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Everything posted by daza

  1. 1# What happens is when you die one of the Ai in your squad assumes command, usually this happens until Player has repawned and you hear a VO for PC saying assuming command again. However in my new MP mission i was testing i died along with my squad in a chopper crash, and when i respawned with them i lost the Squad Leader role to the Ai. This also happened today when i was playing Zeus with a friend, he died and the Ai took command of the squad, as the Game Master in Zeus mode i tried to regroup everyone back to him, but wasn't able to. I haven't really noticed this being a big problem with past MP coop missions ive made. Revive is on and Respawn custom is used. Is there a reason this happens? or is it a bug? 2# Also similarly related..in another mission i am making, as a subordinate to an Ai Squad Leader, if you die you can choose your spawn positions, i placed some Ai with scripts that will add them to the player. In that group i defined a new group for Player and then used the join player command for the Ai which the Addaction was attached to, these guys would run off towards the Ai squad leader which i was a member of his team. I know i can use the other command 'selectleader player' but that would make me the squad leader of my current squad, which if you had spawned kms away from, i want the Player to be able to form up a new squad by recruiting some Ai who are idle in those spawn areas. So how do i leave the previous group? as it seems grp1 = group player in the script doesnt seem to form a new group. I dont know unit the player will take over so i cant use grp1 group this; in the units init. *Update* Half Solved this one; i need to use [player] join GrpNull; However is there a way i can make the groupid in the script unique for each new player? who might do this? This is new latest version of the basic script _X = cursorTarget; if (NewG==0) then { [player] join grpNull; Grp1 = group player; NewG=1; }; [_X] join player; _X removeAction Adder; This works fine for one player. One way it could work is giving the default units all a variable name and use a switch code method to and paste in this script for each one- but with a different groupId assigned to those that do recruit new Ai into a separate squad. This this the only way to do it or an easier way? This is what i ended up with _X = cursorTarget; if (player == VietC1 && NewG1==0) then { [player] join grpNull; Grp1 = group player; NewG1=1; }; if (player == VietC2 && NewG2==0) then { [player] join grpNull; Grp2 = group player; NewG2=1; }; if (player == VietC3 && NewG3==0) then { [player] join grpNull; Grp3 = group player; NewG3=1; }; if (player == VietC4 && NewG4==0) then { [player] join grpNull; Grp4 = group player; NewG4=1; }; if (player == VietC5 && NewG5==0) then { [player] join grpNull; Grp5 = group player; NewG5=1; }; if (player == VietC6 && NewG6==0) then { [player] join grpNull; Grp6 = group player; NewG6=1; }; if (player == VietC7 && NewG7==0) then { [player] join grpNull; Grp7 = group player; NewG7=1; }; [_X] join player; _X removeAction Adder; It seems to work, just need to test it out with a friend but should work.
  2. Thanks HazJ for your suggestion, i got it working with [ [ObjName, 15],[ ] ]; Just having an issue with the carry wounded as mentioned now, where the script seems to do the wounded guys animation first, then once that has finished, as soon as you go to move your character who is suppose to carry him, he then does his animation bit. No doubt they both are suppose to be doing their animations at the same time? Also when putting the wounded guy down, the wounded guy seems to drop to the ground and your character half turns away and then does the 'putting down' animation. Hopefully the script author can advise on whether or not this is normal or not normal at all..is it fixable?
  3. I'm trying out this out for my mission. I added a tent object to be the place you have to revive the injured. Gave tent a name and in the AIS_Setup i put AIS_MEDEVAC_STATIONS = [MedTent, 15]; When i approach the wounded man, i get an error for fn_medevacArea.sqf error isnull: type number, expected object..on line 20...? this only appeared when i added a station. In the examples given there were two different stations and im only using one so im guessing my syntax is correct for 1 station only?? Also i notice sometimes when you pickup a wounded soldier and when he is on your shoulders and you go to walk your character restarts the whole pickup wounded soldier animation sequence all over again, whilst the wounded guy is still suspended in the air where you were a second ago, and your character crouches down and does the animation all over again..why does this happen? i was testing this in MP (Lan) environment.
  4. Hi. Thanks for the pack of scripts. Note: The drag and drop script has one side-effect after dragging say a wounded soldier, your character no longer can run even if you try and switch walk/run, he just walks even if you try to sprint. It seems the line player forceWalk false; was left out, so i added in for Load in just after line detach _u; and that fixes the issue. Also I have a request if possible if you could add to the drag and drop script, a fireman's carry open. There used to be a script to use fireman's carry animation on a wounded unit (cant seem to find it) but used to have a script like this. Where you can pick up the wounded and carry over shoulder and then an animation to put down on the ground again. So if you could add that to the drag and drop script that would be cool. This used to be built into Arma 2 if i am not mistaken, so its bewildering why they removed it in Arma 3, especially with the recent DLC pack with extra medical props and ambulances etc. Anyway if this could be added in it would really help out for mission makers who want to do rescue type missions as well as general missions- where you might want to move a wounded player away from the action before reviving etc. I know Ace 3 has this system, but unfortunately Ace tends to break things with Arma modules sometimes. I found some old animation codes but might be out of date. - picking up body: "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon" - dropping carried body: "AcinPercMstpSrasWrflDnon"; - body being picked up: "AinjPfalMstpSnonWnonDnon_carried_Up" - body being carried: "AinjPfalMstpSnonWnonDf_carried_dead" - body being dropped: "AinjPfalMstpSnonWnonDnon_carried_Down"
  5. daza

