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Bloodofthedragon

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Posts posted by Bloodofthedragon


  1. I am absolutely loving this! Awesome fun, good practice, lots of options on how I want to play. I would highly recommend this mission to any Arma pilot, new or experienced.

    Thank you very much for this Grimes!

    Quick question.

    Any chance we may see an Arma 2 version?


  2. Hello,

    I apologize for posting in such an old thread, however I don't believe my question warrants a new topic.

    I have been trying out the Vanilla test version and am experiencing some odd behavior I cannot pin down.

    The mod seems to cause player units to have "invincibility" sometimes, honestly it seems to happening arbitrarily.

    Sometimes in single player (editor) sometimes not. Sometimes in Multiplayer (or not).

    I completely understand that this essentially an abandoned mod, However I'm hoping that someone else has already dealt with this issue and may have helpful advice to share.

    I can see from looking in the mod files that there is something about an addeventhandler and damage. I'm guessing that's to prevent the friendly fire issues caused by how the mod has to work.

    Now, I would understand if this only prevented FF, What's happening though is my player unit cannot take damage from direct fire from enemy units (being shot point blank) but not everytime.

    Sometimes the player unit can be killed. I just can't make heads or tails of it.

    Could it somehow be tied to the vanilla wounding modules being active or not? Or if the mission has been PBO'd or not?

    Frankly this mod is just too useful for me to abandon it's use, if only I could understand the missing variable of what sets off the player unit damage issue......

    Thanks for reading this, Any info would be greatly appreciated!


  3. Hi Silderoy, thanks for the reply!

    On #5. Right, Probably call it from radio Alpha/trigger I assume?

    #6. This part still confuses me, I have no idea how to write a script like that. Never even knew about the Randoms command, And I would imagine the script would have to have some sort of array comprised of all the civil vehicles?

    I know enough to recognize an array when I see one but don't understand the proper syntax to write one myself...

    #7 Love that idea! Simple to use, simple to build. ( As I usually play with my 60+ yr old disabled father simplicity is paramount) But what about preventing the bomber from detonating by keeping a weapon trained on him? Any idea how that could be done?

    Lastly, I would absolutely love to see your example code! I'm always up for the chance to learn something new.

    Thanks again Silderoy!


  4. Hello everyone,

    I've been with this series since Flashpoint but only in the past two years have I got serious about learning how to create missions of my own with any kind of complexity.

    During that time I've accumulated a nice fat yellow folder full of hand scribbled notes, dozens upon dozens of bookmarks on how to's and resources and a couple hundred mb's of random example scripts/missions.

    So far I have been doing pretty good on my own, bumbling my way through not really understanding scripts. Until now that is.

    Recently I've been trying like hell to build a good COOP roadblock mission, something akin to Reezo's wonderful COOP 06 - Roadblock Duty (ACE) as seen here --> http://forums.bistudio.com/showthread.php?115906-COOP-06-Roadblock-Duty-%28ACE%29

    But frankly I've hit the wall.

    Ideally I would like to rebuild the same scenario without the ACE dependency.

    So, what I'm thinking I'll have to do is: 1. Create the roadblock w/ units, barriers etc. (Obviously)

    2. Create a spawn point for the randomized vehicles.

    3. Create a marker/waypoint? for the vehicles to stop at. ie At the roadblock.

    4. Create a marker/waypoint for the vehicles to go to after the roadblock. (Perhaps with some sort of cleanup so I don't create a junkyard?)

    5. Somehow (This part scares me) script in some commands for the squad leader to order the vehicle to pass through the checkpoint.

    6. Somehow put in a random chance that: Insurgents jump out and attack(From Civil vehicles), random civilian vehicles decide to detonate an I.E.D. (But not if you keep your rifle on him IE: Reezo's mission)

    7. Somehow put in a simple to use and implement I.E.D. detector to the engineer slot. ( I'm thinking a simple beeping sound or even a text hint that an I.E.D. has been detected once the engineer is within say 5m?)

    8. Set up multiplayer framework ( Bless you Fer and your F2 Mission Development Framework!!!)

    1 through 4 I almost feel I can figure out but 5 through 7 make me want to hide under the bed. :p

    I'm guessing the spawn will have to be handled by a script? As well as the randomization of vehicles, friend/foe and I.E.D. detector?

    I've managed to learn how to use and tweak ready made scripts but I don't have the foggiest how to write my own.

