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Hypoxic125

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Everything posted by Hypoxic125

  1. Your script will mess up when it comes to z values returned by BIS_fnc_randomPos. You need to make sure that Z value is 0 so that mines stay with the terrain rather than in the air, or severely underground. Consider: params [ ["_area", "", [""]], ["_minMinesCount", 0, [-1]], ["_maxMinesCount", 0, [-1]] ]; private _debug = true; private _minesArray = [ "ATMine", "APERSBoundingMine", "APERSMine", "IEDLandBig_F", "IEDUrbanBig_F", "IEDUrbanSmall_F", "IEDLandSmall_F" ]; private _minesCountInArea = random [_minMinesCount, _maxMinesCount / 2, _maxMinesCount]; for "_i" from 0 to _minesCountInArea - 1 do { private _pos = [[_area], []] call BIS_fnc_randomPos; _pos set [2, 0]; //this is the key line private _mine = createMine [selectRandom _minesArray, _pos, [], 0]; if (_debug) then { private _markerName = format ["%1_marker", _mine]; private _marker = createMarker [_markerName, _pos]; _marker setMarkerColor "ColorRED"; _marker setMarkerType "mil_dot"; _marker setMarkerShape "ICON"; private _pos = getPosATL _mine; private _arrow = createVehicle ["Sign_Arrow_F", _pos, [], 0, "CAN_COLLIDE"]; }; };
  2. Hello Arma Community! For the past month, I have been developing a new multiplayer game mode for you all to enjoy! Many of you who have played Battlefield 2142 will be right at home with the mechanics of this game mode and those of you who haven't will be in for a treat. Carrier Strike! Rules: Each team has an aircraft carrier with a powerful shield system on board. Teams will have to capture various Anti Carrier Missile Systems (ACMS) scattered around the map. Simply walk up to the ACMS and use the hold action key (typically spacebar) to capture. After a brief uplink, the ACMS will begin to fire missiles at the enemy carrier at regular intervals, depleting the carrier shield. Once the shield has been destroyed, your team can then attempt to land on the enemy carrier to destroy the important reactor core. If the reactor core is destroyed, your team wins instantly. However, you can continue to capture and defend ACMS around the map for a constant stream of damage against the enemy carrier hull. Features of this Game: BI's dynamic grouping system is enabled Dynamic spawn locations that change depending on who owns the current ACMS Squad leader spawn location that updates with the ever-changing group system (experimental) Specialized loadouts that serve a specific function (similar to Battlefield 2) May work on a tier unlock system that unlocks heavier classes depending on your performance during the round. (sort of like the new Battlefront 2) Dynamic vehicle spawn system at capture points that changes the vehicles depending on which faction owns that ACMS (like typical Battlefield games) A dynamic random weather system that changes per round. Automatically adds equipment based on the sun/moon phase GitHub Steam Workshop Servers Hosting Mission The Last Rifles (TLR) have agreed to host the official server for the game mode. All up-to-date content will be placed on this server first. Server IP: 185.172.90.169 Server Port: 2302
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