    Tac Ops DLC Hopes

    This is a bit of a shame there will be no MP content. I would love to see a real effort on their part to create some new interesting MP missions that would stand along side Warfare they created in A2, sadly only a few people play these CTI types of MP in Arma, you have a huge sandbox game with ability for combined arms type of gameplay where everyone works as a team in different sections of combat. But i guess no one is interested in that. Imagine you took the game Squad and put it on Altis and added the vehicles Arma has and some more to it, it would be awesome. Squad is a great game, but its maps are on the small side, one or two maps are a little bigger but the players working as team/squad is great fun. They will eventually have transport choppers so that might mean their map sizes will be increased. Just wish we had something like Squad in our sandbox. I guess you could say there is, if you join a clan that has large scale operations. What about an official BIS CTI mulitplayer mode similar to Warfare earn money, upgrade etc.. but with a Sector Control like structure with a Zeus hybrid component for the Commander role, where the commander can purchase upgrades thanks to the work of the players and create ai squads/platoons both in vehicle and infantry wise to support along side players who instead of every player being able to buy vehicles take up roles to play with a squad leader who can be the only one to purchase vehicles for their squad. There could be dedicated roles that the commander can assign objectives for which that player who is a tank commander who has their own tank with 2 Ai tanks, when they complete an objective there could be a bonus for them (perhaps unlocks tank upgrades). You want to be a Jet pilot, perhaps you have to do some heli transport missions first and rank up to unlock the ability to have access to Jets. With set limits on number of jets and tanks etc per side. But you can increase this if you capture and repair enemy vehicles. Also some areas of the map if captured gives bonuses (these could be dynamic (you can see a circle on the map roughly showing area to find it- you will know what the bonus is though or maybe they have to be found by air first before appearing on the map for your side. Other bonuses could be a slight buff for all players on a side such as stamina lasting 5 mins longer when sprinting, ability to halo jump from airport and FOBS, being able to reveal all positions of the enemy for 1 minute on the map, being able to call in a supply airdrop for repairs or getting more ammo, so these objectives have to be captured and the commander can send an ai patrol to defend it once captured. These could be in the further out places and the sectors could be large areas (or a large zone with a small sector within it you have to capture- like a single town it could be a mixture) so you don't have to capture a hundred of them to win the game. Also long range weapons (arty and Jets) can make large zones that has a capture sector possible to take (the actual zone to capture could vary in size- some could be a town within a large zone) I'm sure there are many other ideas that perhaps have shown themselves in other community missions over the years as well as ones from players who cannot script but have create ideas. Captured sectors (which could be small towns as well as some outposts) could automatically have Ai spawn and man turrets and infantry and light vehicle patrols, this makes it easier for low player count eg 20 vs 20 players to focus on what is important and also opposing side players still have fun attacking a remote outpost guarded by Ai (which the Zeus Commander role as mentioned could tweak and move around static defenses and perhaps setup patrols for the Ai as best fit the situation). (Warfare sort of has this in the form of Independent side automatically starts off defending a town and can try to retake it back- a variant of Warfare in the past also was if the playerside takes a town, Ai Blufor for example would spawn and patrol around the town and also man turrets- you could even order some of your ai squad to man a turret and disband them from your squad so they will stay there. But i don't think this is in the newer variant of Warfare. I think now if you disband a unit it dies.) A know a lot of players prefer lone wolf type of play but this isn't not for them but those who like to play as a team. When a zone get taken then the area could spawn at random areas with AA and ai jets/choppers