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helling3r

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Everything posted by helling3r

  1. Hello, i want to bring to your attention the release of my Defend the Base! Scenario. This release is Version 31, which should be fairly stable as its in development since 09/2012. What is "Defend the Base"? This mission models a fixed infantry scenario (platoon sized) where one force attacks a prepared and fortified defensive position and must conquer it in a specified time. Defenders can build various fortifications, weapon systems and gear. Starting positions and mission weather conditions are freely choosable. Attackers are a standard rifle platoon with weapons squad and a 60mm mortar section. It can be played in different modes (TVT, COOP against an AI attacker or alone). It is a somewhat assymetric scenario and meant to be played in two rounds, at least if its played in TVTs. Please refer to the provided README for in-depth details about the concepts and the missions details. Also there is some documentation in the mission briefing. Core features 1-85 players supported (platoon sized scenario), but can be also played without AI Highly dynamic setup: Defenders choose defensive position freely; then Attackers can select their staging area, time and weather Higly dynamic defence: Defenders can build static defenses, fortifications, gear, weapons, etc through a COIN interface ACE and ACRE mod integration Supports JIP and spectator Realism and gameplay widely customizable through mission parameters Playable as SP (with teamswitch), TVT, COTVT, COOP, with or without friendly AI (HighCommand support) Focusses on teamplay: Medic is important and can build an CCP Score system enables usage as competetive mission in leagues Play endless variations of the classic attack/defence scenario Where can i get it? What do i need to run it? All Versions need CBA, ACE and ACRE. Chernarus: http://silencers.de/~army/mpmissions/arma2/dtb/cotvt85(1)_defendthebase_a2_v31.chernarus.pbo Takistan: http://silencers.de/~army/mpmissions/arma2/dtb/cotvt85(1)_defendthebase_a2_v31.takistan.pbo ThirskW: http://silencers.de/~army/mpmissions/arma2/dtb/cotvt85(1)_defendthebase_a2_v31.thirskw.pbo (additionally needs KuiK's Winter Camo Pack) I appreciate your feedback and/or bug reports. Oh, and let me tell you that i am already working on a port for Arma3...
  2. helling3r

    [COOP/TVT/SP] DefendTheBase

    Any feedback already? I would be very interested in testing and performance results above 40 palyers.
  3. helling3r

