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SSgt Schirf

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About SSgt Schirf

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  1. Hello! I am designing a mission based off an airsoft game mode we used to play. The mission has 2-5 BluFor survivors (survivor_1 through _5) being hunted by one OpFor Hunter (hunter). However, to add some complexity, I wanted one of the survivors to be a sleeper unit. At five minutes into gameplay, the sleeper would receive orders to kill the remaining survivors. I believe I have done this in the script below. What I really need is a double check of my script before I implement it. I am 80% sure that this has some error in it (be it syntax or logic). Can somebody please double check my code? // Created for ArmA 3 - Operation Deathlord // Script by: FoxRazgriz // Runs five minutes after the game starts, // selects a player at random to be the sleeper, // gives them an objective to betray the others, // and displays that on their screen for the entire match. // Runs five minutes after the game starts (called in init.sqf) sleep 300; // Selects a player at random ***from the remaining BluFor players*** to be the sleeper // Option 1: // sleeper = playableUnits select floor(random count playableUnits); // Option 2: sleeper = {alive _x && side _x == WEST} select floor(random count thisList); // Gives them an objective to betray the others. [sleeper, "tsk_sleeper", ["You are the traitor in your group!\n\nBetray the others in any manner you see fit.","Betray the Others",""], objNull, true] call BIS_fnc_taskCreate; // And displays that on their screen (???for the entire match???) // grp_Ind is the name of the Ind group, initialized in the init field of an AAF unit // that is not present in mission sleeper join grp_Ind; sleeper groupChat "I am the traitor now. All BluFor survivors must die!"; // Lets the game know the sleeper is active so the trigger can be tripped // "activeSleeper" is a variable in init.sqf that is False until // the end of this script. It is used in an in-game trigger // to tell if the sleeper has killed everyone. activeSleeper = true; // The trigger may not be necessary if this code works: while {true} do { _remainingBluFor = {alive _x && side _x == WEST} count allUnits; if (_remainingBluFor == 0) then { ["tsk_sleeper","SUCCEEDED"] call BIS_fnc_taskSetState; }; // end if statement }; // end while statement
  2. Hello users! I am looking for Beta testers/teammates for my custom missions. I'm a novice (sort of) to scripting, and I cannot turn to my regular group for beta testers. Put bluntly, I'm looking for people who want to have a good time playing and testing missions. :-) Suggestions for beta tester: - Must be familiar with ACE (preferably through PlayWithSix) - Must be able to play seriously or in coherence with the atmosphere of the mission (chaotic, mysterious, heated) - Must be able to give good feedback and be good team player - Should have scripting background (might be helpful but not necessary) - Should have Skype (would be easier to communicate) Anyone who is interested in good times and fun missions, please leave a reply!
  3. Hello, ArmA players! I am a apprentice level editor and am looking for some testers to help me evaluate the missions I make. I would normally have my group members help but that would ruin the first time experience for them. These missions are primarily based off the ACE mod downloaded through PlayWithSix. However, I always disable some annoying features of ACE that prevent a smooth missions completion (i.e.: no passing out after running fifty meters). I would really like a LONG TERM tester. These missions I am making are all part of a 7-part series including bonus missions, so lots of missions will need testing. People who would be willing to stick with it through the entire series would be very valuable and beyond helpful. Tester Description: I will set up a Multiplayer server with the mission to be tested. The tester(s) will accompany me through the mission and help identify problems with scripts and plot. I would appreciate any testers who: - Are comfortable with ACE and PlayWithSix deploy client (necessary mods are easily found and downloaded here) - Are able to play seriously and gauge the atmosphere of the mission (spooky, heated, stealthy, chaotic, etc.) VERY IMPORTANT - Are comfortable using Skype - Can work well with other team members if multiple testers are enlisted - Can give feedback based on verbal prompts. Also very important. I could really use the help because sometimes I cannot do everything or plan accordingly for errors that come up in Multiplayer. Besides, I'm not that good of a scripter, so anyone with experience scripting will be very valuable as a tester. If you are interested: - Please leave a comment with a Skype username. - Acquire PlayWithSix and download ACE through PlayWithSix, if you don't have it already. Any and all help is GREATLY appreciated! Seriously, you have no idea how much I would appreciate a good tester.
  4. I can see the game being delayed for a while to make room for new software and major testing. ArmA II still have bugs that they never fixed from its release. These bugs aren't anything major, but are still annoying as hell. Delaying the release wouldn't be the worst thing to happen to this game...
  5. SSgt Schirf

    Majority OPFOR killed

    Hey guys! New to these forums (and the editor) and need some help. ({alive _x} count units enemysquad1 <= 2) AND ({alive _x} count units enemysquad2 <= 2) AND ({alive _x} count units enemysquad3 <= 2) AND ({alive _x} count units enemysquad4 <= 2) AND ({alive _x} count units enemysquad5 <= 2) First of all, what's "_x"? Is that supposed to be the player or the group alive or what? Also, can I get a little bit of help wif my scripting? I... have no idea what I'm doing... I want the objective to be securing three districts of Chernogorsk (north, mid, south). I have given each section a variable (northCherno, midCherno, and southCherno). All three of these are set to north/mid/southCherno = "OPFOR"; to signify that the district is controlled by OpFor. For the tskobj = "SUCCEEDED"; I will simply put northCherno && midCherno && southCherno = "BLUFOR"; signifying that the sector is controlled by BluFor (in terms of the trigger, that only 4 OpFor in each strike team [enemyNorth, enemyMid, enemySouth] are remaining). However, I need help with the trigger CONDITION to switch the variables from "OPFOR" to "BLUFOR". Would the code above work for this? And will these variables work in the Briefing.sqf that I have set up? Thanks for any and all help!
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