Cookieeater
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Posts posted by Cookieeater
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You'd probably become a very good marathon runner if you had this in ArmA III.
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You can skip this explanation if you are familiar with Counter-Strike.:)
Summary:
ArmA-Strike is a tactical TvT objective-oriented mission where each team attempts to complete their mission objective and/or neutralize the opposing team. There are two teams inside ArmA-Strike, the Terrorists and Counter-Terrorists. The Terrorist's objective is to plant and defend the bomb until it explodes at either Bombsite A and Bombsite B and/or neutralize all the Counter-Terrorists. The Counter-Terrorists objective is to defend Bombsites A and B until time runs out and/or neutralize all the Terrorists.
Terrorists:
- Plant and protect the bomb from any defuse operation
- Defend the bomb until it blows up
- Eliminate all of the Counter-Terrorists
Counter-Terrorists:
- Defend Bombsites A and B until time runs out
- Eliminate all of the Terrorists before the bomb is planted
- Defuse the bomb if it is planted.
Highlights:
- 5v5
- Asymmetrical gameplay
- No Respawns
- Spectator Mode upon death
- Time Limit(4 minutes for the Terrorists to plant the bomb, 2 minutes for the Counter-Terrorists to defuse the bomb)
- Music and Sound effects from Counter-Strike: Global Offensive
- Two spectator slots for people who only want to watch the match
Instructions:
Drop the ArmA-Strike.Stratis.pbo file into your MPMissions folder.
I HIGHLY recommended disabling third-person mode if you are hosting this mission.
In order to plant the bomb, a Terrorist has to be the explosive specialist. If the Terrorist holding the explosive charge dies, another teammate can pick up the explosive charge from the body and continue on with the mission.
Download Links:
http://filesmelt.com/dl/ArmA-Strike.zip
https://mega.co.nz/#!0M4iRIzL!bqIccGXuuMrRQCkpNhDFZX-FdqMzCAx6lVPgOwjCaS4
- Plant and protect the bomb from any defuse operation
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I'm trying to get a visible timer working in ArmA III. This script, made by [FRL]Myke, was originally designed for ArmA II yet works exactly the same in ArmA III. The problem is that this script, like in ArmA II, doesn't work on a dedicated server. The script works on single player and hosted multiplayer games, but only displays the 2nd argument("Reinforcments arriving...") when used on a dedicated server. How could I get this working on a dedicated server?
//nul = [951, "Reinforcements arrive:", "Reinforcements arriving..."] execVM "timer.sqf" private ["_remaining", "_ref", "_timer", "_msg1", "_msg2"]; _timer = _this select 0; _msg1 = _this select 1; _msg2 = _this select 2; _ref = time; "glt_timerMsg" addPublicVariableEventHandler {[] call glt_showCountdown}; if (isnil "glt_timeFormat") then { glt_timeFormat = { private ["_hours", "_minutes", "_seconds"]; _hours = 0; _minutes = 0; _seconds = 0; _seconds = _this; if (_seconds > 59) then { _minutes = floor (_seconds / 60); _seconds = _seconds - (_minutes * 60); }; if (_minutes > 59) then { _hours = floor (_minutes / 60); _minutes = _minutes - (_hours * 60); }; if (_seconds < 10) then { _seconds = format ["0%1", _seconds]; }; if (_minutes < 10) then { _minutes = format ["0%1", _minutes]; }; [_hours, _minutes, _seconds] }; }; if (isnil "glt_showCountdown") then { glt_showCountdown = { hintsilent glt_TimerMsg; }; }; if (isServer) then { while {_timer > 0} do { _remaining = _timer call glt_timeFormat; glt_timerMsg = format ["%1\n\n%2:%3:%4",_msg1, (_remaining select 0), (_remaining select 1), (_remaining select 2)]; publicVariable "glt_timerMsg"; if (local player) then {[] call glt_showCountdown}; _timer = _timer - 1; sleep 1; }; }; glt_timerMsg = _msg2; publicVariable "glt_timerMsg"; if (local player) then {[] call glt_showCountdown};
EDIT:
I fixed it by myself, but if anyone wants to know how to get it to work on a dedicated server, you need to replace "_timer = _timer - 1;" to "_timer = _initial - time;" so it'll look like this
