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fleepee

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Posts posted by fleepee


  1. Oups!

    I realized, editing a new version, that there was some missing lines in the english version.

    Sorry about that!

    :rolleyes:

    The first post is updated with a new version, also including all mission changes...

    • more time before action begins (but not much!)
    • new MP parameter: mission duration (from 15mn up to 4 hours)
    • a bit of defense around the camp
    • chopper's position moved

    Has someone played it? :confused:


  2. I'm having fun with this mission, I hope you'll enjoy it too!



    :D

    I wish I could have some feedback on it and a correction of my english version...

    Download it!

    arma2oa-2011-02-0...29-40-79-2530b25.jpg

    Description:

    You're the commander of 30 men ION, INC. squad based in Lalezar.

    Your company signed a security contract for the Nagara oil complex, which is separated into two and also includes the oil field of Lalezar.

    After their withdrawal from northern Takistan, UN forces have folded in the south, where the U.S. has also landed a small contingent; you can try to call them and ask for support...

    That's the context in which companies that handle oil exploitation in the region have asked ION, Inc. to protect their facilities...

    You are few and poorly equipped to deal with takistany militias, firmly determined to eradicate Western presence in the region.

    All civilian personnel has allready been evacuated after heavy threats made against them and their families by the fanatical takistany militias.

    The decision of the newly elected takistany government to nationnalyse all the country's oil industry has set fire to the powder: according to the CIA, they are ready to blow up the rigs wells being drilled rather than letting "the unbelievers imperialist capitalists continue to suck the blood of Takistan and its people!".

    With this kind of ultra-nationalistic speeches, militias have no difficulty in recruiting new fighters...

    Features:

    30 playable slots: 3 squads of 10 soldiers

    Alpha leader is the high commander, select at least that slot!

    Mobile Respawn

    Revive by all units

    Overview, briefing and debriefing, intro and outro

    French and English versions

    Lobby Options:

    • number of revives
    • time before respawn location choice
    • grass layer
    • view distance
    • mission duration (from 15mn up to 4 hours)

    Installation:

    Place the pbo file in your ArmA2 Operation Arrowehad\MPMissions folder.

    External Scripts Credits:

    Revive V0.50 by Norrin

    Air Supply (edited) by Pumpkin

    Vehicle Respawn Script v1.7 par Tophe of Östgöta

    Armaholic mirror: [PK2] private security Co-20

    I'm looking forward to your feedback!



    FleePee


  3. Thanks for your answer!

    Do I have to add in the "NORRN_player_units" variable the list of all playable units (east+west) in the revive_init_west and revive_init_east scripts?

    (I didn't test the mission yet on a dedi with other players...)

    May the force be with you!

    :bounce3:

    FleePee


  4. I created a PvP mission including the revive scripts.

    I created 2 init files (revive_init_west and revive_init_east) but there is only one revive_sqf folder.

    The problem is with the mobile respawn (the example mission in the first post doesn't use mobile respawn): both sides use the same mobile respawn point depending on who deploys it first...

    I don't think there's a simple way to have both sides use their own mobile respawn point, as I certainly need to add (in example) a revive_sqf_east folder and then change ALL paths to scripts in each of the revive scripts...

    Am I wrong?


  5. when player approaches item and uses action to collect it, simply start a script that will setPos it far away

    That's what I'm doing in the "prendre.sqf" script.

    The problem with the revive script is that players are never dead; I checked with "lifestate" and unconscious players are always "alive", so I can't use "not alive player", but I'm going to try (player getVariable "NORRN_unconscious") and player hasweapon "EVmap" as a trigger condition instead of adding code in the revive scripts...

    EDIT: it seems to work in the editor and on a dedicated server!

    I just have to check it for both sides with 2 teams...:bounce3:


  6. Hi norrin!

    I'm making a TvT mission with two different east and west revive_init files and only one "revive_sqf" folder.

    in that mission, you have to get documents ("EVmap", called docu).

    I tried to make that if you have the documents and die, the "EVmap" is put out of your equipment and on the ground on your "waiting for revive" position, allowing team mate/ennemy player to take the documents.

