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Mr Elusive

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  1. Mr Elusive

    Disable EndMission when out of Tickets

    Haha no worries @kibaBG, you're very welcome. Happy to help! 😎
  2. Mr Elusive

    Disable EndMission when out of Tickets

    @kibaBG - Here's a test mission with just the code I provided earlier. It definitely works. Feel free to unpack it and test in the editor for yourself. Make sure you test in MP as respawning doesn't work in SP. I've also given BLUFOR just two tickets instead of 10 to speed things up. Respawn twice and you should get the custom debrief. https://file.io/G6A3QduJ0Vxd (link is valid for 14 days)
  3. Mr Elusive

    Disable EndMission when out of Tickets

    Hmm...OK let me see if I can replicate it in a test mission. Give me a few minutes.
  4. Mr Elusive

    Disable EndMission when out of Tickets

    Apologies @kibaBG I should have explained myself properly. Don't use the respawn tickets module as that will play the default ending - which you don't want. Try this instead: initServer.sqf [west, 10] call BIS_fnc_respawnTickets; After you've done that, place a default trigger anywhere on the map and check the server only box. Condition: [west] call BIS_fnc_respawnTickets <= 0 Activation: ["ZeroTickets", false] remoteExec ["BIS_fnc_endMission", 0, true] That should end the mission when BLUFOR (aka 'west') runs out of tickets. (I'm doing some after hours work, but I might be able to respond a bit later if this doesn't work.) 😎
  5. Mr Elusive

    Disable EndMission when out of Tickets

    Oh okay. In that case, the code I posted above should work. Just change Title, Subtitle and Description text to whatever you want. // Add to Description.ext class CfgDebriefing { class ZeroTickets { title = "Mission Failed"; subtitle = "No More Reinforcements"; description = "Your team ran out of tickets."; pictureBackground = ""; picture = "b_inf"; pictureColor[] = { 0.0, 0.3, 0.6, 1 }; }; }; // Change second parameter to 'false' because it's a failed mission. ["ZeroTickets", false] remoteExec ["BIS_fnc_endMission", 0, true]; This is what you get: Three things you should be aware of if the mission is "failed" (the second parameter in BIS_fnc_endMIssion is 'false'). The title text will be in orange The title text will always be "Mission Failed", regardless of what you put in description.ext The mission failed music will play (obviously) Does this answer your query?
  6. Mr Elusive

    Disable EndMission when out of Tickets

    Hello again Kiba, Is the mission supposed to end or continue after showing that "you have no more reinforcements" message? Depending on what you want, there's a few approaches you can take. (Just trying to help and want to make sure I understand your question properly)
  7. Mr Elusive

    Disable EndMission when out of Tickets

    Hey Kiba, You can define your own win/fail screens in description.ext using cfgDebriefing. // Add to Description.ext class CfgDebriefing { class BLU_Wins { title = "Mission Completed"; subtitle = "BLUFOR Wins"; description = "BLUFOR wins the game."; pictureBackground = ""; picture = "b_inf"; pictureColor[] = { 0.0, 0.3, 0.6, 1 }; }; }; Once you've done that, create a trigger or script to globally execute BIS_fnc_endMission. For example: // Single player. ["BLU_Wins", true] call BIS_fnc_endMission; // Multiplayer. ["BLU_Wins", true] remoteExec ["BIS_fnc_endMission", 0, true]; That's pretty much all you need. I strongly recommend reading those two wiki pages as they contain a lot of information, including additional options/settings I've not listed here. If you have further questions feel free to ask, but I might not be able to answer until later in the day (working!). Cheers 😎
  8. Mr Elusive

    Cold War Rearmed III

    Thanks Wolle! Happy New Year to the CWR3 team and the Arma community at large. 🍻 Let's make 2024 more "fuck yeah" and less "fuck this" lol.
  9. Mr Elusive

    Disable EndMission when out of Tickets

    I don't know if anyone is still following this thread, but I manage to figure out why the mission ends (or doesn't end in kibaBG's case). I've posted a snippet below from BIS_fnc_respawnTicketsModule. You'll notice there's a check for tickets when one side reaches zero. If you define tickets using BIS_fnc_respawnTickets like kibaBG above, the mission does not automatically end. You can then make your own trigger or condition check to go from there. //--- End the mission after tickets are exhausted if (isnil "bis_fnc_moduleRespawnTickets_end") then { bis_fnc_moduleRespawnTickets_end = [] spawn { scriptname "bis_fnc_moduleRespawnTickets: Loop"; waituntil { sleep 1; (([[west,east,resistance,civilian]] call bis_fnc_respawnTickets) select 1) == 0 }; "SideTickets" call bis_fnc_endMissionServer; }; }; TL;DR If you want the mission to end automatically, use the Respawn Tickets module in the editor. If you DON'T want the mission to end automatically, set respawn tickets in initServer.sqf using BIS_fnc_respawnTickets. Hope this helps 😎
  10. Mr Elusive

    Cold War Rearmed III

    Of course bro, happy to help 😎
  11. Mr Elusive

    Cold War Rearmed III

    That's interesting. If you've subscribed to mods, you should be able to grab their content from the !Workshop folder in your Arma 3 directory. That should be the default folder unless you've configured it differently (if that's even possible?). On my PC, for example, it's located here: C:\Games\Steam\steamapps\common\Arma 3\!Workshop Obviously you'll need to change that folder path to whatever your PC uses. Regardless, you should have sub-folders in there with all the mods you've subscribed to. Compositions and missions go somewhere else (I can't remember off top of my head), but the core mod files should be in there, .e.g. @Cold War Rearmed III. If your files really are "all over the place", this might help you locate them: Open "This PC" Type *.pbo in the search bar in the top right. Click search/tap enter. Give it some time for the search results to come up Right-click one of the found PBO files and select "Open this file location". Sorry to hear that. I haven't used that tool for some time, so it's probably out of date. There are other Steam Workshop downloaders out there, you might just have to Google them. Let us know if you still need any help, I'll be happy to help where we can.
  12. Mr Elusive

    Cold War Rearmed III

    Hey Yannara, I don't know if the files can be downloaded directly - have to defer to W0lle on that - but you might be able to grab them using a Steam Workshop downloader tool. https://github.com/NeutronX-dev/WorkshopDownloader/ Alternatively, you might be able to subscribe to the mods on another PC and then just copy the folders over. I don't know if that trick still works, but might be worth a shot. Good luck!
  13. Hey CollectiveS, I didn't get a notification so I totally missed your response - sorry about that! Thank you so much for sharing your findings, this is really useful stuff.
  14. Looks like yesterday's patch to GM has added laser range-finding to the commander's optics. Yay!
  15. This is specific to the Global Mobilization DLC. I already asked this on the Steam forums but didn't get a reply, nor can I find a answer here on the forums...so here goes. In the West German tanks without laser rangefinders, how do you determine range to a target using the commander/gunner optics? Is it even possible? The East German/Polish T-55 optics have the stadia marks for making range estimates. I can use those and manually range the gun (PGUP/PGDN) before firing. Those are great, I can work with them. The West German optics, however, just have a bunch of lines in the middle with no marks or notations. The commander's optics are exactly the same, only with an additional yellow box. Correct use of these optics, to my knowledge, is never explained in-game. Nothing in any of the mission briefings, nor in Arma's built-in field manual. Currently I'm just cheesing using the map contacts or just plain guessing - neither of which are immersive or fun. There has to be a better way of doing this.
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