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Everything posted by Undeceived

  1. Hi guys! In the editor we have the intro section, the mission section and the outro(s) section, right? In a campaign I have some longer cutscenes. I wanted to give the player the option to skip these, so I made them as "stand alone" missions and put them in the intro or outro sections. Now, let's assume that the very first mission of the campaign is such an intro cutscene. I have put the cutscene in the intro section of the cutscene-mission. Now, what will happen is: 1. The intro section of the mission loads 2. The cutscene is played 3. The "mission section" of the mission is loaded (the mission starts immediately as I disabled the briefing) 5. The mission starts with black screen and is ended immediately, as this is a cutscene mission without playable content 6. The next mission is loaded Now to my question: Is there a way to end the whole mission right after the intro section has finished? I want this because I want to prevent the loading of x mission sections. ๐Ÿ™‚ In my campaign it's the case that I have TWO cutscene missions one after the other (for performance reasons) and if the player starts the campaign, he will see lots of mission section loadings with the cutscenes between them. Thanks a lot! ๐Ÿ™‚
  2. Uh, isn't this possible by now? I remember some cutscenes in newer Bohemia DLC where you can press Space to skip... Can anyone point me in the right direction, how the command is called? Edit: Searched for this in the official pbo.s (e.g. Laws of War) and found something like fnc_skip, but this seems way too complicated... I probably have to give up on this.
  3. Thanks for replying. The reasons are: Cutscenes in the mission section can't be skipped. I could use the intro section for the first cutscene and the outro section for the second one, but they (from the mission designing perspective) need different overview pictures.
  4. Hello guys, looking for a solution I googled the problem today and found this thread which I myself created in 2014. ๐Ÿ˜ It's still the same issue. So I bump this and ask for help / ideas. Thanks a lot!
  5. Undeceived

    [sp_camp] Dark Tides

    Nice, I didn't play SF. I wanted once but didn't get to it somehow. Definitely looking forward to the new version.
  6. Undeceived

    [sp_camp] Dark Tides

    I remember this happening in the radio chatter with HQ where that Dr. is captured, when the nuclear shit starts to hit the fan. I think even the sentence with the tactical nukes was one of them. Well, I say yes, but don't ask when. I am one of those who got addicted to DayZ. Spent countless hours in this damn game and hardly got back to editing. Last year had a good editing phase though and also a very productive and long one earlier this year. And now I'm kinda wanting to get to it again. Let's see... That sounds good. ๐Ÿ‘
  7. Undeceived

    [sp_camp] Dark Tides

    Ok, finished it. Really a great campaign. ๐Ÿ‘ Mixture of a good political thriller like Tom Clancy or John le Carrรฉ, the series Six about the SEALs team 6 and classical military Arma gameplay. A lot of good humor, wide scope, plenty of details, great plot (which I would very much like to re-read somewhere in detail as it was quite complex) - all in all a very recommendable project! And a huge amount of work was invested in this - this was very remarkable and impressive. I wonder how you managed to finish this in two years - and then in such a good quality. Is has some small technical flaws (which I unfortunately didn't write down as I played this to just enjoy and not as beta tester)* and being a lover of good stories here's some small feedback on what I missed most at a certain point: But all in all this campaign was really good and impressive. The appearance of Thanks a lot, AZCoder. This was a lot of fun. ๐Ÿ‘ * I remembered some bugs. Maybe I will add more later... At one point that (cool) international map covered other things, I think some subtitles. Unfortunately I don't remember where this was. From a certain mission onwards (sorry, also don't remember) the subtitles from others (not from Knight) appeared only for a short moment (half a second or so), then disappeared. This is ok for native speakers but I had to pay a lot of attention to understand everything (especially with background noise). And this of course (being a showstopper) Edit: So can I read the plot in detail somewhere? Also the credits were to fast to follow. There is so much interesting stuff in there but I couldn't read it in time. Ok, I know, I could open up the stringtable, but maybe there's a small and nice website for it? ๐Ÿคฉ
  8. Undeceived

    [sp_camp] Dark Tides

    I extracted the mission and it works in the editor. Can I play it there without worries and resume the campaign in the campaign menu after that (with the campaign cheat)? Or are there variables and stuff that is needed for this or after this? I want to play!! ๐Ÿ˜
  9. Undeceived

    [sp_camp] Dark Tides

    Hi AZCoder, I have a problem with the mission Resolutions. It shows the intro but then the briefing section looks like this: When I start the mission, the cutscene doesn't work, the music is played but it stays like this: Can you help?
  10. Undeceived

