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CH_SwissWolf

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About CH_SwissWolf

  • Rank
    Private

core_pfieldgroups_3

  • Interests
    Tactical games, pc, books,...

Contact Methods

  • Biography
    I'm Swiss

    Languages:

    Italian
    French

    And, more or less,... German and English
  • Steam url id
    http://steamcommunity.com/id/CH_SwissWolf
  • PlayStation PSN
    www.easports.com/player-hub/PS3/CH_SwissWolf
  1. Thanks all for the inputs. @ BangaBob: the input was good, unfortunately I haven't give you an important information; I was looking for something on MP @Mariodus: yes, I know, but I'm "strange"... I prefers test/try (even I agree with you, sometimes "copy", or just look to have an idea, it can give some precious help) @RogueTrooper: that was more then an input! :D Thank you. Until now I haven't take in consideration the Vehicles.
  2. Hi all, and as usual, sorry for my grammatical errors. After some check on forums, google and, certainly, on the Wiki, I stay with a problem. In a TDM mission, I have a safe spawn area, but this can be a problem if the players can shoot from the area: they can kill but not be killed. So, someone had a nice idea to avoid players to shot from the "safe spawn area"? :o What I see now is a workaround like "put the player weapons on an array, delete them from the player inventory until the player is into the area, and give them back when they are out", but I still a little bit confused... I can't really have an easiest way like: if player in this area, than block weapons (the problem, for me, actually is this "than block weapons") I would really appreciate any idea/suggestions. On each way, thank you all for your time on this post
  3. sorry, something goes wrong... duplicated post. Valid one: see here
  4. CH_SwissWolf

