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Posts posted by Bon
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Hi Community,
second version of my very first mission - so its the very second mission I'd say.
Here some details.
Coop Mission for 43 players: Same story, find Waldo, the oppositions leader, and bring him to your base.
Waldo hides somewhere in Chernarus, to find him we have to clear seven cities from enemy forces. (These cities were picked randomly on the whole map).
Mission accomplished if Waldo stands on the airfield, mission failes if he dies.
- In every city there is a radio tower that can only be destroyed by satchel charges and which is used by the enemy to call paratroops from time to time.
- Once again only pilots can fly, engineers can build stuff, Squadleader can call artillery missions, only ATs can carry launchers and so on.
- Clearing a city the team unlocks a special vehicle like LAVs, M1A1, Cobra.
- Trucks and HMMWVs can be lifted by the blackhawk helicopters.
Now to the heart of this mission: the reward system.
Standing near the Service Truck the engineers can build MG Nests, AA Tripods, TOW Tripods or Respawn points which cost money.
After a city is free of enemy forces, the team receives money, the amount dependend on the teams deathcount due to this mission. Means more than 20 Deaths there won't be any money, up to no deaths in the team which means earning a lot of money. Note that respawn points are very expensive.
Of course it is a bit boring just to clear cities from enemies, so expect some other action from time to time.
This is the beta phase. Download it, have fun, report bugs, suggestions and so on to this thread. Thanks in advance.
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changelog:
- removed all modules that have to be synchronized with units (incompatible to respawning) except High Command
- added by-hand-implemention of respawnpoint build
- integrated the medics into the squads
- task-fix after respawn
- added Spawn dialogue
Mission link: http://10th-community.com/download.php?fileID=20
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Ok, problem was that both the lines
colorText[] = { 0, 0, 0, 1 }; colorBackground[] = { 0, 0, 0, 0.6 };must have no entries.
... class FOPPicture { idc = 10093; type = CT_STATIC; style = ST_PICTURE; colorText[] = { }; colorBackground[] = { }; font = FontM; sizeEx = 0.023; x = 0.6; y = 0.2; w = 0.4; h = 0.4; text = "dialog\images\FOB.paa"; }; ... -
Hi all,
have some trouble integrating pictures in a dialogue.
I have converted the pictures to .paa format as it is required, then created the classes for my dialogue, here on of them:
... class FOPPicture { idc = 10093; type = CT_STATIC; style = ST_PICTURE; colorText[] = { 0, 0, 0, 1 }; colorBackground[] = { 0, 0, 0, 0.6 }; font = FontM; sizeEx = 0.023; x = 0.6; y = 0.2; w = 0.4; h = 0.4; text = "dialog\images\FOB.paa"; }; ...But opening the dialogue then ingame, the pictures are only their black shapes.
http://10th-community.com/picture.php?id=618
Is there anything else to consider, for example the resoultion or size of the images?
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Hi all,
small coop mission for 2 to 4 players. Location Elektrozavodsk, night and foggy.
Mission is to infiltrate the city, destroy three AAs and extract on the same way you came in.
Main aspect is not to get detected from the enemy, including consideration of the noises of the boat. Once the enemy detects you you'll get a lot of trouble, so stay stealth.
It is kind of difficult, actually it is absolutely possible to finish this mission without firing a single bullet, so spec-op fans will have a good time.
Hf.
Mission: http://chernarus-force.net/index.php?site=files&file=6
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Hi Focher,
after the engineer respawned the Construction module is not working anymore. For me its clear why, but really dont know how to fix that because it is hardcoded.
So I have to consult the guys in the forum for that, hoping to get it working in the near future (think in CTI it is working, so there might exist a solution).
So far my only advice is to safe the engineer until you need him.
Cheers.
P.S.: I decided now to remove all the modules, can't work with them being so buggy (or, to be fair, lets say "being not convenient to my purposes").
Instead I will implement the features by hand and provide version 1.3 within the next days.
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Hi Focher,
sorry I could not reproduce your problem. Tried it out once again with a buddy and recorded it:
http://www.youtube.com/watch?v=BSg2ahJhEdg
I tried both, starting a dedicated server joining as clients only as well as a regular ingame session. Both worked.
Then I tested the JIP behavior, also no problems.
I would like to invite you and your mates to join our mumble server (10th-community.com:64738, pass not required) to test it together. Actually I never ever really played this mission but in testing, so it would be a nice experience for me also. :D
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Hey Bon, would it be possible to add the F-35B to the aircraft carrier) :)Love the mission, my friend and I been playing it for hours!
Thanks for your encouragement.
Here a (unofficial) version with a Lightning II added onto the carrier.
http://10th-community.com/arma2/10th-missions/hunt_waldo_jet.utes.pbo
Spawntime 60 seconds.
