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Bulldog Six

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Posts posted by Bulldog Six


  1. Sounds good bro, I'm really hanging out for some PVP action Arma styles, I haven't tried this yet, waiting for new patch and see how she looks.. Also Im not sure what distances you have but I like the idea of longer distances for Arma, I don't think trying to replicate cod or bf distances in Arma would work or give the best result, or the result im looking for i should say... but dunno, never tried any PVP arma.

    There is some fog in my mission to reduce lagg and increase framerates, but the view distance should be far enough to suit everybody (you can see it in the screenshot 2 posts above). Giving the weather conditions and time of day it is kept both realistic and challenging.


  2. If it's for MP use (and if I understand correctly that means you want the lights switching on and off having global effects, so that other players can see the lights, too) the actions themselves are your least problem. I recently experienced lights being always local, no matter if you use createVehicle or createVehicleLocal.

    Hence you can't just execute a client-side script to create/delete the lights. It would make light on the executing machine, but not on any others. So the first thing you'd need to think about is locality and the design to use.

    I suggest a script that handles the light. Either create/delete lights or just switching their brightness.

    The pilot's action calls another script which does nothing else but to broadcast the action call, so every client machine can handle the lights for their own (by executing the handler script). The natural way would suggest the use of publicvariable and a corresponding publicvariable-eventhandler. Another, easier way would be using setvehicleinit, but trust me, you don't want to do that.

    Last but not least you should handle demolition of helicopters (then all clients need to destroy their local lights). And how to synchronize the light states with JIPs etc etc....

    It is not as hard as it may sound now. But for MP, I'm afraid it ain't is not that easy either.

    ...

    Thanks for the input Bon! I didn't know you were still around. We talked about my mission with each other on teamspeak a while back, I don't know if you recall that - I was online as 'app0815' (Knoll was also around).

    Hmmm, judging by your description it's certainly beyond my understanding in coding to realize by myself.

    @Loyalguard: for sure! I would like to know how you did it. Might be helpful for my project. :)


  3. It my be harder than you think, also will it be for MP use.

    Giving the option isn't hard but keeping track of the lights maybe.

    If you turn the light on in one vehicle then get out and into another you need two sets of lights now and so on.

    I agree, it's not that easy. but maybe easier than you might think.

    yes, for MP use!

    currently I have the combat lights attached to the transport helos (Blackhawk, Chinook and OPFOR Huey's). So the combat lights are always on in them. I just want to add the ability to turn them off and on again.

    you can take a look at it in my mission here (no further addon's required, just OA standalone):

    http://www.gamefront.com/files/20997344/AQoP_v0729.zip

    note: if you want to enter the pilot seat make sure to select a pilot in the unit selection screen or else it will kick you out of the chopper. I included the anti-collision lights for aircraft scripts by Combate Tático Brasil with which you can turn on and off the anti-collision lights as a pilot. but not the combat lights, that's where I need your help. the combat lights are directly attached to the choppers in the editor via init code - which I guess I would have to change to a script like the anti-collision lights but I lack the knowledge in coding to do it.


  4. Version 0.729 has been released! go get it boys & girls! :)

    Changes in 0.729:

    - added Anti-Collision Lights for Aircraft scripts by Combate Tático Brasil (scripts-ONLY Version, no add-on's AT ALL required)

    supported Vehicles are the UH1H Blackhawk, the AH64 Apache, the CH47 Chinook, the AI controlled C130 (emergency landing at mission start) and the AI controlled AH64 Apache base defence helicopter

    - fixed clipping error with a "jumping" AI soldier on a tank in BLUFOR's vehicle repair area

    - renamed mission to "AAS/PVP 68 A Question Of Perspective" for the mission selection page

    AQoP_v0729.jpg

    (actually looks much better in motion than on a screenshot)

    Get it because it's hothothot!


  5. hello? do you need additional information?

    it shouldn't be that complicated. basically, structurewise it should look kinda like this (I think):

    if DRIVER is PILOT and if combat lights are "OFF" then ADD_ACTION "turn on combat lights" (turn on combat lights -> if VEHICLE is UH1H use LIGHT SETTINGS 1; if vehicle CH47 use LIGHT SETTINGS 2; if VEHICLE is HUEY use LIGHT SETTINGS 3)

    if COMBAT LIGHTS are "ON" then PILOT ADD_ACTION "turn off combat lights" and REMOVE ACTION "turn on combat lights"

    if PILOT selects action "turn off combat lights" then REMOVE COMBAT LIGHT OBJECTS from LIGHT SETTINGS 1, 2 or 3 //depending on in which helo he's sitting

    preferrably all light settings should be accessible in the same file, but if it's easier to give each helo it's own light settings script then that's ok too.

    help me please! where's the code pro's?


