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sxp2high

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Everything posted by sxp2high

  1. WORKHORSE A random generated Chinook transport mission. Howdy! Here's my first SP mission. Feedback is welcome, of course. ๐Ÿ™‚ Named after this picture, inspired by BIS's BAF Merlin mission. Thanks to: BIS madbull (for his great R3F Logistics script) The guys in the editing section for their great help Description Each time you start this mission you will get 5 random tasks at random positions. Your shift starts in the early morning, after 3 tasks we skip to a random time of day and change the weather to a random value. There are 31 tasks, each task has at least 6 hand-picked positions. You start at the Rasman Airbase, the tasks are spread across the whole country of Takistan. Missions are: Troop transports, Evac's, Cargo and vehicle transports and some special missions... ๐Ÿ˜‰ Including a mission manual in-game (Notes). For those who know how to extract a PBO file: There's a Settings.sqf file where you can change a lot of mission settings. Complete review of the mission Thanks to PlumpHelmetPunk for the video! Download HERE I also recommend: TeTeT's Chernarus Mi8 conversion of this Mission Requirements Vanilla: ArmA 2, Operation Arrowhead, BAF (lite) and PMC (lite) ACE: ACE, ACEX and CBA Vanilla <> ACE The ACE version makes use of the ACE lifting ropes. Besides of that the versions are identical.
  2. Thanks for the compliment, I've spend a few weeks creating and perfecting it ๐Ÿค— but I have no idea about VR stufff.... Probably awesome but no idea! ๐Ÿ˜
  3. Since Armaholic is no more, I updated the download links! Enjoy!
  4. Due to the lack of missions for the awesome Tora Bora map, i decided to create and release a mission pack. ๐Ÿ™‚ They have all been tested on our dedicated server. They are working on both hosted and dedicated environments. They would also work as singleplayer missions, so if you want to have SP versions, just ask for it and i'll post it. (Or convert them yourself if you know how) Singleplayer packs added. You are playing as a US Army Squad, 2 Fireteams led by a lieutenant. Requirements ArmA 2 Combined Operations Tora Bora Features - Full ACE Support and Content (Make sure to disable ACE at the Lobby Parameter, if you're not using ACE, it is enabled by default!) - ACRE Radios (Lobby Parameter) - Choose between Bon AIS (Alternative Injury Simulation) and ACE Wounds (Lobby Paramater) - AI Skill (Lobby Parameter) - Time of day (Lobby Parameter) - Synchronized, dynamic weather and rain (Both Lobby Parameter) But its highly recommended to use the default setup when playing a mission for the first time - Random IEDs, Mines and ambushes at all missions (Be really, really careful when driving along roads :D) - Random enemy amounts and types - Random locations (for cache destroy missions etc, they are on a different position every time) - Adjustable view distance and grass layer (Press T) But you cannot disable grass - JIP compatible (of course) - Some background informations for each mission (Notes) - Vehicle repair (You can repair and refuel vehicles) Respawn Group (Respawn in your group, if there's no AI left, you'll become a seagull) Missions overview The Outpost, March 23rd The US Forces just built their Outpost, defend it against the attackers. The Patrol, March 25th It's time to get familiar with the area and do a patrol. The Mountain, March 28th The Outpost took mortar fire, neutralize the mortar side and a mountain camp. The Raid, April 2nd Arrest a warlord. The Valley, April 5th A USMC Team has been shot down with their UH-1Y Venom, search and rescue. The Disruption, April 9th Destroy a enemy supply convoy. The Settling, April 13th Clear a stronghold. The Fortress, April 15th Clear an even bigger stronghold. ๐Ÿ˜„ The End, April 18th Final push on the remaining enemy forces. Download Tora Bora HERE Credits - Tora Bora by Chill xl - FOB Tora Bora by Mike-USA - UPSMON by Monsada, Rafalsky - Settings dialog, Random IEDs and AIS by bon_inf* - DMZ Delete by Demonized Thanks to all MAD SiN Members for testing, who paid with their blood for a clean release... ๐Ÿ˜„ Changelog v1.1 FIXED: Removed HMMWV loadout if not using ACE (lack of cargo space resulted in ammo scattered on the ground) CHANGED: Renamed missions, so they can be played in the correct order ADDED: SP version of the pack KNOWN ISSUES: - Tasks and notes do not show up until you're in-game (Only in SP versions) Don't know why that is... - AI cannot enter the outpost (blame Mike-USA) ๐Ÿ˜„ I dont wanna touch that awesome FOB.
