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RealLocutus

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Everything posted by RealLocutus

  1. We are currently playing the KP Liberation Mission for the Valtatie 7 map. We play original KP Liberations not the RX version. Now one of us is logged in as admin but can not really use the admin commands via the console. Spawning Ressources work, opening the BI Arsenal works also, but reviving players does not work (via Admin Command). Reviving the normal way as a player/medic works fine. We are NOT using ACE. This is the command we use: player setDamage 0; player setVariable ["incapacitated",false,true] But it does not work. Any ideas why? We used it already in different missions, but it does not work with KP Liberation - and I have no idea why. Further we have a problem with the Zeus - it is activated in the mission but the admin can open Zeus but can not place any units. Ideas?
  2. I have been searching for a while now but did not really find anything helpfull. What do I want? I want to make a trigger that can be activated by any player. But the text that is shown by this trigger should only be visible for the player who just activated this trigger. How can I do that? Its for a MP Mission on a dedicated server. Thanks.
  3. All of you - thanks for your help. :) It works now as intended.
  4. Hi, I am working on my next mission and in this one I would like to do it a bit different. The mission should be a Search & Rescue Mission with AI and found Intel giving hints where the captured soldiers are. What I want to do? I want to set up a pulled over civ car with an Police Patrol car and two officers. But they should not be there when the players get there first - they should spawn as soon as they have reached the crash site. The problem is the players should first drive to the point where the last contact was. There they will find some evidence. To get there they have to drive the main road and somewhere take a turn on to a side path. At this point I don't want the above mentioned situation to be there. After they have searched the crash site they have to drive back to the main road. As soon as they get there they will see the police car and the civ - and my goal is that they think "Oh that was not there before, maybe we can ask the police if they have seen something?". So is there a way to spawn a group of vehicles and civilians through a trigger or somhow else? Thanks.
  5. Sry for the late answer - I had finally the time to work on my mission again and tested it. Works perfectly fine. Thanks.
  6. I hope this is the correct sub forum if not please move. Thanks. We are currently playing on a winter map and on this map the waypoint marker (the one you set with Shift + Leftclick) is hard to see. So my question is there a way to change the color? Maybe with a mod? Thanks.
  7. So I guess there is no way to change it?
  8. @JCataclisma - Thanks. Just tested your way and works fine. Only 2 things that are now unclear for me 1) How do I change the rotation of the vehicle - they now spawn heading 0 (north) - I want to adjust it so that it looks like they have stopped a vehicle on the side of the road. I already found out how I can spawn a second vehicle. 2) How can I add a interactable thing that adds a text to the Tasks (or something else) on the map screen? I want that it looks like you can talk to the police driver and ask him something - and he gives you the information as a message to your Tasks or so. (not to the briefing as this is already filled at the start of the mission)
  9. I have another problem with my mission - and I am not sure why it behaves like that. In the Spawn Area I have placed 10 Blufor Soldiers which are set to playable. On Server start you see all those slots - and can choose the one you want. In the beginning the server fills all the slots with AI - the Admin deactivates the AI in every slot before anyone clicks on OK. Two players chose a slot and can join the mission - the problem is the other 8 soldiers are visible. Even when the AI is deactivated and no player has chosen the slot? As said all those solderis are set to "playable". When I start the mission in the Editior as an MP Mission - the slots are also filled with AI - but I also deactivate the AI there and then choose a slot. When I then start the mission there is only my chosen soldier visible. All the others are invisible as it should be. Anyone a hint what the problem could be? Why does it work in the Editor but not on the server? Is there a way to deactivate the AI from beginning (AI only for BLUFOR).
  10. OK I have found the issue - there was the Option "Acivate AI" activated in the scenario. Works now.