    Set Identity problem

    Try to change the glasses, I got an error with Delta_glasses. I've setted an other one and it's work
  5. Hi all, as usual sorry for any errors. I've looked a little bit into the forum, wiki, armaholic and google but I still with my question; perhaps it isn't possible, but before to declare myself as defeated I come to you: Perhaps I'll find a guru or a good idea :rolleyes: Well, what I'm looking for? My idea is to make a "parallel mission" like this: - some units are captive (aka: groupCaptive) - some others must liberate the first ones (aka: groupOfFreedom) - some one others have to make diversions (aka: groupBehindTheLines) Problem introduction: I would that the units are all in the same side and I would like have a "persistent" mission (I mean: the players must be able to spend hours on the mission and "fail" the mission for personal errors -> for example by killing an IA-VIP that was to free, or because they haven't reach in time an evacuation point,... but not because they are all death... even if it would be real). So, we will have "3 levels", like this (just an idea to so that you can understand the problem): 1st level - 1st step: groupCaptive is blocked by IA... 2nd level - 1st step: groupOfFreedom (snipers?) have to kill the guards to make in sort that groupCaptive can quit the prison area 3th level - 1st step: groupBehindTheLines have to take off energy to avoid that, during the groupOfFreedom attack, the alarm will rise the defence group 1st level - 2nd step: groupCaptive is free... they have to reach a point to take weapons/... 2nd level - 2nd step: groupOfFreedom have to protect groupCaptive (but always from a distant point) 3th level - 2nd step: groupBehindTheLines have to take an enemy vehicle 1st level - 3th step: groupCaptive is armed, now he need to enter in a sector to take a document,... 2nd level - 3th step: groupOfFreedom will be spotted by sentry, so he must run away or fight,... 3th level - 3th step: groupBehindTheLines have TOT time to put some mines on TOT bridge, crossways,... .... Problem: If an unit die I would make in sort she spawn near the group (ok, that's not a problem, we have the GROUP respawn option), but I will too that if the group die the group can restart from a "personal point" ==> groupCaptive start in prison, prison = respawn for groupCaptive ==> groupOfFreedom start on a hill, hill = respawn for groupOfFreedom ==> groupBehindTheLines start on a subsidence, subsidence = respawn for groupBehindTheLines than I can move on others spots the respawn, that's not a problem with the setMarkerPos and getMarkerPos functions, but the problem is that I can't handle 3 different and singular spawn points for the same team (it works for team and not for groups) As I actually see, the "easy" way are: 1) forget the "same team" and make: ==> groupCaptive = CIV ==> groupOfFreedom = BLUEFOR ==> groupBehindTheLines = GUERRIGLIA 2) make a "out of contest" respawn (far away, with a teleport mode on a "fixed-mobile-spawn") 3) change idea and say... well, the group is death = you still death (a little bit more real but in a game we must be able to play ) But... I'm looking for a respawn_west_groupCaptive, respawn_west_groupOfFreedom, ... method. So, any idea (exepted the KISS acronym :o )? Thank's already now for your time and your friendly answer
  6. Hi all, first of all sorry for any possible (and sure) errors and to have an "usual noob question" too but i'm starting into the Arma3 mission editing. I "haven't problems" to make a personal loadout, and I've make a basic sqf function to assign this loadout but when I test the mission on the dedicate server I have this problems: On the Init of my unit I have [this] call compile preprocessFileLineNumbers "MyScriptsFolder\my_loadout.sqf"; - I start without the uniform and with an empty backpack (breather ok, the backpack is setted via my loadout script too), but I have my initial weapons, map, clock, radio,... (well, all the 'basic' items seems work and are setted into the slot): Over line Edit: - I start without the uniform: removeallweapons _unit; removeGoggles _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeAllAssignedItems _unit; _unit addUniform "U_I_Wetsuit"; work only after one respawn _unit addVest "V_RebreatherB"; work _unit addGoggles "G_Diving"; work _unit addWeapon "arifle_sdar_f"; work _unit addMagazine "30Rnd_556x45_Stanag"; work only after one respawn _unit addMagazine "30Rnd_556x45_Stanag"; work only after one respawn _unit addMagazine "20Rnd_556x45_UW_mag"; work only after one respawn _unit addMagazine "20Rnd_556x45_UW_mag"; work only after one respawn _unit addMagazine "20Rnd_556x45_UW_mag"; work _unit addWeapon "hgun_Rook40_snds_F"; work _unit addMagazine "30Rnd_9x21_Mag"; work only after one respawn _unit addMagazine "30Rnd_9x21_Mag"; work only after one respawn _unit addMagazine "30Rnd_9x21_Mag"; work only after one respawn _unit addMagazine "30Rnd_9x21_Mag"; work _unit addSecondaryWeaponItem "muzzle_snds_B"; work _unit addItem "ItemMap"; _unit assignItem "ItemMap"; work _unit addItem "ItemGPS"; _unit assignItem "ItemGPS"; work _unit addItem "ItemCompass"; _unit assignItem "ItemCompass"; work _unit addItem "ItemRadio"; _unit assignItem "ItemRadio"; work _unit addItem "ItemWatch"; _unit assignItem "ItemWatch"; work _unit addItem "NVGoggles"; _unit addbackpack "B_FieldPack_blk"; work (unitBackpack _unit) addWeaponCargoGlobal ["arifle_Katiba_ARCO_pointer_F",1]; now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addMagazineCargoGlobal ["30Rnd_65x39_caseless_green",4];now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addMagazineCargoGlobal ["30Rnd_65x39_caseless_green_mag_Tracer",6];now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addItemCargoGlobal ["muzzle_snds_H",1];now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addItemCargoGlobal ["FirstAidKit",3];now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addItemCargoGlobal ["V_TacVest_blk",1];now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addMagazineCargoGlobal ["HandGrenade_Stone",1]; now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addMagazineCargoGlobal ["Chemlight_green",1];now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addMagazineCargoGlobal ["Chemlight_red",1];now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addMagazineCargoGlobal ["SmokeShell",1];now it's work, addWeaponCargoGlobal instate of addWeaponCargo And... after the first respawn I have one 30Rnd_9x21_Mag and one 20Rnd_556x45_UW_mag unexpected on my backpack (but not the others item, so I think that I've make a little script error but... where?). So, my first question is: Why my settings wouldn't be applied all in the same way, the first time they aren't active and after a respawn yes? (or, how can I really start the mission with my settings in MP, on a dedicate server?) Than, an other question a little bit different, is: How can I make in sort that players respawn with the last loadout? I explain what I mean: The mission would start from the sea, so all my unit have to start with diver Uniform and basic items (my loadout), to take position on ground, free a settlement to make their operation starter point (I switch my respawn_marker from sea on base when the task is accomplished)... base where I put a virtual ammo box. From this point, my mission would be mainly at ground, so players can take their personal loadout from the virtual box for the rest of the mission. Problem: if they die they would respawn with my loadout settings, but it would be nice that they can respawn with their loadouts (after that the first task would be accomplished! if not they would respawn into the water with my loadout). I have tried to look on different forums, wiki, google but until now I still with my problems (my loadout works greats on local, but I'm so noob that I can't understand the MP problem :confused: ) As you see I'm a beginner and perhaps the answer is just one: it's impossible to make what I try because the functions works only on local missions, but if you have an answer it would always be appreciated. So, thanks all for the time that you have take to read those few lines and... why not, for any help :rolleyes:
  7. Hi all, as usual, first of all, sorry for my bad English and sorry for the noob question but I've just started to make some personal missions. I've make some search (google, this forum,...) but until now I think I was unlucky. What I would make? I would set one/some object as destroyable. I've seen that ammo boxes/vehicle/building are destroyable, but I was trying to blow up a Land_CratesWooden_F, or a Land_WoodenBox_F,... without success. What I've tried (here you will see how many Noob I'm :o )? Unfortunately not many... with the search results I've tried to put, into the initialisation of the object, this = allowDamage true; but I've the impression that on Arma 3 it is no more operational (or I've make already a bad error :notify: ). Any idea :confused:
  8. CH_SwissWolf

