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Rytuklis

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Posts posted by Rytuklis


  1. Author: Rytuklis

    Version: 1.0

    Required Addons: N/A

    Mission Description: This mission is part of my upcoming campaign that follows its own plot and timeline and disregards the main campaign events.

    CSAT Coalition have invaded their neighbouring Altian Island. Sergeant Eugene Kostas finds himself in the middle of the CSAT invasion.

    Features: Partial voice acting (Intro), Music from ARMA: Resistance and ARMA III.

    Known Bugs: N/A

    ChangeLog: Currently none

    Download link: (15MB) https://www.mediafire.com/?zfgric8gaqbs38d

    Armaholic mirror:

    - Resistance: The Invasion


  2. Thanks a lot! This fixed it!

    ---------- Post added at 10:24 AM ---------- Previous post was at 09:52 AM ----------

    Ok.. What the hell is wrong with it now? I added the CfgIdentities and it went fubar again, even though everything is identical to how it should be..

    ///////////////////////////////////////////////////////////
    // Armed Assault Description File
    // Created with ArmA Edit - Version 1.3.4000
    ///////////////////////////////////////////////////////////
    
    showCompass = 0;
    showGPS = 0;
    showWatch = 0;
    overviewtext = "";
    author = "Rytuklis";
    onLoadName = "01: The Invasion"; 
    onLoadMission = "CSAT Coalition have invaded their neighbouring Altian Island. Sergeant Eugene Kostas finds himself in the middle of the CSAT invasion.";
    loadScreen = "images\loadscreen.jpg";
    
    // NOTE: Your sound/radio files must be in the ...\mission\sound
    // folder and your music files in the ...\mission\music folder.
    class CfgSounds
    {
    // List of sounds (.ogg files without the .ogg extension)
    sounds[] = {nw1, resis1};
    
    // Definition for each sound
    	class nw1
    {
    	name = "nw1"; // Name for mission editor
    	sound[] = {\sound\nw1.wav, db + 0, 1.0};
    	titles[] = {0, ""};
    };
    class resis1
    {
    	name = "resis1"; // Name for mission editor
    	sound[] = {\sound\resis1.wav, db + 0, 1.0};
    	titles[] = {0, ""};
    };
    };
    class CfgDebriefing
    {
    class End1
    {
    	title = "You have survived!";
    	subtitle = "You have reached the stronghold.";
    	description = "You are alive and safe, but the CSAT Forces have taken the island and the only opposition left are the various AAF Squads scattered around the island. Sooner or later, they will come after you.";
    	pictureBackground = "images\pic2.jpg";
    	picture = "images\pic1.jpg";
    	picturecolors = {1.0,1.0,1.0,1};
         };
    };
    class CfgIdentities
    {
       class Eugene
       {
         name = "Eugene Kosta";
         nameSound = "Leventis";
         face="GreekHead_A3_09";
    glasses="None";
    speaker="Male03GRE";
    pitch=1.1;
       };
       class Aleksis
       {
         name = "Aleksis Authenaus";
         nameSound = "Stavrou";
         face="GreekHead_A3_07";
    glasses="None";
    speaker="Male04GRE";
    pitch=1.1;
       };
    };


  3. Upon adding the debriefing option my game refuses to load the mission, saying there's some code error in the CfgDebriefing. Help?

    ///////////////////////////////////////////////////////////
    // Armed Assault Description File
    // Created with ArmA Edit - Version 1.3.4000
    ///////////////////////////////////////////////////////////
    
    showCompass = 0;
    showGPS = 0;
    showWatch = 0;
    overviewtext = "";
    author = "Rytuklis";
    onLoadName = "01: The Invasion"; 
    onLoadMission = "CSAT Coalition have invaded their neighbouring Altian Island. Sergeant Eugene Kostas finds himself in the middle of the CSAT invasion.";
    loadScreen = "images\loadscreen.jpg";
    
    // NOTE: Your sound/radio files must be in the ...\mission\sound
    // folder and your music files in the ...\mission\music folder.
    class CfgSounds
    {
    // List of sounds (.ogg files without the .ogg extension)
    sounds[] = {nw1, resis1};
    
    // Definition for each sound
    	class nw1
    {
    	name = "nw1"; // Name for mission editor
    	sound[] = {\sound\nw1.wav, db + 0, 1.0};
    	titles[] = {0, ""};
    };
    class resis1
    {
    	name = "resis1"; // Name for mission editor
    	sound[] = {\sound\resis1.wav, db + 0, 1.0};
    	titles[] = {0, ""};
    };
    
    class CfgDebriefing
    {
    class End1
    {
    	title = "You have survived!";
    	subtitle = "You have reached the stronghold.";
    	description = "You are alive and safe, but the CSAT Forces have taken the island and the only opposition left are the various AAF Squads scattered around the island. Sooner or later, they will come after you.";
    	pictureBackground = "";
    	picture = "";
    	picturecolors = {1.0,1.0,1.0,1};
    {
    };
    


  4. Hello again.

    So I have a cutscene at the beggining of the mission (it's in the actual mission, not the intro) but I can't get it to terminate after it's done and switch to gameplay. Help?

