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Everything posted by majorexperimental
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Restrict AT-wepons at trigger event (alternatively restrict lock-on)
majorexperimental posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
In a mission I build there are assault and attack boats coming from the sea attacking a village and to make it a challenging to fight these boats I wish to restrict the use of AT-weapons only under that phase. To achieve that I have already applied a smoke screen (using smoke modules) but the AT-weapons have no problems to get lock-ons trough the smoke. (The absolute coolest thing would be if the smoke screen in itself could stop AT-look-on's but I guess that's not possible.) A perhaps cooler alternative would be if AT-weapons cant get a lock-on on the boats at all on whole mission. Thanks in advance for any ideas! -
How make a trigger to react when a building is destroyed in EdenEd?
majorexperimental posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have searched around but the answer seems hard to find on this: How make a trigger to react when a building is destroyed in the Eden editor? (The goal is to create a demolition-task.) Thanks in advance! -
How make a trigger to react when a building is destroyed in EdenEd?
majorexperimental replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ohh... Massive thread!!! A bit scary to dig into that but THANKS! -
Old mission fail to load after game update
majorexperimental posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
[EDIT: Problem solved - look at post from 2016-06-02] After the update today my earlier missions do not load; the game says "it's dependent on downloadable content that has been deleted" and the show a list (see below) of very standard stuff as civil cars, standard trucks, the quad bike and more; no mod stuff at all: Please say it's an update error that will be corrected! :wub: List of stuff that's missing or changed names.... A3_Armor_F_Panther A3_Soft_F_TruckHeavy A3_Soft_F_Quadbike a3_soft_f_beta_quadbike A3_Soft_F_HEMITT A3_Air_F_Gamma_UAV_01 A3_Armor_F_Slammer A3_Armor_F_T100K A3_Armor_F_APC_Wheeled_03 A3_Soft_F_Truck a3_soft_f_gamma_offroad A3_Soft_F_Gamma_Hemmit a3_uav_f_characters_f_gamma A3_Soft_F_Gamma_TruckHeavy A3_Soft_F_Crusher_UGV A3_Soft_F_SUV A3_Boat_F_Civilian_Boat A3_Boat_F_Trawler A3_SoftF_Car A3_StaticF_Gamma_AA A3_Armor_F_AMW A3_Characters_F_INDEP -
Release of FCSP-missions! (FCSP=‘Frontline Commander Strategy Playground’)
majorexperimental posted a topic in ARMA 3 - USER MISSIONS
- Release of FCSP-missions! (FCSP = ‘Frontline Commander Strategy Playground’-mission concept) NOW I RELEASE 4 MISSIONS FOR ARMA3! When I started to make simple Arma3-missions for my own pleasure for a little more than about a year ago I had no intention to release them officially. Gradually, over time, after lot’s of “what-would-happen-if-I-tested-this-and-thatâ€-situations ( = I had been pretty mission-editing-abusing; an edit-Armaholic) I got the idea to perhaps put the missions “out there†since at least myself had fun playing my them! During the process, visions of what I like to find in my missions got a bit clearer but since I had no coding knowledge it was a bit rough to make all stuff to work but I got lot of help from the Bohemia Community in general and in particular SaOk so at least some of the visions are incorporated. My profession is in the area of art/graphic design and I’m used to work with concepts so after a while I pinned down my visions to the “Frontline Commander Strategy Playgroundâ€-mission concept; in short FCSP. FCSP-CONCEPT BACKGROUND STORY The Frontline Commander Strategy Playground-mission concept, FCSP, is an test to sum up some of the gaming experiences I got when playing different war type games through the years. For example I did like Battlefield up to version 3 (after that to much arcade) but I thought the concept of capturing flags was a bit to generic; I wished more “adventureâ€. I did like the sandbox world of FarCry but to few seemed to play on the online servers and the missions seemed to be generic too. I did like some flight simulators, as ancient but solid A10 Cuba, but missed the combined arms concept and that the ground was not accessible FPS-style meaning for example adventurous rescue mission after being shot down was not possible. Basically I wished to create missions where the ADVENTURE are central but where things as strategy and clear mission goals still was important. Then I discovered Arma and the almost unlimited possibilities there... FCSP-CONCEPT INFO As said above the shortening ‘FCSP’ stands for the ‘Frontline Commander Strategy Playground’-mission concept. The word ‘Commander’ signifies that these missions are centered around the commander which means one player MUST know how to use that role. At game start the different units, both friends (Blufor) and foes (Opfor) are placed on semi random locations and the strategies to complete the tasks have to be built from that. In other words quite many different possible start conditions. The combat map are central and gives info about stuff that can be used creatively during game play. Continuous live intel-messages on the screen creates situation awareness on what is going on in the landscape and are necessary to be focused on so the planing are