Ionflux
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Everything posted by Ionflux
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True mate, I will think about making changes . Though there is a reason, you see this mission is based on pushing back the enemy forces from the East Region. Everon is their last remaining defense point. After Everon they have nowhere to go. So its a standoff, they don't make a move because.. well they cant, so allied troops take the advantage of the hill. Modesta is simply a defense point, it isn't anything major. See it like this, the enemy General is a fool and he doesn't care if his troops die  . But yea mate you got a good point. The main reason why I put it close is because I don't want people to run/ drive or whatever to far to get to the enemy base.
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v1.4 Changes in this version: -modified briefing -heal at ammo dumps -added binoculars -minor bug fixes -modified Cerro Obrego -improved EI Artillery
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ahh thanks allot mate
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Hey guys, Cant seem to add binoculars to my player, I kinda forgot how to do it . What script do I use to add binoculars to my player?. Thanks!~
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Thanks mate, works like a charm
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Hey guys, is there another way to heal without the field hospital or medic, lets say I want to heal at a crate for instance, is there a script that will allow me to do that? Thanks in advance Ionflux
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Hi Craig, ok im not to sure what you want but here goes. You can create a simple description.txt file and put all your code inside the txt file, when you are done just rename the "txt" to "ext". If you are not sure where to put the description.ext file put it here: My documents\arma other profiles\profile\missions\mission name. It depends on what you want to do, usually the description.ext executes automatically when the mission starts. Also you can download: Â arma edit
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Hey peeps, Is there a way to disable the AI in v0.3 of the AI_Enabled Revive_SQF script, I get an error when I implement it. Any help will be greatly appreciated! Thanks in advance
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Thanks allot guys! I really appreciate it
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Hey guys, I want my SLA flag to change to US after I captured a SLA town, is that possible? If it is how do I do it? Thanks in advance Ionflux
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Hey guys, mission updated V1.3 Update log: v1.3 -Start Location changed -Briefing changed -Whole first part of mission removed -Added 4 player co-op -Added enemy infantry -Changes hill Cerro Obrego -Added US ammo dump -improved Everon -Mission hardened -Minor Bug fixes Download
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Hey Shadow Very interesting mate, thanks for the tip. I will give it a look today. Before launching the mission we tested it over and over again and we didn't seem to find any chopper problems though. That one time that the chopper actually does fail can become a pain in the ars if you know what I mean  , Will test a few things to make the mission more stable, maybe remove the chopper at the end. Thanks buddy later
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Tell you what, ill make a sp version
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Maybe when Arma 2 is released it will get back on its feet? hopefully, I miss ofp though! Â
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Hey guys, I made my mind up. This was probably the worst place ever to post my mission . Â I worked really hard to make this mission fun, but it seems that there are more people here that take my work for granted. Just remember that I don't get paid for the missions I make. So if you cant even tell me why the mission is so "bad" then I don't know what to tell you. Sooooooooo please do me a favor and delete this mission from your forum.. no offense, its a great forum. And I will still post here, but I don't want my mission to be available to some guys that doesn't even know how to make a mission. Â later
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The Road to Everon Updated v1.2 Change log: v1.2 -Added Supplies in Gaula -Removed chopper extraction -Changed mission ending -Minor bug fixes -Troops to defend Gaula -Troops to defend Everon v1.1 -Mission not ending fixed -Populated Everon -bug fixes
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Hey guys, cant believe I am struggling with this . I basically want to make my extraction radio command hidden until I reach a trigger that will enable the user to call in for the extraction. I have searched the forum but I cant seem to find anything. Any help would be really appreciated. Thanks in advance, flux
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Excellent thanks mate got it working ..
