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tmortensen

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Everything posted by tmortensen

  1. I am proud to introduce my current Zeus game mode. THE LOWDOWN: I have seen a lot of Zeus, but not enough multiplayer versions! Thus why I have developed and released said mission. The main focus of this game mode is to utilise the Zeus expansion in a multiplayer context. In this case one slot is game master (Zeus), with the ability to create and generate and sort of playable mission type in which the Zeus can come up with. It is down for a game master to step up and let his imagination run wild, in the time of mission development and creation, the team can prepare and load up. One of the main differences is that this game mode is completely open to the imagination of the beholder. What can I make next? What can I develop from this objective? What can I make fun for the guys on the ground? Who will be fighting – and will they be caught in crossfire? Whether it’s several sporadic missions in random succession, or whether they wish to develop their own story line of intel presidency. The main player force in this game mode is Independent, allowing for a 3 way battle between BLU/IND/OPF. I decided to use this faction, as one, it is different to your usual multiplayer game mode, and two, it allows for a wide range of options from opposing factions. I have additionally entered this into MANW for the sake of it! So if you have a spare few moments please up vote here MODS NEEDED: none SUGGESTED BASELINE MODS (For better immersion): Taskforce Radio CBA MISSION FILE: Download Armaholic Updates: 29/9/14: IgiLoad added to develop a large mission possibility VAS added instead of previous ammobox type 03/10/14: VAS replaced by ASOR HC slot removed due to confused responses. 09/10/14: Old revive system replaced with new system (Grime's) fastrope script replaced (Zealot's) 16/10/14: Ammo box scripts removed, REPLACED by ArmA3 ingame Arsenal Minor squad changes Previous revive script removed due to script clashes, replaced by BTC revive CREDIT: Everyone in =SO= for helping test it and iron out the creases Public players who were patient enough to sit through numerous restarts and enjoy it at the same time.
  2. I have spent the past several hours trying to make an AI chopper on my night mission patrol WITH its spotlight on. I have tried script such as: null=[] spawn { while {true} do { player action ["lightOn", heli];sleep 0.01};}; however this only beats the pilot to turning the headlights off every 0.01 seconds. And epileptic fits is not what I want for my teammates. I have also tried if (isServer) then {0=[this]spawn{while{alive driver (_this select 0)}do{driver (_this select 0) action ["LightOn", (_this select 0)]}}}; again this flickers the light. Several other scripts have only seen collision lights. lightOn function in a vehicle (i.e. Ifrit) will set the headlights on, but not in a heli. does the lightOn function only turn collision lights on or is it actually the headlight/spotlight? Alternative methods: I have come across scripts such as #lightpoint light = "#lightpoint" createVehicleLocal position this; light setLightBrightness 0.05; light setLightAmbient[0.0, 0.0, 0.0]; light setLightColor[1.0, 1.0, 1.0]; light lightAttachObject [this, [0,0,-10]];light = "#lightpoint" createVehicleLocal position this; light setLightBrightness 0.9; light setLightAmbient[0.0, 0.0, 0.0]; light setLightColor[0.7, 0.7, 1.0]; light lightAttachObject [this, [0,30,-20]]; this I have attempted to move the light point to 20 below and 30 in front of the chopper. However it is unfocused and it doesn't reach the ground at certain points of heli flight. (unless someone can amalgamate the script to see the light object at ground level as a constant?) And yes I understand careless, seek and destroy, and safe patrol techniques turn the collisions lights on. Main question: Is there a way of setting an AI helicopters FRONT lights on constant? Cheers
  3. tmortensen

    Game Master Owner - Player UID

    Working from the Game Master module, and 'owner' field. It states "Can be an object' variable name, player UID, or......." Does anyone know the format of player UID input? I wish to get it to work so only a select few can use it in my community. BIwiki provides nothing on this matter of syntax for the field. I have tried the following: Quoted: "7656119xxxxxxxxxx" Unquoted (direct input): 7656119xxxxxxxxxx Tried an array of UID's(squbrac + quote): ["7656119xxxxxxxxxx","7656119xxxxxxxxxx"] Tried an array of UID's(no quote): 7656119xxxxxxxxxx,7656119xxxxxxxxxx Tried an array of UID's(quote): "7656119xxxxxxxxxx","7656119xxxxxxxxxx" Ideally I would like an array of my allowed player UID's for my game mode However, if I get one working I will be able to crack the rest. At current stage object variable name from a Zeus playable can be put directly into this and it works openly. Does anyone know the cell format or syntax, for player UID? And furthermore in a sting or array format, to work on restricting unauthorized player UID's?
  4. tmortensen