updated to actual conditions. # The commander have quite many resources (different kind of units) but note; no vehicles (manned/unmanned) will respawn so combat ‘resource planning’ is central! For example: It may be a bad idea to waste all air units immediately by sending them into a heavily AA-area. # In most missions the commander are bossing over it’s own infantry group and sometimes another one. Above that attack chopper units, fighter jet units, tank units and you could - by using the options in the support menu also use support functions as artillery (real and movable groups, not virtual = have to be protected from air attacks), call for supply drop and call for helicopter transport. # An important factor for the ‘Strategy’-aspect is that great concern are also given to save civilian lives. If a certain amount of civilians die the missions will be classified as failure meaning the round will aborted. # The words ‘Strategy Playground’ are referring to that the mission concept encourage to have fun with testing different strategies each round: How will the game play feeling be and the outcome number of respawns, civilians casualties, downed Opfor units change with other strategies on how to use all resources/units and mission start locations, weather and time of day? The concept is about ‘play-evaluate-experiment’! # The word ‘Playground’ also refers to that hard core realism isn’t the main aim; instead the feeling of unpredictable ‘adventure’ is using a ‘sandbox’-thinking! For example resources of different kind can be found in the landscape (often marked on map) to prevent things are running meaninglessly hard; It’s not fun if nearest ammo depot or vehicle is 3 hours walk from your current location... Of the same reason, after you eventually are being killed, you don’t respawn at base; instead you respawn at random location not far from the point of being killed. With this respawn concept the death ‘costs’ waiting-for-respawn-time and interrupts what you are doing but not totally disturbs the game flow which respawning at base tends to do. LIST OF FEATURES > High Command role (army commander). One player MUST play and know how to use that role.This is the core in these the FCSP-mission and has to be played; single player as well as multiplayer. Demands strategic decisions how to use the army and gives a feeling of overview. > Group leader role. The Commander combines the High Command role with the Group Commander role. Here you got a band of brothers feeling. Work active with orders what they should do and how they should behave (for example strategic/tactical movements, behaviors as stealth mood) > Civilians that have to be protected. A certain amount of dead civilians and the mission abort. Many of the civilians are used as human shields near primary targets but will escape when the Opfor guards are ‘distracted’. > At game start; semi-random insertion of both own troops and Opfor targets and troops. A factor that force to active strategic thinking and the demand for recon. > Semi-random respawn concept. The player don't respawn at base; instead you respawn at random location not far from the point of being killed. With this respawn concept the death ‘costs’ waiting-for-respawn-time and interrupts what you are doing but not totally destroyes the game flow.which respawning at base tends to do. > Clear goals for the each mission; a handful of tasks, that should be completed. The list is always the same but locations of the task objects can shifting which gives variation and challenge. > Continuous intel reports what happens in on the battlefield that gives a feeling of situation awareness. > The huge transport chopper CH-49 Mohawk can be used to lift tanks to strategic locations. > Some possibilities to influence weather. > Some possibilities to influence time of day. > Virtual Ammo Box-system; used in ammo boxes but also in many vehicles. > Artillery (not virtual; real units that have to be protected). > Possibility to call for supply drop and call for helicopter transport using radio the button menu (both virtual spawned functions). REQUIREMENTS > Knowledge how to use High Command role and group command role > No mods är needed. CREATOR/CREDITS As said above I got coding got help the Bohemia Community in general and in particular SaOk. Epic thanks to SaOk! THE MISSIONS FCSP COUNTRYSIDE WAR (HOSTAGE RESCUE) [COOP 1-9] Data Type: Scenario Addon Type: Mechanics Scenario Gameplay: Coop (work as Single Player as well but I recommend to use the Arma3-MULTIPLAYER-browser to launch the mission) Scenario Type: Air, Infantry, Vehicles, Water Scenario Map: Altis Images: https://www.facebook.com/media/set/?set=a.816055701748708.1073741828.799472013407077&type=1 Video: FCSP concept demo on mission 'COUNTRYSIDE WAR [hostage rescue]' Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=320244589 MakeArmaNotWar-vote link: http://makearmanotwar.com/entry/qBwZavTG1U#.VD1yxxZklUU ### BRIEFING: Intel says that Opfor has captured the area from the village Abdera to the the coast line about 3 kilometers from there. Intel also indicates 2 ‘Secret Weapon Devices’ in the area which Opfor ‘equipped’ with civilian human shield hostages. Those devices must be destroyed but great concern are also given to save civilian lives. If a certain amount of civilians dies the mission will be classified as failure meaning the round will