who patrol the area, making it pretty much very hard to retake (but these Ai units only stay within a radius of the wider area which is under a sides control) in short this just makes the battlefield smaller, although the other side could push back and try to retake the sectors (perhaps there three sectors within a large 'zone' on the map and one of these is a random key sector that if taken will weaken the others either time to capture or something- only the attacking side will see this on their map) they will have to make it appear they are interested in another one. Or maybe some sectors has spawn areas for bonus vehicles- capture that sector and you can spawn tanks there for example and make it as your FOB for tank operations in the area... Perhaps BIS has something in mind in the future for something like this or even revisit Warfare and see how they can tweak it when the Tanks DLC comes in and a better Combined Arms modes can be made to suit this along with the Jets and Helicopters already have been redone and upgraded in the game. Are we going to see a combined arms game mode in MP? I think when Squad moves to large maps and more vehicles it may very well overtake Arma as Arma just seems to be predominately a sandbox, however in saying that Arma has hundreds of mods and a powerful scripting language for mods and mission editor. At the end of the day, i guess if players really wanted a good CTI mission there would be many more players playing Warfare like the Becti Warfare variant that has a redone UI etc..that would show interest. Or perhaps we need to see a hybrid of that where parameters can be changed to make a game much more shorter if desired and Zeus bolted or infused into the Commander role as suggested above along with other fresh ideas to reinvigorate the CTI mode to attract new players, i would say a lot of players who play Squad probably own Arma3 as well so having a Squad like experience in a Combined Arms CTI mode might draw those players who want a break from small maps. Anyway that is my ramble for the day and my ideas might be a little scrambled as they pour out onto the page here...
  6. Thanks for all your help pierremgi everything is running smoothly.
  7. I'm making a sector control mission and the capturing sectors works fine. No probs there. What i want to is set up a trigger to end the game if blufor wins by capturing all the sectors. I'm using boolean variables to become true when blufor captures a sector eg. alpha sector variable sectorAlphaBlue is set via sectorAlphaBlue = true. In my init file i have sectorAlphaBlue=false; In the trigger that is with the Alpha sector that has to be captured if blufor is present in the activation i have: sectorAlphaBlue=true; publicvariable "sectorAlphaBlue"; My test trigger to see if this is working; Trigger with none none set up and in the activation: sectorAlphaBlue this just displays a hint and plays a music track as a test that this is working. What happens when i run the mission in MP mode....the music starts to play right at the start and the hint appears, some how my variable becomes true! My blufor unit is no where near the trigger around the sector area, there is no blufor units near the trigger in sector alpha or bravo sector . Why is this variable becoming true at the start? init sets it to false. Is there an easier way to have the game end when all zones are captured? which leads to my final question below.. Also as another question, you can set Size Reward for capturing a zone in the sector module, what built-in variable is this? just wondering if i could instead have the game end when one side gets so many points from capturing.
  8. Oh i need to use initServer.sqf for more reliable results in MP? is that more for dedicated servers or will work just as well for self-hosted MP? ive always used init.sqf but if initServer.sqf is better to use for MP missions then i will go with that.
  9. Thanks for your replies guys. I will try the simplest solution first. Added that to the init.sqf and it works great! thanks alot! I will add another one for opfor. Cheers!
  10. Thanks jetset22a, been ages since ive checked out ACE, i will give it a go with my mission. Thanks.
  11. I'm looking for a decent mod that has firemans carry, drag and the ability to put wounded into a vehicle. Ideally one that also might have advance medic options. I am wanting to make some coop missions that will be flying in to a battle and retrieving wounded. Ideally the mod supports MP. Any suggestions?
  12. daza

