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Poupoko

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Everything posted by Poupoko

  1. Hello everyone, I had an idea while I was creating a mission in which I play an undercover policeman who has to infiltrate a drug dealer's hideout. I created an undercover system for the occasion, which I think is perfect. As long as you're not wearing a policeman's uniform or taking your gun out of its holster, enemies consider you a civilian. But as soon as you take out your weapon or put on a bullet-proof vest marked “POLICE”, for example, enemies will start shooting at you. This gave me the idea of creating a multiplayer mode (I should point out that I've never done anything like this, I don't have the skills for it) in which you play as officers from Altis who have to take back the island from the traffickers who have invaded it. The equipment available will be very limited (only pistols and machine guns), and the difficulty high, with a hint of realism. I sincerely think that this would be a very good idea, so I'm taking the liberty of throwing it out there, like a bottle in the sea. The undercover system I just made would be the core of this gamemode. In short, the system is Capture the Island: you have to take over all the towns one by one. To do this, you'll have to patrol the city in civilian clothes, looking for drug dealers' hideouts: houses filled with armed bandits and used as drug-selling grounds. It's imperative that you first go undercover (dressed as a civilian) to steal “evidence” before finally being able to kill everyone, if possible with the help of more heavily armed players/policemen. If the traffickers spot you before you steal the evidence, the mission will fail. After 10 minutes, if no policeman has taken care of the stash, it will disappear, and you'll have to search the city again. What's more, two stakeouts can't appear at the same time, only one at a time. You'll need to collect around 15 pieces of evidence in this way from around the city. This will unlock the “ultimate” mission, which will allow you to recover the city from the traffickers, and continue your progress around the island. The evidence will have enabled you to identify a heavily-guarded location inside or outside the city: a house or building full of drug dealers armed to the teeth, with pickups, assault rifles, bulletproof vests, much better armed than the small traffickers of the 15 missions. Of course for this last mission there is no longer any point in going in civilian clothes / undercover mod : you have to equip yourself with machine guns, police cars and bulletproof vests. At the heart of this place will be the local baron who will either have to be brought back to a nearby police vehicle, or just activate an action with the wheel which will act as handcuffs, or even just kill him. After this objective is achieved, you must kill the rest of the bandits. After that, the mission will be successful, the city will be recovered, and you can advance to the next city. The cities concerned will only be the major cities on the map, in order to reinforce realism. (If all the hideouts are within a 50 meter radius it's ridiculous) There will also be several kinds of side objective in the meantime, for example a hostage situation where it will be necessary to kill the hostage takers, a gofast where it will be necessary to "stop" the vehicle which will pass at high speed near the city, a Bank robbery... There you go, I'm going to try to upload a small mission with my undercover system so that you can try to see what it's worth. Thank you so much for reading, and don't hesitate to tell me what you think. 😄
  2. Hey man that's really cool thank you ! But I spent the evening trying to make on the other script workand finally managed to get it done ! Just toise 0 or 1 instead of true or false 🥲
  3. Hello, it doesn't work for me. 😢 I made a cideo so you can see : https://streamable.com/pr7ayx I still get shot
  4. Hello ! I'm doing a mission where a BLUFOR talks to you when you get close with a trigger. It works very well, the problem is that I'd like it to have several sentences available, and that each time you move away from it then move back towards it, it would "randomly" choose between one of these sentences, to add realism and not repeat himself constantly. Can anyone help me on this ? Here is how I did the mission : (First code - brief.bkib Second - chat1.sqf Third - description.ext) class Sentences { class Brief_Bob_Line_1 { text = "What are you looking at ? Go to the fight you coward lazy ass motherfucker !" speech[] = { "\chat\lol.ogg" }; class Arguments {}; actor = "Bob"; }; }; class Arguments {}; class Special {}; startWithVocal[] = {hour}; startWithConsonant[] = {europe, university}; ["Briefing", "ConversationsAtBase"] call bis_fnc_kbtell; class CfgSentences { class ConversationsAtBase { class Briefing { file = "brief.bikb"; #include "brief.bikb" }; }; }; And I have a /chat file where I have the "lol.ogg" + "lol.lip" for the lip sync. In my mind there would be multiple .ogg files in the /chat that the IA could use each time the trigger gets activated.
  5. Poupoko

    Change class name?