aborted. Intel also says the area contains artillery and tanks which also will be found on the target list. ### STRATEGY HINT: This mission can provide many combat experiences. Sneaky infiltration style with sniping and tactical laser guided artillery, close-quarter-combat, infantry-fight in forests, air-to-ground-combat, ground-to-air-combat, air-to-air-combat, tank-to-tank-combat, AT-infantry-to-tank and so on. Strategic variations are many. Explore that! ### MISSION DURATION: About 1 to 2,5 hours. FCSP URBAN WAR (HOSTAGE RESCUE) [COOP 1-6] Data Type: Scenario Addon Type: Mechanics Scenario Gameplay: Coop (work as Single Player as well but I recommend to use the Arma3-MULTIPLAYER-browser to launch the mission) Scenario Type: Air, Infantry, Vehicles, Water Scenario Map: Altis Images: https://www.facebook.com/media/set/?set=a.816492758371669.1073741830.799472013407077&type=3&uploaded=39 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=320593757 MakeArmaNotWar-vote link: http://makearmanotwar.com/entry/e27wUbrSHR#.VD1yVhZklUU ### BRIEFING: Intel says that Opfor has captured the biggest town on the island; Kavala. Intel indicates a ’Secret Weapon Devices’ in the centre of the town which Opfor ’equipped’ with civilian human shield hostages. That devices must be destroyed but great concern are also given to save civilian lives. If a certain amount of civilians dies the mission will be classified as failure meaning the round will aborted. ### STRATEGY HINT: This mission have a most of all a urban warfare theme but many strategies is possible; from sneaky infiltration style with sniping and tactical laser guided artillery to for example start the mission with an air-phase but note - the town is quite good defended against against air attacks with fortified roof tops. Tanks and AA-vehicles driving around on the streets that have to be dealt with. Approaching the town in vehicle are almost impossible from the open areas west of town (AT and mortars). Explore the possibilities! ### MISSION DURATION: About 1 to 2 hours. FCSP TANK WAR (HOSTAGE RESCUE) [COOP 1-6] Data Type: Scenario Addon Type: Mechanics Scenario Gameplay: Coop (work as Single Player as well but I recommend to use the Arma3-MULTIPLAYER-browser to launch the mission) Scenario Type: Air, Infantry, Vehicles, Water Scenario Map: Altis Images: https://www.facebook.com/media/set/?set=a.816490798371865.1073741829.799472013407077&type=3 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=320576659 MakeArmaNotWar-vote link: http://makearmanotwar.com/entry/Y1knceLoFV#.VD1yphZklUU ### BREFING: This mission starts with an emergency alarm! Intel says a chopper, containing VIP civilians after managing to perform an escape from a hostage situation, has crashed about 2 kilometers from our main base. The passengers has survived but huge armed Opfor forces are racing against the crash site and the lives of the VIP’s are in great danger! The first task is to stop those armed forces before it’s too late! After that the task is to free another group of VIP’s that Opfor hold as hostages in a heavily tank guarded town 6 kilometers away. <br/>Note: Great concern are given to save civilian lives. If a certain amount of civilians dies the mission will be classified as failure meaning the round will aborted. ### STRATEGY HINT: This mission have a anti tank theme but use combined armes to deal with it. Main choice is if you as player will have a tank-to-tank-battle experience or a air-to-tank experience. Mission also include hostile jets and choppers so air-to-air combat will also be on the menu. ### MISSION DURATION: About 1 to 1,5 hours. FCSP AERIAL RECON (INVASION STRIKEBACK) [COOP 1-6] Data Type: Scenario Addon Type: Mechanics Scenario Gameplay: Coop (work as Single Player as well but I recommend to use the Arma3-MULTIPLAYER-browser to launch the mission) Scenario Type: Air, Infantry, Vehicles Scenario Map: Altis Images: https://www.facebook.com/media/set/?set=a.824583007562644.1073741832.799472013407077&type=3 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=326677489 MakeArmaNotWar-vote link: http://makearmanotwar.com/entry/Lxe7NwCrIP#.VD6PuhZklUU [/size] ### BRIEFING: This mission starts with an emergency alarm and intel says there are indications that Opfor has started an invasion campaign of Altis: The information is indefinite but hints that one ore more huge tank clusters probably has being landed somewhere on the island and steaming fast against the airport meaning recon from air is central. Protect the airport and the civilians there. Find and stop those Opfor units! NOTE: There is a risk Opfor has forced civilian cars to follow their tanks as human shield: If that's the case - AVOID HITING THOSE CIVILIANS! Note: Great concern are given to save civilian lives. If a certain amount of civilians dies the mission will be classified as failure meaning the round will aborted. ### STRATEGY HINT: This mission is based on aerial recon since the Opfor units can be anywhere on the island. After founding the targets experiment with various methods of stopping the attack. Air-to-ground may be the basic strategy but there are many combined armes possibilities at the same time things can be complicated since Opfor will get air-force support. MISSION DURATION: About 0,5 to 1,5 hours I hope people will have fun playing this! Please comment here and comment and rate at Steam. -
