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ethrendil

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Everything posted by ethrendil

  1. I'm looking to build a trigger for an area that will act as a logistics base. I want the players to deliver supply boxes from different areas on the map to a specific area. Once they are delivered I want it to progressively unlock new things. I've figured out how to create a trigger that activates on the following condition: {_x isKindOf "CargoNet_01_box_F"} count thislist == 2; Which works fine when two cargo boxes are delivered, but I don't know how to continuously check/activate the trigger when more boxes are added. For example I'd like i script to fire when 2 boxes are delivered, and then a different script to fire when 4 boxes are delivered, and on and on. Would I need to create a function with a switch do block that runs down case by case? If so I'm not sure what the formatting would look like. Any help would be appreciated, I'm trying to learn but scripting confuses the heck out of me sometimes.
  2. You are awesome pierremgi! It works perfectly. Now I will try and incorporate it into a Warlords mission where the crates spawn on sectors and when the player airlifts them back to base they are rewarded with different unlocks (uav, weapons crate, etc). Thank you!
  3. The trigger I mentioned activates on ANYBODY present and is repeatable (my script deletes the boxes afterwards). With this script count (thisList select {_x isKindOf "CargoNet_01_box_F"}) mod 2 == 0 does that just divide the total by 2, and then if there is a remainder it doesn't fire? I tried it and it works, but it always fires the same script. I'm not sure how to activate a different script when the count is 4 or 6 instead of 2. The other problem I have is that if the boxes already delivered are moved and then put back in the trigger it re-activates.
  4. ethrendil

    Need Help Making Simple Money System

    I think I figured it out. I added "&& _sideOfKilled != playerSide" and defined the variable _sideOfKilled as _sideOfKilled = [_this select 0, true] call BIS_fnc_objectSide; It seems to work so far, not sure if it works in multiplayer though.
  5. ethrendil

    Need Help Making Simple Money System

    I know this is an old thread but I was hoping someone could help me with wozzsta's script. I'm using it to supplement a Warlords mission where it adds bonus money for kills, the problem is it awards the bonus regardless if you kill teammates or enemies. I'm terrible at understanding scripting, but that hasn't stopped me from messing around with it for the past 6 years. I've tried adding checks under the cases like "&& _killed == !playerside" but like I said I don't really know what I'm doing. Just thought I'd see if anyone could help me out. Ideally it would be a script that could cater to the player being Blufor or Opfor so simply saying "side does not equal Blufor" wouldn't work.
  6. ethrendil

    [SP\MP] Dynamic Universal War System - Rebirth

    I absolutely love the DUWS mission and related modifications. I look forward to the ongoing development of rebirth and I'm super impressed with what's already been implemented. Since everyone is throwing out suggestions I have one myself: Close combat options. Something along the lines of the CQB module for ALiVE is what I'm thinking. The option to turn on enemies occupying the buildings and structures inside of the enemy zones. Not full occupation, but enough to make you have to sweep the installations.
  7. This is brilliant! I avoided using your factions with ALiVE because they wouldn't use the proper vehicles. Now I can't wait to update my ALiVE scenarios with your new changes. Thanks!
  8. ethrendil

    MP Game Mode Support Feedback

    Is there any chance we could get the option to use custom factions on the spawn AI module?
  9. ethrendil

    MP Game Mode Support Feedback

    It's doable. I've been playing a custom support mission for the past several weeks that allows players to get in and out of helos and still run the support missions. There are a few things you have to compromise on, but overall it's a ton of fun. The main way to get it working is to turn off respawns. If you run a server you can have multiple player positions and just leave and re-enter the game as a new player, but the only way I have found to keep the support module from killing you when you get out of your helo is to disable respawns. Also none of the players or helos should be synced to the base module, otherwise you will be killed when you get out of your helo, or locked inside. Other than that the only things that don't work properly are the re-supply, medevac, and rearm/repair landing pads. My fixes for that are to create a dedicated chopper to run supply requests. This chopper is synced to the base module and players can enter/exit at the base. It is used just to run some supplies and return to base. Medevac works fine picking up soldiers, but to deliver them I need to land back at base and use Zeus to make the wounded unit disembark. You then get the points just like normal. And lastly I just use a rearm/repair script on a landing pad back at base. If anyone is interested I have the mission I use here: https://www.dropbox.com/s/j31kqtris8jczxj/groundsupport_alive.Altis.pbo?dl=0 It requires ALiVE and it might also require the NATOHellcats mod (not sure what version this is). ALiVE is used mostly just to provide a CAS and Transport chopper on call with a laser designator in case you get stranded on the map after you get shot down.
  10. ethrendil

    MP Game Mode Support Feedback

    I agree with you, and while I understand that having the heli locked probably made it easier to create that kind of gameplay, I prefer being able to get out of my helo if I crash land. When you create a support mission if you don't sync the helicopters or players to the base module and set the gameplay to have no respawns, then you can achieve what you are looking for. The tasks are still assigned and you can still run the mission (mostly) but you can also get out of the choppers and cap flags on foot. The only problem is I can't get the resupply tasks to work and you need a script to rearm/repair/refuel your chopper.
  11. ethrendil

