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Melmarkian

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Everything posted by Melmarkian

  1. Hi, I know this has most likely been asked & answered before but i cannot find a thread with the solution: How can I implement a "Mission failed" with a reload option? When I place a trigger with "LOSE", all progress in the mission is lost. thank you
  2. Tested them: "CONTINUE" Don´t know what it does. Nothing special happens. "LOSER" You get the debriefing and can load saves or quit. "KILLED" You get killed. With normal loading/restart/end screen. Thanks!
  3. thanks, will try it when i´m home from work.
  4. Hi, I have started making a few missions (maybe campaign) and want to add an intro for the first one. There is one scene where the camera follows a plane for a short time but the camera always stutters when it tries to follow it. This is the camera config i´m using. #Loop _camera camsettarget badplane1 _camera camsetrelpos [-7,-40,10] _camera camPrepareFOV 0.700 _camera camCommit 0 ;@camCommitted _camera ? camtrig3 = true : goto "Tower" goto "Loop" I tried a few different angles but camera doesn´t seem fast enough to follow the plane correctly. I´m adding the mission where it happens (done with the great Camp Fortress Template from Ei8ght :) ). You can see it in action when you run the preview in the intro. Mission: http://www.mediafire.com/?vzovx093liz6b6o Hopefully i removed all addons. Sorry if you can´t open it.
  5. Melmarkian

    [CAMP/OA] Operation Mighty Justice

    Great Campaign bardosy! Played it already 3 times now.
  6. Thanks! The setvelocity is a bit too complex for just a single scene at the moment. I will try it in the future. For now i will just use an hidden second sniper very close to the target.
  7. Hi, I thought about something like that: free = false; _civs = [civ1, civ2, civ3, civ4, civ5]; {_x disableAI "Move"} foreach _civs; civ1 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Sykes"; civ2 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Ohara"; civ3 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Cooper"; civ4 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Rodriguez"; civ5 switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Sykes"; sleep 5; waituntil {free}; {_x switchMove "";_x enableAI "Move";} foreach _civs; No need for a while{] when nothing is done or checked every run. It will just do the switchmoves and then wait until free is true. Then execute the code after the waituntil.
  8. Hi, I´m no expert but you could use waituntil {free}, so it halts until free is true and then goes on. Edit: And i just noticed i cannot read the variables in this colour. Colour blindness for the win! :)
  9. Melmarkian

    [SP] Broken Arrow 1-3

    Hi, Updated first post with non-ACE Version of Broken Arrow 1 - 3. Have fun!
  10. Hi, Part 4 of my Broken Arrow series is ready! In this mission you get a few jobs from the locals to sabotage the oppressing takistani army. Be careful not to get caught! This one doesn´t require any addons Broken Arrow 4: Locals Overview: James Ashcroft and John Klusaki of Team Fox in a secret mission to earn the trust of the takistanis. Kill a evil Colonel, Deliver messages to your contacts and blow a building up. Also included is a classic retreat! Requirements: - No addons required (I played it with ACE and ZEUS without problems) Features: - Undercover system (You are setcaptive by default, unless you are discovered) - intro/briefing Hints: - The enemy will discover you when stay near an OPFOR unit or shoot a weapon too near one. - When the enemy discovers you, you have two options: 1. Get a distance of ~150 m between you and the enemy forces 2. hide somewhere (will take some time) - When you carry a primaryweapon you will be recognized by the enemy. - You will lose if your buddy is killed. - Don´t worry if your group stays behind when you flee at the end. They learn to de- and rematerialize when you enter the vehicle! Broken Arrow 4: Locals Download link: http://www.mediafire.com/?200qu7x37n62398 Armaholic mirror: - Broken Arrow 4 thanks Big! Have fun! Feedback is welcome
  11. Melmarkian

    Revealing undercover units

    Hi, There is a good example at kylania´s page: http://www.kylania.com/ex/?p=98
  12. Sorry, its not what i want. I want to end a mission if a specific task failed. But I don´t want to force the player to start the mission from the beginning. I can workaround this if I kill the player on taskfailed, so he can reload a savegame, but isn´t there another way?
  13. Melmarkian

    [SP] Rob the enemy

    Hey, I started messing around with the editor 2 weeks ago and really liked it a lot. I try(!!) to construct a campaign at the moment and so far i have 4 missions that are ready to be played but lack a lot of polishing (And they are horrible mod dependent which is causing me a lot of trouble to remove). So now i decided to release one of the missions (acually number 4) here. The briefing is not finished because i´m having difficulties at setting up english texts( as you may noticed :) ). But I included a few chats to clarify some things. Overview: Your Squad and group of Takistani Locals try to rob some weapons and supply. You will begin at the south of Karachinar and fight your way to a supply depot in the southern part of the town. When the area is cleared, one of your allys will move the truck with the supplys to the meeting point. You will then advance to the north and clear this part of Karachinar. There is a truck standing by for you to load the crates at the enemy camp (You need to park the truck near the crates to get the loading action). Then try to make it to the meeting point. http://www.mediafire.com/?987ko45kgkr4365 Armaholic mirror: - Rob the enemy Thanks Big! There is no intro, because it wouldn´t make much sense without the campaign context. Hopefully everything in the mission works as it should. hint: if the first truck is damaged you get a chance to repair it. The chat is modified in that case and you get some time to fix it. Thanks to Monsada for the great UPSMON! I hope you enjoy the mission!
  14. Melmarkian

