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befubo

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About befubo

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  1. hi @ all Since a pretty long time i got a bug in Arma that drives me mad. In our community, we play a lot coop missions with a zeus as missionmaster. In the beginning when i play as zeus, everything works fine. I can place all the units and modules, no problem. But after a while (let it be 2-3 hours after missionstart), my zeus seems to get fcked up. The units that i place are invisible to the players, I cant call firesupport anymore and also the modules arent working. When this happens, I have to completely close Arma and start it again. After that, everything works fine again. Yes, we are usig mods, but every other zeus-player in our community have the same mods but not such problems as I. I did a reinstall of Arma with no positive result. Anyone got an idea what it could be? Thanks! Greetings, befubo
  2. Hi everybody Recently Im building a coop-mission, where two zeus-players are playing against each other. They are only allowed to play from the view of the zeus, like a strategic game... Now there are multiple issues and wishes Im going trough, here just one to ask you guys: The task is to capture sectors and holding them. If a side is holding the majority of the sectors, the other side is loosing tickets. So far so good, this works pretty fine. What I like to do now: If a player is holdig an area, it should add him the captured zone as additional editing area, but with restrictions. So he only can place objects like sandbags or static launchers... Is this possible? I find out, that having multiple editing zones is possible, but how can I make it addicted to the capturing status of this zone? Also, is it possible to restrict the kind of units spawned in this specific zone? Would be a great help, thank you! Appologize my bad english please :) EDIT: I made some progress... It is working now, that when a side take the sector, the zeus-player of this side can place objects in this sector (addCuratorEditingArea). But is it possible to restrict now the placable objects (it should only be possible to place objects and not units)? thx
  3. Hmm: I got the init.sqf. in this, there is a []exec "seq.sqf". In this is now following code: if (player == p1) then { hint "Player ist p1!" p1 allowDamage false; p1 switchMove "AinjPpneMrunSnonWnonDb_still"; showcinemaborder true cutText ["", "BLACK FADED"]; ~1.5 cutText ["Fallen Angel", "BLACK FADED"]; ~1.8 cutText ["Fallen Angel", "BLACK IN", 10]; _camera = "camera" camcreate [26790.2,21808.5,6.06181]; _camera cameraeffect ["internal", "back"] ;comment "Start Pos"; _camera camPrepareTarget [26856.1,21794,3.57231]; _camera camPreparePos [26790.2,21808.5,6.06181]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 4 @camCommitted _camera ;comment "Over Plane"; _camera camPrepareTarget [26856.1,21794,3.57231]; _camera camPreparePos [26709.5,21784.9,1.82839]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10 @camCommitted _camera ;comment "To House"; _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26726.8,21804.7,1.78566]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10 @camCommitted _camera ;comment "Over House"; _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26751.8,21827.6,2.32682]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10 @camCommitted _camera ;comment "Over House"; _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26751.8,21827.6,400]; _camera camPrepareFOV 1.000; _camera camCommitPrepared 4 @camCommitted _camera showcinemaborder false player cameraEffect ["terminate","back"] camDestroy _camera spawn BIS_fnc_titlecard; waitUntil {!(isNil "BIS_fnc_titlecard_finished")}; [[26748.8,21807.4,0],"Angel 2-1 crashed!"] spawn BIS_fnc_establishingShot; titlecut ["","BLACK in",3] ~3 introover=true exit }; But its starting even when I dont take "p1" as player... Also when I delete p1, it starts...
  4. Hey cobra, thx for your answer! Whats the difference? And how can I define, wich player will see it? Thank you!
  5. Hello everybody I had some experience in my past with the ArmA Editors, but now I want to get a little more into it... I've created a short cutscene on the start of the map. The script of it looks like this: ;===========OPERATION FALLEN ANGEL==================== p1 allowDamage false; p1 switchMove "AinjPpneMrunSnonWnonDb_still"; showcinemaborder true cutText ["", "BLACK FADED"]; ~1.5 cutText ["Fallen Angel", "BLACK FADED"]; ~1.8 cutText ["Fallen Angel", "BLACK IN", 10]; _camera = "camera" camcreate [26790.2,21808.5,6.06181]; _camera cameraeffect ["internal", "back"] ;comment "Start Pos"; _camera camPrepareTarget [26856.1,21794,3.57231]; _camera camPreparePos [26790.2,21808.5,6.06181]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 4 @camCommitted _camera ;comment "Over Plane"; _camera camPrepareTarget [26856.1,21794,3.57231]; _camera camPreparePos [26709.5,21784.9,1.82839]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10 @camCommitted _camera ;comment "To House"; _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26726.8,21804.7,1.78566]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10 @camCommitted _camera ;comment "Over House"; _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26751.8,21827.6,2.32682]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10 @camCommitted _camera ;comment "Over House"; _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26751.8,21827.6,400]; _camera camPrepareFOV 1.000; _camera camCommitPrepared 4 @camCommitted _camera showcinemaborder false player cameraEffect ["terminate","back"] camDestroy _camera spawn BIS_fnc_titlecard; waitUntil {!(isNil "BIS_fnc_titlecard_finished")}; [[26748.8,21807.4,0],"Angel 2-1 crashed!"] spawn BIS_fnc_establishingShot; titlecut ["","BLACK in",3] ~3 introover=true exit So far so good, it works without problems. Now what I want to do: This Mission is a coop mission for two players. The players are starting on different locations on the island. My problem is now, that i want just one player see this cutscene. The other should just spawn in a village and dont see this cutscene... Is there a possibility to do that? Thanks a lot and many greetings from switzerland. befubo
  6. Hey guys I played this mod now for about 20 hours and it's still awsome! But there are a few points (sorry if they were somewhere in the conversation before): 1) We are two guys playing DUWS together and when we save and close the game and start it the next day, all supports are gone. The Map has saved, but we loose all supports. 2) Is it possible, that players in PM could be in the same squad? Because its really hard to plan an attack, if i dont see where my guys are :D 3) There is a bug, that sometimes (I dont know when and why) the KI is not boarding a vehicle (in my case helicopter). They just standing around and doing nothing... 4) Suggestion: More types of enemy zones. I mean some havyer bases with towers and buildings, not just sandbags... 5) Suggestion: It yould be great upgrading the FOBs or the Mainbase... it looks a bit strange when we got an armypower of 600 Points and the main base ist just a little container :D It would be grat upgrading the bases with more buildings, hospital-tents and stuff like that :D But: Its such a great game, even if you wont change these things; ill keep playing ;) Keep going and greetz from switzerland :D befubo
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