    Whitelisting Zeus Slot

    I understand #adminlogged etc, has anyone successfully white listed a Zeus slot yet? Allowing only clan members/ trustees to use the slot Cheers ----------------EDIT--------------------------- Whitelisting has been achieved with a playable unit placed, an empty vehicle with name checking and ejection, and a trigger to assign the GM when unit is present in vehicle. namecheck.sqf Trigger:
  5. tmortensen

    Insurgency Request

    http://forums.bistudio.com/showthread.php?175803-BTC-Hearts-and-Minds
  6. Nice RHS dependent, something I have been looking for, for a while, if only they had civvies to match. Something CAF is lacking is a complete EUR side, and these match similar outfits with a combo of weps. Tasty.
  7. tmortensen

    [MP] =BTC= Hearts and Minds

    Quick update, Sangin doesn't work in context with the files. Not due to the mission fault. But the map build in context of town locations and markers, even when tweaking configs, screws up when ran through, so 2 towns (atleast) are constantly active, and the overlap between some is huge. Its a strange format that smokedog did on that. Hoping he releases his 20x20 Sangin this won't be an issue. Further development has ruled out CLAfghan due to issues on a3mp, and the size of the map doesnt really play out with the amount of towns, aka a lot of travel. I will keep you posted on developments on the directions I choose to test this mission in. ---------- Post added at 21:03 ---------- Previous post was at 20:24 ---------- Stable mode on FSF Dariyah a3 map. Still currently running a3mp, as I am yet to remake my base from a3 objects because I am lazy. ---------- Post added at 22:06 ---------- Previous post was at 21:03 ---------- Gia possible new config parameter running from RHS dependency http://forums.bistudio.com/showthread.php?185489-Sub-Insurgents-Middle-east-irregulars Basically instead of default guerilla or CAF add a new one for SubInsurgents - could be a new angle on extra hostile class types. I think I will be switching to these for a chernarus mode due to the incompleteness of CAF european units (specifically civs)
  8. tmortensen

    [MP] =BTC= Hearts and Minds

    Sent you an email Gia. I won't be sharing the repository as of yet. If you need a PWS to see it in action - link:https://play.withsix.com/arma-3/collections/CXMzCZVfj02MHFRyyXMZoQ/RHS-BTC-Insurgency-SO In addition my details can be found at SOclan.co.uk if you want to find me.
  9. tmortensen

    [MP] =BTC= Hearts and Minds

    I'll be back from work 1700 GMT where I can ping you a copy. Gia send me a price of your email and I can send you a link when I get back. Then around 2000 GMT I can check your reply after dinner, and if there are any tidy ups or cut downs needed. I.e a flat RHS CAF rather than the additional mods I can cut it down in the configs. As in current build I have: A3mp CAFagg rds tanks and agg Rds statics and a few other client side mods for server usage. I can link a pws link when I am back also. In addition I am looking to do a sangin version sometime this week if work permits. But I will create dropbox/googledocs repository of my work when I can. That way if you want to link up to it Gia you can. ---------- Post added at 10:43 ---------- Previous post was at 10:42 ---------- Excuse the typos. My work phone is awful. ---------- Post added at 10:44 ---------- Previous post was at 10:43 ---------- Pm* of your email
  10. tmortensen

    [MP] =BTC= Hearts and Minds

    For those looking for an RHS version (US) I have a mission working using some other additions scripted and mod-wise. So if Giallustio you would like to review it before I share it I can help aid you in the development of a nodded version.
  11. tmortensen

    [MP] =BTC= Hearts and Minds

    I can confirm the files are different. Website name 1.01 however I can verify it is 1.02
  12. tmortensen

    [MP] =BTC= Hearts and Minds

    This sounds extreme, but we like the fact you have to judge your civvies on whether they are gong to blow up. btc_rep_bonus_cache = 20; btc_rep_bonus_civ_hh = 10; btc_rep_bonus_disarm = 25; btc_rep_bonus_hideout = 10; btc_rep_bonus_mil_killed = 0.025; btc_rep_malus_civ_hd = - 10; btc_rep_malus_civ_killed = - 25; btc_rep_malus_player_respawn = - 10; btc_rep_malus_veh_killed = 25; description param: //paramsArray[7] title = "Reputation at start:"; values[]={0, 500, 750}; texts[]={"Low","Normal","High"}; default = 0; We like starting low and working our way up!
  13. tmortensen