    This is my code:

    ; ****************************************************************
    ; Script file for Armed Assault
    ; Created by: TODO: Author Name
    ; ****************************************************************
    
    titleCut ["Four hours later..","BLACK FADED",4]
    ~4
    titleCut ["","BLACK IN",2]
    
    _camera = "camera" camCreate [3614.17,10183.72,0.48];
    _camera cameraEffect ["internal","back"]
    
    ;comment "14:52:02";
    _camera camPrepareTarget [-76523.34,-47826.02,-14576.42];
    _camera camPreparePos [3614.17,10183.72,0.48];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 2
    @camcommitted _camera
    
    ;comment "14:52:02";
    _camera camPrepareTarget csat2;
    _camera camsettarget csat2;
    _camera camPreparePos [3614.17,10183.72,0.48];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 4
    @camcommitted _camera
    
    ~6
    
    ;comment "14:52:02";
    _camera camPrepareTarget aleksis;
    _camera camsettarget aleksis;
    _camera camPreparePos [3614.17,10183.72,0.48];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 7
    @camcommitted _camera
    
    titleCut ["","BLACK OUT",2
    ~2
    titleCut ["","BLACK FADED",2]
    ~2
    titleCut ["","BLACK IN",2]
    player switchmove "Acts_starterPistol_out"
    
    _camera = "camera" camCreate [3613.32,10183.21,1.51];
    _camera cameraEffect ["internal","back"];
    
    ;comment "15:03:30";
    _camera camPrepareTarget [-48813.88,-72832.21,-18955.82];
    _camera camPreparePos [3613.32,10183.21,1.51];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 5
    @camcommitted _camera
    
    camdestroy _camera
    
    camintroend = true


  5. Neither of the mentioned methods worked.. This is what I did:

    My cutscene script

    ; ****************************************************************
    ; Script file for Armed Assault
    ; Created by: TODO: Author Name
    ; ****************************************************************
    
    showcinemaBorder false
    _camera = "camera" camCreate [9292.85,20328.67,134.92];
    _camera cameraEffect ["internal","back"]
    
    ;comment "19:26:23";
    _camera camPrepareTarget [82711.22,-46332.73,13038.85];
    _camera camPreparePos [9292.85,20328.67,134.92];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 4
    titleCut ["Abderos, Altis. Present..","PLAIN DOWN"]
    @camCommitted _camera
    
    ;comment "19:28:01";
    _camera camPrepareTarget [82711.22,-46332.73,13038.91];
    _camera camPreparePos [9285.59,20335.21,40.75];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 8
    titleCut ["Abderos, Altis. Present..","PLAIN DOWN"]
    @camcommitted _camera
    
    cdrive = true
    guerattack = true
    
    _camera = "camera" camCreate [9466.24,20100.10,0.58];
    _camera cameraEffect ["internal","back"]
    
    ;comment "19:30:36";
    _camera camPrepareTarget [-88646.07,742.99,113.76];
    _camera camPreparePos [9466.24,20100.10,0.58];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 0
    @camcommitted _camera
    
    ;comment "19:32:00";
    _camera camPrepareTarget civguer1
    _camera camsettarget civguer1
    _camera camPreparePos [9464.11,20097.19,0.90];
    _camera camPrepareFOV 0.306;
    _camera camCommitPrepared 13
    @camcommitted _camera
    
    civguer1 lookat grd1 
    titleCut ["","BLACK OUT",3]
    ~3
    civguer1 setdir getdir "tpciv"
    civguer1 setpos getmarkerpos "tpciv"
    grd2 dotarget civguer1
    titleCut ["","BLACK FADED",4]
    ~4
    
    _camera = "camera" camCreate [9458.96,20098.70,1.59];
    _camera cameraEffect ["internal","back"]
    
    titleCut ["","BLACK IN",3]
    
    ;comment "19:45:56";
    _camera camPrepareTarget [-25328.32,-69637.05,-27039.82];
    _camera camPreparePos [9458.96,20098.70,1.59];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 0
    grd1 switchMove "Acts_ComingInSpeakingWalkingOut_5"
    titlecut ["Show me your papers.","PLAIN DOWN"]
    @camcommitted _camera
    
    ;comment "19:47:12";
    _camera camPrepareTarget [-53012.51,96890.88,-14005.83];
    _camera camPreparePos [9459.88,20093.61,1.76];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 8
    @camcommitted _camera
    