EDIT: Feel free to customize this mission on your own. Unpack the PBO with a PBO Extractor (e.g. the ArmA UnPBO), move the unpacked mission folder to your Documents\ArmA2 Profile\missions folder and open it in the editor. Place whatever u desire onto the carrier, copy the Initline entries from the other vehicles.
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Hi,
unfortunately since v1.1 JIP players were not able to heal or build respawns (i.e. were able to use the BIS modules). Reason as simple as fatal: Disabling the AI made the JIP players not synchronize to the modules anymore.
Didn't consider this. So here official update to v1.2, AI enabled again. Also, to make it official too:
fixed this situation:
- supportbox loaded with the UH1
- crashed UH1 before the box was dropped
- UH1 respawns
- box lost, no chance to get a new one.
Many many thanks to Focher, who made me notice the disabledAI mistake.
Mission link: http://10th-community.com/download.php?fileID=20
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Hi Waldo Hunters :D
as I mentioned already on armaholic.com I met this situation recently:
- supportbox loaded with the UH1
- crashed UH1 before the box was dropped :cool:
- UH1 respawns
- box lost, no chance to get a new one.
Well, not a big deal, but could be frustrating anyway. So I fixed it.
Please download the updated version from the link above or from armaholic.com.
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Hi,
normally these settings are defined in the Descritpion.ext. Here an example of a section in the Descritpion.ext that allows you to set time of day (ignoring the part in another script that handles these Params):
titleParam1="Time Of Day"; valuesParam1[]={6,9,12,15,18,21,24,3}; defvalueParam1=9; textsParam1[]={"06:00","09:00","12:00","15:00","18:00","21:00","24:00","03:00"};The interesting line here is "valuesParam1".
In your server.cfg you can set these Parameters in the particular mission part, could look like this:
class Missions { class Mission0 { template=Domination.Chernarus; param1=15; cadetMode=0; }; };Here the server would set the time of day to 15:00 when the mission starts.
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Hey Bon, maybe noob question but how do you build spawn point as engineer?Hi Bissh0p,
after Strelka is cleared, the UH1 Pilot has to land on the carrier to load a supply box. This box the pilot then can drop in an appropriate distance to the airfield.
The engineer then should be able to build a spawnpoint in a range of 50m around the box.
Same story after you cleared the airfield.
This feature took some effort for me especially for people who joined in progress, since there will also be created a local weapons box for every player, but in tests at the end all worked really nice.
Anyways, if it does not work with you please write it down here.
Hf.
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Hi Community,
sorry for the next update so close to the previous one, but the current changes are urgent to take over.
changelog:
- fixed this "spawn-in-water" issue (hope so)
- fixed this "vehicle-resupplies-only-after-second-attempt" issue
- disabled AI
- removed enemy air patrol from ACM
- added Blackhawk helicopter (+ Pilot).
Only the BH can lift vehicles.
Only the UH1 can load and drop boxes for Spawnpoint build.
- artillery delay now increased to 25 minutes
Download v1.1 from the link above, report bugs as you meet some.
Thx.
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A newer version is available now.
Some bugs are fixed (vehicle service, heli lifting after JIP).
The bug with the heli lift-off as it is mentioned above seems to be fixed, since there where already some servers running the mission (hey guys, thanks for your curiosity) where everyone was able to fly with the helicopter.
Please download the updated version and have fun, there might still be a lot of bugs which cannot be fixed unless you report them.
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Hi SnR,
I really really appreciate your responce, since it is the only way for me to get some feedback, and I'm sorry it did not work out on the first attempt.
The AAV is not supposed to be able to move. Using the respawn on the carrier means not to respawn ON the carrier but into it. So I inserted the AAV as a workaround (after respawn your player will be moved in the AAV).
I hope that's what you meant with "stuck on the crate". Otherwise I cannot reproduce it, the crate is created 5m away from the AAVs position (and I increased that by 10m now).
What shocked me is that you cannot take off with the UH1? How can that be, of course it worked fine for me and my mate I already tested the mission with. I played it as the client+host machine as well as a client on dedicated server, and despite off that there are some different behavioristics it was never a problem to use the helicopter.
Can you give some more detail about this issue? Does the rotor spin but it doesn't take off? Is the chopper glitched into the carrier?
Thx in advance.
EDIT: I improved the vehicle position settings a bit by swapping the setPos command with the setPosASL command (which I discovered recently). Perhaps that fixes all the "spawn objects on the static carrier object" your heli problem probably was related to.
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Hello ArmA2 Community,
my first real coop mission is done, or, lets say, is almost done, because I dont really have the possibilities to test it.
