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fin_soldier

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Everything posted by fin_soldier

  1. Ah, of course. Thanks! But still, the respawn counter is not overwritten...
  2. Hello, I ran into some trouble although not severe but annoying. The image below shows what happens when you fail or complete the mission. The number of respawn tickets show up, which in my opinion is a little bit pointless. I'm wondering if there's a way to get rid of this? I use this on act of a trigger to end the mission when all players are dead or unconscious: Here are the parameters for respawn tickets: This is not the parameter solution I wanted, but the only one I could figure out. Originally posted here: https://forums.bohemia.net/forums/topic/229163-specific-respawn-revive-parameters/ Thanks in advance! 🙂
  3. I was wondering if there's perhaps a way to overwrite the respawn ticket counter image: class CfgDebriefing { class End1 { title = "YOU ARE DEAD"; subtitle = ""; description = ""; pictureBackground = ""; picture = "dead.paa"; pictureColor[] = {1.0,1.0,1.0,1}; }; }; But no luck so far, as the "dead.paa" image didn't show up. I'd be more than happy if someone has a solution for this!
  4. Hmm, I do get an error trying both methods... initServer.sqf: Trigger: I used the script below as I don't need it to work in SP:
  5. Hello, I'm figuring out a way for dead players to spectate without all the entities visible, or even better by only being able to spectate from 3rd and 1st person view of any other player. I hope someone is experienced with this. Thank is advance! :)
  6. Thanks, I'll take a look tomorrow!
  7. I thought so, but I don't seem to get it working: I don't have anything else in the init.sqf
  8. Where is this suppose to be put? Description, Init, or a separate SQF?
  9. fin_soldier

    Spectating without Spoiling

    Would you know how to initiate this when a player dies and there are no respawn tickets left? In description.ext or init.sqf for example.
  10. Hello, I'm quite new to creating multiplayer parameters. While I do know of this: #include "\a3\Functions_F\Params\paramRevive.hpp", it includes a little too many options in my opinion, as well as it doesn't seem to work on dedicated. All I basically need are the following: Revive: Enabled (Default) / Disabled Revive Requirements: Nothing (Default) / First Aid Kit Respawn Tickets: 3 (Default) / 6 / 9 / Infinite / None I'm sure there is a way to do this. Thanks in advance! :)
  11. The closest I could get to the respawn ticket was to use this: But I can't control much with this template.
  12. Thanks for your interest in my work! This mission is going to be 2 player coop / singleplayer without AI in group, so I'll just use the vanilla revive. But I might look into using AIS in future missions.
  13. Hello, I'm working on a two player scenario, in which I've set a group of enemies chasing the player with a simple doMove script as such: The idea is that every 45 seconds the group moves to the players current location. But there is a problem, what if player 1 (p1) dies. The group won't follow player 2. Is there a solution for this, so that the AI group chases both players? Thanks in advance! 🙂
  14. Hello, I'm working on a two player scenario, in which when a player dies he/she will spawn on the other player. I've tried to work this out with triggers, but there's probably a more genius script to do this. My idea was to place a empty respawn marker "respawn_west". After that place two repeatable triggers: Condition: On Activation: The idea is that when player1 is dead, the spawn will move to player2 and vice versa. But, the respawn marker doesn't seem to move to the position of the other player... Is there a solution for a moving respawn? Thanks in advance 🙂
  15. fin_soldier

    Respawn on Player

    Thank you very much! I'll try it out ASAP. 🙂
  16. Hello, I'm working on a upcoming mission in which the player should be injured (Limping in the beginning until you find a FAK). The limping works by itself if I reduce health to 50%. The mission is cooperative and I must include revive. I enabled revive to all players in the attributes, but suddenly after adding revive; then the limping is non-existent. I'd be more than happy to hear a solution for this. Thanks in advance! 🙂
  17. fin_soldier

