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civiciam

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Everything posted by civiciam

  1. This mission is a tribute to the map Vidda. In my opinion, the most beautiful map out there for ARMA 3. A snowing effect was added to make it even more epic. I hope you enjoy it. Russians have been spotted near the north border of Finland. The source of this information comes from multiple locals. NATO sends out a recon group (Raven) to confirm the sighting. Russia has been threatening Finland for over a year now to end their newly established alliance with NATO. This recent infringement (if confirmed by Raven) can be the last straw. Raven will move silently within the search area. On contact with possible enemies, Raven will fall back to a safe spot and scan the area with the UAV to feed them to HQ. If the entities are confirmed to be a threat Raven will set up camp near enemy positions. Raven will support the infantry if countermeasures from NATO are the final solution. You can choose to go lone wolf or have an AI squad of max 4 soldiers. It's up to you. Hand-crafted mission for Singleplayer. It should work in CO-OP (2-4 players) too. Please report if errors come up. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2822239223
  2. How can I activate a trigger only if the player has spotted (knows about) all east units within the trigger area? I can't find any post about this on this forum.
  3. I did change that part of the code. I changed then to exitWith and removed the else statement. My full code for uavTask.sqf is: player addEventHandler ["WeaponAssembled", { params ["_unit", "_staticWeapon"]; _unit connectterminaltoUAV _staticWeapon; _staticWeapon engineOn true; _staticWeapon setCaptive true; player action ["SwitchToUAVGunner", getConnectedUAV player]; _grp = group _staticWeapon; _wp = _grp addWaypoint [getMarkerPos "markerUAV", 0]; _wp setWaypointType "MOVE"; _staticWeapon flyInHeight 200; }]; while {alive player} do { if (((units east) inAreaArray triggerAllSpotted) findIf {player knowsAbout _x == 0} < 0) exitWith { hintSilent "Objective complete. UAV will now land. Disconnected Raven from UAV."; uavDoneT = TRUE; private _theDrone = getConnectedUAVUnit player; _grp = group _theDrone; _posToLand = getMarkerPos "uavLand"; _landPad = createVehicle ["Land_HelipadEmpty_F", _posToLand]; _wp = _grp addWaypoint [_posToLand, 0]; _wp setWaypointType "MOVE"; _wp setWaypointBehaviour "CARELESS"; _wp setWaypointCombatMode "GREEN"; _wp setWaypointStatements ["true","(vehicle this) land 'LAND'"]; player connectTerminalToUAV objNull; }; sleep 2; }; player addEventHandler ["WeaponDisassembled", { params ["_unit", "_primaryBag", "_secondaryBag"]; uavPickedUp = TRUE; }]; This makes the player connect to the UAV instantly. The drone flies to the marker. When the player in the UAV spotted everyone in the trigger area, it disconnects the player and flies to land by itself. It does work, so I will leave it for now. But I do appreciate your skill and helpful advice. I promise you that I will test your code in the future to make sure it is optimized in future missions.
  4. Thank you both for these answers. I ended up using this code in my SQF that is loaded from another trigger: while {alive player} do { if (((units east) inAreaArray triggerAllSpotted) findIf {player knowsAbout _x == 0} < 0) then { uavDoneT = TRUE; // This is used to activate the condition set to uavDoneT in triggerAllSpotted } else { // nothing }; sleep 3; // I never used while before but I made it this way to loop the search for knowsabout targets, please tell me if this is bad. }; I didn't know how to include your code ZaellixA. I'm not good at these things, yet.
  5. Vidda is an incredible map. Thank you for this map. The performance is incredible on it and it still looks better than any map imo.
  6. Let's have some fun! This is a shooting range made with one goal in mind, an endless sandbox. The range features explosive targets, popup and non-popup targets, distance signs, vehicle targets, drones you can control and drop explosives with, and much more! Watch the trailer for this scenario: https://www.youtube.com/watch?v=zUa75OlTJVM Range 69 features four radio triggers Spawn an enemy group of five people 200m away from player and they will run towards your location (they will engage when seeing the player). Spawn an enemy chopper (non-lethal) that will loiter around the shooting range. Holy boom (just made for fun). Spawn 4 puppets, ready to eat some bullets (non-lethal). More features The range plays music and features 8 custom songs. The music can be stopped by shooting the radio. You can reset all pop-up targets by using the laptop. You can skip 7 hours by using the action at the camping chair. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2818095797 This is a range located in Tanoa so you need the APEX DLC to play this.
  7. civiciam