  6. hey fellas!

    I have some helicopters in my mission which have a red combat light in them which is on by default. But I would like to give the pilot the option to turn it on and off. Can someone please help me with it?

    this is the code for my UH60 lights:

    light1 = "#lightpoint" createVehicleLocal [0,0,0];
    light1 setLightBrightness 0.02;
    light1 setLightAmbient [0.02,0,0];
    light1 setLightColor [1,0,0];
    light1 lightAttachObject [this,[-0.8,2.7,-0.5]];
    light2 = "#lightpoint" createVehicleLocal [0,0,0];
    light2 setLightBrightness 0.02;
    light2 setLightAmbient [0.02,0,0];
    light2 setLightColor [1,0,0];
    light2 lightAttachObject [this,[0.8,2.7,-0.5]];
    

    also how do I include slightly different codes for other helo types so one script works for different helos?

    I guess I need to use the addaction command and create lightOn and lightOff scripts which differentiate between different helo types and uses the proper code for them - but that's where I need your help. I need it for 3 helo types: the Blackhawk ("UH60M_EP1"), the Chinook ("CH_47F_EP1") and the Huey ("UH1H_TK_EP1"). Just use the same code for all helo types and I'll alter it for them accordingly.

    Please help me out fellas! How do I do this?


  7. Gnat;2034511']Smart-arse employers? LOL ..... no' date=' dumb arse users FFS ! :p

    - If your stupid enough to take a sick day (another one) then post pics of your (weeknight) on the town ..... dumbarse

    - If your applying for a job and leaving stupid updates and bad mouthing all your workmates and bosses ..... dumbarse

    Employers (yeh, like me) aren't stupid or behind the times. Just because you people can use social media doesn't mean we can't !

    ..... oh, btw, recruiting agencies also check you out ..... if you turn out to be a flake in social media, they won't waste much effort on placing you .... because they known most employers can research too ;)[/quote']

    Thanks, your reply just proves my point.

    ---------- Post added at 15:40 ---------- Previous post was at 14:56 ----------

    Why would facebook care enough to track down every users actions on the net after logging out?

    Because to have information about your browsing habbits may also prove useful to discredit you.

    an example: let's say you're a good guy wanting to change things for the better and running for congressman or some kind of community spokesman. But you have or had the habit to watch the occassional porn online every now and then (and c'mon, don't tell me you never watched porn online). If some power that be (opposition, press, lobbyists, etc) wants to remove you because they don't like your good-intent-agenda and depict you as some perv who likes to jerk off on porn sites - they CAN.

    I mean if they are stopping pedophiles, sexual predators, and terrorists and meth dealers, then they have my best wishes. Seriously, I don't have anything to hide.

    Everybody has something to hide. You just won't admit it or haven't thought about your statement thorough enough. Be it watching porn, browsing on activists/political websites, researching about how to make your own silencers or looking for an alternative to fossil fuels to save money and taxes.. there is always something.

    by the way: there is no such thing as 'Terrorists". the only real terrorists I've come across so far are called politicians. if you bought the disinformation on the mass media you are not as sceptical as you think.

    If the FBI wanted to come to my house or go through every detail of my life and past, I really have no objection. Seriously, if you have done nothing wrong, then why worry?

    Ha! You're just too naive.

    You'll think otherwise when FEMA comes by your house and tells you to obey.

    An example would be this: www.youtube.com/watch?v=zjum7kLuTGg

    And if you are dumb enough

    to post pictures and status updates of being smashed drunk during your

    sick days from work and whatnot, then that is your fault.

    You're right, but that's not the only thing an employer can hold against you. If he sees your facebook profile has been automatically updated late at night and you show up late for work coming up with some other excuse your credibility is out the window.

    I never put anything on my facebook that I wouln't want the govt or my grandma to see.

    It's not only about what you put in yourself. I posted earlier some articles on how facebook is keeping track of your habits without you even noticing it.

