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Everything posted by mons00n

  1. SRS (Simple Revive Script) by: Monsoon I'd like to share with everyone a simple revive script that I've been working on for the past few weeks. This project started off as a learning exercise, but blossomed into a mostly functional multiplayer only 'no frills' revive script. It is meant to be light weight, and re-settable mid-mission (per unit). I'm still actively developing it, so any feedback or thoughts would be greatly appreciated. Again this is meant to be a MP-only, COOP based revive script (no AI support!). Features: Ability to revive or drag fallen teammates In order to revive the reviver must have one FAK or a Medikit After being revived, a unit's damage is set to ~0.245 which requires an actual medic to heal to full. The unit's fatigue is also set quite high. Units do not die unless they 'suicide' or their revive timer expires Units with a Medikit revive at a faster rate than others Option to mute TFAR/ACRE radios Option to add markers to the map for fallen units Option to add 3D icons on fallen units within 30m Scroll-wheel action item to reset the entire SRS system on an individual basis JIP support (Mostly...) call for help button when downed does not require CBA Current issues under investigation: units randomly cannot drop a player while dragging - select "Reset SRS" from your action menu if this happens occasionally units will lose the ability to revive/drag units that are already down - this is typically resolved on respawn Download I am using Bitbucket for version control; to download the latest version follow this link and click "Download repository". SRS is heavily inspired and would not be possible without these excellent community scripts: AIS Injury BTC Revive FAR Revive Grimes UPDATES: Jan. 29, 2015: - Switched Debug default to False - prevented SRS execution on dedicated servers. Feb. 2, 2015: - Fixed undefined variable issue when a unit dies - cleaned up some SP/MP log messages - moved ResetSRS action to the lowest priority (bottom of list) - turned SRS debug off by default Feb. 6, 2015: - Added statements to prevent execution on headless clients - hopefully resolved the undefined variable issue! Feb. 26, 2015: - Added a check to only setup the unitVariable when the JIP client is fully initialized Mar. 25, 2015: - Added SRS_requireFAK: this checks for and removes a FAK, if disabled this check is bypassed and no FAKs are removed. - Added SRS_toggleCam: this enables the 3rd person 1st person camera toggle
  2. mons00n

    [TVT/COOP 16] Mole

    MOLE by: Monsoon Summary: Today I bring to you, the Mole mission. This is a concept that I've been working on for over a year now and am finally able to bring it to fruition. The basis of this mission is exactly the same as Cachino Royale: a number of random weapon caches have been placed throughout the town of Zargabad, your team must blow the majority of them before the opposing team. However, this mission differs in one key aspect - the MOLE! (this mission is heavily inspired by the BSG board game) Each team will have one randomly chosen MOLE, this person will be working for the opposite team. Their job will be to slow their team down in whatever way possible to allow the opposite team to win. BUT, each team has the ability to accuse one mole at a time - this strips that person of all weaponry and tethers them to their accuser. The job of the accused then becomes convincing your team that you are not the mole and they should release you. The point is, if you are the mole DO NOT GET CAUGHT. Your main goal is to covertly sabotage and subvert; you want the opposite team to win. Patience and timing will be your greatest ally. Features: MOLE mechanic ^moles randomly chosen at mission start ^each team can accuse & detain one player at a time ^custom win/loss screens for the mole ^scroll wheel menu to check if you are the mole Random cache placement via the RCP module. ^markers of varying sizes for each cache - NOT centered on the cache, player must search the entire area. ^markers change colors once a cache is destroyed ^Scroll wheel menu to check score ^Random reinforcements after each blown cache Each team's FOB is identical, both containing vehicle repair stations and infantry healing. Mobile respawn on MRAP Respawn time increase on each death Quadbikes will return to the FOB after ~5min of being unoccupied Virtual Arsenal gear selection TPWCAS AI Suppression System (when AI is enabled) AI spawned via DAC Random Weather Dynamic player markers [*]Play Coop against the AI, TvT, or both! [*]Tested in a SP/MP/Dedicated environment [*]AiATP is the only required mod (Zargabad) Customization Options(italics are default): Weather: Clear, Overcast, Rain, Fog, Random Mission time: Morning, Day, Evening, Night Number of Caches: 3,5,7,9,11,13 Cache Concentration (how close they are): Close, Normal, Spread Cache Markers: Off, Large, Medium, Small Mission Prep Time (time you are locked into your base to prep): 30s, 2m, 5m, 10m Initial respawn Time: 30s, 1m, 2m, 5m Respawn time increase per death: 30s, 20s, 10s, 0s Allow respawn on MRAP: on, off Hostile AI: None, Light (infantry), Medium (infantry + vehicles), Heavy (infantry + vehicles + armor) MOLES: on/off Notes: The mole mechanic has not been tested 100% so I consider this an early beta Download: Steam Workshop Dropbox Armaholic Have fun and enjoy! Any feedback or suggestions are greatly appreciated.
