Mordegar
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Everything posted by Mordegar
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Hello ArmA 3 Community! This is my second Map for ArmA 3 that is centered around a Unit of Independent Greek Militias that is trying to attack a couple of Objectives on the Southern Part of the Island. At first you'll have to scavenge your Equipment from fallen Enemys after you have freed the Town of Girna. Your next Objective is to attack Camp Maxwell and to destroy the HQ and their Cargo Helicopter over there. After that you'll have to get past a couple of Patrols and an Outpost to your last Objective, where you need to kill the Officer and to blow up the 3 Main Buildings to render the Base useless for the Enemys. If you're successful, head to the Resistance Camp at Jay Cove to finish the Mission. Features: Parameters: Time of Day, Terrain and Viewrange Respawn of Players and Offroads =BTC=Revive =BTC= Anti TK Script GET/SET Loadout to save your Gear Helicopter Reinforcements Minefields Download Links: 0.8 http://www.file-upload.net/download-7458394/Coop_6_Power_to_the_People_v08.Stratis.pbo.html Armaholic Mirror: 0.8 Power to the People Co-06 [ALPHA] Current Version: 0.8 Update to v.07 Changes: Updated the Crate in Girna to hold 2 Katiba Rifles for JiP Players Added No Grenade in Base Script Fixed a couple of patrol waypoints Removed NV Goggles from the Medic Update to v.08 Changes: Added Task Destinations Updated Get/Set Loadout Script Added a radio hint to Helicopter reinforcements Thanks again to the Linebackers Community for Testing and Feedback, to Giallustio, [KH]Jman and Aeroson for their Scripts.
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I'm glad you enjoyed playing this mission. :) I made some minor updates to the Scripts and added Task Destinations in the latest version 0.8.
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Updated to Version 1.2 I could finally narrow down why the players weren't loading their full gear at the beginning of a game, this should make the first objective alot easier.
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Hello ArmA Community! This Map isn't a complete new one but rather a redesign of my Co_6 Power to the People to a 10 Player Version with a different start and a different first objective. You'll start out in a Resistance Camp near a forest and your first objective is to stop a convoy that will be coming in from Girna to Agios Cephas. Once that is done, you need to attack Camp Maxwell and destroy the HQ and the cargo helicopter there, but watch out for helicopter reinforcements soon after! Your last objective is to attack Agios Cephas and to kill the Officer while you destroy the main buildings to render the Base useless for the Enemy. After that evacuate to the Resistance Camp at Jay Cove. Your primary source of Weapons and Supplys is the convoy, so try to not destroy the unarmed vehicles!. Theres a crate with basic supplys in your Camp but the Map relies on scavenging of fallen Enemys to complete it without having a nightmare. In case that you're lacking explosives for the objectives, theres always a crate hidden in or near a base with 5 explosive charges to use. There also aren't any rocket launchers until the last base so you have to use grenade launchers and grenades to deal with armed Ifrits! Features: Parameters: Time of Day, Terrain and Viewrange Respawn of Players and Offroads =BTC=Revive =BTC= Anti TK Script No Grenade in Base GET/SET Loadout to save your Gear Helicopter Reinforcements Minefields Download Links: v.1.2 http://www.file-upload.net/download-7436222/Coop_10_Stratis_Resistance_1_2.Stratis.pbo.html v.1.2 Armaholic Mirror: Stratis Resistance Co-10 [ALPHA] Version 1.0 now online: Changes: Rebalanced all Objectives Reworked the last Objective Fixed convoy getting stuck at a road blockade Version 1.1 now online: Changes: Fixed Base Tavor Trigger Added a Mortar Freefire Zone to Base Tavor Added Task Destinations to center on Tasks Version 1.2 now online: Changes: Fixed all starter loadouts to work on multiplayer servers Changed the inventory of the Convoy to work on multiplayer servers
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Updated to Version 1.1 Needed to do this update asap because the last trigger wasn't working as it should.
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Updated to Version 0.7 I had some feedback for adding 1-2 Rifles to the Girna crate for JiP or CtD players to ease up their life.
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Updated to Version 1.0.