    You're one of those persons who believe whatever they want to believe - even though reality is far from it.

    Have a nice blue-pill day!


  8. Don't have the time to look into that presently, but if someone else would like to try, we could host/distribute it for those that would like to use it (presumably in A2 free?).

    No, not just for Arma2 free. For all mission makers who would like to include this great tool and don't want their mission to require downloading addons.

    It would be great if someone could find the time to make a script version. If I was better at scripting I'd do it myself. Most of it is already scripted, looks like it just needs some minor changes when one extracts the pbo. Dslyecxi stated he'd support such an improvement but lacks the time to do it himself.


  9. Update:

    Facebook tracks you even after you've logged out

    There is a saying:

    "Just because you're not paranoid doesn't mean they're not coming for you."

    Reading through some of the posts it is obvious that some here either can't grasp the power of information - or won't admit it.

    If you think facebook is gathering information for the benefit of you (i.e. to provide you with products of your interest), you're wrong.

    If you think the great number of active users is a weakness of facebook by which you can "hide in the crowd", you're wrong.

    If you think giving a fake name is enough to stay anonymous, you're wrong.

    You ARE the product.

    Your data IS being profiled automatically (yes, there are scripts and algorithms written for that).

    Your I.P. IS logged. Your profile data IS accessible to law enforcement & press when necessary.

    A common example about how your data can be used against you is when you are looking for a job. Smart(ass) employers will google your name & check your profile and ask you questions in an interview (based on the data you provide) which will make you blush. The information you provide in facebook may result in you losing your leverage and credibility when negotiating your salary (IF you make it to that junction, that is).

    That is just one example.

    Another would be what law enforcement can do with your data. Should you ever get in trouble with the (in)justice department, your data may be used against you. The press is also able to frame you based on your profile. A known example would be Anna Chapman, a russian sleeper.

    "As part of her cover, she (Anna Chapman) published her resume on LinkedIn and maintained a Facebook account, which featured her dabbling in glamour modeling, leading the press to caricature her as the ring's femme fatale."

    What I'm trying to teach you is: there's many ways to use your facebook data against you. Protect yourself and avoid it entirely if it's not too late.



  10. This probably is nothing to do with it but is this correct?

    {unassignVehicle _units; _units action ["getOut", _helo]} forEach _units _helo;

    Shouldn't it be

    {unassignVehicle _x; _x action ["getOut", _helo]} forEach units _units;

    As you say they're getting out so that probably isn't it but I've never seen it written as you have it.

    I just re-read and only the tail gunner gets out, this may be why then.

    you're right, I've altered that part from Demonized's code for the plane insertion of OPFOR units (which is similar to your code):

    {unassignVehicle _x; _x action ["getOut", _plane]} forEach crew _plane;

    I tried to alter in it a way so that the pilot stays in the plane while everyone else get's kicked out. I'm still a noob regarding scripting so I was experimenting with it but I got some things wrong appearantly so my altered version didn't work.

    I grew tired of trying to learn this language so I give up. I know what would be a good mission design but unfortunately I lack the coding skills to realize what I'm aiming for. It would be much easier if I had a good scripter with whom I could talk via skype or teamspeak about what I need done in coding instead of having to put it into writing in this forum - or if I could code it myself for that matter. But this code language is beyond my understanding. I'll just leave it as is until I find another way to do it.


  11. Gnat, don't waste your time on these people. They will never learn.

    ah! mr. know-it-all-better, eh? a real wiseguy. "these people"..pfft! like I care what generalizing people think. you just rant like the guy before you. lot's of blabla and no content.

    ---------- Post added at 16:26 ---------- Previous post was at 16:12 ----------

    Gnat;2025946']Great work guys!

    Another one from the ungrateful crowd ffs

    So ...... if they fix 95% of all the other bugs (and yes' date=' this ones not really a bug), you'd still be friggin whining about this one hey?

    Yeh, figured so.

    Bullshit .... none of you sad faced buggers can be bothered to count the HUNDREDs of things that this software/this developer does thats a) AWESOME b) not done in any similiar game.

    Well now, what subforum are you guys in now? ...... oh thats right, BETA TESTING!

    Tell your story walkin ........

    Holy shit, its like you've completely ignored the huge list of prior fixes !

    ................ huh? So everything else you said is erased here is it ? ffs[/quote']

    1. you always answer your own questions? you'll never hear what others have to say that way. and how is standing dead AI not a bug, hm?? quit trolling.