    What do you think would be the best way to go about all this?

    I'd be eternally grateful for any advice.:bounce3:


  5. Hello Code34,

    I ran into a bug.

    On mission "Rescue an officer" on Celle2 I rescued the officer but the mission did not seem to register the task as complete. I did not get a "Leave the zone" notice and no new missions came up.

    Seems like a trigger is not firing correctly?

    I had removed the officer and all friendlies from the zone but still, no joy.

    Thanks in advance.


  6. Yes can confirm!

    So far we have played 8 to 10 games, switching from west to civil and back still works perfect.

    Have not had a chance to test on dedicated server yet, will test later this week.

    The only thing we noticed that seemed off was civil player detection goes up if west is in area.

    Example: Mission was to steal M1A1 from NE oilfield.

    One player went in as civil, another player(not part of civil players group) went in with A10 from base.

    When A10 pilot began engaging enemy civil players detection went up to 98% (player was not near dog, had just teleported in to MHQ) and he was quickly shot.

    Is this a feature of the mission or is it bug?


  7. Roger that. Will test latest version tonight with my group.

    Should have a report by Monday.

    Update:

    Ran newest version with multiple people on a non-dedicated server for hours tonight with no problems.

    I had many people switching back and forth from west to civil throughout the game, everything worked great!


  8. Hello Code34, I tested new version here is what I found.

    Non-dedicated server:

    Change clothes from West to civil and back again works perfectly now!

    When I die as civil I am now respawn at base as West soldier, so that works too!

    Dedicated server:

    Can change to civil however if the change clothes option is used again (As civil) I am killed and error pops up that says "Picture \ca\warfare2\images\rank_.paa not found", when this happens I cannot respawn.

    When killed as civil (from enemy action or accidental death), respawn back at base as west soldier is working.

    Hope this helps!

    Update:

    I've been testing further and it seems the problem of not changing from civil to west still exists(non-dedicated server) The first time I tested this earlier I went direct to the building and changed clothes multiple times without a problem.

    Later after completing a mission as a civil I returned to base and tried to change back to west, it did not work. I was respawned as a civil again and I also lost access to the "Mission Info" option in the menu.


  9. Hello Code43,

    I love your mission. So much fun. Excellent work!

    I'm having a small problem I wanted to ask you about.

    When I use the "Change Clothes" option at the base I turn into a civil and am able to infiltrate the enemy no problem, however after that (As a civil) whenever I try to change clothes again I am instantly killed.

    Is it possible to change back into a soldier uniform after you have become a civil? I'm not sure if this a feature or a bug?

    Thank you so much for all your hard work!


  10. Hello Wiper,

    First off, I love your mission. very cool idea.

    I played it twice last night, and while everything does seem to be working correctly I keep running into an issue where I cannot interact with the silver case at all.

    I restarted the mission and played through a second time but I was still unable to pickup/open the silver case.

    I'm using your 1.19ver and I'm not running any other mods.

    Oh! also I'm using it as a SP mission.

    Any thoughts?


  11. Thanks glad you enjoyed it.

    Robert Hawkins is or was a disgrace to the Hawkins name..I got the name off a game called Ultima 6. His name was actually called Capt. Hawkins.(he was a pirate :rolleyes: ). I demoted myself because my personality fits a Sgt rather than a Capt... Alot of people think it is a reference to the Sgt Hawkins in Predator...but no.

    I think we may be talking about two different Robert Hawkins, I was referring to a character in one of my all time favorite TV shows "Jericho"

    http://en.wikipedia.org/wiki/Robert_Hawkins_(Jericho_character)

    Is this who you are talking about?

    Also, have you ever considered releasing some of your other missions?

    If this little gem is an example of your work, I for one would love to see what else you've done:)


  12. Well Hawkins, Wow just wow.

    Awsome mission!

    The feel, the atmosphere and the hugh amount of work you put into this is just incredible.

    I've been holding my breath hoping that people would start makng missions like this.

    It kept me on my toes the whole time. I don't want to spoil anything, but i'd like to say the occurence on black mountain was wild.

    All in all it ran real smooth for me, my specs are winXP32 E6850 core 2 duo 3.0ghz 2 gigs pc6400 ram and an ATI 4890 1gb.

    I'm just guessing here but I don't think my frames dropped below 25 ~ 30fps.

    By the way the name "Hawkins" you wouldn't be referring to "Robert Hawkins" by any chance?

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