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Hi Arma Community! This is the first Map that i've made for ArmA3 so Feedback from you guys would be highly appreciated. I have some experience with reworking ArmA2 Missions and editing set parameters or fixing typos in script files, but thats it. It's a 8 Player Coop Map for Blufor, where you have to sweep through a couple of base Objectives to get to the Airfield to end the Mission. You'll have to watch out for Minefields, Road Patrols and Helicopter Reinforcements along your way to victory. We did a couple of playtests with some Clanmates and the Linebackers Community (8 Players multiple Playthroughs) and despite a Script error with the Virtual Ammobox Script that seems to be only minor, everything is working as intended so far. It took us 3,5 hours to finish the Map. I had to adapt some Scripts from other Players cause i have basically no clue about Scripting myself, i'm still learning the basics of it. Thx to [KH] Jman and Tonic for their Scripts, these helped me to make this Mission possible! Features: Time of Day, Viewrange and Terrain can be set by Mission Parameters Virtual Ammobox v.07 Respawn of Players and Vehicles Vehicle Service Points for Land and Air Tasks for Mission Objectives with Triggers Triggered Helicopter Reinforcements Minefield's via Game Logic Revive Script No Grenade in Base Script Anti-TK Script Since i have no clue about adding enemys via Scripts, i've created groups and patrols with Waypoints, but it doesn't seem to affect the overall performance of the Map too much yet, so it's still playable with 5-8 Players. Version 1.3 dl: http://www.file-upload.net/download-7413968/Coop_8_Free_Stratis_v1_3.Stratis.pbo.html Version 1.3 dl: Armaholic mirror: http://www.armaholic.com/page.php?id=19530 Thank you for your Feedback! Edit: Thanks to the Linebackers Community, i got enough Feedback to rework my Map from v.07 to v.1.1. Link has been updated. v.07 now online Changes: Revive Script added Minefield's reworked Obj Markers reworked v.08 now online: Changes: Minefields now marked with Sign's, removed Map markers for Landmines AI Tweaked-- more realistic, less instagib Road Patrol Markers removed v.09 now online: Changes: Virtual Ammobox v.06 updated TK Punishment added Minefield directional Marker readded (Feedback request) v.095 now online: Changes: Performance increased. The placeable Mine Sign's were lowering FPS, changed to Map Markers. v1.0 now online: Changes: Revive Script v.0.6 updated Added Hidebody Option for AI after 3 mins (removing dead bodys for performance) Tweaked Helicopter Trigger's Better group setup for repairing vehicles and finding mines Working AI-AA Infantry v.1.1 now online: Changes: Added Checkpoint like Road blockades to Base Agios Cephas, Camp Mike and Camp Tempest Tweaked AI waypoints and placed AI on higher positions like Gastanks and Observation Posts Added Flags on the Map to mark all of the Bases Fixed a bug with black markers appearing on the map after the respawn of a Player v.1.2 now online: Changes: Fixed the Mission to work with the new ArmA 3 Alpha Patch (Galkin_F...) v.1.3 now online: Changes: No Grenade in Base Script added Virtual Ammobox 0.7 updated Objectives updated Description bug fixed
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Updated to v.1.3. Changes: No Grenade in Base Script added Virtual Ammobox 0.7 updated Objectives updated - I expanded the objectives at Maxwell, Mike and the Airfield with an additional "destroy target" part. Description bug fixed
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Updated Mirror to v.1.2. It'll work now with the new ArmA 3 Alpha Patch from the 25th of March.
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Virtual Ammobox System (VAS)
Mordegar replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
There seems to be a problem when editing a saved loadout and you try to get rid of your magazines, that it will load up your inventory with a random amount of 6.5mm magazines and hand or smokegrenades. It's a rare occasion, and some players on our server haven't encoutered that so far while others do it every match. -
(V. 0.6) Can anyone please confirm if setting BTC_respawn_gear = 1; to BTC_respawn_gear = 0; will break the respawn and your Character will get stuck in a Black Screen? This is currently happening to me. Next thing is, that with the default settings in 0.6 i had a strange bug with rectangle map markers being placed on the map for every dead player after they respawned. This happend in a multiplayer game on a dedicated server today, while this won't happen when i host the game for a multiplayer server. I'll report is this will happen again next game on the same server.
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Updated Mirror to v1.0. I hope the performance is now better than in 0.8-0.9.
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Seems like i had a corrupted downloadfile of your 0.6 Version the first time, because i tried it again with a new dl and now it's working again.
