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Posts posted by fleepee
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if no AI is used and there are only players, try to create a trigger with in the activation field:
player getVariable "NORRN_unconscious"
in the revive scripts, the NORRN_unconscious variable is set to true when a player is... unconscious!
for AIs, that variable is: NORRN_AIunconscious
You can then with that trigger launch a script that creates smoke on the player's position.
But how can you make smoke visible by all other players in a MP game?
Headaches guaranted as "player" is local!
EDIT:
I edited the revive_player script (found in the revive_sqf folder) and inserted a line after line 833 of that script.
It works in the editor, I didn't test it on a dedicated server...
if (_name == player && !_dead) then { [b]_smoke = "smokeshellblue" createVehicle _pos;[/b] _bee = "butterfly" createVehicle [_pos select 0, _pos select 1, (_pos select 2) + 1]; [_bee, _pos] spawn NORRN_UNC_CAM; };
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civilians react differently (FSM in game scripts) than soldiers when fight is near them, so...
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I looked at the scripts and noticed that only west side can trigger an IED.
So Un and PMC forces won't activate them...
Perhaps just change line 19 of fock_road_ied.sqf:
if (side _x == WEST && isPlayer _x) then
To:
if (side _x !=EAST && isPlayer _x) then
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"refresh list"
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A lot of F#k### good coop time with this campaign. All the missions have a perfect info in the notes and task... Thanks for your work fleepee!!:cool: just because I'm pleased and proud of it, I relay that post here!
But the purpose of this message, as I still see some old versions of these missions being played on dedicated servers, is to inform players that the missions pack was updated a while ago...
In a next release, some minor fixes will be made, and an allready tested twelth mission added...
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Here's another mission using the mod Invasion 44!
Operation "Blind Falcon"!
http://i48.servimg.com/u/f48/16/38/84/46/falcon11.jpg (121 kB)Historical Situation:
This is a fictitious situation…
As far as I know, no ME-262 squadron has ever been on French soil…
Some names are real, like the "Erprobungskommando 262", and the name of Adolf Galland, who was in charge of the developing of the German M2-262 jet planes.
Today's Mission:
The experimental squadron "Erprobungskommando 262", made up of Messerschmitt Me-262 prototypes planes, was spotted in Normandy, in the brand new Adolf Galland airfield, specially built in order to create operational fighter jets squadrons.
We also know that the four test pilots in charge of the program settled down in the Kommandantur installed in Cabourg.
We must at all costs slow down their testing program; planes destruction and pilots elimination are perfect for that purpose...
It's the task assigned to French resistance fighters, you'll find at our camp recently parachuted weaponry.
Features:
• 20 French resistance fighters slots.
You can play it with Ais, just don't forget to deactivate unwanted AI units as reinforcements are relative to the number of west units in game…
Installation:
Extract the .pbo file(s) to your ArmA2\Missions folder.
Credits & thanks:
• Revive scripts by Norrin
• Remove dead scripts by Celery
• Simple Vehicle Respawn script v1.7 by Tophe of Östgöta Ops
• Voices and all other scripts by FleePee
• "Partisans' Song" lyrics translation by Ebden [sparta]
• Beta testers: Team OTEA
• "grenade in tank" scripts made by Titi
Requirement:
- Arma 2
- Invasion 1944 - D-Day
- Invasion 1944 - D-Day Patch #1
- Community Base addons
- Dynamic Sound AI (RUG DSAI) (optional)
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I didn't read all posts, but...
I hope I won't be misunderstood, I'm not really able to express clearly these kind of ideas in english...
Things are not that simple; from black to white, there are a lot of nuances of grey...
Terrorist are generally called so by occupying or illegitimate army forces...
It's not the only example, but french partisans were "brave freedom fighters" in WW2, except for german forces and the collaborationnist french government, who called them "terrorists", so...
Names depend on which side you're with.
Only actions can bu juged: there are of course blind useless terrorist actions, but I respect the bravery of under-armed civilians acting to defend their homeland against powerfull forces, and try to understand their actions: it's not nothing to decide to risk your life (and eventually those of your beloved and relatives because of repression) to regain freedom...
I despise actions against innocent civillians, no matter how terrorists, I should better call them criminals, justify them!
What would I have done in WW2 in occupied europe?
What would I have done if I was born in (north) vietnam in the 40-50's?
What would I have done if I was an algerian in the 50's?
What would I do if I was chechen, tibetan, etc...?
And you, what would you do?
Comfortabilly watch others dying for you or fight and risk to be tortured, to die for all the people to be free?
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No coment...
:cool:
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Use gloval variable, without underscore: evidences==3
(local variable _evidences won't work in trigger condition)
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Mhh how about adding some firefighters to arma? and the vehicles too?And do you also want to have skips and garbage collectors, postmen?
:)
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The campaign is a MP coop one.
As I never tested it in SP mode, you may encounter bugs in SP...
The best way to play it is to host either LAN or internet game;
You'll then can disable unwanted AIs, change MP parameters in the lobby, and be sure you'll save weapons and ammo for the next missions, which is an important feature of the campaign.
