masterantony
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Posts posted by masterantony
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If i use ai mods like bcoombat or asr ai will it not affect the mission?
No.
i found an issue when doing the halo jump its seems to either kill you or spawn about 10 parachutes
MMMM , after i see this halo jump.
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Is it alright if I use ai mods in this mission?
What? Sorry but i dont understand what do you mean.
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Hello guys , how add a GUI on the game of my System Tickets?
There are 2 variables in init.sqf.
TICKETS_WEST and TICKETS_IND.
I would like add on top-right symbol-bluefor = TICKETS_WEST and down symbol-bluefor , symbol-death = TICKETS_IND
Thanks to all. -
Server with MOD :
=FSI= Forze Speciali Italiane (Europe)
IP 91.121.118.149 porta: 2302
Who host this scenario send me these informations that i will create a list.
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no i want to upload it to my dedicated server and hunting through steam folders for it is a proper pain in the backend so is there any chance of a direct link to download the updated non taskforce version
https://mega.nz/#!HNlXWKYT!7EdWHrNA48PHh4a76Q2s5R-g9O37imQ6YGD_OmCbb_U
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Shame about the ACE3 Compatibility, would use it otherwise
I released for now only the NP=No persistance version without ACE , because i could not test it.
First to release other version, I need to know if there are problems in the current version.
I would like to have your feedbacks.
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Any chance of an link to the updated version please pal
You use Steam workshop.
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Yes, please remove requirement for TFAR. Never use it personally.
Updated.
*Removed the Task Force Radio
*Updated the Fast Rope
*Added the Sling Loading (Realistic)
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is there a way of taking the task force requirement out
If it is required, i remove it.
I really thought I had, because now i use Discord and not Teamspeak.
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Updated the mission.
For now only the NO PERSISTENCE VERSION without ACE.
I could not TEST IT .
*****Release Notes****
Updated to last version of Arma 3 .
Updated to all last versions of mods.
Changed from AllinArmaPack to Cup Terrain.
Added Garbage Collector and many more ...
Link Download (NP for now without ACE3):
https://mega.nz/#!7clwjApC!XOEXXeC7fpff4q56Qh8zQpmJCklTooQyuD2yln8jFJE
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You are making your own Fallujah map? What buildings are you going to be using? Hopefully ones with house positions included (so spawned AI can also be spawned in houses)
Sure, i think to use default buildings of Bohemia and Jbad Buildings, but i also lokking for 1 3D Artist to create real Hospital , house ext ext of Falluja with Photo by Google Maps ...
All houses will be with interior.
I need of one good people that do a detailed mask image for texture.
The image of default i dont like , also because around the river there are cltivated fields, ground, green, there isn't desert, beyond this, as seen in the map there are two types of deserts , a more sandy, one more rocky.
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Hello guys.
Current Falluja Map is not compatible with ARMA 3, yes you can play on this , but prestation are very bad, 70 % of house are not explorable and graphic is really bad, all this because Falluja has been developed on Arma 1 initially, and after porting on Arma 2 .
With many MODS have problem and also script, example CQB of ALIVE, all script that spawn enemies in house ext ext ......
For this i decided to develop Falluja for Arma 3 with actual Tools .
I started the work from 2 days .
I looking for collaborators for this project.
I would like to do a project OPEN SOURCE.
I have to think it over.
Progress :
HeightMap Completed: http://gyazo.com/61ba531c6ce7fb5f74f50d3f3fe2e0f6Satellitar Image: http://gyazo.com/08e1d6936ccd932f2dc2bdf4925af880Mask Image : http://gyazo.com/37a1b031114067b0e0be097ab3870abf ( In WORK ) .
Map Texture ( Ready )
Sound Character when touch Terrain
Road on Map
Creation of Base
Falluja City
EDIT 15.54 04/08/2015 :
I created reposity on GitHub.
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No , in first version ( My ) also 3 cm , i created this thread for this.
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But the only problem is that with the animation does not take the rope, but is 3-4 cm further away.
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In this way, player is already on the ground.
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Hello guys.
I have problem with fastrope script.
Work all but the problem is that does not stick to the rope, down in the air.