    MP Game Mode Support Feedback

    One aspect that doesn't seem to be addressed in the guide (or maybe I just can't find it) is the resupply boxes for Ai squads. Does any ammo box work to fulfill the resupply tasks? Are we supposed to sync ammo boxes to the base module to get them to work? I admit I haven't experimented much with this so it may be something simple.
  12. ethrendil

    MP Game Mode Support Feedback

    Thank you for the excellent (and comprehensive) guide. It answers a lot of the questions I had when trying to setup the mission and I appreciate this kind of support for the community!
  13. I enjoy the new support COOP and PVP missions included in the Heli DLC, but what's more exciting is the idea of creating my own scenarios using those gameplay modes. Before the DLC I made several sector control maps with Ai units, but randomizing the unit waypoints to the sectors was a bit complicated (and messy). I was hoping these new scenarios would shed light on a better way of doing that, along with adding the awesome new support options. Unfortunately it looks like the missions are in an ebo file, and seem inaccessible. I couldn't find any documentation in the wiki about the new modes so I was wondering if anyone has fiddled around with them to the point of getting something to work. I tried to setup a basic mission with the new modules but didn't have any luck.
  14. ethrendil

    MP Game Mode Support Feedback

    Any update on this? I'd love to create my own version of this gamemode.
  15. Makes sense guys. I just couldn't wait to check out the new features in the DevBranch. I look forward to seeing it hit the stable build. All the best to you and thanks for the great work!
  16. Been playing the new version .80 on the Dev Branch and noticed that when the MH Littlebird is used as a support it spawns with 6 crew (2 pilots and 4 bench gunners). I want to use it as a transport so the bench gunners are unnecessary. I tried spawning a regular crewed MH in the editor and it only comes with 2 pilots, so I guess the support module just fills in all the crew slots? I also tried syncing an editor placed MH with the support module and adding the code: this setvariable ["CS_TYPE","TRANSPORT"]; which works beautifully unless the chopper is shot down, then it respawns with the 6 crew again. Any work around for this? BTW this just started happening when I switched to the Dev Branch so I'm assuming it's related to the new firing from vehicles. Love the mod, it's my favorite way to play Arma.
  17. ethrendil

    Firing from Vehicles feedback

    You're right, disregard. It must have been a mod I was using.
  18. ethrendil

    Firing from Vehicles feedback

    I've noticed with FFV that when an MH littlebird is placed in the editor it is crewed by 6 now instead of just the 2 pilots. Will there be an option to have a crewed version with just 2 again? It makes more sense to leave the benches empty for transport purposes.
  19. ethrendil

    [SP/MP] BeCTI

    If you're talking about the Ai controlled teams you can edit them in the parameters before the mission start to lower the amount of soldiers each Ai team controls (this option is available in Sari's version, I don't recall if it's in the original). Otherwise you can just disable the slots before the game by making them human controlled. I typically play with 8 Ai teams on each side and each team can control 8 units.
  20. ethrendil

    [SP/MP] BeCTI

    Brilliant! You are the best Sari. I will give this a shot later today. I look forward to it. :D
  21. ethrendil

    [SP/MP] BeCTI

    I've tried both hosting and dedicated. I'm using the Takistan mission and I added a Zeus module in editor. I also added the line aikills = 1; in the description.ext Here is a report from a quick local game I just tried: https://www.dropbox.com/s/yn5a5iyot91t3z5/arma3_2014-09-16_19-29-26.rpt?dl=0
  22. ethrendil

    [SP/MP] BeCTI

    In Sari's modified mission I can't get the starting mode parameter to do anything. Don't the options (Nearby towns, divided, random) mean that the game will start with those towns under control? For me it's not working.
  23. ethrendil

    [SP/MP] BeCTI

    That's a good question, I'd be interested if it's possible as well.
  24. ethrendil

    [SP/MP] BeCTI

    I can confirm that it works on with the AIA TP. Once I updated my server files I noticed that the A3MP files were missing so I'm sure that had something to do with the problems I was experiencing (floating players running around). As the client I was loading Takistan, but I suppose the server was loading Stratis and that's why players were running around on invisible mountains. I feel like an idiot, but thanks for the help Sari and Capulet. Love this gamemode and I'm so happy to be able to use it on all these awesome terrains!
  25. ethrendil

    [SP/MP] BeCTI

    I re-encountered my original problem. I guess it's when I attempt to run the newly converted island on a dedicated server. All players spawn at different heights and walk through the air or start off on the ground but in a swimming animation. Also the vote for commander never starts ticking down. The Altis and Stratis missions work fine on a dedicated server for me, it's just when I try and copy everything over to another island. Any help is greatly appreciated.
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