    Combat Patrol

    Are there more objectives besides blow up the fuel trucks? I played it again recently but didn't have enough players to complete a mission and moved on to something else. I played the Escape the island mission as well and that had far too much Spawn the enemy behind them close trick which is always immersion breaking. I am not sure if this happens in CP, but its one fast way to break immersion. As mentioned before i think the CP patrol would be interesting if there were civilians in it that you have to avoid accidentally killing, they could run away when the shooting starts- but it would add a little immersion if at the start they are going about their business. The problem is Civilians have kind of been an after thought in A3, in A2 they fitted in better visually and had some various animations eg. working the fields etc. Go play Ghost Recon Wildlands or watch a vid of gameplay to see how civilians adds to the immersion of the place, had they not been in there it would of felt more empty. I get some war zones might have empty villages or small towns etc because they fled but some war zones the civilians are trapped (which could be interesting mission parameters right there- freeing trapped civilians and giving them first aid or supplies. Anyway i really hope with the new update around the corner that Combat Patrol has a bunch of new objectives that each play through which town has them are random- that was what i thought it was going to be. There are some good random ops mods out there, and really you would hope BIS shows them how its done since they have a bigger team and can add extra polish to things. I would love to see BIS open up more of their experimental projects like this and Argo to try out new ideas and even perhaps have a community competition (that is submit a written concept) for original ideas for game-modes or gameplay that will eventually breath new life into MP and move away from the glut of RPG Life and Zombie clones we see on the servers. We have this big sandbox game but so much more could be done with it.
  13. Hmmm..interesting thought. Wouldn't they shoot me on sight though? even after respawning? My friend playing a SL during Zeus maybe accidently naded an Ai squad member perhaps, i dont think he said he accidently killed a friendly Ai, but perhaps that is what happened and he lost his command as you say with the negative rating. I will experiment with this to confirm, at least if it is the case there is an answer why. Thanks for suggesting it Kremator.
  14. Thanks for your reply Tankbuster. I did a pow rescue mission earlier this year and didnt have this problem that i recall. Its quite a serious problem if like you are using Zeus and your friends who may be Squad Leaders loses their command to an Ai every time they die. I hope this gets fixed too, it maybe a problem that sometimes occurs as in recent memory resuming command after death never was an issue until recently.
  15. daza

    Combat Patrol

    Yeah, i too have been waiting for the Squad Radar to come back, i don't know why the current build of it could of been left in (on main branch at least) until they are ready to roll out the tweaked version, i assumed they forgot about it in scope of things. I played a little bit of Combat Patrol when it first game out and was on dev servers and have already posted my feedback and ideas. I just checked back here to see the latest update on the project as i hope it develops into something that will be permanent feature in the game. There are other community made ones, but having an official BIS one means players that dont like installing mods and just wants to jump into it without having to have the right version of a mod etc. Having also played a bit of Ghost Recon Wildlands, which is similar concept in a way, i was thinking as i was playing that game, this is what Arma needs (the feel that the map is alive where ever you go, traffic on roads, hitting towns occupied by enemy forces that are defending it). I would love to see in Combat Patrol as said else where more diverse objectives that are random to a town. (Traffic and Civs could be turned off or set to low, in parameters if need to via better gpu performance) there used to be good scripts in the community for this i recall from A2. Time limit Option: Also if there was different modes of this Combat Patrol concept, that for example in the parameters you and your friends set two hours for game time, and in that time frame choose to have five or six towns to hit, each with a different objective. You and your friends have the challenge of making the most of those two hours to complete all those objectives before the clock runs out. This idea of being able to add by choice a time limit would suit players who want a challenge in terms of against the clock and they might only have a 1 or 2 hour play time window anyway. Evac or Load in; It also would be good, if you can choose to have a helicopter evac you and your team and then fly you to the next mission (rather than loading in the next AO) as it is now (i think from memory) but have both as options in the parameters. This could give some immersion flying there and a quick break between the fighting and also time to discuss tactics for the next mission. Reinforcements (i cannot remember if they already reinforce?) I would also like to see reinforcements of towns, that can be halted if you deal with the radio tower first, but in doing so blows your chance for stealthy assault. Civs: In closing, i also think if there will be civs added in for immersion, as well as killing too many of them will forfeit the mission (adding an extra challenge if they are numerous) i think there needs to be new Civ assets, more so with clothing aspect. One thing that has bugged me, even as a mission maker is the small selection of Civ types. No females and most of the choices being dudes in surfing shorts and Tshirts. Of course there are some mods with civ units, but there isn't an abundance array of choices. Why not BIS port Civ clothing from previous A1 and A2 with tweaks to fit current models, and perhaps add more new variety (that we can also outfit Civs like we can in the loadout screen in the editor) but more importantly this would add more immersion to Combat Patrol and other missions by BIS and community in general. I mean you have great maps like Tanoa but little diversity in Civ types/clothing, which would add more diversity to missions based around civilians (protecting them) but more for immersion sake, especially with Civs that have animations for basic activities which they had in Arma2 i think. With the 64bit build now in, perhaps we can handle more Civ units in a town (or at least have a slider/parameters for amount of it).
  16. I have new problem related to these two script. It works but when my character respawns it has seemed to have lost its given unit id or name/variable. How do I save this and add it to the new spawned unit? I need to do this so my addaction scripts will show again after respawning. Usually this works with how i have my scripts set up already but since i wanted to retain the custom loadouts im now using the two scripts suggested in this thread. But i think its reseting the units name/variable back to default. I am sure there is a line i can add in the respawn script to add back the unit name?
  17. Add this into the init for those 2 files; execVM"onPlayerKilled.sqf"; execVM"onPlayerRespawn.sqf";
  18. daza