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Tested it and it works like a charm thanks so much mate. Here is what I did(simple guide): 1: open "revive_sqf\dialogs\config.cpp". <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Start config.cpp */ class CfgSounds { sounds[] = { Brian_Im_hit, Brian_Im_bleeding,Brian_Medic,Brian_Bastards,Brian_****_Man_down,Brian_Oh_no, Brian_****,Brian_****_it,Brian_****,Brian_Need_help,Brian_A_little_help_here }; class Brian_Im_hit { name="Brian_Im_hit"; sound[]={"UNIV_v05.ogg",0.05,1.0}; titles[]={}; }; class Brian_Im_bleeding { name="Brian_Im_bleeding"; sound[]={"UNIV_v06.ogg",0.05,1.0}; titles[]={}; }; class Brian_Medic { name="Brian_Medic"; sound[]={"UNIV_v07.ogg",0.05,1.0}; titles[]={}; }; class Brian_Bastards { name="Brian_Bastards"; Â Â Â Â sound[]={"UNIV_v10.ogg",0.05,1.0}; Â Â Â Â titles[]={}; }; class Brian_Shit_Man_down { name="Brian_Shit_Man_down"; Â Â Â Â sound[]={"UNIV_v11.ogg",0.05,1.0}; Â Â Â Â titles[]={}; }; class Brian_Oh_no { name="Brian_Oh_no"; sound[]={"UNIV_v18.ogg",0.05,1.0}; titles[]={}; }; class Brian_Fuck { name="Brian_Fuck"; sound[]={"UNIV_v24.ogg",0.05,1.0}; titles[]={}; }; class Brian_Fuck_it { name="Brian_Fuck_it"; sound[]={"UNIV_v25.ogg",0.05,1.0}; titles[]={}; }; class Brian_Shit { name="Brian_Shit"; sound[]={"UNIV_v31.ogg",0.05,1.0}; titles[]={}; }; class Brian_Need_help { name="Brian_Need_help"; sound[]={"UNIV_v50.ogg",0.05,1.0}; titles[]={}; }; class Brian_A_little_help_here { name="Brian_A_little_help_here"; sound[]={"UNIV_v51.ogg",0.05,1.0}; titles[]={}; }; }; 2: open CfgSounds script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSounds { sounds[] = {Funk,Ari}; class Rauschen {name="Rauschen";sound[]={\sounds\rauschen.ogg,db+20,1.0};titles[] = {}; }; class Ari {name="Ari";sound[]={\sounds\ari.ogg,db+30,1.0};titles[] = {}; }; }; Implement your CfgSounds into your config.cpp file:(end result) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Start config.cpp */ class CfgSounds { sounds[] = { Brian_Im_hit, Brian_Im_bleeding,Brian_Medic,Brian_Bastards,Brian_Shit_Man_down,Brian_Oh_no, Brian_Fuck,Brian_Fuck_it,Brian_Shit,Brian_Need_help,Brian_A_little_help_here,Funk,Ari }; class Brian_Im_hit { name="Brian_Im_hit"; sound[]={"UNIV_v05.ogg",0.05,1.0}; titles[]={}; }; class Brian_Im_bleeding { name="Brian_Im_bleeding"; sound[]={"UNIV_v06.ogg",0.05,1.0}; titles[]={}; }; class Brian_Medic { name="Brian_Medic"; sound[]={"UNIV_v07.ogg",0.05,1.0}; titles[]={}; }; class Brian_Bastards { name="Brian_Bastards"; Â Â Â Â sound[]={"UNIV_v10.ogg",0.05,1.0}; Â Â Â Â titles[]={}; }; class Brian_Shit_Man_down { name="Brian_Shit_Man_down"; Â Â Â Â sound[]={"UNIV_v11.ogg",0.05,1.0}; Â Â Â Â titles[]={}; }; class Brian_Oh_no { name="Brian_Oh_no"; sound[]={"UNIV_v18.ogg",0.05,1.0}; titles[]={}; }; class Brian_Fuck { name="Brian_Fuck"; sound[]={"UNIV_v24.ogg",0.05,1.0}; titles[]={}; }; class Brian_Fuck_it { name="Brian_Fuck_it"; sound[]={"UNIV_v25.ogg",0.05,1.0}; titles[]={}; }; class Brian_Shit { name="Brian_Shit"; sound[]={"UNIV_v31.ogg",0.05,1.0}; titles[]={}; }; class Brian_Need_help { name="Brian_Need_help"; sound[]={"UNIV_v50.ogg",0.05,1.0}; titles[]={}; }; class Brian_A_little_help_here { name="Brian_A_little_help_here"; sound[]={"UNIV_v51.ogg",0.05,1.0}; titles[]={}; }; class Rauschen { name="Rauschen"; sound[]={\sounds\rauschen.ogg,db+20,1.0}; titles[] = {}; }; class Ari { name="Ari";sound[]={\sounds\ari.ogg,db+30,1.0}; titles[] = {}; }; }; There you have it. Thanks to andersson ps. excuse the spaces