    _camera = "camera" camCreate [9455.03,20097.27,2.07];
    _camera cameraEffect ["internal","back"]
    
    ;comment "20:16:27";
    _camera camPrepareTarget civguer1
    _camera camsettarget civguer1
    _camera camPreparePos [9455.03,20097.27,2.07];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 4
    @camcommitted _camera
    
    _camera = "camera" camCreate [9936.85,20068.09,0.88];
    _camera cameraEffect ["internal","back"]
    
    ;comment "20:18:06";
    _camera camPrepareTarget [102420.42,57340.51,-7447.01];
    _camera camPreparePos [9936.85,20068.09,0.88];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 6
    titleCut ["Hold fire Annton! Await Eugene's code phrase.","PLAIN DOWN"]
    @camcommitted _camera
    
    _camera = "camera" camCreate [9457.67,20092.99,1.51];
    _camera cameraEffect ["internal","back"]
    
    ;comment "20:24:58";
    _camera camPrepareTarget [18641.34,119565.91,4672.79];
    _camera camPreparePos [9457.67,20092.99,1.51];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 6
    titleCut ["What the hell is wrong with you infidel? I said show me your papers! Who are you?","PLAIN DOWN"]
    grd1 switchmove "AidlPercMstpSrasWrflDnon_G02_player"
    @camcommitted _camera
    
    _camera = "camera" camCreate [9455.03,20097.27,2.07];
    _camera cameraEffect ["internal","back"]
    
    ;comment "20:16:27";
    _camera camPrepareTarget civguer1
    _camera camsettarget civguer1
    _camera camPreparePos [9455.03,20097.27,2.07];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 4
    titleCut ["I'm your grim reaper..","PLAIN DOWN"]
    @camcommitted _camera
    
    ;comment "20:24:58";
    _camera camPrepareTarget [18641.34,119565.91,4672.79];
    _camera camPreparePos [9457.67,20092.99,1.51];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 2
    titleCut ["What?","PLAIN DOWN"]
    grd1 switchmove "AidlPercMstpSrasWrflDnon_G02_player"
    @camcommitted _camera
    
    guerattack = true
    
    civguer1 addweapon "hgun_P07_F"
    civguer1 addmagazine "30Rnd_9x21_Mag"
    
    _camera = "camera" camCreate [9936.85,20068.09,0.88];
    _camera cameraEffect ["internal","back"]
    
    ;comment "20:18:06";
    _camera camPrepareTarget [102420.42,57340.51,-7447.01];
    _camera camPreparePos [9936.85,20068.09,0.88];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 1
    sniper doFire trg1
    @camcommitted _camera
    
    civguer1 enableAI "move"
    civguer1 lookat grd2
    civguer1 dotarget grd2
    civguer1 dofire grd2
    grd1 setDamage 1
    playsound "resis1"
    
    titleCut ["","WHITE FADED",1]
    ~1
    titlecut ["","WHITE IN",1]
    
    _camera = "camera" camCreate [9467.07,20097.86,1.32];
    _camera cameraEffect ["internal","back"]
    
    ;comment "13:24:23";
    _camera camPrepareTarget [-43832.09,-64446.59,-3265.59];
    _camera camPreparePos [9467.07,20097.86,1.32];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 0
    @camcommitted _camera
    
    ;comment "13:25:07";
    _camera camPrepareTarget [2293.28,-79584.68,-3265.33];
    _camera camPreparePos [9464.14,20100.60,1.38];
    _camera camPrepareFOV 0.700;
    grd2 switchmove "AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright"
    _camera camCommitPrepared 4
    @camcommitted _camera
    
    [] exec "spwnguer.sqs"
    
    _camera = "camera" camCreate [9448.54,20261.63,15.47];
    _camera cameraEffect ["internal","back"]
    
    ;comment "20:48:12";
    _camera camPrepareTarget [-72342.73,-24957.54,-35431.02];
    _camera camPreparePos [9448.54,20261.63,15.47];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 0
    @camcommitted _camera
    
    ;comment "20:48:37";
    _camera camPrepareTarget [-7635.66,-71568.36,-35428.70];
    _camera camPreparePos [9406.43,20325.39,26.04];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 7
    @camcommitted _camera
    
    ;comment "20:49:00";
    _camera camPrepareTarget [97686.29,-10105.55,-35427.05];
    _camera camPreparePos [9308.49,20296.47,42.05];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 17
    @camcommitted _camera
    
    titleCut ["Resistance","BLACK OUT",3]
    ~3
    titleCut ["Resistance","BLACK FADED",5]
    ~3
    titleCut ["Resistance","BLACK IN",3]
    
    ;comment "20:49:00";
    _camera camPrepareTarget [97686.29,-10105.55,-35427.05];
    _camera camPreparePos [9308.49,20296.47,42.05];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 3
    @camcommitted _camera

    My spwnguer script

    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos1"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos2"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos3"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos4"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos5"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos6"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos7"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos8"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos9"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos10"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos1"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos2"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos3"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos4"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos5"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos6"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos7"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos8"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos9"),[],0,"None"];
    _x = group1 createUnit ["B_Soldier_F",(getMarkerPos "spwnpos10"),[],0,"None"];

    Help?