    Thank you very much Indeed I was doing something wrong
  6. Poupoko

    Change class name?

    Hello, I'm trying to do the same and I struggle too... @killjoe_R3F this doesnt work on my mp mission, when I go into the lobby there's still "AT specialist" and I want to change it to "AT/AA Specialist"
  7. Poupoko

    Configuring Virtual Arsenal

    Up, I am in the EXACT same position x) The server "Bad Company" use this system
  8. Hello everyone, I've been trying to find for a weekend how to make AI that were in an animation, went in combat mode and killed the opfor to return into initial position and animation. Is that even possible ? 🤔
  9. Hello I have a problem with the tank countermeasures... Indeed I play a lot of Warlords and I usually take a tank and two crewmen with me. The problem is that when I get lock by a missile, my IA is not "screen-smoking" + the keyboard shortcut for countermeasures doesn't work when I drive the tank, I have to go to the captain's seat and only there I can activate them, but the missile has time to hit me every time... How can I force my capitain to activate them while being on the driver seat ?
  10. Well, the AI capitain is supposed to be busy spotting nearby infantery 😞 I guess there's no real solution...
  11. I am in the driver's seat, my IA are in capitain and gunner's seats. The thing is my capitain (or gunner, I don't remember wich seat can do it) never drops CM (smoke screen) when the tank is being locked by a missile (*BIPBIPBIPBIPBIP*), so each time I have to manually go to the appropriate seat, wich makes the tank brutally stop, then activate the smoke screen, then going back to driver s... *BAM* tank is destroyed (yeah because AI can OS my tank 3 times out of 4 but when I try to hit a tank with my launcher it makes like 3-4 hits before it explodes lel)
  12. Because IA reflexes are extremely efficients while being used as a gunner , especially for soldiers hiding, laying down or just being far away, they take them down really quick. When I try to use a fellow player as a gunner they're struggling a LOT more to hit targets, it takes them a lot of time, more ammo, and it gives more chance for us to be hit by a missile.
  13. Poupoko

    How to change metric system?

    Hello fellow spanish friend (I love spanish women but like every other women they don't love me in return 😢 ) That's what I found :
  14. Hi, I need to make an invisible wall on a mission but when I use hideObject on a barrier the collision does not work, is there a solution ?
  15. Hi, I wanted to add a 3D song in a AM radio ingame, so I created a folder "music" in my mission folder, in wich I add the .ogg music with name "greekmusic". I also created the description.ext with those lines : class CfgSounds { sounds[] = {}; class greekmusic { name = "greekmusic"; sound[] = {"music\greekmusic.ogg", db+0, 1.0}; titles[] = {}; }; }; I put a radio AM and in the int. line I wrote : this say3D "greekmusic"; But when I launch the game, there's no sound coming out of the radio, even when I set db+10... Can somebody help me ? I tried a lot of thing but nothing works...
  16. Thx now it works fine with your description.ext !! Just a last question : I want an IA to play a song when he's dead, still with say3D. I made a trigger with !alive bob; (bob is the IA), and I choose the song in the effect list, but how can I make it in the way that it's bob that will say aaaarg in say3D and not like a music in the backround ?
  17. Strange, it doesn't work last time I tried, I'll try again (thx for the link)
  18. It says that he can't find "greekmusic" with your code :/ This one do what I do and it works : He simply put this say3D "song"; in the init line of the entity and it works...:(
  19. Yes it's a mono file I just checked ! It still doesn't work :(
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