    Limping and Reviving

    Thanks, got it working! I'm using the vanilla revive.
  18. fin_soldier

    MP - Ravage [COOP - 6] The Escape

    Hello, I recently wanted to play this with a friend. There seems to be some major errors as we were not able to even start the session, as we couldn't get further than a respawn screen which says respawn disabled and you can't interact with anything in the menu. Images below: When joining lobby: When pressing start: When the mission has loaded:
  19. Hello, I can't seem to find this specific screen overlay anywhere. It's used in all showcase scenarios in the beginning. I'd use it for a surveillance script for my upcoming psychological horror called Silent Abdera. Thanks in advance! :) Some of my missions: [CO-04] Last Stand - Bunker [CO-04] Last Stand - Compound [CO-04] Last Stand - Town [CO-04] Terrorist Hunt - Village [CO-04] Terrorist Hunt - Factory
  20. fin_soldier

    SILENT ABDERA | COMING THIS WINTER

    Thank you for your comment! Saving has been finally added! But on two conditions: 1. Saving can only occur by a data terminal that is in the back of your car. 2. You can only save once. Good luck, and use your saving wisely!
  21. SILENT ABDERA Out Now: Steam Workshop Silent Abdera is experimental psychological horror singleplayer scenario, that I've been heavily working on this autumn. Plot: “The village of Abdera has been abandoned during the end of the bloody civil war. As a police patrol went missing in the vicinity, your job is to investigate and uncover the mystery of the mountain village." Here are some of the features: ◈ Psychological Horror ◈ Mystery Puzzles ◈ Story Driven ◈ Cutscenes ◈ Voice acting ◈ Lots of reading ◈ Strange creatures ◈ 1-2 hour gameplay ◈ Highly detailed environment Requirements: Zombies and Demons After I played the Laws of War campaign, it opened my eyes to new ideas. A interactive story with the element of true horror. That's when I wanted to try turning the military sandbox into completely new experience. I wished to have released the mission by Halloween, but I didn't want to rush things. But as I wrote more on the plot, my ambition grew and now the project has became the largest Arma project I have ever done. I'm excited to finish this, and I hope you're too for a fresh experience. Feel free to discuss and ask anything about this mission. More images below... Some of my missions: [CO-04] Last Stand - Bunker [CO-04] Last Stand - Compound [CO-04] Last Stand - Town [CO-04] Terrorist Hunt - Village [CO-04] Terrorist Hunt - Factory
  22. Hello, My scenario called Silent Abdera has been finally released! Out Now! Steam Workshop But I have gotten comments on requesting saving. I have disabled saving for the following reasons: - Saving would remove a huge amount of fear and tension, which is the core of the scenario. - The scenario has quite a lot of replayability value as it is impossible to discover everything there is in one go. - It is meant to be more of experience, rather than just a hop and go mission. Think of it as a movie. I have come to the conclusion that these reasons do not overweigh the amount of complaint about saving. I have an idea in mind, but I have no idea if there is a way to implement it: The horror and fear would remain the same if you could save, and load whenever you like. But then if you die, then the saves would disappear and you cannot load. Meaning that you have to basically save in a safe area, and players couldn't just go iron man and just load whenever they die. I'm using "playerKilledScript.sqs" script for a custom death: titleCut ["", "BLACK FADED", 999]; ~1 1 fadeSound 0; ~1 playmusic "death"; ~9 endMission "LOSER"; Perhaps if I could add a command that disables loading in this, it could work. But I can't seem to find any related command. Thanks in advance! Feel free to give other suggestions for this.
  23. fin_soldier

    SILENT ABDERA | COMING THIS WINTER

    Just added a topic that could gather ideas for this: Custom Saving & Loading
  24. fin_soldier

    SILENT ABDERA | COMING THIS WINTER

    I have considered it quite some time, but it would take a lot of the fear away from the mission. It is meant to be more of experience, rather than just a hop and go mission. Think of it as a movie. Also, it is quite impossible to discover everything there is in one go. Giving it another reason to start all over again. There is a reason why DayZ encounters are so intense. It's because you're afraid to lose the progress. If I figure a way to allow saving, but not allowing to load if you die; I might implement it. I hope you guys are enjoying the scenario, I'll be constantly updating it!
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