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thomsonb

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Everything posted by thomsonb

  1. Instant Action, Dynamic Missions, Multiplayer Cooperative. Download here v04
  2. Instant Action, Dynamic Missions, Single Player. Downloads: Takistan Chernarus These missions are completely randomly generated as you play, dropping you right into a different battle, between different sides, as a different unit, at a different time of day, in different weather conditions, in a different location every time. They are literally infinitely re-playable, and most importantly, great fun!
  3. Here are the final released versions for anyone looking for them 👍 https://www.dropbox.com/sh/0w5ahe1pr8nvb0c/AACljf4oNEuHAUNONxChYTUra?dl=0
  4. I am trying to spawn a EAST type of vehicle but have it on the side WEST. Whenever I do this the crew of the vehicle change side back to east! I have tried spawning the vehicle using createVehicle and also BIS_fnc_spawnVehicle. I have tried spawning the WEST crew directly in with moveInDriver, and also tried spawning them outside the empty spawned vehicle, with a getIn waypoint; but as soon as they get in they change to EAST! This only applies to spawned vehicles not empty ones placed in editor. The group change side back to the faction of the vehicle, even though the vehicle was spawned empty. Is this a known bug? Anyone know of a workaround? Thanks EDIT! OK I have done more testing, it seems the problem is nothing to do with the vehicle, but it is the side of the Drivers unit type. Execute this code in the editor and notice how the vehicle changes side to EAST, even though the driver is WEST, it is just because i used an EAST unit type "O_Pilot_F" as the driver, if you change it to "B_Pilot_F" the bug doesn't happen! _grp = createGroup west; _heli = "B_Heli_Transport_01_F" createVehicle getPos player; systemChat ("grp side starts as "+ str side _grp); systemChat ("heli side starts "+ str side _heli); _pilot = _grp createUnit ["O_Pilot_F",getPos player,[],0,"NONE"]; _pilot moveInDriver _heli; systemChat ("grp side is now "+ str side _grp); systemChat ("heli side is now "+ str side _heli); Please let me know if you get the same results with changing the pilot unit type from "O_Pilot_F" to "B_Pilot_F" It seems the helicopter inherits the side from the pilots unit type, not the side of the actual group the unit is in. I'm sure its a bug now. Cheers
  5. Yeah I will have to do that as a workaround. But this is a bug, because spawning a "O_soldier" onto a WEST group has always worked fine. This problem only happens when they get in vehicles.
  6. Yeah, i want a WEST heli that behaves friendly, but the uniform of the pilot looks like EAST Im developing a mission where the player side is always WEST, but sometimes some EAST looking units will be used on the west side. Did you got the same result?
  7. OK I have done more testing, it seems the problem is nothing to do with the vehicle, but it is the side of the Drivers unit type. Execute this code in the editor and notice how the vehicle changes side to EAST, even though the driver is WEST, it is just because i used an EAST unit type "O_Pilot_F" as the driver, if you change it to "B_Pilot_F" the bug doesn't happen! _grp = createGroup west; _heli = "B_Heli_Transport_01_F" createVehicle getPos player; systemChat ("grp side starts as "+ str side _grp); systemChat ("heli side starts "+ str side _heli); _pilot = _grp createUnit ["O_Pilot_F",getPos player,[],0,"NONE"]; _pilot moveInDriver _heli; systemChat ("grp side is now "+ str side _grp); systemChat ("heli side is now "+ str side _heli); Please let me know if you get the same results with changing the pilot unit type from "O_Pilot_F" to "B_Pilot_F" It seems the helicopter inherits the side from the pilots unit type, not the side of the actual group the unit is in. I'm sure its a bug now. Cheers
  8. Hi I am talking here about Single Player missions only: It seems the "onPlayerKilled.sqf" file doesn't work in Arma3. Is this confirmed or am I doing something stupid?! Are there any workarounds for this? I desperately need to avoid the mission ending with the "You are dead" camera and restart menu. On a related subject; is there any way to go to a debriefing after death, instead of just the "You are dead" screen? any help greatly appreciated B
  9. Thanks zapat, that works well. I had to use the selectPlayer command quickly before the "You are dead" screen apears. Cheers B
  10. Couple more screens of development for A3 flashpointDebug00.jpg flashpointDebug01.jpg These show the debug markers for all the new modules: Infantry groups can move to towns, road junctions and isolated buildings, these can all be seen as markers. Also a new module for parked cars, cars can now spawn near any road with a building close by, not just in predefined towns. Some good progress, will try and release soon B
  11. Hi guys I have been super busy with work the last few months, and getting to grips with Arma3 took a while.. I am working on an Arma3 version of flashpoint, you will be pleased to hear :) Its very basic at the moment, it will take me a while to set everything up. Here is a screenshot of the new User Interface I have been working on https://www.dropbox.com/s/i62otzt4540hmz6/flashpointUI01.jpg I will start a thread in the A3 section later, when I have something finished to release! regards B p.s. posted this again, as it got lost in the middle of the thread
  12. As stated on the download page ACR or ACR lite is required. There is an option for no civilians in the parameters. No option to turn off parked cars yet. Bases for each side will be added when I have time to make them.