Release of FCSP-missions! (FCSP=‘Frontline Commander Strategy Playground’)
majorexperimental replied to majorexperimental's topic in ARMA 3 - USER MISSIONS
Here comes an update note! All my earlier FCSP missions are now updated and can be found in the Steam Workshop and on my new website at http://moonbus.se/fcsp-for-arma Both on my new site and in a dedicated thread here you can also read about the release of a new mission; FCSP CIV’S IN PYRGOS PROTECT [sP/COOP 1-6] Both the new mission and the old missions modifications are much about to make the the missions more interesting and challenging; for example how the AI on the enemies behaves and restrict certain resources. An example; your artillery or fighter jet groups, now only can be used after certain events to avoid tasks to be too easy (to smash all the enemies air power still standing on the ground on it’s bases in the beginning of the round is an example of such thing!). Another new thing that add both to the challenging factor and the feeling is a own design mechanism for randomizing whether and time in the beginning a the rounds. http://moonbus.se/fcsp-for-arma -
Release of new mission "FCSP CIV’S IN PYRGOS PROTECT [SP/COOP 1-6]"
majorexperimental posted a topic in ARMA 3 - USER MISSIONS
Perhaps not the best time to release a new mission using old Altis as map when the new Apex expansion is around the corner but... is it finished, it's finished... so to speak... ;-) I have made some presentation graphics and let that do the talk. The mission can be found in the Steam Workshop and the images below are linked to mission on my site http://moonbus.se/fcsp-for-arma/fcsp-civs-in-pyrgos-protect/ where in game gallery can be found and also pbo-files and more for example info about my old missions which is now updated with lot's of new stuff. Below, profile image for FCSP CIV’S IN PYRGOS PROTECT [sP/COOP 1-6] -
Old mission fail to load after game update
majorexperimental replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just wanna say that the problem is solved! Solution: First; "delete local content"-command wasn't enough, I also had to delete the Arma 3 folder (SteamLibrary\steamapps\common\Arma 3) manually to get rid of old messed up files. After that when opening up my missions i still got "missing files" message but only two lines: aia_misc3_config aia_misc_e_config After removing those lines from the missions-files everything worked fine.I think my problem was quite unusual but perhaps someone will get a bit wiser too by telling what did the trick for me. -
Old mission fail to load after game update
majorexperimental replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I worked on it the day before. Totally fresh. -
Old mission fail to load after game update
majorexperimental replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tested to add about the same stuff that produced the error above on a fresh mission and the had a look on the mission-file and the names are actually changed: "A3_Characters_F", "A3_Soft_F_Beta_Truck_01", "A3_Armor_F_Beta_APC_Tracked_01", "A3_Soft_F_MRAP_01", "A3_Soft_F_Quadbike_01", "A3_Drones_F_Air_F_Gamma_UAV_02", "A3_Armor_F_EPC_MBT_01", "A3_Armor_F_Gamma_MBT_02", "A3_Armor_F_Beta_APC_Wheeled_01", "A3_Soft_F_Gamma_Van_01", "A3_Soft_F_Offroad_01", "A3_Soft_F_Gamma_SUV_01", "A3_Boat_F_Gamma_Boat_Civil_01", "A3_Static_F_AA_01", "A3_Armor_F_Gamma_APC_Wheeled_03", What this mean I dont know. Perhaps Arma is supposed to "translate" old names to new when they change names? Above that - some stuff in the missing stuff list I dont know what it is. Is the solution still some kind reinstall? Exactly what to method reinstall I still dont know; use the windows listing of all programmes installed on the computer and take from there or from inside Steam and the use the fintion "delete Local Content (does that delete the game or user created content?)"? Something else? -
Old mission fail to load after game update
majorexperimental replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The mission dont load in any editor.... (Sorry VI-Ron for not replied on your answers earlier) -
Old mission fail to load after game update
majorexperimental replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried with reloading the update but the same error... I guess the names have been changed.... so I guess I have to go into the text file of mission.sqf and change manually to the new ones after investigated what the new names are... This seems to be hard at some points since some names are hard to recognize what they represent and also some seems to be missing for example the Trawler... Is that totally? Or are all this temporary messed up of the latest update? -
Restrict AT-wepons at trigger event (alternatively restrict lock-on)
majorexperimental replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks sarogahtyp! I tested it and think I got all code right but got his error message and no rockets removed. Any idea? 'player |#|removeEventhandler["Fired", global_eh_in...' Error Type Amy, expected Number -
Restrict AT-wepons at trigger event (alternatively restrict lock-on)
majorexperimental replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Seems like really good ideas! I'm not a coder; can you give me a hint how to do those things you suggest? -
A trigger that releases if named soldiers spot any of the enemy...