    The Grenade Thread

    I have installed Ace recently but haven't explored all its features, so no i haven't seen what it can do with the grenades until watching that video. That's pretty neat. Which something like that was default in game already. The thing with mods is if you create a mission and it needs mods, most players can't be bothered with closing Arma down and loading up the mods (if they already have them installed). But i guess that isn't a problem for regular clan play on servers that use the certain mods often. Still having a basic under and over arm options in Arma 3 until they can come up with something similar to the system in Ace would be nice.
  19. daza

    Revive Feedback

    I wanted to do a post about drag and carry for revive so thought to do so in this thread. I know you can do this in Ace 3, although the pickup wounded man animation looks bad due to not being able to create a special custom animation for it. We used to have drag and carry in A2 so why they dropped it in A3 i don't know. It was great. This seems like a feature that would really enhance the game now that A3 has a good built-in revive system. Also if they can add the ability to put wounded into a vehicle and retrieve them also, this could work for a MP where first aid kit will stop the bleeding but they might need to be taken to an Ambo vehicle (or proper Medic) to completely heal. It would slow the gameplay down if you had to carry em to an Ambo, but since you can configure revive in the settings in the editor you can omit that if you want. Having to fully heal in an Ambo could give tactical depth to a MP mission, where you place it and protect it will be important, a bit like the MHQ days with Domination and other MP modes. And if you still as a mission maker have control over how the revive systems works and requirements, drag and carry is still good for getting them out of the cross fire before reviving them. There could be two states: unconscious and incap, when incap you could still use your weapon but only in the direction you are facing or something, or pistol only. Adding new Tanks and Jets via DLC is nice, but fleshing out other parts of the game such as this would be a good idea also. Having Carry and Drag, especially with new animations would really enhance the immersion of the game.
  20. daza

    The Grenade Thread

    Is there any more thought by the Dev's on Grenades in Arma? after playing a lot of Squad recently, its grenade system seems superior in terms of being able to under arm throw or over-arm. Why hasn't something like this hasn't already been added to Arma 3? Also in Arma throwing a grenade or smoke gren seems a little too bouncy. In Squad its quite simple, LMB to under arm throw or RMB for the other, i currently have RMB for look down the scope or raise weapon, but you could easily make it whatever the the RMB is set to action, if the grenade is held by player it will over-ride that previous binding and be used for throwing. It makes a world of difference when you want to lob a gren over a wall or inside a window. Especially for throwing smoke as well, not wasting them trying to cover a downed team mate. In Arma you are likely to have the smoke grenade thrown to far and have to use another one. It seems one area of Arma that has been in want of updating for a long time. As well the lack of ability to attach an explosive to a wall or vehicle (which is a little off topic) but i know there are scripts that can do this, so why not have DEMO units with this option? wouldn't be hard to implement at all. While on the topic of throwing, why not also include the ability to throw a weapon or ammo? say your team mate is pinned down across the street and is out of ammo, it would be cool if you could throw a mag across to him. The mag could have a weak version of the Tactical Ping, which is only visible to players within a metre or something. Which displays where the mag or weapon lands for ten seconds or something. This would utilize the throwing mechanic a little more. However i understand this might mean having to do animations/physics for weapon being hurled and clattering to the ground. But maybe something in between.
  21. daza

