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thelastnoc

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About thelastnoc

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  1. thelastnoc

    [Coop] ORION Missionpack

    The AI can be really crazy sometimes. We played the Missions with 3 or 5 Player and it became easier every try, so i made them nearly impossible.^^ The 1. Version was without Revive-Script so imagine how that Mission was.
  2. thelastnoc

    [Coop] ORION Missionpack

    I played the 1a Mission alone and i reached the Radar and destroyed it. The moment your Team attack, the Enemie will engage you, but, they will also lose you if you retreat. I designed the Missions to be hard, because all User made Mission i played where really easy and we rushed through them easily. In my opinion it's more fun to finish a hard Mission then just rush a easy one. Good luck for your next try. However, feel free to report things you really DON'T like, so i can change them.
  3. thelastnoc

    =BTC= Revive

    It's not broken for me.
  4. thelastnoc

    =BTC= Revive

    http://community.bistudio.com/wiki/description.ext
  5. thelastnoc

    Virtual Ammobox System (VAS)

    You could try to customize the load function and delete every Item you don't want on your server to be removed from the Soldier. For example, put every weapon you don't want in an Array and look at the end of the function with a foreach if the soldier got one, and remove it. It's maybe not very elegant but it should work.
  6. thelastnoc

    =BTC= Revive

    Rollback to the Version: 0.9 RC1 (First Page). There aren't any big changes to the latest release. Beside the bugs in that one.^^
  7. thelastnoc

    =BTC= Revive

    In my opinion: YES! Take a look at this. http://community.bistudio.com/wiki/Sample_Mission_2
  8. thelastnoc

    =BTC= Revive

    How do you assign Tasks to your Mission? Through scripts or the editor Elements?
  9. thelastnoc

    Virtual Ammobox System (VAS)

    This line works for me: if (_backpack != "") then { player addBackPack _backpack; clearAllItemsFromBackpack player; }; replaced the line with: player addbackpack _backpack;
  10. thelastnoc

    Virtual Ammobox System (VAS)

    Hello Tonic-_-. I've got an issue when i load a saved Loadout without a Backpack in the Profile: Bad vehicle type. What can cause this? It must be in the "fnc_load_gear" part.
  11. thelastnoc

    Setplayable help

    Share your solution.
  12. ORION Missionpack by thelastnoc Description: Play as a member of a CIA task force and track down the International Arms dealer, Alexei Volkoff. Your Mission start at Camp Maxwell (ORION 1), a Blufor Base with respawning Vehicles and a Ammobox. The Missionpack contains 2 Missions playable up to 5 Player. (estimated playtime up to 30 min. ~ 1 hour) Intel: The CIA tracked down the current location of Alexei Volkoff, the head of Volkoff Industries, and the most wanted arms dealer. Our Undercover Agent at Volkoff Industries sent us urgent Information about a top secret Weapon, a satellite-system that can launch a Nuclearbomb in the Earth's upper atmosphere which triggers an electromagnetic pulse (EMP), controlled from the Air Station Mike-26. Your Mission is to arrest Alexei Volkoff and Destroy the Radar Station! Features: Type: COOP 5 Player Location: Stratis - Camp Maxwell / Air Station Mike Daytime: Night Respawn: Base Revive: Possible Dynamic Enemies: Yes Installation: Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder. Changelog: Version: 1.06 reduced AI-Skill and removed some Enemies in the 1a and 2a Mission Version: 1.05 updated for ARMA 3 Alpha 0.56 compatibility Version: 1.04 additional Missions with weaker enemies (Orion 1a and 2a) added a short Intro for all Missions changed the AI-Behaviour (maybe more aggressive - only for the normal Missions) Version: 1.03 Optimised the Player startequip-script Revive-Script code customized Script error fixed (VAS, Rev) Fixed some code in the AI-behaviour-script Disabled the Revive script, if only 1 Player starts the Mission fixed some lag issues Version: 1.01 Fixed some ending issues Credits & Thanks: Included Third-party Scripts/Addons: Virtual Ammobox System =BTC= Revive Simple Vehicle Respawn Script v1.8 [Arma 3] by Tophe of Östgöta Ops [OOPS] Thanks to Armaholic for hosting. Forum Topic: Armaholic-Forum Download: @Armaholic v1.06
  13. Put this in the Trigger: objective_1 = player createSimpleTask ["[b]New Mission Title[/b]"]; objective_1 setSimpleTaskDescription ["[b]The New Mission Text.[/b]", "[b]New MIssion Title[/b]", "[b]Mission type..(destroy, execute, infiltrate...)[/b]"]; objective_1 setSimpleTaskDestination (getMarkerPos "obj_1"); ["TaskAssigned",["[b]New Mission Title[/b]"]] call bis_fnc_showNotification; player setCurrentTask objective_1 Put a Marker with a name, like obj_1, near the chopper and this should work. You also need this: http://community.bistudio.com/wiki/Notification Put this code in the description.ext class CfgNotifications { class Default { title = ""; // Tile displayed as text on black background. Filled by arguments. iconPicture = ""; // Small icon displayed in left part. Colored by "color", filled by arguments. iconText = ""; // Short text displayed over the icon. Colored by "color", filled by arguments. description = ""; // Brief description displayed as structured text. Colored by "color", filled by arguments. color[] = {1,1,1,1}; // Icon and text color duration = 5; // How many seconds will the notification be displayed priority = 0; // Priority; higher number = more important; tasks in queue are selected by priority difficulty[] = {}; // Required difficulty settings. All listed difficulties has to be enabled }; // Examples class TaskAssigned { title = "TASK Assigned"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskiconcreated_ca.paa"; description = "%1"; priority = 7; duration = 5; }; class TaskSucceeded { title = "TASK Succeeded"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskicondone_ca.paa"; description = "%1"; priority = 7; duration = 5; }; class TaskFailed { title = "TASK Failed"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskiconfailed_ca.paa"; description = "%1"; priority = 7; }; class TaskCanceled { title = "TASK Canceled"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskiconcanceled_ca.paa"; description = "%1"; priority = 7; }; };
  14. thelastnoc

    sounds fading with distance

    As far as i can tell, the Audiofile must be Mono for what you want to do.
  15. Hello guys, while i was creating a Coop-Mission, i thought about editing the Mission to a Counter Operative (Counter-OPs) Mission. Similar to the Coop-Mission, where a ~5 Man Blufor-Team attack a Opfor Base and do some Objectives, other Player can join the Server and play as Opfor and defend the Base. At the moment i can't do it, because i want different Respawn types for the Teams. The Blufor can spawn at an Outpost Base (respawn_west) with Vehicles and a Weaponbox, while the Opfor Team got only the Option to respawn as an Playable Opfor soldier so the Opfor side will get a decreasing number of Slots during the Mission. (like the Respawn Type "5" or "SIDE" - Respawn into an AI unit on your side (if there's no AI left, you'll become a seagull). A dead Opfor spawns at the moment in the Sea - far away from the Battlefield. So it's bothering to disconnect and select a new Slot. I thought while i figure out how i can solve this, i ask some of the experienced Mission editor / scripter.
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