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I am having the same problem. I added two scripts in my description.ext this is what I added, if there is maybe an expert that can help me out or tell me what I did wrong. This is a sound script for artillery: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSounds { sounds[] = {Funk,Ari}; class Rauschen {name="Rauschen";sound[]={\sounds\rauschen.ogg,db+20,1.0};titles[] = {}; }; class Ari {name="Ari";sound[]={\sounds\ari.ogg,db+30,1.0};titles[] = {}; }; }; And this is a revive script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> /////////////////////////////////////////////////////////////////////////////////////////// //Description.ext settings for NORRN_revive respawn = "BASE"; respawndelay = 3; disabledAI = 1; // Include revive script resources #include "revive_sqf\dialogs\respawn_button_1.hpp" #include "revive_sqf\dialogs\respawn_button_2.hpp" #include "revive_sqf\dialogs\respawn_button_3.hpp" #include "revive_sqf\dialogs\respawn_button_4.hpp" #include "revive_sqf\dialogs\respawn_button_1b.hpp" #include "revive_sqf\dialogs\respawn_button_2b.hpp" #include "revive_sqf\dialogs\respawn_button_3b.hpp" #include "revive_sqf\dialogs\respawn_button_4b.hpp" #include "revive_sqf\dialogs\respawn_button_1c.hpp" #include "revive_sqf\dialogs\config.cpp" #include "revive_sqf\dialogs\rev_cam_dialog.hpp" // Include spectating script resource #include "spect\spectating.hpp" /////////////////////////////////////////////////////////////////////////////////////////// titleParam2 = "Number of Revives:"; valuesParam2[] = {1000,20,10,7,5}; defValueParam2 = 7; textsParam2[] = {"Infinite - Cadet","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"}; /////////////////////////////////////////////////////////////////////////////////////////// So if I add them both together it looks like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSounds { sounds[] = {Funk,Ari}; class Rauschen {name="Rauschen";sound[]={\sounds\rauschen.ogg,db+20,1.0};titles[] = {}; }; class Ari {name="Ari";sound[]={\sounds\ari.ogg,db+30,1.0};titles[] = {}; }; }; /////////////////////////////////////////////////////////////////////////////////////////// //Description.ext settings for NORRN_revive respawn = "BASE"; respawndelay = 3; disabledAI = 1; // Include revive script resources #include "revive_sqf\dialogs\respawn_button_1.hpp" #include "revive_sqf\dialogs\respawn_button_2.hpp" #include "revive_sqf\dialogs\respawn_button_3.hpp" #include "revive_sqf\dialogs\respawn_button_4.hpp" #include "revive_sqf\dialogs\respawn_button_1b.hpp" #include "revive_sqf\dialogs\respawn_button_2b.hpp" #include "revive_sqf\dialogs\respawn_button_3b.hpp" #include "revive_sqf\dialogs\respawn_button_4b.hpp" #include "revive_sqf\dialogs\respawn_button_1c.hpp" #include "revive_sqf\dialogs\config.cpp" #include "revive_sqf\dialogs\rev_cam_dialog.hpp" // Include spectating script resource #include "spect\spectating.hpp" /////////////////////////////////////////////////////////////////////////////////////////// titleParam2 = "Number of Revives:"; valuesParam2[] = {1000,20,10,7,5}; defValueParam2 = 7; textsParam2[] = {"Infinite - Cadet","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"}; /////////////////////////////////////////////////////////////////////////////////////////// All works fine I save the file and when I load my mission. It kicks out and gives me a error, something about CfgSounds: Member already defined. Any advice?
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Hey Reaper thanks for the reply. I cant seem to get it working though  . I put it to a simple test. I created a squad and gave them 2 waypoints. The first waypoint I put hold. The second waypoint move. Then I created the trigger, I Synchronized the trigger with the hold waypoint. Then I did what you said, I put this in my Init.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> 1 setRadioMsg "NULL"; I put this in my trigger condition: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> 1 setRadioMsg "Team Alpha attack"; this To make sure the trigger is working I put this in my on Act: If I put the activation of the trigger on BLUFOR then they just move and I cant use the radio. If you can give me any advice on what to do I would really, really appreciate it. Thanks in advance
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Thanks dengibtsschon, really appreciated!!
