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swiso

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Everything posted by swiso

  1. Can anybody suggest me a trigger command that end the mission as a failed mission (I will use "End4" for this) if BLUFOR ( the only playable side) kill a civilian ? ( or let say a certain amount of civilians...like 3) Thanks !
  2. Hello, I was resuming an old mission that I abandoned some time ago, because of the difficulty of finding a mod that allowed a diver to attach explosive charges to patrol boats moored in a port. Tried that last week, and it look that without loading any mod, this is now possible... Can anyone confirm this ? Thanks
  3. Found the reason ! My fault... I had version 961 on Bornholm... and probably is a modified version even tough I see the KP logo when mission load. Tried with latest version on Altis and is perfect ! Thanks.
  4. I would like to know from the developer of this mission if this is a function available only on dedicated servers, or it should be available even when played locally... At the moment this is the only reason I believe why I cannot see this option.
  5. https://steamcommunity.com/sharedfiles/filedetails/?id=1634554304
  6. Yes, and in that wiki page, there is no mention that will work only in dedicated servers ( and that it will not work on local host server). I have a FOB and two facilities. The problem is that I am not able to access the "Logistic Overview" menu.... I don't see that option anywhere... Look here : https://steamcommunity.com/sharedfiles/filedetails/?id=1634552077 And these are the only options I have: https://steamcommunity.com/sharedfiles/filedetails/?id=1634554304
  7. Yes, I already captured a couple of factories. Maybe is a feature that can only use on online servers....don't know.
  8. You mean at the Large or Small storage area ? In that case, yes...same resutls. I fogot to add that I play this mission on local host...not on online server.
  9. Hello, and thanks for this great mission. I have a question though.. How do you access the Logistic menu ? I tried both in Commander slot, at a FOB, with and without AI Logistic option enabled on the preferences, but I am not able to enter this menu. What I am missing ? Thanks
  10. Sorry if already asked but didn't find any info about bullets performance of the various weapons included in this mod... Does exist any kind of database with these informations ? Thanks and keep up the good work mate !!
  11. swiso