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Just for information, PC Games Deutschland contacted me in March; they wanted to write in their magazine an article about "cool" realisations for ARMA2, and include the campaign file in the DVD coming with the magazine, because it was an interesting one...
:rolleyes:
I of course have been very touched!
:dancered:
Sorry, I've no translation of the article...
http://i48.servimg.com/u/f48/16/38/84/46/rainy_10.jpg (124 kB)
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this "Panicing sound effect" is just too artificial/bad - let the player decide himself in what kind of state he really is.+1
I agree with that!
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Add too water purifying tablets to the inventory...
And if you drink polluted water, you can get dysentery and have to stop and "move your bowels" every 5/10/15 minutes until you find some medics...
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Myke;2152898']BTT' date=' it could be optional in the Missionsettings.[/quote']There are a lot of mission parameters an admin could choose from, here are some suggestions:
- when starting with a new character and joining game: 1-minimal equipment. 2-random equipment with/without primary weapon
- with/without bandit behaviour:
- coef for loot (amount and type) and zombies spawned relative to the number of players in area
- amount of vehicles
In case of coop game only, spawning players in a central safe base could be great: from that base, you could organize expeditions to get medical supplies, fuel, food or ammo, anything you need to survive.
The base could be under attacks of random zombies waves, then able to take control of the base and destroy your stock. From then on, players could only spawn as it is now, at random positions near the coast, until humans control the base again.
Each player should have a knife at mission start. (I don't have any firearms at home, but... I've got some knives!!)
Survivors can eat and drink, but I've no knowledge of survivors having been killed while having a pee or a shit behind bushes...
:rolleyes:
By the way...
Can toilet paper be part of the spawned objects?
:confused:
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Last night we played your mission and found that it was great fun even though there were only 4 of us.Here are a couple of remarks:
- original intro but some of the paratroopers seem to drop to their death (parachutes do not appear to open)
- voice acting is good, but somewhat obscured by the partisans' song playing in the background
- welcome variety of opponents
- maybe too many objectives to be realistic
- the wreck of the B17 seems a little too close to a urban environment (surely the pilots would have tried to land in open fields, nearer or in the countryside)
Overall a great mission that provided us with 2 hours of excitement and pandemonium
I thank you for the feedback!
Following your remarks:
- Are you sure some AI para died? (you can see the unconscious markers from the revive scripts). You should disable unwanted AI slots; I don't disable them to allow players to play the mission with AIs.
- I've allready lowered the volume of the partisans' song since the mission release.
- I do like long missions! Only 3 objectives in that one, but you're right, I could have split the mission in two, but I like it like this!
- I first added the B17 wreck as a possible cover place in that open field at town entrance... then 2 dead crew men for the look, and then, why shouldn't I add a secondary objective to search and rescue the other crew members?
;)
Thanks again, it's always great and helpfull to have some feedback!
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Any feedback/suggestion on that one?
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Here's my first mission using the mod Invasion 44!
Situation:
1944, december 7th, 6h45 AM.
Landing operations continue.
German Panzer divisions converge now towards the north and the Ardennes.
The allied forces high command decided to set a pincer movement.
Your today's mission is the key of that operation: control Chef-du-Pont and its bridge, the only one still able to support the crossing by our tanks of the river blocking their path to the east.
Royal Air Force bombed the town, but the french resistance informed us that a german infantry battalion is entranched in the ruins, without armored support.
While aerial bombing, a drop of weapons and ammunitions for the resistance has been done.
Regroup at the resistance camp to meet the resistance leader and get equipment and intel.
Features and credits:
32 players slots: 24 british commandos and 8 french resistance fighters
As there is a lot of ennemy units well entranched in the ruins and houses of the town, in my opinion, a solid group of 6-12 players is needed to enjoy the mission…
You can play it with Ais, just don't forget to deactivate unwanted AI units as reinforcements are relative to the number of west units in game…
(And by the way, AIs have difficulties to move in town and cross the bridge...)
Revive scripts by Norrin
Remove dead scripts by Celery
Voices by Domokun, FleePee and… Winston Churchill!
"Partisans' Song" lyrics translation by Ebden [sparta]
Beta testers: Team OTEA
Requirements:
Arma2 OA patch 1.60
Mod Invasion 44 V2.60 + hotfix 2.61
Optionnal: RUG_DSAI (adds german voices)
Installation and download link:
Just put the PBO file into your MPMissions folder
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you are welcome to join us!Thanks for your invitation, I'll check the servers list!
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I just changed the position of one line, it should work if you also add a fade in line (or volume remains at 0 level!!):
private ["_musicTrack","_transitionLength"]; _musicTrack = _this select 0; _transitionLength = _this select 1; _transitionLength fadeMusic 0; sleep _transitionLength + 2; _transitionLength fadeMusic 1; playMusic _musicTrack;
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remove this line from the init.sqf file if you don't want any revive reference:
[] execVM "revive_init.sqf";
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You can edit them if you wish.
Revive Script
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
It does.
With the loadout script launched in the init field of the ammo box. (allowdamage false)
But 95% of my missions now use the mobile respawn man, not vehicles...