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Wisp

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Everything posted by Wisp

  1. I have a single player mission where the player controls a squad and has to call in a helicopter for transport. There are no respawns, but the player can swap to another squad members if his character dies. The problem is the helicopter transport stops working if I swap. I tried linking the support requester module to all the squad members, but it still doesn't work. Only when a unit is listed as "player" can the request be made. "Playable" doesn't. Is there some way the modules need to be configured for this to work? Or a script?
  2. Does anyone know how to implement the satellite view like in the BIS showcase missions? The wiki page on it says the info is "coming soon."
  3. Wisp

    COOP 04 Operation Silverback

    UPDATE - Updated mission briefing and tasks. - Moved insertion area to new location. - Changed starting loadout. - Made it impossible to kill QRF out of order. - Reduced rain per player feedback. - Added lots of objects to AAF base to make it feel more inhabited. - Changed UAV location. - Fixed misaligned static object. - Added fail state for friendly fire. - Changed end mission music. - Updated screenshots.
  4. LINK http://steamcommunity.com/sharedfiles/filedetails/?id=234231422 MISSION A NATO reconnaissance team must capture or kill an AAF commander, then ambush the quick reaction force. SITUATION The NATO invasion force led by General Armstrong successfully pushed the AAF out of the Altis Airbase and Pyrgos, forcing their withdrawal to Kavala. NATO's subsequent advance into Agios Dionysios was halted by the AAF Delta Armored Company and Charlie Mechanized Company. Before commencing a second assault, SACEUR has ordered the deployment of special forces teams to disrupt the enemy supply chain. Hours ago, satellite imagery located Major Costas of the 3rd Support Regiment at a repair station two kilometers west of Syrta. Eliminating Costas would cripple AAF logistical capability, preventing resupply to the frontlines. INFO - Rewards stealthy play, but it's by no means necessary. - Pilot a UAV to support your effort with laser guided bombs. - Approximately an hour in length. - No respawns are available, however there are autosave checkpoints. - Play singleplayer or cooperatively. SCREENSHOTS http://cloud-4.steamusercontent.com/ugc/711906002236456598/98F026C80C40525691D55DADB23B074BA766D018/ http://cloud-4.steamusercontent.com/ugc/711906002234275963/2CD7FAAB8DC6FF4B0D455BCB44497203C5BCA244/ http://cloud-4.steamusercontent.com/ugc/711906002234203145/20461B4243F7F4A5ADFBD760A82739F7E274947D/
  5. Wisp

    COOP 04 Marina Infilitration

    HUGE UPDATE!! - Brand new tasks that work! - New mission briefing - Redone mission markers - Added ORBAT groups - QRF now activates when you are detected, making stealth paramount - Replaced Strider with AH-9 that flys overhead - Made target look more like government official - Shortened helicopter intro - Tweaked mission radio dialogue - Removed/added some different music - Added fail mission state for team killing friendly AI - Fixed NV issue This is my least played mission on the Steam Workshop, and that has to change. Get a group of buddies together and assassinate that HVT.
  6. LINK http://steamcommunity.com/sharedfiles/filedetails/?id=168049142 http://steamcommunity.com/sharedfiles/filedetails/?id=173163109 - short intro version MISSION A CSAT special forces team must assassinate a high value target in Agia Marina. SITUATION A high-level Altis government official promised to hand over information regarding Task Force Aegis, but he failed to meet his handler at the designated time. With no contact from him in three weeks, it appears that he is working with NATO forces. CSAT command has now ordered a special forces team be deployed to assassinate the official. Intelligence gathering has tracked down his location to one of our four possible locations in the city of Agia Marina. INFO - A stealth-based / diver mission. - Approximately an hour in length. - No respawns are available, however there are frequent autosave checkpoints. - Play singleplayer or cooperatively. SCREENSHOTS http://chattypics.com/files/107410_20150313_00021_0ge8cc0mdm.png (1958 kB) http://chattypics.com/files/107410_20150313_00016_92pv1ij5b3.jpg (595 kB) http://chattypics.com/files/107410_20150313_00019_uwaq5c3uiz.png (1037 kB) http://chattypics.com/files/107410_20150313_00018_9atqfwjfwr.png (1327 kB)
  7. Wisp

    COOP 04 Operation Silverback

    I updated it. I didn't remove the rain completely. It's significantly reduced, however. Let me know if I didn't go far enough.
  8. Wisp

    COOP 04 Operation Silverback

    I'm going to remove the rain in an update shortly. The helo is a stealth helicopter. Theoretically it should be pretty stealthy. If they could get that past Pakistan's radar into Abbottabad, then I think it's well suited for this mission.
  9. The Arma 3 wiki page on respawns (https://community.bistudio.com/wiki/Arma_3_Respawn) talks about a bit called "respawnOnStart = 1;" Putting this line in your description.ext will supposedly open up the respawn template when you join the game, allowing you to pick your spawn location and class. Right now the respawn template in my mission works when you die, but it doesn't work when you join the game. Instead, you spawn immediately as an empty character with no items. Is it a bug or is there something I don't know about implementing it?
  10. Wisp

