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imustkill

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Everything posted by imustkill

  1. OPERATION SVETOVID Type: Single-Player Campaign Status: In-Progress - Note that this is not an idea, I've already made significant progress! Number of Missions: No less than 10 Plot (Watered-down Version): The Republic of Chernarus is nearly in a state of anarchy due to heavy fighting between pro-government forces (Chernarussian Republic Army, or CRA) and a leftist extremist group known as the Peoples' Revolutionary Union, or PRU. The United Nations responded by holding an emergency meeting among Security Council member nations, the result of which was a new Security Council Resolution. The Resolution called for two of the most powerful Security Council members, the United States and the Russian Federation, to work jointly with the remnants of the CRA to restore order in Chernarus and to dismantle the PRU. Planned Features: Wide variety of mission themes including: infantry, air, armor, and special operations. Play as multiple characters (in a similar sense as to how it was implemented in the Operation Flashpoint campaign). No third party add-ons required. Strong emphasis on the story in order to keep players engaged (all the missions should make sense with what is going on plot-wise). Target Release Date: Late Summer/Early Autumn 2009. Please note that I am in no rush on this project. I work full time and go to college full time while also holding a freelance job. This is an estimated release date based on my progress so far. The Name: I wanted a name that was slightly more abstract and I landed on Svetovid. Svetovid is an ancient Slavic god of war. Ideas/Comments/Insults/Other Criticism is welcome, and I may use this thread in the future to ask for the skills of other members of the community that I may need in order to get this done.
  2. You can look at one the missions in the campaign, if I remember the first one had something that you could work off of.
  3. EDIT: Oops, too many Firefox tabs... Admin can delete this post.
  4. Yea I just marked it as pseudocode so he could get the concept. I'm doing VBscript right now at work so I don't need two equal signs!
  5. You could declare a variable after your artillery fires. Something like Pseudo: artyFired = 1; In your condition you can just make a loop asking for that waits until artyFired = 1 and when that condition is met, you'll have your hint.
  6. Put the briefing in a script file and save it. Create an init.sqf and call on that script file to run. Please note that the briefing will not show up automatically if you Preview it straight out of the Editor. Therefore, you'll have to export your mission to either your Singleplayer or Multiplayer missions to get it to work as you intend.
  7. Hmmm I'll look into those, thanks.
  8. Hello, I've hit a small issue. Long story short, the U.S. and Russia are working cooperatively in this mission against Insurgents. I can get them to work together as allies fine, my problem is because Insurgents are classified as "East" along with Russia, they too are friendly with the US and Russia groups. I have to use the Insurgent models to remain consistent with my other missions, so substituting them for Independent forces would not work well. Any ideas?
  9. If forceSpeed does not work try the setVelocity command. vehicle setVelocity [x, z, y]
  10. imustkill

    CAMPAIGN: Operation Svetovid

    I thought I would give a brief update. As a busy period of time in real life is winding down, I'm going to be dedicating a bit more time to getting this project done. As it stands now, the first mission is finished and I am aiming to have the second mission finished later today or tomorrow.
  11. Set AI behavior to careless. this setBehaviour "CARELESS";
  12. Yea F2k is on the right track. I think it would be significantly easier to just disable the AI and then re-enable them whenever you want them to do stuff as opposed to spawning them when you want them. That is what I do for the missions that I make. As for enabling the AI after disabling them. Use the "enableAI" command. It works in the exact same way as the "disableAI" command works.
  13. I would suggest trying to use the DisableAI command. That should keep them from engaging or even spotting each other until you enable it. soldierOne disableAI "TARGET" If that does not work, try disabling AI autotarget as well. soldierOne disableAI "AUTOTARGET" Good luck!
  14. I am using disableAI on a Humvee, an insurgent pickup, and a civilian car and it works fine. I know it does not work for aircraft, though.
  15. True, but if he wanted the lights of something to be on chances are the situation he needs it for is really safe anyways.
  16. Set their behavior to "SAFE".
  17. I found the problem. I disabled radio chatter for my cut scene but forgot to re-enable it. DOH!
  18. Hey all, In my mission you are a part of a squad led by an AI soldier. The AI performs all of the actions and goes to all of the places that he is supposed to. The problem is he does not speak at all. None of the "All, move to <wherever>" or "3, engage that <whatever>". Would anybody happen to know what would cause that behavior to stop? At the beginning of the mission I have all of the AI squad members under a disableAI "MOVE" initialization, but I don't think that would cause it. Thanks.
  19. BIS has to make some money in order to pay the developers to fix those defects, or else BIS (and ArmA 2) would not exist.
  20. imustkill

    Arma 2 Desyncs during online play

    Most de-sync problems are the result of mission design and/or an overload on the resources of the server you are on.
  21. OFP, ArmA, and now ArmA2 are by far some of the most ambitious games developed for their respective times, and they are developed by a relatively small company. What BIS does that very few other developers do is give those who play their games complete access to them (ie. they are relatively easy to modify when compared to other titles). Even if you don't want to face the learning curve of doing so, you can still reap the rewards that come from the work of others in the community. There is no possible way that a company the size of BIS can detect all of the defects within their software. I work in Quality Assurance for a small software company. One of our products is 9 years old and we have found over 13,000 defects (and still finding more every day) over the course of the years. The majority of those defects are reported by our clients. Plus - BIS has a pretty nice track record for releasing good patches. ~My 2 cents.
  22. Isn't there a way to script an AI to target a civilian and then force fire on that civilian? I swear I remember doing it for ArmA or OFP but I can't remember how I did it. It makes for good execution scenes. Would anybody happen to know what I am talking about.
  23. Hey everybody, I am making a mission (doh!) and in order to create a believable base environment I want all of the various people going about their business (vehicle repairs, PT, etc.). I can get the animations to happen once easily enough, but I would like to find a way to loop them so all of those people don't just stand there after completing the animation once. Does anybody have any ideas that would help me? Thanks.
  24. You don't have a semicolon after I have a question of my own. My camera script works beautifully and does everything I need it to. The only problem I have is that I can not end it. Right now my script ends with this: _camera CameraEffect ["TERMINATE","BACK"]; CamDestroy _camera; But it is not doing anything. I have my camera script embedded into my init.sqf file, if that makes any difference. Thanks.
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