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I've double checked all Description and Init entries and it's still not working, i have no idea what the fault is. :( As i said, 0.5 is working like a charm, but 0.6 won't do the trick.
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Ok, i've removed the Ammobox and it's still not working so it's not the Virtual Ammobox. Do i have to set all of the triggers that you have built into your latest version 0.6 in your testmission? Maybe thats the reason... Edit: Ok, tried to setup all of those triggers and it's still giving me the black screen.
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BTC_revive_time_min = 5; BTC_revive_time_max = 600; BTC_who_can_revive = ["Man"]; BTC_disable_respawn = 0; BTC_respawn_gear = 0; BTC_active_lifes = 1; BTC_lifes = 10; BTC_black_screen = 0;//Black screen + button while unconscious or action wheel and clear view BTC_action_respawn = 0;//if black screen is set to 0 you can choose if you want to use the action wheel or the button. Keep in mind that if you don't use the button, the injured player can use all the action, frag too.... BTC_respawn_time = 10; BTC_active_mobile = 0;//Active mobile respawn (You have to put in map the vehicle and give it a name. Then you have to add one object per side to move to the mobile (BTC_base_flag_west,BTC_base_flag_east) - (1 = yes, 0 = no)) BTC_mobile_respawn = 0;//Active the mobile respawn fnc (1 = yes, 0 = no) BTC_mobile_respawn_time = 30;//Secs delay for mobile vehicle to respawn BTC_need_first_aid = 1;//You need a first aid kit to revive (1 = yes, 0 = no) BTC_pvp = 0; //(disable the revive option for the enemy) BTC_injured_marker = 1; BTC_vehs_mobile_west = [mobile_west_0];//Editable - define mobile west BTC_vehs_mobile_east = [mobile_east_0];//Editable - define mobile east Thats what i did set. Edit: (BTC_base_flag_west,BTC_base_flag_east) is not causing the problems like i thought because it was already in version 0.5 too. What i did is copy and pasted the 0.6 =BTC=_revive folder over the old, and reset my parameters to what it in 0.5 was and it gave me the black screen bug without initializing the respawn option.
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The version 0.6 seems to have problems if used together with the Virtual Ammobox, cause everytime i tried to respawn, the screen remained black and i got insta spawned back in my death position, forcing me to restart the map. We tested that out on a multiplayer server with 2 players and the new save after death values disabled and enabled. Version 0.5 is still working like a charm together with the Virtual Ammobox.
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v.1.2 now online: Changes: Fixed the Mission to work with the new ArmA 3 Alpha Patch Well, i have to admit that that Patch caught me off guard. Everything should now be working as before.
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Enemy AI using artillery.
Mordegar replied to Jayd33's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to adapt the mortar scripts in this thread for a multiplayer mission, but i'm stuck with a couple of problems that i hope you can help me to solve. The first script above is nice for firing on a marker position, but my problem with it is that i'd need more markers with a trigger set to each marker to rig a whole area with mortar zones. The second script above will target a random target even if its far away from the mortar zone, making it impossible to use it in a multiplayer mission with respawn. Can anyone help me with this? The best thing would be the second solution, where the mortar targets a bluefor guy entering the zone for a volley of shots with a radius dispersion. -
After playing a bit around with TOW and Konkurs launcher's, i find it hard to believe that TOW can be locked on and guided like a infrared or radar guided missile, while the Konkurs cannot be even locked on a target and thus you can't give your gunner's AI a target to shoot at with it. Both types of missiles are supposed to be SACLOS guided, while it's stated that the Konkurs missile is practically the russian counterpart to the TOW. This is also extremely unfair in PvP, where Bradley's can lock on and fire and forget their missiles, while a BMP 2 has to stop, change to the gunner seat, shoot and guide the missile by hand. (as it's supposed to be) My suggestion is, to downgrade the TOW to behave like the Konkurs, because it's more like a ground to ground hellfire missile in it's current state.
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Lock on with wire guided Missiles...
Mordegar replied to Mordegar's topic in ARMA 2 & OA - SUGGESTIONS
If the TOW should behave like it currently does, why should the Konkurs be unable to lock on like a TOW?!?. You can't aquire a target with it, no matter how hard you try. Same SACLOS guiding system, basically a copy of the TOW.