  6. Several hundreds, lost count. Many of which, would have been ones I made for the group.

    __

    Your not war-gamers, are you.. ;) come on, own up..:rolleyes:

    Campaigns are simple games nailed onto, what is, a great format idea, i.e. the editor, mod/addon making ability ('military' sandbox).. The campaigns are simply there to sell the product, they could have released the editor alone with mod/addon making ability, as it is now, and it would still have been worth a few hundred pounds to buy, its gold this series (not the campaigns)... A2 is far more geared to that side (wargaming), at the moment, it may change later down the road..

    Dude, I do agree that BIS campaigns have been... well.. not that good in ARMA 1 and 2, but believe me sir, just please do, BIS have done a wonderful job on Operation Flashpoint campaign. You wouldn't believe how fucking epic it is. It is just great. The story is emotional, it's very linear, it doesn't have any plotholes, when you're playing the campaign you actually get the feeling of being lost when you dont know whom or why youre are fighting. Trust me man.. You just have to play BIS's campaign of OFP.. Please.. Atleast try


  7. @ Rytuklis

    This mod is outdated a little bit in that it only remapped the A2 to units to some A3 units. You should also download and use the AiA High Quality Addon with this mod, as it will replace the A2 units with 3rd party A3 units, as A3 does not have the Russians or Chedakis built in. You would also then need to download the custom made units. I suggest you install Play With Six to update this. It is easier as it downloads and unpacks all the related mods.

    Or you can just use the older A2 units in A3, but you have to give up using A3 units as those do not mix due to the way the clothing system works.

    Note not all A2 mod works fully or without bugs or at all. You just need to try it one mod at a time.

    Thank you for your advice! I do indeed have play withSix and I'll go ahead and download the HD stuff.


  8. I'll be honest with you, I hate ARMA II briefing system, it was much easier to make and use in OFP, yet in ARMA II everything is so damn complicated.. I still can't figure out how to make a proper debriefing. All my briefings, notes and tasks are made in game. So, for End 1 I have a file in my mission folder called briefing.htm, here are it's contents:

    ; ****************************************************************
    ; Script file for Armed Assault
    ; Created by: TODO: Author Name
    ; ****************************************************************
    
    <html>
    
    <head>
    <meta http-equiv="Content-Type" content="text/html; charset=windows-1250">
    <title></title>
    </head>
    
    <body bgcolor="#FFFFFF">
    
    <! --- ----------------------------->
    <! --- Debriefings               --->
    <! --- ----------------------------->
    <hr>
    
    <br>
    <h2><p><a name="Debriefing:End1">Title</a></p></h2>
    <br>
    <p>
    The Chernarussian Defence Force was forced to retreat from Elektrozavodsk. The city has been lost to uknown enemy force.
    </p>
    <br>
    
    <hr>
    
    <br>
    <h2><p><a name="Debriefing:End2">Title</a></p></h2>
    <br>
    <p> 
    Write description of End2 here.
    </p>
    <br>
    
    <! --- End of Debriefings        --->
    
    </body>
    </html>

    However, upon end 1, the debriefing text does not appear.. Help?


  9. WARNING! CAMPAIGN SPOILERS!!!

    In the first mission of ARMA III, when the island is overrun and you must reach safety with your buddy, you run to forest to get to safety. Then Sgt. Adams says "Jesus.. We're alive, but for how long?" . Did anyone else kind of a satisfied nostalgia feeling? That was the exact same words your commander says in Operation Flashpoint (AKA ARMA Cold War Assault) when the Morton attack fails and the Soviets overrun Everon, and in the next mission your whole squad is massacred. Thanks for putting this refference in, BIS, it's nice to see you still remember your old grandpa :D


  10. Hello, I am trying to do a convincing convoy ambush cutscene. The cutscene fades in as the convoy is driving past the road and at the certain point it is ambushed. Now, I tried placing three groups of opfor and add waypoints to them "NEVER FIRE" and "STEALTH", then i synced them with a trigger. Once the convoy would enter a certain area, the trigger would activate by an external script and they would proceed into a farer waypoint, which says "OPEN FIRE, ENGAGE AT WILL" , behaviour "SAFE" and speed "FULL". Yet I cant get them to ambush the convoy on time, Theyre late or most of the time they get spotted by the convoy and opened fire upon, even though the convoy is set to never fire. How do i add a great element of surprise and make the convoy be ambushed at the exact time i want it to happen?

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