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Rytuklis

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Everything 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. 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}; { };
  3. I installed Notepad ++ and used the plugin provided, however, the Notepad finds no errors in my syntax and i'm positive that the error is not in CFGSounds, because it was like this before and worked until I added the CfgIdentities. Edit @Larrow: Thank you a lot! That fixed it! You're my hero :D.
  4. 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; }; };
  5. Hello. In singleplayer campaigns when you get assigned a mission a black box in the upper screen pops up with the text "Task assigned: task name" and the assigned icon. How do I do that?
  6. Hey guys, I need to make a convincing combat scene in the city and I need the group to appear at the designated location and start the firefight as soon as a certain event happens. Using triggers and conditions synchronized with waypoints does not give the effect I need.. I need an element of surprise..
  7. 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
  8. Thank you gentlemen, these have worked, however, the problem is I need to spawn the Guerillas (FIA), not the US soldiers and i cant find the unit name for them. Any ideas?
  9. At which point of the code im supposed to add the title? Can you please edit one line of that code to be correct?
  10. 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?
  11. 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
  12. 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
  13. 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?
  14. But that's not what I need. What I need is that in the debriefing section where your ratings are, there is a text that's supposed to summarise the mission. Effects button is completely other stuff.
  15. I've noticed that in most missions when a task is created, succeeded or failed, a task hint in black box on the top appears. However, mine doesnt. Is there some special command for it?
  16. How do I create the first person cutscene like the one that happens in BIS's survive campaigns? Such as when you walk into the camps and so on?
  17. Thank you for your advice! I do indeed have play withSix and I'll go ahead and download the HD stuff.
  18. You simply MUST play the OFP Campaign.. You don't realise how much you're missing...
  19. I need help. AIA works, the islands work and all, and in the editor I can see CDF, US units and so on, but upon placing them in the editor and playing, they mostly appear as US Soldiers with missing vests and so on. Help?
  20. I didnt realise its refference but now that you mention it, I remember the Code Foxtrot!! Epic!!! OMG Im so happy about ARMA III's campaign so far!
  21. How do I switch player to an another soldier and how do I hide the previous soldier he was in? Also How do I make player for example approach a civilian, then suddenly loose control of his soldier, there is a conversation sequence, and then the player regains the control of his player?
  22. 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?
  23. And once they approach, i set them to captive false?
  24. Hey there. I recently came up with a new idea that I was thinking of doing, however, I'm not sure if people would be interested in it. Basically it's a brand new concept for a campaign. As you probably have noticed, ARMA II has a neat feature to switch between playable units. What I came up with is that there would be missions purely based on tactics - player wouldnt be provided with anything apart from the information that he has on the map, he would be given several squads and armored platoons at his disposals, and by using them, he would have to successfully complete the objective. He could use these units by using the switch unit key. What do you think? WOuld this work?
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