ["_action"]; btc_actions_veh pushBack _type; _action = ["Logistic","Logistic","",{},{true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; //Cargo _action = ["check_cargo", "Check Cargo", "", {(_this select 0) spawn btc_fnc_log_check_cargo;}, {true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Load_selected", "Load selected", "", {(_this select 0) spawn btc_fnc_log_load;}, {!isNull btc_log_object_selected && {btc_log_object_selected distance (_this select 0) <= btc_log_max_distance_load}}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; }; }; }; add_actions.sqf:
  25. Hello! I am trying to make a mission for the new map from the new DLC. Here I do have the Tower with a searchlight. I have used Hide Terrain on the Tower that was there and replaced with new on. Now I have placed a searchlight on top of it with help of attachTo ( best position: searchlight1 attachTo [tower, [0, 0.6, 7.6] ]; ) Now I have placed an AI in-to it. and I wounder how to make the searchlight turn on and how to make that AI "scan horizion". I have tried this command but it didnt work: null=[this] spawn { while {alive (_this select 0)} do {sleep random (2)+3;(_this select 0) setformdir random 360};}; hope some1 could figure this out. sorry for bad english.
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