    ToH Characters

    Great mod, thanks a lot!
  11. Undeceived

    [sp_camp] Dark Tides

    Started playing this and I need to control myself not to read the thread, because the story is fantastic and I don't want to stumble on spoilers. Superb campaign, storytelling and presentation so far, I love it! ๐Ÿ‘ Huge amount of work on the scenery, which makes everything very believable. I believed that I was at a funeral in the United States and in a prison. Lots of small and big details. A bit of feedback: And a very important question:
  12. Uploaded a few things too. Thanks a lot for this project, jerryhopper! Browsing the file index I noticed that the campaigns are missing under the scenarios, is this coming at a later point?
  13. Undeceived

    [SP] For The Life Of A Friend

    Updated the download link in the first post and took this as reason to shamelessly bump the thread. ๐Ÿ˜œ Support bIdentify to save the lost Armaholic stuff!
  14. For The Life Of A Friend Version: 1.8 Author: Undeceived Required game version: Arma 2: Combined Operations (v. 1.62) >> Read the final review at OFPEC (9/10) >> Read another review at The Abandoned Workshops Scenario description: "We went out to have some fun teasing Jegorow, the new castle caretaker. But then everything turned out differently..." Features: - Civilian style mission - A story about friendship, murder and revenge - Fully voiced (German) - English and German subtitles (also English subtitles for the Polish and Russian version of Arma 2) - Uses Silola's DAC, which makes combat situations a blast! - Self made music by the author, among other custom music - Many cutscenes Required addons: - "Armed Civilians" by W0lle (version: 1.02) (contained in the mission download) - Editor upgrades by Jon-C5- and Mapfact (contained in the mission download) Versions: Known bugs in version 1.8: - Script errors: If you start Arma 2 with parameter -showScriptErrors, there might appear script errors, which come out of the DAC scripts. These errors however do not influence the gameplay and the mission's functionality in any way and are not showstoppers! Anyway it is recommended to play without the start parameter -showScriptErrors. - Remove AI team mate's pistols as soon as possible and give them rifles to prevent the Arma 2-pistol bug, which sometimes happens (AI doesn't move anymore). Download: For The Life Of A Friend 1.8: @ bIdentify | @ OFPEC
  15. Hi guys, I want a certain area (e.g. a trigger area) to sound like the player is walking in a puddle of mud, even if it is not raining or wet. Is this possible?
  16. Undeceived

    Contact Expansion Feedback

    SPOILERS INCLUDED Finished the campaign and I have to say the atmosphere caused by the aliens absolutely blew me away. I never had this kind of feelings in a game, perhaps because I never played something like this - this situation felt just so real and authentic. I sneaked around in the darkness, totally tensed, hoping the aliens wouldn't find me, I think I took 4-5 hours to complete that mission starting from the radio tower. And the way you slowly built up the tension before the aliens arrived, wow, I was seating on my chair with my ass cheeks on edge the whole time, looking up in the dark ingame sky, knowing that at some point of course it would happen, then these roots appearing, the LDF trying to shield them, Rudwell and Stype infiltrating, later arguing about that stupid flare and BOOOMMM, WWWWTTTFFFF!!!??? Just mind-blowing, I sat there with my mouth open. I had to go outside of my house to do something later that night, I looked up in the clear sky, seeing these distant stars and... was afraid or awed, I don't know, thinking "Where will they come from?..." Sounds silly, I know, but you get the point how this situation affected me. I loved the setting with the failed military maneuver and the Livonians not being enemys but distancing themselves from the NATO forces, only tolerating their presence and wanting them to leave. And the courage of that crazy bastard Stype to sneak behind their lines to find out what's going on - that was awesome. Yeah, of course it also had some flaws, the poor performance being the main issue IMO. I really hope you can improve this. Didn't note down the other problems though as I was too hooked on the campaign. ๐Ÿ™‚ Ah, I remember that thermal map being pretty useless (or I didn't understand how to read it - searched for the roots at the red spots but found nothing. Googled where they are but at their real position there was no markings on the map, it was empty). So you did a great job! This and Laws of War really became something special. LOW blew me away with its storytelling (the end of the campaign), but First Contact has an incomparable and very special atmosphere - like if this could just happen in the next forest from here...
  17. Undeceived