  3. For my upcoming mission I scripted a Random Cache Placement module that allows the user to place an arbitrary number of weapon caches in random house positions throughout a a specified town. Features: town location & building search radius customizable mission maker can customize the number of caches & their density (distance from one another) markers automatically created for each cache (can be disabled for higher difficulty) ^markers vary in size and are NOT centered on the cache, player must search the marked area ^markers change color when a cache is destroyed caches can only be destroyed by satchel charges BLUFOR/OPFOR score is tracked on the server; once the majority of caches are destroyed the mission ends Scroll wheel menu to check the score tasks automatically created / completed for each side no mod requirements easy add to any mission tested in SP/MP/Dedicated environments To initialize the module the mission maker needs to place a marker near the town of their choice named "RCP", then add the following line to their init.sqf (see RCP\RCPinit.sqf for further customization options): _null = [] execVM "RCP\RCPinit.sqf"; Download Module: Dropbox Sample Mission "Cachino Royale": Steam Workshop Dropbox
  4. Arma3 Headless Client Guide for mission makers & server admins by: Monsoon Today I'd like to share with everyone my Arma3 headless client guide. My Arma2 HC guide is nearly 2 years old and needed a bit of a makeover. I cover a large range of topics including: What is a headless client? When should you use a headless client? How to add a headless client entity to your mission Contextually spawning units on either the server or the headless client spawn units via script spawn units via DAC spawn editor-placed units [*] How to transfer units from the server-->HC [*] Allowing headless clients to connect to your server [*] Starting the headless client on both Windows & Linux I hope that this guide proves useful to both veteran and new mission creators alike. I will do my best to keep it updated as things change throughout the years. If you have any feedback or comments I'd love to hear from you, thanks! Download Arma3 Headless Client Guide A3 HC Example Mission
  5. Is there any way to prevent AI from disembarking from a cargo spot when it gets damaged? I know allowCrewInImmobile works for "crew", but unfortunately does not work for "cargo" =/. I'm trying to setup a sort of escort mission where the unit never leaves a vehicle, but it is proving rather difficult when a few shots to the tire makes him jump out and lay on the ground. I have tried disableAI for FSM & MOVE, neither of which seem to do the trick. Any ideas? Thanks! ---------- Post added at 11:55 ---------- Previous post was at 11:38 ---------- I just figured out a pretty poor way of handling this: _unit = _this select 0; _veh = _this select 1; _unit assignAsCargoIndex [_veh,1]; while{true} do{ waitUntil{vehicle _unit != _veh}; _unit moveInCargo [_veh,1]; sleep 1; }; which seems to work, but I'd be curious to hear any other approaches.
  6. Hrm, I'm using a Zamack transport (open). Maybe the behavior is different when a driver is present? I've only tested this with an empty vehicle and putting the AI in the passenger seat. That's the first thing I tried! Unfortunately the AI still has some sort of brain when the FSM is disabled.
  7. You mean the "You Died" message? I haven't used far-revive so I'm not sure I know what you mean.
  8. I loaded up a quick test mission with both zlt & SRS - both work fine for me; here's a link. Without anything more specific (error messages, etc) I'm not sure I can help =/
  9. Hi lawndartleo, could you be more specific by what "BOINK" means in this instance? I don't see anything in particular with zlt_fastropes that would be causing any issues; all it does is add actions to the player.
  10. I've tried calling this while it was empty, or occupied, either way makes no difference for me. I slap down a transport vehicle, add "this allowCrewInImmobile true" to the init, tell the AI to hop in, shoot the tire and the AI hops out. If I follow the same procedure with a driver he stays in the vehicle as expected. oh yea I'm already doing that Yea I think the AI is just pre-programed to get out when the vehicle is damaged. The while loop I posted above seems to be working well enough for me.
  11. I'm pretty sure it is reading the squad.xml correctly as his remark, name, and tag show up just fine.
  12. Hi everyone, Having a small issue with the squad.xml for one of my members. The details (such as remark, etc) show up in game, but the logo does not, even though it works for everyone else. Any ideas on where to start trying to figure out the cause? Thanks!
  13. I haven't explicitly tested this with alive, but I don't see any reason why it would conflict! You want to run this script on all clients, which is easiest done by creating a file called "initPlayerLocal.sqf" in the root mission directory, then add an execVM statement to execute the respawn loop script: [] execVM "respawnLoop.sqf";
  14. Is there any documentation on how to setup the new Shared Objectives? I really like the way tasks are done in the new End Game Kavala mission, but I can't find which pbo file it's in =/
  15. Hi Powel! Where are you initializing SRS? If in your init.sqf then it should be called for every palyer regardless of if they are JIP or not. You shouldn't have to call SRS_fnc_init multiple times, so deleting the first instance in your example should be fine. That is something that SRS does not handle, I left that up to the mission creator. This is the script I use in my missions for this purpose. If there is no error then what tells you there is a conflict? I am not familiar with magRepack but it is likely a redefinition in GUI/SRSdialogs.hpp, but without an error message I am not sure.