    [MP] =BTC= Hearts and Minds

    Just to update you: I am currently running on our server this mission (with tweaks). Running RHS and CAF US vs Middle Eastern insurgents I have tweaked a few params as to the radius of spawn of towns (i.e. trigger distance) finding that 600 radius is a little small and 'visible' so upped to 1500. Started the reputation at 0, so that the civies and come and ruin you early on ;) (work your way to right of passage through their lands) tweaked some of the bonuses for killing / defusing etc. RHS orientated mission, vanilla vehicles replaced with RHS US equivalents. Based on Takistan (courtesy of a3mp) Real good fun, and just waiting for the further updates and tweaks!
  14. tmortensen

    [MP] =BTC= Hearts and Minds

    On respawn we have been having bugs with the grenades. i.e. you have them in your inventory however they are not active in your throwable list. However dropping 'nades and picking them back up works. Just might be something clashing in the respawn params.
  15. Unknown maybe check the BE client and make sure its up to date, never had that issue before.
  16. tmortensen

    [MP] =BTC= Hearts and Minds

    Don't worry about the boolean points; If the % chance is being added then no need to understand the string! But cheers for the swift reply!
  17. tmortensen

    [MP] =BTC= Hearts and Minds

    Hi, First off wicked game mode. I have switched out to RHS units and CAF_Aggressors to make it a little bit more immersive on Takistan. One issue, medical system, as medic I can inspect and examine a downed friendly, (hit by IED) and have the ui tell me everything is okay... when this is not the case. Am I missing something in the define statement that overrides revive functionality? Additionally, is there a possibility to include a % chance on search for intel a chance for an explosive det from the body? in boolean: If player interacts roll explosionchance; If explosionchance roll result = true; spawn chargedetonation; else close;
  18. tmortensen

    RHS Escalation (AFRF and USAF)

    Make sure your Game Master Zeus module has All Addons (including unofficial) activated.
  19. tmortensen

    [MP] RHS ZEUS TVT 30v30 Chernarus

    Live versions: ZvZ TvT 25v25 Chernarus North to South as pictured ZvZ TvT 25v25 Chernarus City Light Infantry CQB 144.76.28.77:2346 Game Server Mod requirements: @CBA @rhs_afrf3 @rhs_usf3 @task_force_radio Baseline standard Additionals @ www.soclan.co.uk Repo link on from page for PWS collection.
  20. Two Zeus' battle head to head over a corridor of Chernarus. Allowing real time orders via a commander unit with access to Zeus, allowing for a unique experience every game both on the ground, and top down. Utilising RHS release for a RU vs US all out battle. Running from the inspiration for my other Zeus game mode, I had previously developed a TvT mode only on Stratis, running from the inspiration of one of the BI original game modes. In essence using this as a template I will open this up to a full scale war in a corridor of battle in Chernarus, by foot, track, wheel, and air. Utilising RHS: Escalation conversion mod as a baseline standard of awesomeness. Picture this: 1 Zeus on each team, playing a commander role, pitched head to head over a 20x5km corridor of battle, ground forces (players) have to take and hold areas in the area of operation to gain greater tickets and more resources for the Zeus' to use. Zeus' can also spawn AI units to defend towns (at specific costs) so real time players can move on to the next objective. And much much more - with calculated costs of course. This will be a ticket based conquest like mode with sector control in several hotspots of the map. Players can't just run up the map and capture a town next to the enemy base of instance, they must progress in a line of presidency (i.e. to capture C&D you must have A&B, to capture AO you must have C&D) - this concentrating the battle in the specific areas of operation, influence on objectives is key to capturing.
  21. tmortensen

    RHS Escalation (AFRF and USAF)

    Awwwwwww yiss bru
  22. This looks awesome, really can't wait to see this shaping up
  23. tmortensen

    Arma 2 F117 Nighthawk Mod Port.

    Yeah this is a rip of someone elses work, without much effort put into making it a functional a3-only dependent product. Good Idea. Bad execution.
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