mdgrim
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Having an issue with tasks created through the module system showing up for players.
mdgrim replied to mdgrim's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmm... so you figure it is just an issue with the alpha as well? I think it will probably be fixed in the nearby future, I don't really want to make 14 tasks for a third time, especially in a way I know nothing about. -
Alright guys, I have found an issue with making tasks through the module system for multiplayer missions. Almost always, only the host who launched the map can see the tasks. I have made sure all the create tasks are synchronized to all player/playable units. I have tested this a good 10 times now, and only ONCE has a person (besides the host) been able to see the tasks. Has anyone found a way to make sure all tasks are seen by every player? It would be quite painful to play through the mission with only person knowing what has to be done. I found a thread similar to this, and the only solution I saw posted was to restart the mission after everyone loaded in, however this didn't help when I tested it. If anyone knows a solution, please share it with me :D, thank you. My first mission is %100 complete now, this is the only issue I am having, and I am pretty sure it has to deal with the game being in alpha
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I require assistance with setting up a ending to a mission.
mdgrim replied to mdgrim's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the help tay-uk that worked :), I still can't figure out how to get that function to activate when the mission ends (either goes off right at mission start or not at all), but like I said that is just extra stuff heh -
I require assistance with setting up a ending to a mission.
mdgrim posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey everyone, I am in a bit of a pickle here... I have successfully made my first mission for the arma series (I have randomly spawned civilians, random enemy patrols, all tasks working, briefing working, etc,etc,etc). The only issue is, I can't figure out how to make the mission end after all tasks are completed. Now I have looked up how to do such a thing for a few hours now and I think I have found the issue... Every solution I have seen has involved out of game scripting (such as .SQF files, which I know little to nothing about) and/or using triggers to make the missions tasks. I have made my tasks using arma 3's modules. Can anyone explain how to make a mission end if the tasks were made this ways? Lets say for this example I have 10 tasks total for the mission. Also, if possible I would like to use call BIS_fnc_endMission; function (which is the ending you get for the SP showcase missions, I have tested this in a trigger and the ending works properly), I know that you put this line into the trigger's condition, but that is where it ends. Also, the function just mentioned is not a necessity, just being able to end the mission is enough for me, that is just extra heh. This link is to an image I made explaining the creation of a task using the modules (for this example task, the task is completed once a blufor unit enters the trigger location): http://i296.photobucket.com/albums/mm182/WNxGrim/arma3modulesystem.jpg Link to thread explaining the showcase ending: http://forums.bistudio.com/showthread.php?149313-quot-Mission-complete-quot-like-in-the-showcases-how-to *Things not mentioned in the module image* All modules used to create and complete the task are synchronized together. For the task to show up in briefing/mission, the 'create task' module (labeled A in the img) must be synchronized to every unit that you want the task(s) to show up for. -
Seeing as the Opfor in arma are a military fighting force from a major country and not insurgents of a third world country (we will use arma2's takistan as an example), I say they look fine, the game is supposed to take place around 2035 after all so it would make sense for the standards on military equipment to appear more advanced. But this does not mean their gear is super advanced however... If you take a close look, the katiba carbine is the Kahbar KH-2002 assault rife, which has been around since 2004. Image of current Iranian military weapons: http://3.bp.blogspot.com/_80_yaznP3lM/TRiU-gq9UCI/AAAAAAAABLM/NEo6KCYmdBI/s1600/Khaybar+KH2002.3.jpg Wiki page for the Kahbar assault rifle: http://en.wikipedia.org/wiki/KH-2002 Wiki page for current equipment of the Iran army: http://en.wikipedia.org/wiki/Equipment_of_the_Iranian_Army
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Thanks a bunch for this script it's awesome, I have encountered two issues however. The first issue is if I have units using the patrol script and they happen to be named, then they automatically spawn in combat stance and normal speed instead of safe/limited <-(as an example lets say 2 units named A1 and A2, and a trigger with the condition of "!alive A1 and !alive A2"), however I can fix this issue by removing their names, putting "NOFOLLOW" in the unit(s) init code (so they "hopefully" don't leave the area), and simply adding a trigger that stays active as long as opfor are in that area. The second issue is, that I added this script to a mission I have been working so opfor units would patrol, however... As long as there is even a single blufor unit on the map (literallyother side of the play field, doesn't matter), then all the opfor patrols spawn as hostile instead of how they should be, they spawn in safe mode if no blufor are spawned in... This is the bigger issue of the two because the only way I can see to solve this is to make a clone of what I already have from scratch. If anyone has any other solutions to these two issues I'm having, please let me know **EDIT** I have found a strange solution to my problem... It seems my opfor units are spawning in combat stance IF there is more then one group (2 groups, 1 group + 1 lone unit, etc) set to patrol the same marker area. If I just have one group of any size patrol the zone, the spawn in safe/limited as they should. However this test was done with no blufor units on the map besides the player unit and a couple of units in the player's group. I do not know how they will react if other blufor units are added that are not in the players group or if there are opfor units in their zone that are not under the effects of the script.
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Noob mission editor requires assistance with multiplayer respawns
mdgrim replied to mdgrim's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks guys, I didn't know about the .sqf file and mission information being in the My documents area, my mission was not in the MPMissions section (simply in missions for some reason even though I exported as mp) so I copy/pasted it's folder over in the mp section and placed the .ext inside. Respawns are now working :), I have not setup a vehicle respawn yet and that is because I slightly worried that said vehicles will just respawn at the marker instead of where they were originally placed. -
Noob mission editor requires assistance with multiplayer respawns
mdgrim posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright, so as the title says, I'm a beginner at creating missions for Arma in general, today was my first attempt at it. As of now I have 20 'playable' units (one of those being 'player' of course), multiple vehicles for use, 6 or so objectives (tasks working, waypoints for tasks, completion notifications, etc) to secure locations in and around a town/destroy hostile equipment, and enemy/friendly AI that behave in specific ways, including patrols. Now the one thing I am having issues with is, as has already been stated, respawns. I am going to explain everything I have done to attempt to get this working. The playable units for this mission are bluefor, so I put a marker near my original spawn location called Respawn_West, I made a file called description which is a .ETX file type. Inside of said file I had this: respawn = "BASE"; respawnDelay = 15; respawnDialog = false; (also tried with the number 3 instead of BASE). The file was then put into my Arma 3 MPMissions folder (C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions), Arma 3 was closed and relaunched. Launched mission in a multiplayer session, got my unit killed, respawned as a seagull for a split second, then mission ended. This happened no matter what I tried, attempted moving the marker named Respawn_West (also tried variations such as "Respawn_West", respawn_west, "respawn_west", etc)... Am I missing something? As far as I know all that is necessary for multiplayer respawning is a .ETX file with those pieces of script in it, in the MPMissions folder with the mission, and a marker named respawn_west. Any help would be appreciated :). It seems I quite enjoy creating scenarios from the what I accomplished today. ***EDIT*** Alright, so here is what I just attempted... I put the mission file AND the .ETX in their own folder named the same thing as the mission (so for example: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions\test%20mission.Stratis), launched Arma 3, made a mp match and click the map name. I looked in the upper right corner and saw Respawn: BASE !!! I couldn't believe it! So I click play, the game froze for a moment as if it were loading said mission... But decided to do nothing except reset the background music and aerial view. It seems I now have a different issue to be dealt with (I took the mission out of the folder and it launched fine, just no respawn).