    [COOP/TVT/SP] DefendTheBase

    Yes, it was a mistake; sorry. I corrected it above.
  4. Hi there, i keep getting errors with a .hpp i made for a GUI. I cannot see any error, however arma.rpt complains... Please advice! The errors: File gui\gui_transferMoney.hpp, line 88: '/TransferCOINFunds/controls/Value_DP_D ash.text': Missing ';' prior '}' File gui\gui_transferMoney.hpp, line 92: '/TransferCOINFunds/controls/Value_OP_D ash.text': Missing ';' prior '}' File gui\gui_transferMoney.hpp, line 88: '/TransferCOINFunds/controls/Value_DP_D ash.text': Missing ';' prior '}' File gui\gui_transferMoney.hpp, line 92: '/TransferCOINFunds/controls/Value_OP_D ash.text': Missing ';' prior '}' The code: // // GUI to transfer money from ones local COIN account to another player. // #define TextLeftX 0.020 #define HandlesLeftX 0.220 #define ValuesLeftX 0.555 #define ButtonsLeftX 0.750 class TransferCOINFunds { idd = -1; // set to -1, because we don't require a unique ID onLoad = "[""initGUI""] ExecVM ""gui\gui_transferMoney.sqf"""; movingEnable = false; // no movement while the dialog is shown class controlsBackground { class MainBack : RscText { x = 0.010; y = 0.010; w = 0.950; h = 0.380; moving = 1; colorBackground[] = {0, 0, 0, 0.6}; }; class MainFrame : MainBack { colorText[] = {0, 0, 0, 1}; style=ST_FRAME; }; class MainTitle : RscText { x = 0.020; y = 0.023; w = 0.930; h = 0.050; text = "Transfer funds"; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0, 0, 0, 0.8}; sizeEx=FONT_SIZE_BIG; }; }; class controls { // Labels class Text_TargetPlayer : RscText { x = TextLeftX; y = 0.130; text = "Target player:"; sizeEx=FONT_SIZE_NORMAL; }; class Text_FundOP : Text_TargetPlayer { y = 0.180; text = "Offensive Points:"; }; class Text_FundDP : Text_TargetPlayer { y = 0.230; text = "Defensive Points:"; }; // Target selection and ammount-sliders class TargetUnit_Box : RscComboBox { idc = 22050; x = HandlesLeftX; y = 0.135; w = 0.500; }; class FundsOPSlider : RscXSliderH { idc = 20002; x = HandlesLeftX; y = 0.180; w = 0.300; }; class FundsDPSlider : RscXSliderH { idc = 20003; x = HandlesLeftX; y = 0.230; w = 0.300; }; // Value labels class Value_OP_Sel : RscText { idc = 22001; x = ValuesLeftX; y = 0.180; text = "0000"; sizeEx=FONT_SIZE_NORMAL; }; class Value_DP_Sel : Value_OP_Sel { idc = 22002; y = 0.230; }; class Value_DP_Dash : Value_DP_Sel { x = ValuesLeftX+0.06; text="/"; }; class Value_OP_Dash : Value_OP_Sel { x = ValuesLeftX+0.06; text="/"; }; class Value_OP_Cur : Value_OP_Sel { idc = 22003; x = ValuesLeftX+0.08; }; class Value_DP_Cur : Value_DP_Sel { idc = 22004; x = ValuesLeftX+0.08; }; // Buttons class ButtonOPTransfer : RscButton { x = ButtonsLeftX; y = 0.145; text = "transfer"; action = "dtb_COINTRANSFER_MenuAction_TransferFundsType = 0; dtb_COINTRANSFER_MenuAction = 1"; }; class ButtonDPTransfer : RscButton { x = ButtonsLeftX; y = 0.205; text = "transfer"; action = "dtb_COINTRANSFER_MenuAction_TransferFundsType = 1; dtb_COINTRANSFER_MenuAction = 2"; }; // close button class ButtonClose : RscButton { idc = 1; x = 0.430; y = 0.300; text = $STR_DISP_CLOSE; onButtonClick = "closeDialog 0;"; }; }; };
  5. Hi there, thank you for your reply. All the constants are defined in the defaults.hpp. The dialog appears and works as intended, i can see no error in-game. Also i cannot find the specified syntax error, the RPT prints out. It truly prints it two times, so maybe that points to a obfuscated other problem.
  6. No, they are alive for sure. Sometimes, a reconnect also helps for a specific slot...
  7. Hi, i have an strange issue with a mission i made. The JIP-Players are regular slots previously occupied by AI, no special scripts involved. I run @ACE. If a player joins such a slot, he will spawn at the ocean from time to time... whats the problem with that? What causes that, what did i wrong?
  8. helling3r

    ACE for OA 1.13

    I opened a ticket for it so it will get attention: https://dev-heaven.net/issues/70861 My guess is, that it is a problem with the PMR not being deactivating the black curtain.
  9. helling3r