//nul = [951, "Reinforcements arrive:", "Reinforcements arriving..."] execVM "timer.sqf" private ["_remaining", "_ref", "_timer", "_initial", "_msg1", "_msg2"]; _initial = _this select 0; _msg1 = _this select 1; _msg2 = _this select 2; _ref = time; "glt_timerMsg" addPublicVariableEventHandler {[] call glt_showCountdown}; if (isnil "glt_timeFormat") then { glt_timeFormat = { private ["_hours", "_minutes", "_seconds"]; _hours = 0; _minutes = 0; _seconds = 0; _seconds = _this; if (_seconds > 59) then { _minutes = floor (_seconds / 60); _seconds = _seconds - (_minutes * 60); }; if (_minutes > 59) then { _hours = floor (_minutes / 60); _minutes = _minutes - (_hours * 60); }; if (_seconds < 10) then { _seconds = format ["0%1", _seconds]; }; if (_minutes < 10) then { _minutes = format ["0%1", _minutes]; }; [_hours, _minutes, _seconds] }; }; if (isnil "glt_showCountdown") then { glt_showCountdown = { hintsilent glt_TimerMsg; }; }; if (isServer) then { while {true} do { _remaining = _timer call glt_timeFormat; glt_timerMsg = format ["%1\n\n%2:%3:%4",_msg1, (_remaining select 0), (_remaining select 1), (_remaining select 2)]; publicVariable "glt_timerMsg"; if (local player) then {[] call glt_showCountdown}; _timer = _initial - (time); sleep 1; }; }; glt_timerMsg = _msg2; publicVariable "glt_timerMsg"; if (local player) then {[] call glt_showCountdown};
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Thanks a lot, Loyalguard. This script works but turns out my mission is completely broken when running on a dedicated server. Thanks for the help though, I'll remember it when I get to this part again.
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I have used publicVariable, maybe I'm doing something wrong...
init.sqf:
publicVariable "scriptisactive"; scriptisactive = false; waitUntil { scriptisactive}; PlaySound "blah" titleText ["blah"} etc...
playeraction.sqf:
scriptisactive = true;
When the player activates playeraction.sqf, the code underneath "waitUntil {scriptisactive};" only runs for him, and not for the rest of the players in the game.
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I have a script that a player can run that changes a public boolean. Let's refer to this as "scriptisrun". If scriptisrun is true, then I want to execute some code. The problem is that inside multiplayer, the code only runs on the client and not the server. How can I get a client running the script to message the server to change a public boolean?
For clarification:
I have used publicVariable, maybe I'm doing something wrong...
init.sqf:
publicVariable "scriptisactive"; scriptisactive = false; waitUntil { scriptisactive}; PlaySound "blah" titleText ["blah"} etc...
playeraction.sqf:
scriptisactive = true;
When the player activates playeraction.sqf, the code underneath "waitUntil {scriptisactive};" only runs for him, and not for the rest of the players in the game.
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How can I spawn a model or object that serves as a visual aid? I want to create an explosive charge "prop", that does nothing except decorate an area. It cannot be picked up or intractable in any way what so ever.
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Adding the turning speed cap will damage the much smoother controls for a tiny bit of realism. Not worth it IMO.
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I see. Is there anyway I can globalexecute without CBA?
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In your trigger condition, type in
CONDITION:
triggerActivated nameoftriggerhere
For more documentation, go here.
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Hello, thank you for your time for porting over the script. Unfortunately, people in spectator mode aren't going to the debriefing screen after the mission is over. They have to press escape in order to see the debriefing. Was this a problem in the ArmA II script?
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How can I get titleText and PlaySound to display on the players screen even though he is still on the death screen? I have a mission where sound will play and text will appear when the player dies, yet the death effect(blurred vision and fading to black) overrides it.
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Hi, I am working on a scenario very similar to Counter-Strike where one team plants a time bomb and the other team defuses it. Right now in Vanilla ArmA III, explosive charges can be placed down and set for 40 seconds. How could I script an action so that an explosive charge is placed down and set for two minutes, and be defusable by the enemy team within those two minutes?
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I am making a TvT mission and one thing I want is different music for both sides. The problem is that when any of the teams hit their corresponding trigger for music, the custom music plays globally. How can I make it so that custom music can only be heard by one team?