    Spatial Awareness Improvements

    Have been looking forwards to this coming back and what the enhancements are going to be upon it. Is there any consideration for players who only have mono hearing? that is they are deaf in one of their ears. My suggestion: Squad Radar extra option: Aid; for Hard of Hearing / Deaf Players The most outer squad radar ring could have ( ) for depicting incoming fire and ^ for ahead this could be for contacts close, which would changed based on direction player is facing. I think the game engine already has something that checks if bullets fly past a character/player?? these red brackets could appear for a second each time a shot is fired, so if there is say an AR gun fire to the right then ) would appear to flash intermittently, compared to a slower paced incoming rounds. However i know it wouldn't be as simple as that, i mean if there were 5 enemies firing from the right, the direction of incoming fire indicator would be flashing a lot. For a visual player such as myself i would not find that annoying, it would help get a bead on which direction the fire is. This would not be advantage if playing PVP because it won't give away the position of the enemy, just that you know the contact is the right. However never having had normal hearing i do not know how accurate players can place where the sound of gun fire is coming from, if pinpointing is pretty accurate by turning your head to gauge from which exact bearing, perhaps for this Squad Radar option, the brackets could have a small pip that slides up and down the bracket to get the general direction, again i do not know how well you could implement that if there was say five enemies to the right, would you have 5 pips? or would you just have one, where the closest enemy is indicated? or the pip increases in size to indicate a few enemies, so visually you know there is more enemies to your right than your left which you would be able to tell by gun fire for normal hearing people right? Players who are not deaf, but have their computer in a noisy environment or maybe one of their speakers has died, would be able to use this also. I heard a while back some graphics card provider actually had some kind of thing like this that could overlay in games. I can't recall which one that was, but its a shame more games do not have something like this. There would be a lot of people including veterans who might of developed hearing problems from combat or whatnot, players with damaged hearing from their job etc. It just would help greatly to be able to react to combat sounds as other players with normal hearing do.
  22. daza