majorexperimental posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I wish to create a trigger that release if one of named (COMMANDER1, Soldier1, Soldier2, Soldier3, Soldier4, Soldier5) Blufor soldiers (can be either human players or AI) get their eyes on ANY Opfor soldier (that always is AI)... This should be simple but it seems I don't get the condition right.... Whats wrong with this condition code? --> { _x in thislist} count [COMMANDER1, Soldier1, Soldier2, Soldier3, Soldier4, Soldier5] > 0 type: NONE and activation OPFOR and "DETECTED BY BLUFOR" The problem must be related to that this way of doing the condition text not referring to WHO is the observer... That's a demand here.. I think.... Thanks in advance for a solution -
How block artillery at start and later usable after trigger event?
majorexperimental posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
If I have an artillery vehicle AI-unit, controlled using radio buttons; is it possible to lock it from being used to start with and then later, possible to use after a certain trigger event? -
How block artillery at start and later usable after trigger event?
majorexperimental replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I solved it; now it works! I discovered that "unit_" not should be included. THANKS! -
How block artillery at start and later usable after trigger event?
majorexperimental replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Interesting. The unit name? Is that the artillery vehicle? I have 3 artillery vehicles; how code several units?? I did test this in "on act"... [unit_Art1Scorcher, myRequester_SuppReq, myProvider_SupportProviderSArti] call BIS_fnc_addSupportLink ...but it did not work meaning the artillery unit did not come "online" after the trigger has fired. I assume the right place for the above code is in "on act".. When you write underscore; is that meant to be included in the code? -
A trigger that releases if named soldiers spot any of the enemy...
majorexperimental replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! Tested with the named units far away from any Opfor units BUT the result is that trigger releases immediately.... First I thought this code also trigger reacted on empty Opfor vehicles that are in sight but when remove those the did not change the result. I also tested different combinations of type and activation but the same result. - - - - - - - - - I also tested with a another code received from another coder: {COMMANDER1 knowsabout _x > 0 || Soldier1 knowsabout _x > 0 || Soldier2 knowsabout _x > 0 || Soldier3 knowsabout _x > 0 || Soldier4 knowsabout _x > 0 || Soldier5 knowsabout _x > 0 || Soldier5 knowsabout _x > 0} count thislist > 0 The result with his code was that the trigger did not release at all... More ideas? ;-) -
How block artillery at start and later usable after trigger event?
majorexperimental replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Unfortunately I remembered incorrectly how the artillery was set-up… It was NOT using radio-buttons; instead the standard support-menu way…. So there is no trigger involved in controlling the AI-artillery unit; just standard module setup: a support requester --- support provider artillery -- vehicle group leader…. I try to work around the problem other ways but if solving the above problem the starting point is the support requester-setup... -
How block artillery at start and later usable after trigger event?
majorexperimental replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sounds promising. Can you hint how to code that trigger? Something using eventhandlers perhaps? (not good at coding) -
How block artillery at start and later usable after trigger event?
majorexperimental replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes I mean "lock". The artillery are controlled using radio buttons. I have tried to create the lock-unlock-function using a synchronized trigger to the "Support Provider" for the artillery but that have no effect.... -
How make a trigger react on mines?
majorexperimental posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a way to make a trigger detect and react if for example anti-tank mines are being placed in a the trigger area? -
Problems with Virtual Ammo System (no scopes and error messages)
majorexperimental posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Since some weeks ago I seems to get VAS-errors. When opening the in game VAS-panel i got the message "No entry 'steamMPMission\__cur_mp.altis\description.ext/VAS_Diag/controls/Filter1.colorDisabled'." andn after closing that message I can choose the loadouts BUT whatever I do I cant get any scopes attached to the wepons... I have updated VAS and I have tried both development-version of the game and the standard-version. Any idea? (I have posted in the VAS-threads but no response) -
Problems with Virtual Ammo System (no scopes and error messages)
majorexperimental replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok. Seems as the developer has "left the building"; his site are down, doesn't answer messages. What other virtual ammo systems are out there?