    2. I've seen less complex games make more fun. but when a game developer does something just 50%, it always sucks.

    3. *walking away* Once upon a time there was a troll named Gn...*inaudible*

    4. UNHOLY CRUD! NO! the end result counts. just because they korrekted thousands of their own mistakes, doesn't make them honorable. d'uh!

    5. I repeat it gladly for you: "All I'm saying is that these few developers who worked on this patch should have had more support by their colleagues in bugfixing and gamepolishing." (instead of moving on to the next all-promising and 50%-promise-keeping moneymaker).

    think before you post. and read carefully.

    anyway, I made my point. no point arguiing with you any further, since you have nothing to change my opinion and would be off-topic.


  12. I find metalcrazes input very meaningful. his statement has a point. I find it sad that you choose not to see it.

    he's right to be disappointed when there are so many things that are obviously not the way they should be. you may argue he had the chance to check out the product in a demo. but when playing a demo you would excuse such bugs saying "it's just an early version of the product. the developers are surely going to fix it until the final release of the product." - and that's where he is right - because they didn't. and he just mentioned one single issue and you find his argument offensive. and that is sad because it's just one of hundreds possible examples in this product which haven't been fixed in the patches already.

    I do not understand what people expect to achieve by patting the developers on the back when there are so many things that need fixing. it is a disappointed customer who wants the product quality improved - and not a satisfied one. so in fact it's his contribution that would make the developers take the time to improve the product (from which you would benefit as well in having a higher quality product) - and not because of those who are patting their backs for fixing something that should have been fixed in the very first patch.

    do you even remember what this patch fixes?

    Changes: Standing dead AI fixed. :bounce3: :yay:Let's ceeeeeelebrate good times, come on! :yay: :bounce3:

    So, I have to agree with metalcraze.. however: many, many thanks to the few dedicated programmers who haven't given this game up yet and kept working on it. Your effort is not unrecognized! (you might now think I'm contradicting myself) All I'm saying is that these few developers who worked on this patch should have had more support by their colleagues in bugfixing and gamepolishing. Thank you and keep it up please! Our hopes and dreams depend on you! :)


  13. I'm trying to modify the plane insertion script Demonized posted earlier so it would work for a insertion helo as well. but I failed in combining some of the code with kylanias planned extraction script where he managed to drop off units without the crew leaving the helo.. ..dunno how to get this to work. (I'll post an excerpt of kylanias script at the end of this post)

    this is how I modified it so far:

    if (!isServer) exitWith {};
    
    // here is the name of the players that will make use of the helo insertion at start.
    _units = [baf_1,baf_2,baf_3];
    _helo = _this;
    
    _copyWp_to_placeHolder_Group = {
    if (!isServer) exitWith {};
    // here we create a new placeholder group for the waypoints.
    _newGrp = createGroup (side (driver _this));
    // and copy the waypoints to the placeholder group.
    _newGrp copyWaypoints (group (driver _this));
    _newGrp
    };
    
    _track_JIP = {
    if (!isServer) exitWith {};
    _helo = _this select 0;
    _units = _this select 1;
    _runIt = true;
    while {_runIt} do {
    	{
    		if (isPlayer _x AND !isNull _x AND !(_x in _helo) AND (_x getVariable ["heloInsertion", true])) then {
    			_x assignAsCargo _helo; _x moveInCargo _helo;
    			_x setVariable ["heloInsertion", false, true]
    		};
    	} foreach _units;
    	if (isNull _helo OR (_helo getVariable ["heloInsertion", false])) then {_runIt = false};
    	sleep 0.01;
    };
    };
    
    _land_etc = {
    if (!isServer) exitWith {};
    _helo = _this select 0;
    _cnt = _this select 1;
    
    _pilot = driver _helo;
    _grp = group _pilot;
    
    _helo lock true;
    // here we wait for the helo to land and the pilot to exit.
    //	waitUntil {!(_units in _helo)};
    waitUntil {this and ((getpos (thislist select 0)) select 2 < 1)};
    //	this and ((getpos (thislist select 0)) select 2 < 1)
    
    // here we auto kick out anyone still inside the helo.
    _helo lock false;
    waitUntil {!(locked _helo)};
    waitUntil{{_x in _helo} count units group _units == 0};
    {unassignVehicle _units; _units action ["getOut", _helo]} forEach _units _helo;
    