    I tried several ways, the last one was:

    if (_name hasweapon "EVmap") then
    {	_pos = getPos _name;
    	_name removeweapon "EVmap";
    	docu setpos _pos;
    	docu_pris=false;
    	publicVariable "docu_pris";
    	docu addAction [localize "str_prendre_docu", "prendre.sqf", "showwindow",6];
    	"marker docu" setMarkerPos _pos;
    	"marker docu" setMarkertype "dot";
    };

    before line 232 (// Set variables if unit local) of the revive_sqf\revive_player file, but it didn't work and made the revive scripts to stop working...

    I also tried to put code in the local area, after line 260, condition "if (_name getVariable "NORRN_unconscious")"...

    "docu_pris" is a variable set to true when you take the documents, allowing then to hint a message with the name of their owner.

    I wish you could have time to tell me how I could make this work on dedicated servers...

    Would you need the mission folder?

    thanks for your response!:cool:


  7. I'm glad you enjoyed yourselves! :D

    You didn't report any bug, that's great!

    I should have precised that the first squad leader slot is an obligatory one...:rolleyes:

    I'm waiting for the correction of the english version of a second UN mission to record voices and release it...

    I also made a 12 missions campaign (10 slots):

    http://forums.bistudio.com/showthread.php?t=104566

    http://www.armaholic.com/page.php?id=11547

    The missions are also available in a pack of missions, I'm actually editing them, adding ten more slots and enhancing them a bit...:cool:

    I hope you'll enjoy these ones too!

    :coop:


  8. After the 12 missions campaign I made on Chernaruss, this is my first mission on the takistan map...



    I wish I could have some feedback on it and hope you'll enjoy yourselves!

    This is the link to download it!

    Description:

    Local warlord Karim Ahmed-Jan maintains control of the sector between Shukurkalay and the extreme west of Chaman, Ahmed-Jan's home village. Ahmed-Jan has only ten armed men in his militia, but he's still an important figure and well respected by the local population.

    The UN has a small FOB in Shukurkalay, from where UN forces patrol the extreme west of the Takistany territory. The UN's mandate is to disarm Takistan's militias. A compounding difficulty is the spread of these militias across the Takistan border and associated night raids on civilians.

    Your mission: go and meet Karim Ahmed-Jan, he's awaiting in his house, west of Chaman. It's a friendly visit, and politically advantageous to befriend the local warlord and population.

    It will help you gain intel on the sector.



    peace-keeper_01_3.jpg

    peace-keeper_02_3.jpg

    Features:

    20 playable slots: 2 squads of 10 soldiers

    High command system: Alpha leader is the high commander, select at least that slot!

    Mobile Respawn (BMP Ambulance)

    Revive by all units

    Overview, briefing and debriefing, intro and outro

    Full English voices (with my french accent of course!)

    French and English versions

    Lobby Options:

    number of revives

    time before respawn location choice

    grass layer

    view distance

    Installation:

    Place the pbo file in your ArmA2 Operation Arrowehad\MPMissions folder.

    Scripts Credits & Thanks:

    English version corrections by Ebden [sparta]

    Revive V0.46 by Norrin

    Random House Patrol Script v0.9 by Tophe of Östgöta

    Urban Patrol Script Version: 2.0.3 by Kronzky

    I'm looking forward to your feedback!



    :D

    FleePee


  9. I did it to try, just after feeling that it wasn't realistic that a new full ammobox appears each time you deploy the camo.

    So I created one, (named ammo_spawn and with a custom loadout launched in the init.sqf) near a game logic called ammo_pos.

    You've got to edit 2 files from the revive_sqf/mobile folder;

    The first one is "deploy_camo", and as my player's side is resistance, I edited the line 18:

    case resistance: {ammo_spawn setpos [_pos_vcl select 0, (_pos_vcl select 1) - 2, (_pos_vcl select 2) - 0];};

    then in the file "stow_camo", the line 14:

    {_x setpos getpos ammo_pos} forEach _ammo_crates;

    It seems to work!!


  10. I finally had the last voices I was needing to update the campaign, thanks to JHunter ~Sparta~ !!!

    I really want to thank Resistance Rat (character Jan Hitnik), JHunter ~Sparta~, Ebden ~Sparta~ (US voices, and Ebden also did english corrections) and Lou Montana for their help, taking time to record voices, and there was a lot of them!

    (I did all other voices, and there was much more!!)

    So here is the latest version of the campaign, with full voices and some minor changes...

    See first post for the Armaholic link!

    I also want to thank the Armaholic Team for reporting about my campaign and hosting the file!

    FleePee

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