    Combat Patrol

    Had a play through with a friend today. Some thoughts; I presume BIS will be adding in new objectives besides the destroy ammo and fuel truck? seems to be the only objective. Perhaps its just one objective for testing purposes? I would like to see variety like eg; >POW rescue. >Kill Target X >Get Intel from X and it will show where you need to get more intel or where the a hostage is or compound where the primary objective is (Steal/destory) >Lazer Mark a target for a Jet to sweep in and take out. >Vehicle missions; either all players as a tank crew or maybe air vs ground missions to mix it up. I know they wanted to keep it simple compared to the mods that have dynamic missions, but these ideas could still be simple but just more variety. >Humvee Patrol between two of the cities near each other (this would widen the AO) the objective could be protect a couple of trucks in your convoy. This mission could have enemy Armed Technicals. Even if there were only say 6 or 8 types of missions, having them at any AO will be what will make this re-playable. I found this more fun than the Project Argo. Ambiance Civs: It would be interesting if in the parameters you could choose to have Civs populate the town and mill about. Killing Civs could put a dent in your score or for every 2nd Civ killed (by your side) you loose a spawn ticket. This would have ambiance to a town and also watch your targets. Making it optional means slower computers wont bear the load and some players might not want this. Tent redeploy: The SL should be able to deploy the Tent more than once, sure you can go back to it and pack it up but that takes time. Perhaps each time (after the first time deployed) it uses up a Spawn ticket each time your deploy it, so you make sure you use it wisely. This could be a second tent, so when you die you can choose X tent positions or where you died. One Unit in the team, could have extra ammo: Running out of ammo is easy to do, of course you can pickup enemy weapons OR another idea is have several random areas in a town where an ammo crates will be. Exfil: Is too far away (not sure if distance is random min max) Bit of a long run to get to it. No enemy patrols were run into on the way there either. Would be nice if there were some civ vehicles in town, which may get damaged in firefights. But if you can use one, get to exfil without all that running. Other ideas: TvT variant It might be worth seeing if a TvT version could work, leave the objectives in, the independant side could be the 3rd enemy presence as per usual (they patrol)l. And one side has to do the objective and the other has to protect the assets. Final thoughts: Voice; Another poster in this thread suggested removing Player Character voices. I think that this should be put in the Parameters, sometimes its very hard to get a bead on the enemy, yet the Ai knows where you are. The voices help even up the field with this. Squad AI; Allow team to be Ai controlled if you want to, by default it could be Nobody but be able to select Ai, this would be ideal for 1 player or 2 players. It would be nice if Ai could revive players. This may be a bit off topic- but why hasn't Squad Radar come back? the Tactical Ping is great, but SR helps knowing which way your squad are facing at any given time. It was suppose to come back after tweaking, and that was months ago. It would be neat if there was a hardcore option in the parameters where your respawn tickets left carries over into the next mission you choose. And count how many missions completed. Perhaps the overall map should show markers of towns completed. (i don't think it does).
  23. I want to set the faction Syndikat to enemy towards everyone, but i want to keep the other Independent factions friendly towards Blufor, is it possible? or perhaps some work around to make it so? The command independent setFriend [blufor, 0]; makes all independent factions hostile, surely there is another way?
  24. The weapon is visible when you bring it over from Weapon list to the 3D editor environment, but when you start to add attachments like a scope and more ammo to it- it disappears but the tag and box remains in view. In-game the weapon isn't there either. I thought maybe it sunk down into the ground out of sight and tried to use the altitude adjustment to get it back but that didn't work. Why is this happening and is there a way to prevent it? apart from using a script to force the weapon to remain on an object and alter the weapons properties etc. I noticed this also if you try to copy an object and paste with the hotkeys sometimes the copied object is not visible. I think its neat you can change load out and attributes for weapons on the fly but this isn't working at all- aside from ammo crates or vehicles adding stuff into their inventory this way works ok.
  25. This is an idea more for the Devs because you would need to have parameters set and locked in the editor for this idea so editors cannot go over the quota of units allowed etc. For TLDR peeps; A mission making contest where there are hard-limits for mission makers (Load the PREQ mission and edit it into a creative mission) each mission will look similar to one another, but how mission maker makes the most of assets given will be different. Same 'Mission Objective' for every mission maker. 48 hour competition (24hrs for Mission maker, 24hrs for voting/players), Forum Poll rating system. What if we had a monthly competition where a specific location/area is chosen and you have a limited amount of units and types inc static defenses. If the location is going to be in an area with no fixed buildings some defenses can be added eg. a FOB there would be a preset custom composition that you have to use in the mission and perhaps a set number of sandbag walls you can add where you like etc, set up set number of static defenses etc. The goal is every mission maker has the same limits, and make the best mission with those assets. The player limit could be 1-3. The objective could be given before the competition to edit a mission, and has to be the same for everyone, a SINGLE objective. Eg. Rescue VIP, Obtain documents, Steal X, Destroy Z etc whatever. A competition could be held over a weekend, Saturday for the mission makers and Sunday for the players. Player limit (Coop of 1-3) are to play. Missions have to be uploaded to workshop (perhaps a special filter tag for them) before the deadline. An hour before the playing begins after the deadline to submit the mission, the uploaded entries are all listed on the BIS forums in Poll form (or something similar) where players can vote for their favorite mission or better still give a 1-10 rating. At the end, all the missions rated 10 will be played by some of the devs or judges to pick the top winning 3 (1st place, 2nd etc) or something a little more elab. eg. with ratings for creativity, fun and how easy/hard it was. Even though the mission will look the same, eg. same location (within the set marker radius the PREQ mission file has as the AO) there might be a custom FOB used, it might be allowed to be placed differently with the AO) the mission goal will be the same, so it would be interesting as a player knowing everything will be similar and see how creative the mission maker got to make it as hard as he can for the player (within the rules). The ultimate goal for the Mission makers is to make the mission as hard as possible but winnable. I think as a mission maker having a limit would be interesting and also might mean you get a mission made much quicker than your usual ones. There could be a 24 hour window for the mission to get made. You can't really cheat, because the rule-set and limits wont be announced until it starts. The editor would need to be set so the parameters are enforced, don't think this idea would work otherwise. And maybe no scripting is allowed?, because cheating could occur with that. Perhaps the mission is made by BIS or select individuals in the form of all the units are placed on the location for the mission and any assets the mission maker is allowed to use also added, and this is saved as a standard editable mission. And the mission makers can just re-arrange them, setup waypoints etc..which would be a faster way to start. Or maybe down the track if this idea takes, the competition could have a Build points added to the Eden Editor (when this mode is switched on) and you can choose what units you would like but each has a 'Build' cost, so you might have fewer units but better equipped etc. Not a new idea, but could make things more interesting...both for players and mission makers involved. Another idea to add on to this one, is having a series of competitions where the different competition missions are linked to a loose story line, after several competition events have passed (eg. 4 events) the all the top (1#) winning entries of each event/competition are connected together into a single mini-campaign.