  11. @Gunter Severloh: Thanks for your video - I did all like you mentioned it in the video. But it kind of does not work. I changed the heli to an unarmed version of the Orca - seems to work as it spawns in the heli. I have added the actiovation to a trigger when the blufor is in that trigger it activates - seems also to be OK (otherwise the heli would not spawn at all) I have added the targetPos to a Radio tower in the Variable field. Dont know if it works but the heli flys there. I have edited the group that should be dropped like you have shown it with the config viewer. (just checked they are sitting in the heli so this should also be OK) I have NOT changed anything else in the file. Now the problem is the heli flys there - and then stops and only hovers in place. He does not drop any troopers and also he does not fly away. He just hovers there. Help pls - I have no idea what I did wrong. EDIT: When I am now thinking a little bit about it - could the reason be....? You showed this working as a support for your side (blufor) - and if I understand it correct the script searches for the nearest player? I guess on the same side as the troops that should be dropped? Problem is I want to get paratroopers for the enemy. So the soldiers in there are OPFOR and the player is BLUFOR. Could this be the problem? EDIT2: Ok problem is fixed - it works now. We changed the script that it does not search for the position of the nearest player anymore but instead for the same object (targetPos) as the heli flys to. And so it works now - the heli flys to the radio tower (the object with the targetPos) and it drops the troopers there and then flys off.
  12. Hi, I hope someone can help me with this. I am not a pro in scripting missions so I got some tutorial videos on youtube and tried to do it in my mission. My goal in the mission: Make a helicopter stand at the airport, waiting. In the heli there is Pilot and co-pilot as well as 6 para troopers. On startup of the mission I disable the Movement of the pilot - with "helo 1 disableAI "MOVE"" - works so far. Then there is a trigger which is activated by BLUFOR that enables the Movement again. So when the trigger is activated the heli starts and moves to his 1st waypoint. That also works just fine. At the first waypoint there is a second trigger which is activated by the helicopter itself - it makes the para troopers eject from the heli. This also works fine. After that the heli has a new move waypoint and after that there is a last "Land" Waypoint. But that is the point that does not work - after dropping the para troopers the heli lands about 100m away from the first waypoint near a town. Needles to say that there is no waypoint telling him to do so. So anybody knows how I get the heli to fly on and get to his last checkpoint to land there? Here a video where you can see what happens:
  13. Tried it - did not work. As I said it seems that the heli ignores the waypoints after the first one. It flies to the first waypoint drops the para troopers there and then lands near the first waypoint and does not fly on to the next waypoint that is some kilometers away. And I don't get why. Is there a way that the unit does not stop at the waypoint? So that it just passes the waypoint and goes on in its current speed to the next waypoint?
  14. Well that does not work either. I kept the first move waypoint and removed the "Land" one and changed it to a "Load" Waypoint. It seems the heli ignores every waypoint after the first one. Another problem is that the waypoint does not have an Init field? https://steamcommunity.com/sharedfiles/filedetails/?id=3289400463
  15. Hi, First of all I am not sure if this is the correct subforum for my question - if not please move. We are currently running a Dedicated Server with the KP Liberation Altis Mission. Everything works so far - but one essential thing is not working. Enemy soldiers that surrendered can be brought to the FOB for Interrogation. Capturing them works - they join our group as it should be and we can now give them orders - the leader can. Now we took a captured soldier via our Helicopter to our FOB. The soldier should now automatically be interrogated - he should leave our group and just sit down near the FOB Building. That is the task that does not work - the soldier stays in our group and nothing else will happen. We ran around the FOB Building and waited for several minutes but it did not work. Anyone has an idea why it is not working? For info we use the following mods: - No Weapon Sway - CBA - Remove Stamina - BWMod - Jasons GPNVG-18 Night Vision - Enhanced Movement - DUI Squad Radar Every hint is appreciated. :)
  16. OK it seems one of the automated restarts fixed the issue. It works now as it should work. So problem solved.
  17. RealLocutus

    Can't connect steam account to arma 3

    Have the same issue. Tried to connect my Steam Account with the Bohemia Account. Nothing happens. After clicking connect and logging in with the steam account it just redirects to the Account Settings. No confirmation - no error Message - just nothing. Tried different Browser. No difference. Any ideas?
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