So I am free to ask you to try to play it from the beginning to the end and search for things that have to be fixed or require improvements.
Before I post whats the content of this mission I have to say that I used a lot of scripts that were originally written by Xeno.
Xeno, if that is not what you like to see please tell me, then I have to rewrite them for myself. But since it is awesome work you did I think it would not make any sense not to use them. ^^.
Anyways it is mentioned in the ingame notes.
Well, here is what I have written in the ingame briefing and the ingame notes:
BRIEFING:
The main goal of the mission is to find Waldo, the oppositions leader, and extract him to the LHD carrier.
1. Start as USMC from the LHD. Clear the LZ (what's the beach south of Strelka actually) on Utes so you can securely land on the island.
2. Clear Strelka, destroy its Radar tower.
3. Conquer the airfield.
4. Make your way to Kameny, and search for Waldo, the enemy's commander.
5. Once you've found Waldo, bring him to the LHD. ALIVE!
Mission accomplished if Waldo is on the carrier,
mission failed if Waldo is dead.
NOTES:
Everyone will respawn on the carrier. Since Strelka is cleared the pilot can load a supply box on the carrier, drop it wherever it is appropriate. Near the dropped box let the Engineer build your new respawn point.
The chopper can lift your technicals placed on the carrier. Flying skills are recommended for this mission.
Never leave the helicopter but on the carrier. It wont respawn until it is destroyed.
On the carrier you have access to special weapons (dependent on which class you are playing). Request your pilot to bring you to the carrier during the mission, so you can rearm there. When the airfield is clear you can build another spawn point, with your special weapons being available there.
After the LZ and Strelka are cleared, the commander can request artillery fire missions.
The Commander can use the Command module to command his troups.
Radio towers can only be destroyed by satchel charges.
Vehicles can be repaired at the Vehicle Service. Note that enemy vehicles can only be lifted when a friendly unit is assigned as its driver.
Chopper Spawntime: 30 seconds; HMMWV Spawntime: 5 minutes; LAV Spawntime: 7.5 minutes.
Troups are:
1 Commander,
2 Squads á 1xSL, 1xAR, 2xAT,
1 Squad of 2xMedic
1 Sniper
1 Engineer
Thats it, I really hope there will be some people who enjoys this mission, and that there wont be too much that has to be fixed afterwards.
If you like it, I will write an extended version for chernarus.
Here's the mission: http://10th-community.com/arma2/10th-missions/hunt_waldo.utes.pbo
Here are some screens: http://10th-community.com/index.php?site=gallery&galleryID=77
Regards, Bon_Inf*.
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just add a couple of empty boats in the carrier that should give the effect :)Awesome!
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Of course I already know how to set custom sounds within the descritption.ext.
My question was how to add the oceans environment sound that is already used in the game. Placing a trigger and set the effect of the "sea" environment sound does not work. And using the "say" command I cannot try because I can't find any list of the CfgSounds.
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Hi mates,
this time I ask you for a very tiny problems solution.
Standing on the carrier on Utes there aren't any environment sounds, especially the sound of the sea, like I can hear it standing on the beach.
Is there any possibility to set it?
Note: placing a logic and write something like "this say <sound>" or placing a trigger and set the environment sound there does not work for me.
Also setting enableEnvironment to true does not take any effect since it is set to true by default.
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A big problem is that I am not able to create Objects dynamically during a mission and place them on the carrier.
Placing the object in the editor and write the setPos command in its init line, it works. But doing all that by a script the object vanishes in the nirvana.
Does anyone know a helpful workaround?
ADDED: Since you are connected on a MP game as a client, it is also not possible to respawn on the carrier even doing a setPos by a script.
For me I then also respawn inside the carrier. (Running as the host machine it works).
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oh if you want each crate to have local ammo then you need to use createvehiclelocal for each player (to create their crates), and then just use the normal addweaponcargo commands etc.That did the trick. Many many thx.
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are u setting the vehicle's init from the server? a good way to test it is to host your own dedicated server and join it. im not sure whats going on, although i havent tried it in arma2 in arma1 setvehicleinit is the way to go :/.Actually I dont really want to use the setVehicleInit command, because I dont want it to be propagated over MP. Every player, dependent on what class he is playing, should have an inidividual Crate content. Thats the point.
And yes, I am running an own dedicated server and then connect to it as a client. Thats how I'm testing the stuff.
It is so weired. The weapons are in the crate, like they are supposed to. But you cannot pick them up.

mouse control & dialogues
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Hi all,
just a simple question, but can't make it out for myself.
When opening a dialogue (with the createDialog command) the mouse then is reserverd for interacting with this dialogue.
How do I make the mouse still controlling the players movements while the dialogue is open?
Thanks in advance.