    ArmA 3: Dunes

    Wow, after months off these forums I come back and see a mission by lexx, freshly posted 7 minutes ago. ๐Ÿ˜Š Looks great, bookmarked!
  18. Congratulations and good luck, guys! ๐Ÿ‘
  19. Amazing update, guys, thanks a lot for your effort. Looking forward to see you reaching your final goal! And I LOVE to see the tractor back! ๐Ÿ˜„ ๐Ÿ˜„
  20. Undeceived

    Emitter 3Ditor

    Coming back from an Arma break I noticed that h- finally released this. ๐Ÿ™Œ Congratulations! I had the honor to help h- with a bit of beta testing and immediately noticed that this tool (I should rather say "machine") simply has endless possibilites when it comes to particles and light stuff. Things like creating smoke leaving a small soda can is just one of the simplest possible ideas but it works just like you'd expect it. And oh, don't underestimate it - this wouldn't work at all without having to make innumerous changes in innumerous scripts - this tool on the other hand makes it super easy. This is not about a smoke grenade placed under a can - we're talking about a heavily edited (tiny) wisp of smoke, precisely acurate positioned and attached at the right millimeter of the can in a matter of minutes. Just imagine how much work you'd save for big and complex ideas. And such crazy things (my creativity almost ends at the soda can ๐Ÿ˜) are absolutely possible with the tool. Fear not, h- has put big effort in the documentation (I especially loved the cool 3DEN tutorials). Just by explaining the basics of the tool, you'll find yourself messing around, having new ideas, things that you never thought they would be possible or even exist - it's all there when you take a closer look at it and you'll love it. And everything, every step, tweak, change is immediately shown due to the awesome WYSIWYG execution. Knowing how much h- literally racked his brain on this, wanting to give up so many times, I really am happy that he went through with it and didn't stop. Congratulations again, h- and thanks for your really hard work!
  21. Hi guys, I want to prevent the player from removing equipment while he's in an inventory dialogue. This normally is done by pressing the right mouse button over an inventory object or by dragging it to the left side. Exactly this is what I want to prevent. It might sound a bit irrational , but I want the player only to be able to check/see the equipment of another unit, not to change it. Any ideas are welcome. Thank you!
  22. Thanks a lot, 7erra! I didn't have problems with the setUnitLoadout on AI. I added the EHs not to the player but to AI units and I "tell" them to open their inventory for me. After closing it, I could access it again and the original loadout was there. What I added myself to the InventoryClosed-EH is the deletion of dropped containers (uniform, vest or backpack) on the ground. _invOpenEH = this addEventHandler ["InventoryOpened",{ params ["_unit", "_container"]; _backpackUnit = allUnits select {backpackContainer _x == _container} select 0; { _x setVariable ["_unitLoadout",getUnitLoadout _x]; } forEach [_unit,_backpackUnit]; }]; _invCloseEH = this addEventHandler ["InventoryClosed", { params ["_unit", "_container"]; _backpackUnit = allUnits select {backpackContainer _x == _container} select 0; { _setLoadout = _x getVariable ["_unitLoadout",getUnitLoadout _x]; _x setUnitLoadout _setLoadout; } forEach [_unit,_backpackUnit]; {deleteVehicle _x; } forEach nearestObjects [getpos _unit,["WeaponHolder","GroundWeaponHolder"],4]; }]; this setVariable ["_invOpenEH",_invOpenEH]; this setVariable ["_invCloseEH",_invCloseEH]; I might use both of your approaches in combination (to indicate even more that the inventory can't be manipulated). I have a further question on the first one though. Is it possible to exclude the player (and/or other desired units) from this mouse button restriction? I only want to apply this to the inventory screen of certain units, but the player has to be able to change his gear as always.
  23. And here it is! Congratulations and good job, EO.
  24. Wow, 7erra, this is pretty far reaching! Problem 2 isn't that bad as the unit's gear is shown on the right-hand side of the inventory UI too (where the item lists in the uniform, vest and backpack sections normally aren't that long). Problem 1 is a real problem though. It kinda makes the other mouse restrictions useless. In the meanwhile I found out that the objects/items in an unit's inventory are locked / deactivated when the unit is not simulated. So far I used AI_unit action ["Gear", AI_unit]; to show the inventory menu with the unit's (AI) gear. The unit performs that inventory animation and its gear is shown. This however doesn't work when the simulation of the unit is off. No animation played, no inventory UI. Now, I could also use player action ["Gear", AI_unit]; but this would show the player's gear in the right-hand side of the UI and the unit's stuff only on the left-hand side. But I want to see the unit's gear on the right-hand side no matter what. So, is there a way to immediately open up an non simulated unit's inventory - apart from the "Gear" action?