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lucilk

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Posts posted by lucilk


  1. BIS Warfare Module

    lkwarfare v0.5

    You can set up a minimal warfare with 3-4 towns on your mission or an entire warfare mission like super powers, also you can set up your parameters like starting funds, location and how many factions will be in warfare, etc.

    _________________________________________________________________

    Some Parameters:

    - set funds for East, West, Resistance, Defense Units

    - set funds for commanders and subordinates

    - chose your warfare zone (mark the area where the warfare will take place)

    - supply trucks and bounties

    - how many units will take place to your warfare

    - voting time

    - if the towns are occupied by resistance or not

    Parameters are in lkwarfare folder/ init_common.sqf

    *Note: you can create your mission normally and if you like you can add the warfare capability at any time in your mission.

    **To add the warfare in your missions you need this:

    /in editor=

    - warfare module

    - 3 or more units for commander and subordinates

    - 2 mobile HQ`s

    /in mission folder=

    - 1 folder with 3 files that will contain the parameters

    - init.sqf and description.ext

    _______________________________________________________________

    Installation:

    1. copy the example mission form the link below and put it in you "Arma2/missions" folder.

    2. open the game editor and load the warfare LK mission

    3. copy everything from the editor with "ctrl+c".

    4. open your mission and paste it with "ctrl+v".

    5. make the appropriate changes to fit your mission.

    6. now in windows explorer copy form the example mission the "lkwarfare" folder in you mission folder that you want to use the module.

    7a. if you have init.sqf and description.ext, open my files and just copy the lines to your files

    7b. if you don't have init.sqf and description.ext in your mission folder, copy both files in your mission folder.

    8. Launch the game and test it.

    Description:

    - when you open my example mission in your game editor you will see:

    the warfare module (has some variables inside so be sure to put those in your warfare module or you can copy the entire module )

    West and East units synchronized with the module (you can put as many as you want)

    West mobile HQ and East mobile HQ synchronized with the module (they are needed for HQ deployment)

    You will see a separate unit that will have in his init line: "Group this SetVariable["dedicatedMission","PatrolBase"];", this is the unit that will patrol the base, you cannot command this, you can remove it or add some more

    Press "Markers" in the menu to see the markers on the map and you will notice there is a orange marker called "BIS_WF_InitRegion0" = this is for setting the Warfare Zone, if the marker is placed on the map it will only deploy depots meaning capturing towns inside it, if you make it larger and occupy a larger are you will see what i mean, if you remove this the warfare module will set the entire map as a Warfare Zone

    Alternative i have put up some game logics to show you how you each faction can control Towns from the beginning of the game. They are OP(East) and BLU (West). You can remove those but doing so will enable the towns to be occupied by resistance.

    Download Example Mission

    Please report any bugs and ask for help if u need it.

    Thanks


  2. :D the range for the visibility depends on your view distance safe would be about 2000 away from the nuke blast range is 1750 m so you should be safe, about the sound there is a line that settle when a player can hear the sound and its in nuke.sqf, look:

    if (CMTarget distance player < 2500) then {player say "Explo_Large"};

    sleep 2;

    if (CMTarget distance player < 2500) then {player say "nsound"};

    so if u are in 2500 range you can hear it but you can change this.


  3. Vino, i dont realy know why the night nuke test is so bad, i have my settings somehere on medium, the thing is that he changes some things when it detonates, like bright and contrast of the entire game graphics, so i think that might be, another thing is that if you want to make changes in the way the nuke looks, get like 6 hours free and give it a try is very time consuming on testing, and all settings are in nuke.sqf, called: con, top1, top2, smoke.... etc.

    This is a beta realease so it will have some bugs and some visual disadvantages, with the feedback you guys gave me i will make it better


  4. well, the damage sphere is in damgae.sqs but the smoke is in nuke.sqf somwhere in there is a line with the smoke particles effects,you need to play around those to change the smoke.

    What you see with "top" tag those are the fire particles, and there are 2 smoke efects, 1 for the cone and 1 for the area smoke.

    try it out

    DTM i will try out your lines, thank you


  5. madine are u saying that your line is actualy the simplified DTM lines of knocking trees out?

    If so, did u test it?

    and another thing, lets say we can make trees go down, lets say for the 300 m -500 m range but we can also make the delete from 300 m to 0 m, meaning that the first 300 m range there will be no trees, i think that will be nice, i will test it out tomorow and publish it again




  6. <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=B-yX1Z0k6Bk&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=B-yX1Z0k6Bk&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

    Copy mission folder to your Arma2 mission folder in your My Documents

    Copy scud.pbo in your arma 2 mod folder

    Download Link

    LK Nuke 0.9




  7. <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=f5biuVONKdE&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=f5biuVONKdE&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

    Alpha Commander v0.5

    by lucilk

    There are 5 units in the example mission

    Each one has a specific name: scom/armcom/cascom/incom/logcom and they are commanders to their subordinates

    Each commander has their own role.

    The Supreme commander can give orders and markers only to the human players

    Use the script:

    1. Extract the example mission in your: C:\Users\=YOUR NAME=\Documents\ArmA 2\missions\

    2. Open the game then the editor and load the example mission i made

    3. Copy from editor the 5 units (ctrl+C)

    4. Open your the mission you want to use the script

    5. Paste (ctrl+V) the 5 units on the map

    6. Save your map and then copy these files from my mission folder to the mission you just pasted the units

    - ac folder

    - init.sqf (if you allready got one, open init and then copy the Alpha commander lines in your init.sqf)

    7. Now save your map as a multiplayer and it will work


  8. Can anyone tell me please how can i remove vehicles spawned with BIS_fnc_spawnGroup.

    Its working with just infantry squads, but if its motorized or tank platoon you cant delete the vehicles.

    I tryed this:

    {{deleteVehicle _x} forEach crew _x;} foreach units tankplatoon;

    {deleteVehicle _x} foreach tankplatoon;

    {deleteVehicle _x} foreach vehicles tankplatoon;

    {{deleteVehicle _x} forEach vehicles _x;} foreach units tankplatoon;

    and more...


  9. :D ok i got your point and i got other to, but you got to belive me its not that hard:

    1. this is not a mission with a script

    = its a script with a demo mission that only has 1 green guy and a flag

    = the demo mission i have put it on the first page is for you guys (newbies) to copy (ctrl+C and ctrl+V) and paste the flag and to test out the script before u use it.

    = for you to use my script , you just need to copy the flag in the editor or you can use a ... women anything , any object but it needs to have that line in the flag that executes the entire scripts.

    = after you settle that copy all my files from my demo-mission (US-Support v1.5.Chernarus) but WITHOUT the mission.sqm

    = Now paste all the files in you mission folder (meaning another mission created by you in the editor)... ok?

    = now lets see u need an object with the line [] exec "lkscripts\support_init.sqf" (Same as my Flag) and you got all my files in you mission folder it should work :D

    = it doesnt matter if its a older mission created by you or a new mission it just needs these 2 things.

    I hope i got my self understood now.

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