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VanhA-ICON

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Posts posted by VanhA-ICON


  1. Thanks for info. Can I use your mission content in editor to understand this? Is it possible to use ArmA 2 mission in Operation Arrowhead? I have only Operation Arrowhead

    Of course you can use it but unfortunately it's for arma2/Utes...

    You can test the trigger by inserting a chopper and a player in editor.

    Name the chopper "CH1" and make a trigger somewhere where you can fly to.

    Just add

    this && !(player in CH1)

    to the condition field and group the trigger to be activated by the chopper. Make a displayed hint message to be activated by it, fly into the trigger area and land.

    When you exit the chopper the hint should be displayed.

    You can work your way from there.


  2. Basically I need a trigger which activates when I'm on ground and turned off engine or just left the chopper.

    Well, I did use a similar approach ending my "Hijack" mission.

    I recall I had a trigger on heli waypoint which checked that the other objectives were done and the chopper was present and then that the player was not in chopper anymore. It was set vehicle activated.

    Something like

    THIS && Obj1 && Obj2 && !(player in CHOPPER)

    I might be mistaken... You can unPBO my mission if you want to check it out.

    (The mission ends when chopper landed on carrier and pilot gets out)


  3. Good mission. Finally got a chance to play it.

    The difficulty was just fine. I think I died only once (there were 11 of us).

    One thing puzzled me a bit. The objective with the town... The mission ended before we even reached it. We cleared everything else so I'm not sure was it alternative way to end it without going for the last push?

    Enjoyed it very much nevertheless :)


  4. I'm probably doing something wrong, but whenever I am shot and killed, it simply respawns me on top of my body 3 seconds later. I'm running a multiplayer mission on LAN with ai guys, just to test it out.

    Any help will be appreciated, thanks.

    Check from description.ext that you have specified the correct respawn type.

    And what about the respawn marker? Is it too close to player area?


  5. Well... I need to add the summing up somehow and make sure it stays til next case.

    I came up with something like this (with help from a friend):

    private ["_px", "_cashAquired", "_has_action", "_use_action", "_object_type"];
    _px = My_player_units select #;
    _has_action = _this select 0;
    _use_action = _this select 1;
    _object_type = typeof Suitcase;
    if (_use_action distance _object_type > 2) exitwith {hint format ["Can't reach %1!", _object_type]};
    if (player iskindOf "Policeman") exitWith {hint "You can't take it"};
    deleteVehicle s1;
    _cashAquired = [];
    { 
    while {(_cashAquired < 10000)} do
    {
    hint format ["Cash aquired: $%1",cashAquiredPlayer1];
    cashAquiredPlayer1 =cashAquiredPlayer1 + 1000;
    publicvariable "cashAquiredPlayer1";
    sleep 1;
           if ((cashAquiredPlayer1 > 9999)) then
          {
            DONE = true;
                publicvariable "DONE";
         };
    if (true) exitWith {};

    But now it displays

    #private...

    error in line 1.

    :plain:

    *The "s1" is the briefcase btw...


  6. Hi.

    I've tried searching the cash related topics with Warfare and COIN module but somehow I've not found the solution.

    What I need:

    I have a set of briefcases which are deleted upon getting collected (via addAction).

    *I need each of them to have a money value upon it's getting deleted (picked up). When player has enough money he will get an option for transport.

    *Each case will have a different value within..

    I've seen some examples of using the "killed" eventhandler when rewarding players for enemy kills but does it work with deleted objects?

    My whole freaking mission idea is hanging on this one...

    :confused:


  7. uhm,how do you work those sheeps?

    the one i armed with a satchel decided to take circle walks around on the hills,thougt it detectes enemys by himself (played a A2 mission with satchel-dogs that either guarded a position or ran up to the next enemy in range)

    out of the two times i played it i could 1 time board/drive the car myself,on the other time i had no option to board it,neither did my AI

    And on a side note,the intro plays a very loooooooooooooong time on my server (no mods) and a option to heal up would be nice too (once revived,no option to heal to full health)

    Cheers *thumbs up*

    Quote Tajin:

    Description:

    A sheep with the satchelcharge strapped to its back will appear and walk forward until it gets close to an enemy (it only recognizes enemies that you've spotted), it then follows the enemy and blows itself up.

    You can ofcourse also trigger the satchel remotely as normal, or disarm it.

    Yeah, the intro is long but it's on purpose.. it is skipped for JIP players when it's over.

    Also other oddities are on purpose (Satchels appearing after elimination)

    This is only to prevent spamming and keep it challenging.

    The cars/women have some issues but that is mainly a game issue I'm afraid.

    This was just something I cooked up in 3 hrs for my friend to have fun so I'm not gonna polish this further 'cos I'm too busy with other stuff, sorry.

    ;)

    BR

    VanhA


  8. Hi.

    I made this mission by request from a friend but I decided also give it to public since we had some good laughs with it.