    // set another name to the vehicle.
    _VarName = format["%1_%2",(vehicleVarName _helo),_cnt];
    _helo SetVehicleVarName _VarName;
    _helo Call Compile Format ["%1=_This ; PublicVariable ""%1""",_VarName];
    
    // here we wait until all is out then get the pilot back in and make him fly to the marker called deleteHelo.
    //	waitUntil{{_x in _helo} count units group _units == 0};
    //	waitUntil {(count (crew _helo)) == 4};
    //	_pilot assignAsDriver _helo;
    //	[_pilot] orderGetIn true;
    //	waitUntil {_pilot in _helo};
    _pilot doMove (getMarkerPos "deleteHelo");
    _grp setSpeedMode "FULL";
    
    // here we wait until the helo is near the marker, then delete it and its pilot and the group.
    waitUntil {(_helo distance (getMarkerPos "deleteHelo")) < 80};
    _pilot setPos (getPos _helo);
    {deleteVehicle _x} foreach [_pilot,_helo];
    deleteGroup _grp;
    };
    
    _type = typeOf _helo;
    _typeP = typeOf _pilot;
    _pos = getPos _helo;
    _name = vehicleVarName _helo;
    _cnt = 0;
    
    waitUntil {!isNull (driver _helo)};
    
    // here we run the functions on the first helo (the one placed in editor).
    _null = [_helo,_units] spawn _track_JIP;
    _null = [_helo,_cnt] spawn _land_etc;
    _newGrp = _helo call _copyWp_to_placeHolder_Group;
    
    // after 30 seconds, delete pilot, helo, and group if no players active in the _units array.
    sleep 30;
    if ( ({isplayer _x} count _units) == 0 ) then {
    _pilot = driver _helo;
    _grp = group _pilot;
    _pilot setPos (getPos _helo);
    {deleteVehicle _x} foreach [_pilot,_helo];
    deleteGroup _grp;
    };
    _name = vehicleVarName _helo;
    waitUntil {isNull _helo OR (vehicleVarName _helo) != _name};
    
    while {true} do {
    // wait until there are players in the units that have not been inserted and the helo has departed from the airport to delete point.
    waitUntil {({isplayer _x AND (_x getVariable ["heloInsertion", true])} count _units) != 0 AND (isNull _helo OR (vehicleVarName _helo) != _name)};
    
    // here we recreate the helo.
    _helo = createVehicle [_type,_pos,[], 0, "FLY"];
    _helo lock true;
    _helo SetVehicleVarName _name;
    _helo Call Compile Format ["%1=_This ; PublicVariable ""%1""",_name];
    
    // here we recreate the pilot in the placeholder group and move him into the helo and he should start on first wp.
    _pilot = _newGrp createUnit [_typeP, [0,0,200], [], 0, "NONE"];
    _pilot assignAsDriver _helo; _pilot moveInDriver _helo;
    
    // make sure pilot is driving before continuing.
    waitUntil {(driver _helo) == _pilot};
    
    // here we spawn a code to run to check and add the other units if they join while we are flying.
    _null = [_helo,_units] spawn _track_JIP;
    
    // here we run the code for the landing and deleting.
    _cnt = _cnt + 1;
    _null = [_helo,_cnt] spawn _land_etc;
    
    // here we create a new placeholder group for the next helo.
    _newGrp = _helo call _copyWp_to_placeHolder_Group;
    
    // wait 1 second then start over at top.
    sleep 1;
    };
    

    could someone please check the part where the player is supposed to get out of the helo?

    what I can't get to work is:

    -helo (chinook) lands at transport unload waypoint (keeps engines running)

    -helo unlocks at touchdown (or 1m height)

    -all players are autokicked out of helo (not the crew)

    -helo takes off again to the deleteHelo marker where it's deleted

    so far the helo lands, shuts the engine off, the tailgunner gets out, gets in as copilot and the chinook stays on the ground forever.

    can anyone find the errors in the script?

    I commented some stuff out because I wanted the crew to stay inside, but the tailgunner still gets out. (total helo crew is 4, because the helo is a chinook; pilot, gunner left, gunner right and tailgunner).