    Zero Hour

    Zero Hour takes you to Malden. Parachute in with your two squadmates. Find the target and kill him (confirm the kill up close). Exfiltrate by chopper. You can choose to kill the power with your radio trigger when close enough to blow the fuse. But you can also go in guns blazing. Your choice! A lot of custom scripts, audio and events. Single-player or CO-OP up to 3 players. This mission runs at 80+ FPS (high-end PC). Mission context: Kill Yusuf Gadahn. Yusuf's brother Usama Gadahn was questioned yesterday. He ratted out his brother's location. Do whatever you need to take Yusuf out. He is known to be very aggressive. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2814939024
  8. civiciam

    Removing a Class

    I tried your suggestion but copying "class OpenMenu" etc in config.cpp or Description.ext didn't do anything. I also tried overwriting it giving it a new userActionID and priority value but still nothing. EDIT: The only solution for not opening the control panel is to put the code below in my init.sqf: inGameUISetEventHandler ["Action", "if (_this select 4 == ""Open Control Panel"") then { private _return = TRUE; _return }"]; But it's not taking away that ugly yellow text "Open Control Panel" popping up behind the intro text in my mission. Even when I disable HUD the only thing showing is that context menu. It would be alright if the yellow text was hidden until you scrolled or something but nope.
  9. civiciam

    Removing a Class

    Sorry for bumping this but I would love to hear from you if you found a solution? I'm trying to do this too.
  10. Amazing mod. I love that you included all NPC's too.
  11. I get it to work when I change "_killed say3D [_sound,10000,1];" to _killer instead. Then my player says those reactions when the enemy dies. But I want it to be coming from "_killed". I get no errors when doing so but there is NO SOUND at all. This is the code I'm running in my death_sounds.sqf. I would be so happy to get this working! { if (side _x == east) then { _x addEventHandler ["Killed", { _killer = _this select 1; _killed = _this select 0; if ( _killer in (units (group player)) ) then { _sounds = ["death1","death2","death3","death4"]; _sound = _sounds select (floor(random(count _sounds))); _killed say3D [_sound,10000,1]; }; } ]; }; } foreach allUnits; EDIT: I tried stripping the code trying to make it work but no success. No errors but also no sound: { if (side _x == east) then { _x addEventHandler ["Killed", { _downed = _this select 0; _sounds = ["death1","death2","death3","death4"]; _sound = _sounds select (floor(random(count _sounds))); _downed say3D [_sound,10000,1]; } ]; }; } foreach allUnits;
  12. Thank you, got it working. Leaving it here for people who need it: { if (side _x == east) then { _x addEventHandler ["Killed", { params ["_corpse"]; private _dummy = "#particlesource" createVehicleLocal [0,0,0]; _dummy setPosWorld getPosWorld _corpse; _sounds = ["death1","death2","death3","death4"]; _sound = _sounds select (floor(random(count _sounds))); _dummy say3D [_sound,100,1]; }]; }; } foreach allUnits;
  13. Take back the oil drilling location that is currently captured by ISIS forces. This should be a quick operation. They will not see it coming. I wanted to create a scenario that would be fun to play once or twice and without minimal frustrations. It's not the hardest mission if you time the attack correctly. You have to start the operation with radio Alpha. You will hear a radio message and a feed when they are moving in. You have time to choose the M14 rifle with scope instead of the HK416 you start with. Some more goodies can be accessed at the supply crate near the spawn. Have fun! The Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2799008687 All my scenarios are made with gear and weapon packs to make them stand out and increase the fun factor. Previous scenario (In And Out - Night Operation): https://steamcommunity.com/sharedfiles/filedetails/?id=2797835392
  14. Blow up the building with warheads in it and extract by air or sea. The darkness is your cover. You have one optional objective (for a higher score). But there is only one main objective. Destroy that building by planting 3 bombs in the middle of the building. When the main objective is completed, choose to extract your team by sea or air. But you have to steal the vehicle you choose. Two helicopters have been spotted at the airbase. Two boats have been spotted at the dock in the north part of the map. Can be played with up to 3 friends or by yourself. You can choose to go in guns blazing or sneak your way into the building. Keep in mind that alarms can go off in the village and at the airfield. Stay frosty! The mission can be found on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2797835392
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