  5. 11 Years later... After the death of Armaholic I updated the download link. If you're still kicking Arma 2, make sure to check out this gem! ๐Ÿ˜Š
  6. BTK Cargo Drop v1.92 Readme BTK Cargo Drop v1.92 With this script you can load objects and vehicles into helicopter and aircrafts and drop them somewhere. The Object will be dropped on a parachte with a blue smoke grenade. Works in (dedicated) multiplayer (JIP)! Works with AND without Operation Arrowhead, British Armed Forces or ACE2. ******* INSTALLATION ******* Copy and paste the BTK folder to your mission folder. Add this line to your init.sqf: execVM "BTK\Cargo Drop\Start.sqf"; To disable the feature at all, do the comment thing: // execVM "BTK\Cargo Drop\Start.sqf"; ******* SETTINGS ******* You can change the loadable objects by editing the "BTK\Cargo Drop\Settings_Objects.sqf" and "BTK\Cargo Drop\Settings_Transporter.sqf" files. ******* INGAME USAGE ******* The action for loading cargo will be added automatically to all compatible vehicles. Just place an object near the transporter and select the "Load cargo" action. To drop off or unload select the unload action... ******* SUPPORTED VEHICLES ******* Small (can load ammoboxes, small objects and most static weapons) + All AH and MH6 types + All Su25 types + All F35 types + All AV8B2 types + All AH1 types + All Kamov types + All L39 types + All An2 types + A10 + MQ9PredatorB Medium (same like small + atv and motorcycle) + All UH1 types + All UH1H types + All UH60 types + All Mi171Sh types + All Mi24 types + AW159 + Merlin HC3 Large (ammoboxes, small objects, static weapons, cars and boats) + All CH47 types + MV22 Xtra Large (same like large + trucks, apcs and cargo containers) + All C130 types ******* Changelog v1.9 ******* ******* NEW ******* + Please delete any older version - New script and file structure! + The "Load cargo" action gets now inizialied to the vehicles automatically, even after respawn. + Lots of new vehicles supported. + New Hints. + For mission makers: BTK_CargoDrop_ObjectLoaded - This detects whenever a object is loaded in. Sample: _YourVariable = YOUROBJECT getVariable "BTK_CargoDrop_ObjectLoaded"; _YourVariable = true; // means the object has been loaded in. BTK_CargoDrop_TransporterLoaded - This detects whenever a transporter contains cargo. Sample: _YourVariable = YOUROBJECT getVariable "BTK_CargoDrop_TransporterLoaded"; _YourVariable = true; // means the transporter has cargo loaded. Both are LOCAL ONLY ! See Demo mission files for more details! ******* CHANGED ******* + Changed load, unload and drop code for better results. + Optimized some attach positions. + Lots of small improvements. + Now using big parachute for a better drop-off behaviour. + Increased radius for loading in for most vehicles. ******* FIXED ******* + JIP. You can now use the functions after reconnecting to the mission/server. + Sometimes objects stuck in the air after drop. + Sometimes objects disappeared into the ground after drop. + Fixed: R3F lifting is now possible when cargo loaded. You have to hover very low for that. (This fix is still wip) ******* Changelog v1.91 ******* ******* CHANGED ******* + Added all trucks and apcs to XL transporters (C130) + Changed unload procedure + Demo Mission is now optional (Select the Start Mission action to start it) ******* Changelog v1.92 ******* ******* CHANGED ******* + AW159 Wildcat is now small transporter + Mi17 and Mi117 are now large transporters + C130 positions tweaked (thx spyhunter82) + F35 load position (to avoid collison) + PAA file is now included (No more error messages for not-arrowhead users) Download Sample Mission The Demo Mission requires Operation Arrowhead and British Armed Forces (Lite)
  7. Sounds great, thanks for you work! Just uploaded them to our server, will try them next week and report back. :)
  8. You just made me rethink my atheism.... Holy fuck, this is amazing news! :D Missed you so much in Arma 3......
  9. Thanks nkey, that helped. This works now: _keybind = ["TFAR", "SW Transmit"] call cba_fnc_getKeybind; _array = (cba_keybinding_handlers select (_keybind)) select 2; _actualkey = _array select 0; :) Oh, and congrats on the win. :cheers:
  10. Hi there, I could use a little help. How do I find which key the user has set for SW transmit? I tried: _test = ["TFAR", "SW Transmit"] call cba_fnc_getKeybind; But this returns the wrong number. 37 (which is K for me), however I have set it to NUMPAD 9 (73). I'm confused. Any help would be much appreciated. :)
  11. sxp2high