    Cheers

    excerpt of kylanias planned extraction script:

    // ... off we go by setting a TRANSPORT UNLOAD waypoint.  
    // It'll auto boot the leader once there, but he'll have to tell the others to get out.
    wp1 = _chGroup addwaypoint [_end, 20];
    wp1 setwaypointtype "TR UNLOAD";
    wp1 setWaypointStatements ["","transportHelo land ""GET OUT"""];
    
    // Wait till the player's group is out of the helo.
    waitUntil{{_x in transporthelo} count units group _unit == 0};
    
    // Once they are out, set a waypoint back to the start and clean up by deleting the helo and landing pads.
    wp2 = _chGroup addwaypoint [_start, 20];
    wp2 setwaypointtype "MOVE";
    wp2 setWaypointStatements ["true","{deleteVehicle _x} forEach crew transporthelo; deletevehicle transporthelo;"];
    deleteVehicle _lzPickup;
    deleteVehicle _lzDropOff;
    


  14. I'm using this little repair script for my mission where the civilians can repair their vehices. Just modify it to your needs (instead of civilians able to run this script make it for pilots):

    /*
    CIVILIAN FACTION SIMPLE VEHICLE REPAIR SCRIPT - by Demonized & app0815
    
    put this in the init line of the vehicles which are to be repairable:
    _id = this addAction ["Repair", "scripts\repair.sqf", [], 1, false, true, "", "(getDammage _target) < 1 AND (getDammage _target) > 0 AND (side _this) == civilian AND (vehicle _this) == _this"];
    
    in conjuction with the vehicle respawn script I'm using it looks like this (the "_id= this add..." code is twice in here. once for the current vehicle placed in the editor and once for the same respawning vehicle):
    veh = [this, 100, 0, 0, false, false, "_id = this addAction [""Repair"", ""scripts\repair.sqf"", [], 1, false, true, """", ""(getDammage _target) < 1 AND (getDammage _target) > 0 AND (side _this) == civilian AND (vehicle _this) == _this""];"] execVM "scripts\vehicle.sqf"; _id = this addAction ["Repair", "scripts\repair.sqf", [], 1, false, true, "", "(getDammage _target) < 1 AND (getDammage _target) > 0 AND (side _this) == civilian AND (vehicle _this) == _this"];
    
    */
    
    _vehicle = _this select 0;		// this is the vehicle.
    _playerUnit = _this select 1;		// this is the repairing player.
    _playerUnit playMove "ActsPercSnonWnonDnon_carFixing2";		// here the player starts the repair animation.
    sleep 10;		// some sleep time for the repairs to take place
    _vehicle setDammage 0;	// here we reset the damage of the vehicle to 0.
    hint "Vehicle repaired!";
    
    //_vehicle setFuel 1;	// here we fill up the fuel tank. (uncomment this if you want to refuel the vehicle as well)
    
    // this is a sqf script so it will exit here on its own, no need to end it.

    I'm not sure if the hint message is global or just received by the person repairing.. you might wanna look into that or remove the hint message entirely.

    make sure you alter the path and name of the repair script to yours script file.


  15. Nice effort there mate. The loading screen is also very well done.

    To me the scale of the mission is too large though. Less zones or at least less

    far apart would focus the game more.

    You have a major issue by overwritting nil though (nil = ...);

    Regarding the locations being further apart: that's realism mate! :) The flagzones are well selected and are key to gain control over Takistan. Plus it gives the civilian faction time and enough places for ambushes. I'm probably going to add more player slots to have more units at the locations while others are underway.

    I fixed the nil issue and updated the files available on the first post! Thank you very much for pointing this out and helping fixing this! :)


  16. Introducing... "A Question Of Perspective"

    ==================================================

    a AAS/PVP 68 player mission by app0815 AKA Bulldog Six

    ==================================================

    NEW! Beta Version 0.729 released!