  16. holy hell, the day has finally come! Thanks Silola!
  17. Thanks for the kind words! Check the latest update for the 3rd/1st person cam fix =) Glad to hear you figured it out. I just added a flag to the latest version to allow you disable this requirement (I wasn't aware anyone was using this with AGM!). UPDATE March 25, 2015: SRS_requireFAK --> this checks for and removes a FAK, if disabled this check is bypassed and no FAKs are removed. SRS_toggleCam --> this enables the 3rd person 1st person camera toggle just download the latest version of the repo and you should be good to go~
  18. I'm not sure to be honest as I haven't messed with those other scripts. I assume that if they're both defined the same then it should be fine - but your best bet is to go and see if it works!
  19. It looks like a conflict with one of your other hpp files - something is getting defined twice. In SRSDialogs I redifine a bunch of defaults since they don't exist by default - feel free to comment these out and see if that helps. Right now it seems to be complaining about #define CT_XSLIDER 43
  20. I think this is a general issue with how Arma handles respawn, as my script does not mess with group leadership. I know it is not ideal, but I would recommend a simple group interaction plugin of some sort which will allow you to regain leadership after respawn. What does your description.ext look like? If you have more than one RscText defined then you need to merge them into the same class.
  21. Operation Blow Your Load by: Monsoon This is my first 'official' release so go easy on me. I've been messing with this mission on and off since early alpha and finally decided to let it out into the public. It's a simple 5-man coop mission that takes place in the late evening on Stratis. To make the mission more atmospheric, all NV-goggles have been removed and a good majority of the AI will be running around with flashlights. Your task is simple: insert-->destroy-->extract. The radar facility is immune to all damage except for satchel charges, so make sure you someone picks either the squad lead or explosive specialist role! Features: NO required addons TWPCAS supression Tested in SP/MP/Dedicated environments COOP 1-8 players Respawn with Squad SRS Revive script (optional) Reduce fatigue (optional) Download: Steam Workshop Dropbox Armaholic (out of date) comments and/or feedback are more than welcome; enjoy! changelog: Feb, 3 2015: Added support for 3 more players, now 8! sync overcast values to all clients after mission start Fixed AI weapon loadouts in singleplayer Cleaned up a lot of previous script issues Added SRS revive script (lobby parameter option) Added lobby parameter option to turn on a fatigue reduction script
  22. Great to hear! Unfortunately I cannot update the title of the post =/ The mission was originally designed for 5, but I recently expanded it to support 8 as that is the most that can fit in the extraction chopper.
  23. That's fantastic news! thanks again for the continued testing =) Let me know if you run into any other issues or have any requested features.
  24. excellent! Literally in the midst of responding to your PM I thought of what was causing the problem. I believe the unitVariable was being assigned on all clients *before* the JIP player was fully initialized, which means that when I tried "getPlayerUID" it returned an empty string, so the publicVariableEventHandler attached to each unit (on each client) was not setup properly for those who JIP --> causing the menu options to not properly be updated when those units were downed. To fix this I added a check that ensures that getPlayerUID returns a non-empty string before initializing the unitVariable. Hopefully this resolves silly JIP issues! But please download the latest version from bitbucket and let me know if it works =) Not currently Schmucke, do you mean limit the number of times a unit can be revived? Changelog Feb 26, 2015: - added a check to make sure that the unit is fully initialized before setting up the unitVariable, hopefully resolving some JIP issues.
  25. Really? That is quite odd! You should still be able to *talk* to one another locally, but you shouldn't be able to transmit via the radio. You had SRS_muteRadios set to true correct? If you take a look at fn_toggleRadio.sqf you see all I do is set each player variable "tf_unable_to_use_radio" accordingly. In my tests it *seems* to work ok, but would be interested to know what is going on here. Thank you very much for your detailed feedback! Testing JIP is quite challenging with only a single Arma account. I think what is happening is that the unitVariable is being assigned before the player actually exists in the game (when a unit is initialized it is first owned by the server before being transferred to the client). Since each individual client is responsible for new unitVariables, this isn't a trivial fix. I have a simple idea I'd like to test so if you'd be willing to give it a go shoot me a pm! You could disable suicide, BUT there is a big caveat that comes along with it: if the person never gets revived, they are STUCK on that screen until the timer runs out, and if the timer never runs out they will have to manually kill the Arma3 process since you cannot access the game-menu through the escape key. But as was said above, if you remove the contents (or better yet comment them out) from fn_suicide.sqf the button will be useless.