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Good idea thanks, will check it out
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Hey guys, For the past 2-3 months we have been working on a mission called The Road to Everon. Well the old name was The East Region II. It is a follow up mission from the east region I. We are having great progress with the mission and we are almost ready for the release. All that we are doing atm is playing the mission over and over to spot any bugs, I am planning on releasing a very stable mission so that we don't have to update it every 24hours. Be sure that I will update you guys when the mission is released. Expect the release in about 2-4days max. All we need you guys to do now is play The East Region I to get a small idea about the road to Everon. I will post pictures and everything when the time comes. *edit* spotted a few bugs so expect a delay later;), Flux
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Hey guys, released a mission a few months ago, check it out tell me what you think . The East Region v2.0 Description: You have to defend your base which is on a hill not too far from the town Corazol, after you defended your base the enemy retreats and your reinforcements arrive, all that is left is to push back and destroy them. Based on: The East Region is based on US troops defending hill 40, The Russians have invaded the East Region, it is now up to you and your platoon to defend hill 40 and push for victory. Change log: v2.1 -working in progress v2.0 - Briefing update - Vehicle respawn update - Penalty update - Objectives update - Minor Bug fixes v1.1 - 2-4 player co-op - Bug fixes - Respawn - Intel briefing update - Huge combat terrain - Larger number of enemy units - Larger number of tanks and artillery v0.9 -unit change -position change -map change -weather change v0.8 -map updates -minor bug fixes -units from certain towers removed v0.7 -added additional us troops -hill 40 modified -allied troops advance v0.6 -reinforcements arrive -triggers updated -minor bug fixes -added enemy troops v0.5 -map updates -added town -racs defense -enemy reinforcements v0.4 -map updates -aditional tank updates -map changed -town added -bug fixes v0.3 -unlocked RT's -lock MG's -added crates -added medical tents -added tanks -bug fixes v0.2 -Map changes -hill 40 changes -EI infantry location changed v0.1 -hill 40 location -player location -EI location Thanks & Credits: TitanKing, Maximus, 1rony, Ragnar, members of the Armaholic community. Just a few mission tips: 1: Defending hill 40 2: Pushing 3: Shilka's 4: Enemy HQ 5: Secondary objectives 6: US airbase 1: I made this mission so that it can support a variety of players. You do however require some skill, simply because there are so many units and tanks attacking hill 40. There are several ammo points. One where you start, on the 1st defense level, left vulcan side and right vulkan. Remember though to stay on hill 40 until they retreat. Unless you cant see anymore enemy units, try moving forward. If they start to retreat push back. 2: Stay behind the broken down tanks and move slowly, watch for snipers, they are everywhere. Clear their first camp. Destroy all the shilka's. After this I recommend going for the other shilka's since this is one of the primary goals. 3: Destroy the shilka's but remember not to move close to the enemy HQ if you have not destroyed all the shilka's in the area. This mission has a wide map so you can basically go wherever you want. Don't go out of the field of battle. Just watch out for enemy antitank guns and infantry patrols. Remember to Read notes for help 4: You can now take the Enemy HQ. Try finding a tank or flank the enemy, the HQ is heavily fortified, so maybe try sniping them from a distance. 5: Flying back to the US airbase will mean ending the mission. You don't have to complete the secondary objectives, but it is really fun. Just watch out when you are in the town for snipers. There are 3major towns in The East Region. 6: If you have a joystick I recommend using it. There are several ways to get to the US airbase, you can fly, use a tank, jeep or whatever. Also: "The East Region II" release date 20 October 2008 What can I say, there is a follow up. This time though its going to be awesome. This mission takes place two days after the attack on Hill 40, US troops are called in to secure the final parts of the east region when something tragic happens. As most of you know by now the previous East Region was a 4 player co-op well sad news but this time its only a 3player co-op. Maybe we will make it a 4player co-op in the future updates of this mission but for now we are going to stick with 3player. Making it a 4 player co-op now would make it a tad more complicated since we started off with a 3player. What will this mission offer you? Well I think this time we out done ourselves with scripting and there are so many things that we still want to add. Here is what we already added to the mission. addons -Artillery pin point -call in Air support -revive script(This allows you to have a mobile spawn point which can be moved and now instead of just respawning you can be revived. If you run out of time you can choose to spawn at the mobile respawner.) -Call in for support (infantry and tank support) -Drop points(Where you will be able to call in for smokegrenades, RT, mines etc. Enjoy the mission, if you have any other questions don't hesitate to ask. The East Region v2.0