    COOP 04 Operation Silverback

    Yes, actually I'm working on a mission that supports 1-12 players.
  11. Hi all. So I'm following the advice given in this thread: http://forums.bistudio.com/showthread.php?110579-Chopper-Land-at-Smoke I have a helicopter set to move to a position. Then I have trigger, with the condition: "heli1 nearObjects ["SmokeShellGreen",200];" and activation: "createVehicle ["Land_HelipadEmpty_F",getPosATL "SmokeShellGreen", [], 0, "None"] && heli1 land "GET IN";" I get the error "type array, expected bool". What am I doing wrong?
  12. My mission begins with a squad placed inside a truck, using moveInCargo. I later want them to board a helo, so I use leaveVehicle to have them disembark the truck. According to the BIS Wiki, this also unassigns them from the vehicle. The script I'm using to have them board the helo uses assignAsCargo and orderGetIn to have them board. I know the script works fine because I tested it without the squad previously inside the truck and it works fine. Only when they have been assigned to another vehicle before does it not work. So this means leaveVehicle must not be unassigning them. I did also try the UnassignVehicle command, but it made no difference. What am I doing wrong here? How do I unassign the group from the vehicle so they can later be assigned to another vehicle?
  13. Wisp

    [SP] Aerial Warfare

    UPDATE - Changed background image. - Made units that fly overhead disappear eventually. - Modified end mission parameters. - Rearm task now shows up as completed. - Revamped markers and added ORBAT groups. - Slightly tweaked mission briefing.
  14. LINK http://steamcommunity.com/sharedfiles/filedetails/?id=179461806 DESCRIPTION Take command of the skies. Pilot an A-143 Buzzard jet fighter and provide close air support for an assault on a military outpost. This single-player scenario should take around a half-hour to complete. Please share any feedback. Constructive criticism is welcome.
  15. I tried out your method and it works great as well. If it's cleaner than a trigger, I guess I'll go with it. But wrote it to so it applies to 'player'. I need to it to work in multiplayer for any member of a specific group. How would I modify it to work for that? Also I used this to get the helo to land and the squad to get in: _wp = group_attack7 addWaypoint [position _pad, 0]; _wp setWayPointType "LOAD"; _wp2 = group_attack3 addWaypoint [position _pad, 15]; _wp2 setWayPointType "GETIN"; [group_attack7, 1] synchronizeWaypoint [[group_attack3, 1]]; I think the synchronization isn't working because the helo doesn't land. Not sure what I'm doing wrong.
  16. Wisp

    COOP 04 Operation Silverback

    UPDATE - Added text dialogue between characters. - Revamped mission situation to better make sense with the campaign storyline. - Updated ORBAT groups and markers. - Added zone restriction for wandering off. - Tweaked time of day. - Fixed broken task. - Slightly modified establishing shot.
  17. Because the script I'm using is designed to have the helicopter pick up not at a specific point, but wherever the player throws smoke. The orderGetIn command works best for that, so the units need to be assigned to proper vehicle. The previous poster's suggestion of using move instead of transport unload worked though.
  18. I placed your code (and later Weparo's) in the activation of the transport unload waypoint of the truck. Then I have a trigger that detects if a smoke grenade is thrown within a 1000m of a marker. This executes a script that creates a helipad at the location of the smoke grenade, tells the helo to move to that position, and then land. Everything works fine as long as the squad doesn't have moveInCargo truck in their initialization. The helo lands, the squad gets in. But if they were previously in the truck, they never get in the helo. Here's the script: _smokeArray = []; _smokeArray = (position smoke) nearObjects ["SmokeShellGreen",1000 ]; _smoke = _smokearray select 0; _smokePos = position _smoke; _extractPos = createVehicle ["Land_HelipadEmpty_F", _smokePos, [], 0, "NONE"]; _wp = group_attack7 addWaypoint [position _extractPos, 0]; _wp setWayPointType "MOVE"; helo1 land "GET IN"; [player1,player2,player3,player4,player5] orderGetIn true;
  19. Still no luck. :/ This is very strange.
  20. Unfortunately, the squad still does not acknowledge the orderGetIn command.
  21. Your script is nice, but it doesn't suit my needs precisely. I don't want to create a new helicopter, I want an existing one to perform the extraction.
  22. Quick question. I have a mission set up where an IFV is supposed to join your infantry squad. I synced the "Join" and "Join and Lead" waypoints. Unfortunately, as soon as the IFV joins the group, the squad leader tells them to dismount. Is there a way to keep them in the vehicle? Thanks.
  23. I don't think additional turrets should be a high priority. I would much rather see different UAVs for the factions, bipods, different rifles (M4 and AK equivalents), weapon sights, humvees or future equivalent, etc. Edit: Actually what I want most is a transport plane.
  24. Which no one has seen (except for the tail). The Zero Dark Thirty movie extrapolated it out to create a fictional look, and Arma 3 made a very similar looking helicopter.
  25. I have a mission with two separate groups of players, each with different tasks. It took me awhile, but I finally got the tasks working properly. The only issue now is the notifications. I'm using something like "tsk2transport setTaskState "Succeeded"; ["TaskSucceeded",["","Take off"]] call BIS_fnc_showNotification" when a task is completed. This works okay, but it displays the notification to everyone. I want it to only show for the group designated with the task. Thanks for any help.
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