    Admin camera?

    Good info Dorph, I'll looking for the mod and see if we can implement. Skydive, I've just read the info on the armaholic page and it seems interesting... I've just to see if it's possible to set just for admins.
  9. CH_SwissWolf

    Admin camera?

    Hi all, I write here because it would be a 'admin' discussion... if it was better an other section don't hesitate to switch the thread on the right one :) For you admins (but players too), how it would be to have a 'camera option' to track 1 player? What I mean? Well, already Stratis is an huge map compared on the others games, and unfortunately we have always: - players that make disturbs - players that are "to much fanatic" and forget that's a game Situations: - we have players that make intentional TK / players that if TK insults, ask kick/ban,... Well, as new at Arma I've already see that it's not always easy understand who is in front... in my first game the first 2 shoots was TK and I really hate make TK, so I'm sure that my TK wasn't intentional. But, how can a good admin know if 1 player is just new on game or he make intentional TK? Well, if we see 3/4/... TK, perhaps in a rapid sequencing, it can be intentional but... how do you see an admin option that give you (admins) the possibility to 'track' a 'suspicious' player to be able to take a correct decision?
  10. CH_SwissWolf

    Admin on Dedicated Server

    Hi all, First of all, sorry for my bad English and to write on this post that was inactive since 1 month. I've looking around to found if it be possible to have more than 1 admin connected on the same time on the server and I see here that "no", just one. Well, I wouldn't use the feedback tracker because the system is already "to full" and It wouldn't be simple for the staff manage them, but into the same times I'll ask somewhere if it would be possible to upgrade this limit. One reason can be: "instruction". Not all know already Arma so it would be easy to manage the 'admin-role' if we can move "in the same time" into the panel to guide the new admins. On game, have more admins connected would say decrease the interventions time, especially on Arma where the match take few hours. What I mean? Well, it can seems perhaps a little 'exaggerate' but sometimes we have phones, sometimes we make coffee, some other times we have to go [you_can_think_where]... If in this more or less short pause on the server arrive a bad player (unfortunately we would always have intentional - team killers, player who use/abuse bad language,...) the game atmosphere can rapidly decrease. with more admins we can offer a better service at the guest/regulars and give in this way a funny time on Arma. Ok, thank's and enjoy your day all.
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