    **I'm not absolutely sure about A2 dependancy... sorry. Just try it out**

    co10 Puff the magic dragon

    Download from my repository

    Armaholic link

    Story/background:

    **A Takistani family has been threatened to grow some opium for a renegade US troop led by an officer called Graves.

    He's just on the way to collect his shipment from your estate in Ahmaday

    *Playable as civilians (also women included)

    *Sheep bombs available from lada's (satchels)

    *One lada is rigged with an IED but it can only be triggered by a female inside the vehicle. (30 sec fuse)

    *When picking up a weapon all friendly units will be targeted upon.

    *GROUP respawn with BIS medical modules

    P_M.jpg

    CREDITS & THANKS:

    -----------------

    *taskmaster by Shuko

    *JTF-2 squad for testing

    *Sheep bomb by Tajin

    *Random house position and patrol by wolffy.au

    Have fun


  9. Regarding "FlightSims", this weekend I installed "B17 Flying Fortress - The mighty 8th" again - talking about a blast from the past, especially with the graphics from 2001. But fun none-the-less, jumping between front, tail, side and turret gunners, navigator, bombadier and if I really feel like it, I might even take the pilots seat :D

    Managing crews or a whole wing, planning your missions, with the proper abroach deduced from previous recon, with alternative targets; switching to escort fighters or even the enemy planes...

    I loved that game.

    I remember the agony though when after a 4hrs flight I was bringing my crippled plane back with sweat running from forehead, I was manually trying to fix broken landing gear when AI pilot collapsed and plane collided with another B-17.

    Nevertheless... countless hours of fun with that one.

    :)


  10. I am aware of all those things.

    I suspect the AI thing has something to do with revive scripts but I'm waiting for norrin to return to look at the scripts.

    The IED could be a tad smaller maybe yes....

    About the third issue, it is something I considered tweaking. I might throw in UPS for that area.

    *Not sure about the T-55 though... I had that in mind first but I was trying to avoid it feeling too hard.

    I want people to enjoy it and not play with teeth glenched while blood sputters from the gums, lol

    I'll do my best that the future version is more agile.

    Thank you again for constructive feedback m8.

    :)

    VanhA


  11. Excellent mission, good fun to play.

    Wee bug mission only works if you select it from the mission list ie failing and hitting continue gets the "all players are unconcious" bug from having respawn west to close to the spawn point.

    Some random enemies would be good they in the same spots everytime.

    Yeah, that bug I know also. I'll probably do another version when norrin straightens out some of the other issues in revive.

    There is some randomness but it's mainly on unit numbers. LIke a patrol might have 3 units or then it might have 6 etc..

    I'll keep that in mind for the next version.


  12. Thank you all for the feedback and interest!

    Updated version released.

    Changes:

    *Added 3rd respawn point in new CZ outpost area

    *Tweaked AI reviving behavior

    *Fixed errors in revive scripts

    *Added some music (intro/outro)

    *Did some pimping for the vehicles (see pic)

    *Changed the ammocrate for mobile spawn as CZ one

    *Enemy position adjustments

    *Added alternative condition in one of the triggers

    *Small adjustments

    box.jpg

    :)

    Have fun!


  13. The notes section is done by "Taskmaster" which is mainly designed for dedicated use and dedicated is the main target I make my missions.

    @TheScar:

    Yeah, I will add some music atmosphere as well. I've been doing some fixing and tuning and have some other ideas as well like attaching ammobox/sandbags to vehicles.

    Problem with adding custom music is that the file size rockets skyhigh.

    Like when I used "Cowboys from hell" in the mission named by the song.

    (I think that was the last mission I made for vanilla A2)

    But I'll see if I could jinx some extra in it...

    Yeah, I was wondering about the vehicle service point because it is Takistani side object.

    ;)


  14. :clap:

    Actually I tried to set the IED so that it only spooks you.

    (A second IED?? wot?)

    Maybe I should tune it to go off a tad earlier. I only meant it for a "changing underwear" effect... since it's not all there's after that.

    :rolleyes:

    Maybe I'll come and assist you sometime.

    Thanks for the feedback m8. (Nice pics btw)

    :)


  15. Sounds very good.

    You did not specify if it's SP or COOP mission though...

    If it's COOP maybe one playable unit could be added as a field reporter witnessing the first advance of enemy units.

    Even if he's unarmed he could have options for example to sabotage a fuel depot used by the advancing units?

    Also an action for US engineers (if any present with the team) to build sandbags could be handy.

    For the plot I have nothing to add. It's well constructed.

    :)


  16. the reive doesnt work for me AGAIN always respawn at respawn_west can you make a version that work alwys not only with BETA.

    do i have to put in ervery soldier like s1 s2 etc?

    You have to specify all playable units. If you follow the readme closely you should be fine.

    @j4ck3ss: erm....not sure what you want. I don't think you have to group the playable units for it to work if that's what you mean..

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