maltti
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Posts posted by maltti
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bomb = "Bo_Mk82" createvehicle [(getMarkerPos "target" select 0),(getMarkerPos "target" select 1)-350,(getMarkerPos "target" select 2)+500];
For example. This script creates a Mk82 bomb of 500m above the marker "target" and moves it tiny bit to backwards (-350) because of wind and stuffs. so it should be quite accurate.
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Lightspeed. Talking about realism, I know that some hardcore players dont use respawning at all when they play and that is of course realistic way to do it. But if I may say, Duala Conflict mission its quite huge (can be 10.000 enemies or more) , and it usually takes days to finish it so thats why there have to be respawn possibilities. But when there is such a thing as "penalties" of dying it gives you (believe me!) whole new point of view playing. That means after many hours of playing you could be back in start where you were if you start making mistakes (ordering airstrike against civlian targets, dying all the time). And that my friend, makes you to play realistic way (if you like that kind of gaming anyway).
If you can find any way to improve that, of course I´m willing to listen ;)
Maltti
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Because some of you wrote that lack of realism was a problem some of the Duala missions, I decided to give some of you chance to check my mission. I´ve been doing a mission itself since Arma 2 release (yeah, I know. Years go fast :) ) and started using Isla Duala addon from version 1.2 or something. Mission itself was an inspiration from a mission Evolution which I played a lot back Armed Assault times. My scripting skills was back then very limited, and I´am still learning. Not only that I only play a lot my own mission with my friends I improve it almost every day.
Mission description itself:
Isla Duala is in chaos. US special forces has been sent to island to hunt down enemy rebels 8 mobile HQ in 8 different city and restore the order. They are facing thousands after thousands angry rebels and northern military units which are controlling a chaos.
Some key features:
- AI controlled support forces including insertion and extraction to a target area via Black Hawk helicopters (and lots of more different units and vehicles)
- Civilian life around the island as well as local police forces patrolling (allies of US)
- Enemy is not necessarily staying at cities. They patrol in different areas including seas.
- Score system is cruel. You loose points on killing civilians, cops or your own people. You even loose points (20%) on dying to enemy bullet. So this mission is not for rambos. Staying alive is a good idea ;)
- And lots of more... Detailed informations can be found on briefing on the game.
Requirements:
- powerfull PC ;)
- Arma 2 combined operations (arma 2 + OA)
- Always latest Official patch (now 1.57)
- Always latest Duala Isla addon (v1.81 at the moment)
- Nice gaming attitude
Anyway my goal is to make players a feeling that they are just small part of things what is going on in Isla Duala. I´m not going to publish this mission probably for a long time or ever because still is much to do and the chance is that it won´t be ready ever. As well as server will be restarted always when I get some fixes or new features done.
If you want to do a beta testing and comment, then please feel to send a private msg and I´ll give a server password.
Server can be found with a name Rockabilly Server.
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Cannot find that "multiplayer framework" from that list. Only stuffs from "Ambient Animals" to "zone restriction" but not a thing you mentioned. This can´t be that hard... yaaay ! :(
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ST dux, could you give me step by step instructions for that module thingie ? Never used one.
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Thanks for a reply. I did what you said and same thing happens again. Working fine when playing, but status is not updated for a jip players.
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Yes, I have read many articles, tried everything and its not working. Argh!
Here we go:
Mission on my dedicated server.
SetTaskState and everything working fine when playing. BUT when JIP player connects, its just doesn´t update the tasks for a player (All the tasks shows not completed).
What I´m here looking for is a PLAIN and SIMPLE example how to update tasks for a JIP players. Just a basic thing.
Thank you people!
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Hey, what are classnames for these charactes ?
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And how about is it possible at same way to keep amount of the ammo boxes same. Meaning that ammo/weapons does not decrease in the boxes no matter what ?
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Thanks for that, but could somebody simplify a lot that for me. Do I have to run that file in init.sqs or what ? What else I have to do ?
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Hi. I tried to search answer for this, but couldn´t find, so ..
I´m trying to make something like in Evolution that you need to have score X to get in vehicles to a driver seat. Anybody ?
Thanks
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However that doesn´t work if you guy is dead. So, how to eject/remove the bodies from a plane/chopper instead ?
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Its The end !
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Yes, I got it to work with this in my script
{_x domove (getmarkerpos "UStarget_1")} foreach (list TriggerOne)
Thank you guys !
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In one point of my missions i need to move/order all leftover soldiers/groups to the certain marker on map.
So, how do I "select" groups/leaders inside of the trigger and give them order to move to a marker area ?
Thanks !
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You have to read a first message all over again TheConfuzzler man.
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Looking solution for a same problem ... Anybody ?
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Nothing works. So far I have been using teleport to move a helo on deck. Too bad anyway. Maybe BIS makes a solution for this in future patches.
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I´am looking solution for exact same problem. Couldn´t find any CLEAR solution from other topics either.
So, anybody .. How to make AI helo pilot to land on Khe Sanh ?
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Now, this is what I´am talking about!
Did you mean about this cleaning up thing that after last unit is dead, then I clean up the group ?
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My goal is to setup as big war scenario as possible. But if we forget that thing now and lets concentrate to a right way to do a script instead.
So, when I loop in my script that createunit thingie should I like first try to do like _Rgroup = objnull, or should I try to make an array for a group that makes always different name for a group or what ?
Missions like Evolution in Armed Assault could handle hundreds of enemies (not in same of course) no problem. I want to do something similar, but I don´t know the right way.
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Hi.
I´ve been trying make this old script from the ofp times to work in Arma 2, but I always fail. Here we go:
I have W2008 64-bit based Server with Quad Xeon processor and 8gb mem which I´am using as dedicated Arma 2 server.
When I try to play my missions where a script creates enemies the server always crash when I try to play my mission with more than 50/70 enemies at time.
Here is some parts of the script:
;Create a enemy group
_Rgroup = createGroup resistance
; This how I create the enemies
"GUE_Soldier_CO" createunit [getmarkerpos _Rbegin, _Rgroup, "G1 = this", _ranskills, "LIEUTENANT"]
G1 addEventHandler ["killed",{_this exec "killed.sqs"}]
; This calculates amount of the enemy inside of the trigger area
GuerAlive = resistance countside (list east_alive);
;If MaxUnits (which cant be usually more than 70) is reached then loop and wait else create more enemies
if (GuerAlive > MaxUnits) then {goto "Loop"} else {goto "CreateG"}
And basically thats it. Somehow I have a feeling that I should create always a new group with different group name and unit name. But if the problem is there how do I do it in easy way, say that I want to create thousand enemy ? (of course all the enemies doesnt have to be at same on the map, but like 200 would be nice).
Thanks !
Isla Duala
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
One thing I like to ask from Icebreakr.. Because you´ve been saying that Duala is kind of tribute to a old Tonal addon back in OFP times. I remember when I played Tonal, it had also an african "speech" with a locals. If I remember right, the sounds/speaks was ripped from some Delta Force game. Anyway the atmosphere was very cool when those African forces actually shout and talk some african language.
Could that kind of "language pack" be possible to have in Duala, ever ?
Maltti