    ACE for OA 1.13

    Hi there, i have the same issue; what am i doing wrong? The spectator script fires correctly (called from the respawnAsSeagull.sqf script) but remains all black when the PMR sendet me to the unconsious state and i died within it.
  10. Hi, i am searching for a way to mimic the firing effect of a mortar. I only need the sound; but it would be cool also to have the muzzle effects. - sounds: i know how to play it, but i lack a list showing me the right name of the sound to play. - effects: i had no success using various instances of the "fire" and "action" commands. How can i play the effect of the mortar being fired? It is the ACE 60mm US mortar.
  11. The event handler is initialized from the script that deploys the mortar. The shell is now moved to [0,0,5000] and then deleted instantly. This fixes the problem of the exploding shell when the event handler fired.
  12. Hello, i want to create winter camo for a winter mission without to force the player to use mods. Is there a way to load such a camo for units? Or can i somehow "tint" the already present textures? I already played with setObjectTexture and "hiddenSelectionsTextures" but i was not able to create any effect (probably i do something wrong). player setObjectTexture [1, (getArray(configFile >> "CfgVehicles" >> (typeOf player) >> "hiddenSelectionsTextures")) select 1]; //^^ and friends like these. Nothing worked so far :( The units i use are default USMC and Chernarus insurgents. Classes e.g.: - GUE_Commander - GUE_Soldier_CO - GUE_Soldier_Medic - USMC_Soldier_SL - USMC_Soldier - USMC_Soldier_Medic - etc Would be glad if there would be some solution that depend entirely on script and content thats already there (so no custom textures .paa files if possible please). Thank you for pointing me in the right direction!
  13. How do i do that? How can i know on which units i have to call that thing to swap the camo?
  14. Is there some sort of list i can query? Or how can i check hiddenSelections without having to do it via the editor?
  15. Well, that sounds bad. Is there any other way to create winter camo without using mods?
  16. And, is it compatible with ACRE, meaning the question you asked is "TRUE"?
  17. That did the trick, thank you! // in the event handler: (_this select 6) setPos [0,0,-1000]; deleteVehicle (_this select 6);
  18. Okay by principle it works very well. However, it seems that the shell explodes directly after the round was shot, killing the gunner. :(
  19. My weather is already synced at mission start and JIP. I am just searchng for an elegant method to keep the weather "as is", so eg rain persists during the mission, regardless how long it may take. One currently working option is to have setRain in a loop, but i wanted to know if there are better solutions.
  20. Hi, i am aware of various weather scripts, however i am interested in the general functions that deal with the set* function calls, not with synchronisation isses or other problems. Is it true, that the only way to force constant, not changing, weather is to have set* in a loop? Or are there other options, like for example disabling some simulation? i mean, something actually changes the local values that are reported by e.g. 'rain' or 'fog'-commands. Especially with fog, calling the setFog function gives a nasty visual side effect of a jumping fog barrier...
  21. Hello, im currently working on a TVT mission where the weather is selectable by scripts. In the result there are setFog (etc) calls that are executed locally on all clients when the server side script selects the weather. How can i ensure that the weather stays the same during the mission on any client?
  22. Hello, i try to addAction a script to a object that is created dynamically through the mission, but i have problems with the addAction adding. I already googled around and im aware that addAction is local only. Situation in detail: - Via COIN, a player can create various objects. - One such object is a barbed wire (object tpye is not important, it also does not work with other objects) - When the object is created, i broadcast an CBA-GlobalEvent to let all other clients know that the new Object exists. The object is a parameter of that event. - An event listener executes a local addAction command, attaching the script in question to the newly created object. - The event gets executed on any client correctly, but it looks like the object itself is not available as parameter. The script is syntactically correct. Whats supposed: The event gets executed correctly. However the action does not show up. I suppose that the object-parameter is not working as object-objects are local too (so i cannot transport them over net as parameter)? Question: How can i reference the object in question on other clients when the object is created from a remote client?
  23. Hello, yes, because the eventing was not the problem. The problem was the execution of the addAction noit having the desired effect. Because of that i thought it was irrelevant how the event is defined and fired. The event handler script itself is posted above, and it is also correctly executed (meaning: event is risen successfully and also catched nd processed). However, now its replaced by an globalExecute and now it works fine. I think there was some problem with the locality of "_this" (maybe the cba eventing stuff transforms the type of the parameters somehow).
  24. Hi again, i have problems with the addAction to a razor wire fence (class Fort_RazorWire). I successfully perform an addAction to the wire object, but the problem is, that you have to point your mouse exactly at a specific place and thats very hard to find. Players wont find it funny to search that handle under the pressure of bullets flying. The addAction works very fine with other objects, but the Fort_RazorWire makes problems. How can i make the razor wire such that the action occurs reliably? Can i attachTo some invisible solid object to the center of the wire and add the action to this? ---------- Post added at 00:45 ---------- Previous post was at 00:37 ---------- EDIT: the ACE object MAP_Fort_Razorwire works better, however its still not very user friendly... :(
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