  13. Greetings I have just released an update: please download from here: Flashpoint Taskistan MP v04 Let me know what you think if you have played the mission, I have had virtually no feed back on the MP version compared with the SP version.. Changes - Added: Respawn On/Off setup parameter. - Fixed: JIP Clients were sometimes teleported back to wrong position. - Removed: Default BIS conversations system ("Hello, Sir" etc). B
  14. Thats a good idea Phantom, I will add a startup parameter for no respawn B
  15. Hi pd3 Youre right loadout is handled slightly differently for MP players. And backpacks are supported for players now which is also new. At the mo the guns hard coded rather than picked from a random list. You would need to change the script a bit, and the arrays like UA_DELTA_GUNS are not in the right format for this :( Il put it on the list for development. BTW i have been focused mainly on the MP technical stuff, rather than the gameplay aspects so far, so expect improvements :) Re Wanderzz post above: Can somebody please confirm that Flashpoint Takistan v03 does work with ACR lite (it should do i hope!!) rgds B
  16. <removed, newer version out, check first post>
  17. Hi Gunter Its only a 100mb free download to get ACR lite from ARMA2.com... In this mission using the setup parameters you can choose which factions are active, if you don't want the Czech faction for example. B
  18. The SP version is now quite easy to port, if you have a basic knowledge of scripting, mission directories and unpacking missions etc. The MP version is a bit less simple; it uses similar code, but has a few more Takistan dependencies right now, since it is early days in development still. Send me a pm if you have any questions ;) B
  19. Hi Orc Please do send me a copy of your I44 port that would be great! I love the I44 mod, I simply haven't had the time to play it, and get all the units, loadouts and vehicles defined and make it happen! cheers B
  20. Hi Pd3 I will add setup parameters for the amount of Vehicles, Armour, Helicopters, Aircraft and Sniper teams in the next update (I just ran out of time tbh). I have tried several Revive respawn / medical type modules. None of these worked really well. So i left it out for the initial release. In testing I have actually enjoyed not having respawn a lot more, it make the mission much more authentic, and immersive. However, I will keep looking for a suitable revive system that fits the mission. Reducing the spawn radius in towns etc is an interesting idea, I will consider it. The AI groups are already programmed to move to towns and patrol. This makes towns dangerous already (especially after the mission has been running for a while). Making a MP framework is a great idea. I hope to achieve this in the future. Big job though :) In theory adding your own mission objective to flashpoint would work, it would not break the spawning or anything.... try it out! My next feature will be objectives and side objectives. Which you can choose to accept or decline. These will be randomly generated but realistic hopefully! B
  21. Hi WeaponsFree Yes it does require "Army of the Czech Republic". If you don't have the ACR DLC you can get ACR Lite free patch from here Arma2.com ACR Patch Download page approx 100mb file (this link is also on my download page) ACR added some great new weapons and vehicles to the Czech side. I bought the it simply to support BIS :) The Lite version has all the same units but lower res textures and sounds I believe. cheers B
  22. Hi skkeeper, That is an interesting question; - Right now the MP version is missing a few features from SP. However I will be developing it more, so expect it to improve! - The SP version is not a "dead mod".. but as it is much more developed already, I will be focusing my time on the new MP version. - I have played the MP version a lot on my own recently, while testing it, and I have really enjoyed playing the MP version alone. To try and answer your question... it depends which version you enjoy more for SP, I guess I would recommend to try both, and play either depending on what kind of game you want :) - Just to clarify for players: The MP version CAN be played alone with 1 player no problem, and while it is different from the SP version, it is just as awesome to play ;) Thanks for your interest, let me know how you like to play both versions, getting lots of players opinions helps me have ideas and choose the direction for the project cheers B
  23. Greetings all I am pleased to announce the release of Flashpoint Takistan Multiplayer Coop! Get it from here: Flashpoint Download Page Armaholic mirror: - Flashpoint Takistan MP Co-x (@) This has been in the works for a *long* time now. Thank you to everyone who has asked me about it and given ideas, feedback and their time for testing the Alpha versions on my server. It is not yet feature complete, and has a few minor bugs. However I decided to get it out to you guys as soon as I was happy with the basics. Hope you enjoy some coop battles with your mates! Because of the differences in the way MP missions run, the mission has a slightly different feel to the Single Player version. However I really like the result so far. There are also a couple of new unique features like adding AI Fireteams to your group. As usual, your feedback is appreciated to help me improve it :) Cheers B P.S. I will make a dedicated forum thread for this later, when I release an update.
  24. The coordinates define where the player can start. It ignores water. The 4 numbers are in this format [west,east,south,north] you can get them by saving markers, and getting the values from a mission.sqm, or just put a unit in the editor with the init hint (str getPos this) and move the unit to the south west and north east corners of your chosen sawn area, and record the min and max values cheers B
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