    Download from Armaholic FTP #1:

    AAS/PVP 68 A Question Of Perspective v0.729

    Armaholic FTP #2:

    AAS/PVP 68 A Question Of Perspective v0.729

    Gamefront Mirror:

    AAS/PVP 68 A Question Of Perspective v0.729

    FEATURES:

    - 68 Players (PvP AAS)

    - 3 Factions: BLUFOR, OPFOR and CIVILIANS (Jokers)

    - 3 different interactive intros (Locals, US Army and German KSK)

    - Revive/medic system

    - Out of the ordinary mission deployment

    - Commander roles for main factions (SATCOM-System)

    - UAV control (Laptop/Terminal Humvee)

    - Loadable/unloadable and paradropable cargo (vehicles and ammo crates)

    - Ramdomly spawning Takistan Army Ambient Combat AI enemies (Takistani home advantage)

    - AI Ambient Civilians (giving the CIVILIAN faction the ability to blend in if not behaving suspicious)

    - AI base defences

    - Anti collision lights for aircraft

    - Combat lights for transport helicopters

    - Eastereggs (!), minigames and content that you would usually just find in singleplayer games (such as eavesdropping on funny conversations, radio broadcasts, music, etc.)

    - Living bases with much attention to detail

    - No addons required (all built-in scriptwise) - OA standalone suffices!

    - SF Squad members can teleport to SF Squad Leader (1 squad per Team)

    and much more..

    are YOU up for the challenge? I'd like you to reconsider..

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    CONTENTS

    1. Installation

    2. Developer Contact

    3. Changelog

    4. Credits

    1. INSTALLATION

    Unlike many other missions/mods this mission does not require ANYTHING ELSE besides the standalone 'Operation Arrowhead' - and yet it's packed with a lot of extras.

    Copy the "aqop_pvp_aas.takistan.pbo" into your Operation Arrowhead\MPMissions directory.

    You can delete the README if you wish to.

    You will find the mission among the Takistan missions - look for AAS/PVP 68 A Question of Perspective. Enjoy!

    2. DEV CONTACT

    If you think you can help in the further development of this mission send me a PM.

    I could certainly need a scripter to help me implement what I have in mind. I'm basicly aiming for a ArmA2:PR AAS kind of mission type.

    3. CHANGELOG

    0.729

    - added Anti-Collision Lights for Aircraft scripts by Combate Tático Brasil (scripts-ONLY Version, no add-on's required)

    supported Vehicles are the UH1H Blackhawk, the AH64 Apache, the CH47 Chinook, the AI controlled C130 (emergency landing at mission start) and the AI controlled AH64 Apache base defence helicopter

    - fixed clipping error with a "jumping" AI soldier on a tank in BLUFOR's vehicle repair area

    - renamed mission to "AAS/PVP 68 A Question Of Perspective" for the mission selection page

    0.727

    - Maximum number of players increased to 68 (2 x 31 players BLU- & OPFOR + 6 players CIVILIAN jokers)

    - SF Squad Members can now teleport (rally up) to the SF Squad Leader (if he's alive)

    - BAF units added

    - Unlocked AH-64D (Apache) and Mi-24D (Hind).

    - Weather changes and base modifications

    0.722

    - Viewdistance increased

    - Time of day changed slightly

    - Reduced fog

    - Removed a couple animated units in the BLUFOR base (animations are eff'd-up)

    - Added lighting effects

    0.721

    - Fixed reserved nil issue of SATView Trigger (changed nil to nul) - thx to .kju

    - Removed IR strobes from ammo crates

    - Added uplink initialization timer for the OPFOR SATView system

    0.72

    - Initial Release (16.09.2011)

    4. CREDITS

    Many thanks to the following contributors who made this mission possible (scripts, advice, playtesting, etc.)!

    A-SUICIDAL

    BonInf

    BTK

    CarlGustaffa

    DeadSmile187

    DeadWalking

    Demonized

    johnnboy

    .kju

    kylania

    Loyalguard

    Lzryde

    Mandoble

    PixelArtStudio

    Planck

    [sBS]mac

    Stone187

    sxp2high

    Tophe of Östgöta Ops

    Xeno

    ..and all those who I forgot to mention!

    Special thanks to the dedicated scripters of this community who helped me out when I needed their expertise.

    Known Bugs:

    Paradropped ammocrates are not usable, they have to be unloaded on the ground (helos must land).

    A little hint for some audio eastereggs: hang around the radio in the BLUFOR UAV Hangar and also stand by the BLUFOR airport tower to eavesdrop on another easteregg. Wait till the base defence helicopter is further away before you go there to be able to hear it properly. Have fun!

    Download from Armaholic FTP #1:

    AAS/PVP 68 A Question Of Perspective v0.729

    Armaholic FTP #2:

    AAS/PVP 68 A Question Of Perspective v0.729

    Gamefront Mirror:

    AAS/PVP 68 A Question Of Perspective v0.729

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