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Yes, I agree with Psychomorph about mouse controls. Counter Strike and Quake have excellent mouse controls that should be transferred to Arma. Even though a soldier can't turn his weapon as fast as a person moving his mouse, they have a much easier time acquiring and aiming at their targets. Precise mouse controls are required for CQC. Limited turning speed has a very little impact in normal engagement distances other else than creating delay and lag. Limited turning speed in CQC hurts the players reaction times and gets them killed in Arma. In real life, twitch shooting is essential in CQC. The mouse controls are why CQC is so bad in Arma.
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It doesn't seem that hard, a lot of games involving ragdolled characters have two animations for getting up. One of them is when the back is facing the floor, and when the front is facing the floor. BIS can just mocap two animations, front and back, and then check which one to activate by determining the angle the torso is at when the body is at rest. Afterwards the ragdoll can interpolate it's bones to the animation.
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The cons outweigh the benefits of keeping negative acceleration. I'd sacrifice a bit of "realism" for a lot more smoother controls. Keeping negative acceleration on makes a very little impact in normal Arma engagement distances other else than adding in a lot of clumsiness. High mouse sensitivity will mess up a player in Arma. People turning up mouse sensitivity will actually impair themselves in a normal Arma firefight due to the long engagement distances, which require low sensitivity and pixel precision aiming. Even professional Counter-Strike players keep mouse sensitivity very low in order to be more accurate.
Disabling mouse deacceleration and turning rate cap = win-win situation
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The turn speed and weapon collision are given a lot of flak for why ArmA controls are clunky and break down in CQC. Instead of removing them completely, they could be streamlined quite a bit to make the game feel much more responsive. The limited turn speed makes the game feel laggy and awkward. In real life, your head isn't bolted to your gun. A way to make the game feel more responsive is to sync the mouse 100% to the players head, but still have the gun turn speed. This would make it that head movement is instantaneous, but the weapon would "lag" behind until it caught up with the head. I feel this would make ArmA III feel much more responsive and unobtrusive to the player. Weapon collision is the bane of all CQC in ArmA, getting people stuck in doors and preventing them from shooting over a table. Guns should be lowered automatically in a position where it'd block player movement. If a player is walking through a door sideways, the gun should automatically be lowered to prevent getting stuck in the doorway.
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I'd like manual gun cocking as well, or even something even more in depth such as Reciever's gun mechanics.
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Feigning death can easily be added in too by letting players choose the option to stay in ragdoll mode instead of going prone.
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Is it a good idea to allow ragdolling to simulate other events happening to the player other else than death? There are many other non-lethal ways that ragdoll can be implemented in to improve the immersion. After the ragdoll simulation is over, the player can either transition into the prone position, or the incapacitated position if wounded enough.
Situations that ragdoll could be used for other else than dying:
Being struck by a vehicle
Crippled by a nearby explosion
Shot in the leg or shot in the body with a high caliber round
Shot with a beanbag, or a grenade from a grenade launcher
Ejecting from vehicles while moving
Feigning death
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AbDEXtl51bc
Deferred shading would be amazing for a game such as ArmA as well. Right now, ArmA uses forward shading, which is fast for smallish lit scenes, but when lights stack up, the performance dramatically drops as the objects are rerendered multiple times. Deferred shading naturally runs slower than forward shading, but the massive benefit is that performance doesn't decrease with lights.
Forward lighting
Pros:- Fast
- Anti Aliasing on DX9
Cons:- Performance exponentionally decreases with more lights
Deferred lighting
Pros:- Lights do not decrease FPS
Cons:- Conventional Anti Aliasing does not work on DX9
- Slightly slower than forward lighting in scenes with few lights
For a setting like ArmA though, the pros for deferred lighting massively outweigh the cons. In a situation with multiple vehicles on fire, the FPS drops down massively, while with deferred lighting, the FPS would remain stable. It'd also allow lights inside buildings. -
ArmA needs much better lighting indeed. The HDR is such crap.
Official A3 campaign thread - discussion, wishlists & more
in ARMA 3 - OFFICIAL MISSIONS
Posted
I think the quotes should be removed from the next episodes. They felt annoying and out of place.