    Addaction on Dedi

    addAction is a local command, it has to be executed on all clients. You can tell from the "EL" icon on top of the wiki page. First you give the unit a global variable and broadcast it, then you can use BIS_fnc_MP & BIS_fnc_spawn to add the action remotely. This should work: _grp = createGroup CIVILIAN; action_unit = _grp createUnit ["C_Orestes", getpos player, [], 0, "FORM"]; publicVariable "action_unit"; [{ action_unit addAction ["Please give me 2 Water barrels for our Village", "missions\waterckeck.sqf", "Land_WaterBarrel_F", 6, True, True, "", "(_target distance _this) < 3"]; }, "BIS_fnc_spawn", nil, true, true] call BIS_fnc_MP;
  12. sxp2high

    Why are my ArmA III gameplays so dark?

    Yea, Fraps is no good. Big FPS drain and very little options. Dxtory is decent, but I prefer Bandicam. Bandicam lets you record 2 audio lines and even separate .wav files if you wish. Never had any sync issues, and the image is crystal clear, uncompressed, high quality. Performance wise Dxtory and Bandicam are pretty equal. I tried Raptr/Gaming Evolved too but that sucks at the moment. It compresses on the fly, so the quality is not that good. No option to record uncompressed and no audio options at all. It's strange though because the colors were okay for me using Raptr. I'm not saying it's MP4 in general. It's bad compression, or bad render settings (in my experience). Some people manage to get nice image with mp4. I had the best results with WMV9, the files are pretty large though. I had this problem too, but only after rendering the video... The raw footage was alright with all programs. No idea what else the problem could be :(
  13. sxp2high

    Why are my ArmA III gameplays so dark?

    This is because of the codec/compression you use. MP4 tends to do that for example. Best to record uncompressed MPEG-1, and render in WMV. That worked best for me, I know exactly what you mean. What capture software? I recommend Bandicam.
  14. sxp2high

    Script to force uniform?

    player addEventHandler ["InventoryClosed", { if ((uniform player) == "") then { player forceAddUniform "U_B_CombatUniform_mcam"; }; }]; This would check each time the player closes his inventory, then add the uniform, if needed. If this is just for one mission, you add that line into your init.sqf or initPlayerLocal.sqf. If you want this for ALL missions you would have to make a serverside pbo, I can show you how, let me know.
  15. sxp2high

    Community challenge as advertising

    If you dislike achievements, you can use Steam Achievement Manager (At your own risk), I always unlock all achievements for my games to get rid of them... :) So you could say I cheated in this "challenge".
  16. sxp2high

    How To Repair Vehicles With Repair Truck?

    Still works exactly as in Arma 2, it should repair automatically when you're close to it. If the repair truck is empty, it should work regardless of side. If that doesn't work you have to use the action menu as driver of the damage vehicle. (Freelook is useful)
  17. Anyone knows if this is possible? I want to change or delete and re-create notes during the game, so it contains the latest value of something. Show stats kinda thing. _myValue = 1; _myNote = player createDiaryRecord ["Diary", ["Hints", format[" Runtime: %1 ", _myValue]]]; Return value of _myNote is the note content. "Runtime 1" I tried overwriting the note, but that just adds another line to the note each time. while {true} do { _myValue = 1; _myNote = player createDiaryRecord ["Diary", ["Hints", format[" Runtime: %1 ", _myValue]]]; sleep 1; }; I tried removing the note content between the loops, like this: _myNote = player createDiaryRecord ["Diary", ["Hints", format[""]]]; no effect. Changing _myNote to nil or to an empty string doesn't work either. Any way to do this :confused:
  18. sxp2high

    [Release] A3G Spectator Cam

    Very nice script, I like it. BI's spectator isn't bad either, but it's so restricted and a pain in the ass to work with, so yours is much appreciated. Very easy to implement and test around with in the editor. :) Thanks!
  19. sxp2high

    RHS Escalation (AFRF and USAF)

    The wiki for CH-47F says: _this animate ["Ramp", 0]; _this animate ["Ramp", 1]; That doesn't work. It should be: _this animateDoor ["ramp_anim", 0]; _this animateDoor ["ramp_anim", 1]; Just FYI. :)
  20. sxp2high

    Roping down humans not implemented?

    Fast rope is one of the highest voted tickets. Devs have specific instructions not to work on anything on that list. </sarcasm> Take On Helicopters (same engine) had fast roping, and it looked and worked pretty good, so they know how to do it. Maybe, hopefully, they will add it later on.
  21. Thank you :) Yes, there is definitely a chance. I would love to remake this for Arma 3 and I'm looking forward to the Helicopters DLC. So if I get the time, I will do it. But no promises yet.
  22. Yea, same problem here. For me F10 is Mute Teamspeak, F11 is Screenshot, F12 is video recording. I just don't have any other spare keys left for those. Doesn't happen very often in COOP, but when, it's madness with large groups. :D , it's just... pleasant... to use. :)There is much to be learned from the Fallout and Skyrim modding community, they have come up with some great stuff.
  23. Close call, but... Action Menu. And user interface/input in general. I.e. Why do we need F1-F12 just to select units? This could be done with a single key and a menu. (Like this Fallout Mod, you press one key to open the menu, and the rest is done via mouse, works perfectly) Same stupidity swapped over to DayZ Standalone btw. F1-F12 are one hand signal each! Why the hell do I have to remember twelve keys, when it could be done with one key and a menu. (Like suggested by a user here) This area needs some serious reconstruction by BIS, we are running out of keys on the keyboard. :(
  24. They will, but starting from the next animation loop, not immediately. So it might take 30 sec. depending on the animation length. Exception are animations that are loops by default, they will not work for JIP then. I will make some improvements to the script sometime soon. :)
  25. No problem. Be careful with this though, it's storing a lot of data for JIP synchronization. It shouldn't be used in long term missions, with a lot of traffic, like Domination. I wrote that mainly for short (< 2 hours) COOP missions. If you want to add this to longer missions, you might want to disable the persistency of BIS_fnc_MP. I.e. change: [[_unit, _anim], "YOURTAG_fnc_switchMove", nil, true] call BIS_fnc_MP; to: [[_unit, _anim], "YOURTAG_fnc_switchMove", nil, false] call BIS_fnc_MP; The last param becomes false instead of true.
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