    Prei Khmaoch Luong

    Very nice map !!! I have a problem ...when I play locally it work fine but when I load it on a dedicated server I receive this eror message : "bin\config.bin/CfgWorlds.prei_Khmaoch_Luong" Any idead what the problem could be ? Thanks for any help...
  12. Hello all, I am crating a mission where BLUFOR attack an airfiled. I would like the OPFOR to call for reinforcements (let say 1 CAS plane ,1 attack chopper, 2 transport choppers with troops) the moment they are attacked, but I would like them to appear no sooner than 30 minutes after the call. I placed an OPFOR officer in the control tower and he is "grouped" to the plane and choppers. I followed this tutorial ( ) for the choppers to load unload OPFOR troops, and it work great.The only problem is that, at the moment BLUFOR attack the airfiled, 2-4 minuts later all the choppers and the plane appear over the airfiled. How I should do to delay the appearing for 30 mins ? If I want to add a reinforcement group on the ground ( a Tank, 2 Kamysh and 2 trucks), should I group them to the same officer ? I have to give this group the waypoints to the airfiled, or the Officer will "tell" them where to move to ? Thanks for any help.
  13. Could you show me this command in a script please ? I dont think that it will work in a trigger... Thanks !
  14. Thank you for the help. Do you mean add that script to the "On Activation" part of the unit attributes?
  15. Hello, can you suggest a mod that let you place explosive charges underwater ? For example...a recon diver want to place a charge under a boat or a submarine... I tried with the mod called [JTAC]_explosives attachTo (https://forums.bistu...sives-attachto/) but it doesent work...everytime I add that mod to the launcher I receive an access violation error and Arma 3 crash. Is that mod still working with the new A3 updates ? Anybody has experience with that mod ? I asked in that thread about this problem but nobody answered. Thanks
  16. Hello, can you suggest a mod that let you place explosive charges underwater ? For example...a recon diver want to place a charge under a boat or a submarine... I tried with the mod called [JTAC]_explosives attachTo (https://forums.bistudio.com/topic/168637-jtac-explosives-attachto/) but it doesent work...everytime I add that mod to the launcher I receive an access violation error and Arma 3 crash. Is that mod still working with the new A3 updates ? Anybody has experience with that mod ? I asked in that thread about this problem but nobody answered. Thanks
  17. BTW...what you mean by F7 module JTAC.... In the editor I dont see any JTAC module....let a,one the F7 option... Can you explain in detail ? Thanks
  18. Hello, I would like to use this mod but everytime I load Arma 3 with this mod activated it crash...keep receiving access violation error... Any reason why ?
  19. Hello, I just created a mission and I would like to add a trigger that will end the mission if all the players are killed. There is 16 slots available (playable) and can be played only as a BLUFOR with or without AI. (let say there are only 4 guys playing and want to use 4 more AI BLUFOR). I would like to use End3 as "Mission Failed" when all players are killed. What's the best and easier way to do it ? This is the class CfgDebriefing entry that I already have in description.ext : class CfgDebriefing { class End1 { title = "Mission Failed"; subtitle = "You Cheated"; description = "Cheaters fail at life"; }; class End2 { title = "Mission Accomplished"; subtitle = ""; description = "Well done Chaps. Good job!"; }; class End3 { title = "Mission Failed"; subtitle = ""; description = "Your team was KIA, may you all rest in peace"; }; }; Thanks for any help.
  20. Thanks, so, if I understand corrctly I should choose between the two options you told me.... Condition + Ending or the last command. Right ?
  21. Thank you very much mate. When back from work I will try it. Best regards.
  22. Thanks guys. Grumpy Old Man, should I copy and paste that script to the "description.ext" file or directly to the "Condition" spot on the trigger ? Should add a trigger in the game map named something like " Mission failed trigger 2" ("mission failed trigger 1" is if all players are killed) and then "On Activation" I should type : "end4" call BIS_fnc_endMission ? What I should type in the "Condition" spot ? Thanks PS : sorry I am not very expert on editing...I was just able to create my first mission.... :icon_redface:
  23. Hello, I have problems to implement the end mission triggers. Basically....I created a mission where you have to kill 4 officers and destroy 5 ammoboxes, all in the same task. I would have preferred to do 2 separate tasks ( 1 is killing the officers and 1 is blow up the ammoboxes), but I wanted to do it in a way where you dont have to complete one task before doing the other......basically.....you do both at the same time and which TGT you encounter first you kill him....so if you encounter first 3 officers, you kill them...then you move on...you encounter 3 ammoboxes...you blow them up.....then you keep searching....you encounter the last officer and kill him ( so..task one should tell "Task completed")....and you keep searching for the next amoboxes...when you find them you blow them up and then task 2 should tell " Task completed" , anmd right there should mission accomplished message appear. I dont think its possible to do that, so thats why I put all the tasks as a single task. The problem I have is that I am not able to see the task completed when all the officers and the ammoboxes are blown up. Here is what I have : On the EDIT CREAT TASK I have the following entries : Owner: Group of synchronyzed objects Task ID : Kill and destroy Title : Kill HQ cell and destroy ammoboxes Description: Marker: Destination:Module Position State:Created Task Type: Always Visible:Disabled On the EDIT SET TASK STATE : Variable name: Init: State: Succeded On the EDIT TRIGGER (1) : Trigger Init : -Variable name: -Text: Mission accomplished trigger Trigger activation: -Type: End#2 -Activation:None -Activation type: greyed out but I see Not Present under it -Repeatable: not selected -Server Only: not selected Trigger Expression: -Condition: !alive officer1 && !alive officer2 && !alive officer3 && !alive officer4 && !alive box1 && !alive box2 && !alive box3 && !alive box4 && !alive box5; -On Activation: "end2" call BIS_fnc_endMission; -On deactivation: On the EDIT TRIGGER (2) : Trigger Init : -Variable name: -Text: Mission failed trigger Trigger activation: -Type: End#3 -Activation:None -Activation type: greyed out but I see Not Present under it -Repeatable: not selected -Server Only: not selected Trigger Expression: -Condition: !alive player; -On Activation: "end3" call BIS_fnc_endMission; -On deactivation: This is the edited part I have on description.ext regarding mission ending script : class CfgDebriefing { class End1 { title = "Mission Failed"; subtitle = "You Cheated"; description = "Cheaters fail at life"; }; class End2 { title = "Mission Accomplished"; subtitle = ""; description = "Well done Chaps. Good job!"; }; class End3 { title = "Mission Failed"; subtitle = ""; description = "Everybody died. May You all rest in peace."; }; }; Now...Mission accomplished trigger islinked to SET TASK STATE and SET TASK STATE is linked to CREATE TASK and from CREATE TASK to Team leader of BLUFOR Mission failed trigger is not linked to anything. If I play the mission, after I kill the 4 officers and blow up the 5 ammoboxes nothing happen.....any reason why ? Its a couple of days that i struggle to solve it. Any help is welcome....I dont know where to look at anymore :confused:
  24. swiso

    ending mission ?

    Problem solved....was a syntax error...my bad !! :icon_redface:
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