    [SP] Rob the enemy

    Updated the mission in the first post just a little bit: Simplified the last part a bit. The heli now works without guard and you should encouter it more likely. Ending should work now.
  15. Melmarkian

    [SP] Broken Arrow 1-3

    Hey, Thanks for your feedback! I´m working on mission 4 and 5 at the moment. Sorry for the error in mission 3. It was dependent on zeus and jtd. I updated the mission 1 and 3. 1 should be a little bit better fps now and 3 is without jtd and zeus addon. When the campaign is finished I want to add a weaponpool and probably use savestatus for the soldiers.
  16. Melmarkian

    [SP] Rob the enemy

    I will follow your hint with the addons in the future. I got really enough problems with them. I know what could have went wrong with the last bit: The Drone will always follow you, the script center it always at your position. But the Heli can sometimes pick the remaining guerillias as targets. I have to delete them or set captive.
  17. Melmarkian

    A2WarMod Release

    I just wanted to say thank you for your great compilation. A2Warmod was the first mod I used and i really love playing with it.
  18. Melmarkian

    [SP] Rob the enemy

    Hey, I´m glad you enjoyed the mission. About the not ending: I have to fix it. The mission only ends when you are at the dropsite and the enemy aircraft is down. I thought the friendly soldiers would kill them when you reach the meeting point. And there should be a few AA weapons at the site. But there is clearly a message missing to point you at that. The other missions are nearly ready. Intro/outro and briefing for mission 1-3 is 95% done. I just can´t get rid of the ACE dependence of them, so the first version will require it.
  19. Hi, I got a question about creating waypoints: I wrote a script to let a unit circle around a position this one _target = _this select 0; _offset = _this select 1; _radius = _this select 2; _group = _this select 3; _start = _this select 4; hint format["Gruppe: %1", _start]; while {alive _target && alive _group} do { while {(count (waypoints _group)) > 0} do { deleteWaypoint ((waypoints _group) select 0); }; switch (_start) do { case "n": {northp = 0; eastp = 1; southp = 2; westp = 3; hint "north"; }; case "e": {northp = 1; eastp = 0; southp = 3; westp = 2; hint "east";}; case "s": {northp = 2; eastp = 1; southp = 0; westp = 3; hint "south" }; case "w": {northp = 3; eastp = 2; southp = 1; westp = 0; hint "west" }; default {northp = 0; eastp = 1; southp = 2; westp =3; hint "default"; }; }; sleep 1; _p1 = [(getposATL _target select 0) + _offset, (getposATL _target select 1), (getposATL _target select 2) ]; _p2 = [(getposATL _target select 0) , (getposATL _target select 1) + _offset, (getposATL _target select 2)]; _p3 = [(getposATL _target select 0) - _offset, (getposATL _target select 1), (getposATL _target select 2) ]; _p4 = [(getposATL _target select 0) , (getposATL _target select 1) - _offset, (getposATL _target select 2)]; sleep 1; _wp1 = (group _group) addwaypoint [_p1, _radius, eastp]; _wp1 setWaypointType "MOVE"; _wp2 = (group _group) addwaypoint [_p2, _radius, northp]; _wp2 setWaypointType "MOVE"; _wp3 = (group _group) addWaypoint [_p3, _radius, westp]; _wp3 setWaypointType "MOVE"; _wp4 = (group _group) addWaypoint [_p4, _radius, southp]; _wp4 setWaypointType "MOVE"; _wp5 = (group _group) addwaypoint [_p2, _radius, 4]; _wp5 setWaypointType "CYCLE"; sleep 50; }; hint "Over"; This one works for landbased units without a problem, but when i insert a heli as follower the waypoints are instantly completed. Could this be a problem with the height of the waypoints? Thanks!
  20. Thanks again. It works better with sqf. It just takes some time to change the syntax because the camera always safes sqs lines.
  21. Melmarkian

    Question about waypoints

    Thanks so far! The Heli gets the waypoints and in case of the northern starting one it does a complete circle. But they popup every second. When i play the heli, the first one shows up normally. As soon as the distance is like 400m the waypoints start popping up endlessly. edit: But i noticed it does the same when i set the waypoints this way in the editor with cycle at the end. Is there a way to decrease the completionradius? When i set setWaypointCompletionRadius it doesn´t seem to change it for helis.
  22. Hi, I am trying to get a plane with a group loaded to land an unload the group. My first try was like this: Added a plane with the init action["Land" and a waypoint on the airfield with the waypoint "Transport Unload". The result is that they are jumping out nearly midflight and a few of them getting killed. second try: Added plane (osprey namd plane0) with the action["land"] and the groupleader of the cargo group with the init: gr0 = group this; {_x moveInCargo plane0} foreach units gr0; event = plane0 addEventHandler ["landedstopped", {{unassignVehicle _x} forEach units gr0} ] This way they are never disembarking and the event never gets activated. Maybe i´m doing something wrong with the eventhandler?
  23. Hi, I´m testing ACE2 at the moment, but there is one thing i can´t figure out: I want to remove the recognition system and use the vanilla interface with the green/red names and distances. On the feature site it says: To disable the recognition system you can put this somewhere in any init line. ACE_NO_RECOGNIZE = true; publicVariable "ACE_NO_RECOGNIZE"; I don´t know what init line in this context means and where to put this line. :confused:
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