#define MAX_SPEED_WHILE_FASTROPING 10 #define MAX_SPEED_ROPES_AVAIL 30 #define STR_TOSS_ROPES "Toss Ropes" #define STR_FAST_ROPE "Fast Rope" #define STR_CUT_ROPES "Cut Ropes" if (isdedicated) exitwith {}; waituntil {player == player}; zlt_rope_ropes = []; zlt_mutexAction = false; zlt_rope_helis = ["O_Heli_Light_02_unarmed_F", "O_Heli_Light_02_F", "B_Heli_Transport_01_F", "B_Heli_Transport_01_camo_F", "RHS_UH60M", "RHS_UH60M_d", "CAF_CH146_F_D", "CAF_CH146_SF", "B_Heli_Transport_03_F", "B_Heli_Transport_03_unarmed_F", "CFB_Helo_Chinook", "I_Heli_light_03_unarmed_F", "CFB_Helo_Griffon_Unarmed", "O_Heli_Attack_02_F", "O_Heli_Attack_02_black_F", "I_Heli_Transport_02_F", "B_Heli_Light_01_F"]; zlt_rope_helidata = [ [ ["O_Heli_Light_02_unarmed_F", "O_Heli_Light_02_F"], [1.35,1.35,-24.95], [-1.45,1.35,-24.95] ], [ ["B_Heli_Transport_01_F", "B_Heli_Transport_01_camo_F", "RHS_UH60M", "RHS_UH60M_d", "CAF_CH146_F_D", "CAF_CH146_SF"], [-1.11,2.5,-24.7], [1.11,2.5,-24.7] ], [ ["B_Heli_Transport_03_F", "B_Heli_Transport_03_unarmed_F", "CFB_Helo_Chinook"], [-1.11,-3.5,-24.9], [1.08,-3.5,-24.9] ], [ ["I_Heli_light_03_unarmed_F", "CFB_Helo_Griffon_Unarmed"], [0.7,2.5,-24.9], [-0.9,2.5,-24.9] ], [ ["O_Heli_Attack_02_F", "O_Heli_Attack_02_black_F"], [1.3,1.3,-25], [-1.3,1.3,-25] ], [ ["I_Heli_Transport_02_F"], [0,-5,-26], [] ], [ ["B_Heli_Light_01_F"], [0.6,0.5,-25.9], [-0.8,0.5,-25.9] ] ]; zlt_fnc_tossropes = { private ["_heli","_ropes","_oropes","_rope"]; _heli = _this; _ropes = []; _oropes = _heli getvariable ["zlt_ropes",[]]; if (count _oropes != 0 ) exitWith {}; random 0.3; { if ((typeof _heli) in (_x select 0)) exitwith { _ropes = _ropes + [_x select 1]; if ( count (_x select 2) !=0 ) then { _ropes = _ropes + [_x select 2]; }; }; _i = _i +1; } foreach zlt_rope_helidata; sleep random 0.3; if ( count (_heli getvariable ["zlt_ropes",[]]) != 0 ) exitwith { zlt_mutexAction = false; }; _heli animateDoor ['door_R', 1]; _heli animateDoor ['door_L', 1]; { _rope = ropeCreate [vehicle player, "slingload0", (getPosATL player select 2) + 3, (getPosATL player select 2) + 3, true]; _oropes = _oropes + [_rope]; } foreach _ropes; _heli setvariable ["zlt_ropes",_oropes,true]; _heli spawn { private ["_heli","_ropes"]; _heli = _this; while {alive _heli AND count (_heli getVariable ["zlt_ropes", []]) != 0 AND abs (speed _heli) < MAX_SPEED_ROPES_AVAIL } do { sleep 0.3; }; _ropes = (_heli getVariable ["zlt_ropes", []]); {ropeDestroy _x} forEach _ropes; _heli setVariable ["zlt_ropes", [], true]; }; }; zlt_fnc_ropes_cond = { _veh = vehicle player; _flag = (_veh != player) and {(not zlt_mutexAction)} and {count (_veh getvariable ["zlt_ropes", []]) == 0} and { (typeof _veh) in zlt_rope_helis } and {alive player and alive _veh and (abs (speed _veh) < MAX_SPEED_ROPES_AVAIL ) }; _flag; }; zlt_fnc_fastropeaiunits = { private ["_heli","_grunits"]; diag_log ["zlt_fnc_fastropeaiunits", _this]; _heli = _this select 0; _grunits = _this select 1; dostop (driver _heli ); (driver _heli) setBehaviour "Careless"; (driver _heli) setCombatMode "Blue"; _heli spawn zlt_fnc_tossropes; [_heli, _grunits] spawn { private ["_units","_heli"]; sleep random 0.5; _units = _this select 1; _heli = (_this select 0); _units = _units - [player]; _units = _units - [driver _heli]; {if (!alive _x or isplayer _x or vehicle _x != _heli) then {_units = _units - [_x];}; } foreach _units; { sleep (0.5 + random 0.7); _x spawn zlt_fnc_fastropeUnit; } foreach _units; waituntil {sleep 0.5; { (getpos _x select 2) < 1 } count _units == count _units; }; sleep 10; (driver _heli) doFollow (leader group (driver _heli )); (driver _heli) setBehaviour "Aware"; (driver _heli) setCombatMode "White"; _heli call zlt_fnc_cutropes; }; }; zlt_fnc_fastrope = { diag_log ["fastrope", _this]; zlt_mutexAction = true; sleep random 0.3; if (player == leader group player) then { [vehicle player, units group player] call zlt_fnc_fastropeaiunits; }; player call zlt_fnc_fastropeUnit; zlt_mutexAction = false; }; zlt_fnc_fastropeUnit = { _veh = vehicle player; _ropes = (_veh getVariable ["zlt_ropes", []]); if (count _ropes == 0) exitWith {}; player action ["Eject",vehicle player]; sleep 0.5; player leaveVehicle _veh; moveOut player; player allowDamage false; _ropePos = ropeEndPosition (_ropes select 0) select 0; player setPosATL [(getPosATL _veh select 0),(getPosATL _veh select 1),(getPosATL _veh select 2) -0.5]; player switchMove "LadderRifleStatic"; While {Alive player && (((getPos player) select 2) > 1)} do { player switchMove "LadderRifleStatic"; }; player setVelocity [0,0,0]; player playMove "LadderRifleDownOff"; player allowDamage true; }; zlt_fnc_cutropes = { _veh = _this; _ropes = (_veh getvariable ["zlt_ropes", []]); {ropeDestroy _x} foreach _ropes; _veh setvariable ["zlt_ropes", [], true]; _veh animateDoor ['door_R', 0]; _veh animateDoor ['door_L', 0]; }; zlt_fnc_removeropes = { (vehicle player) call zlt_fnc_cutropes; }; zlt_fnc_createropes = { zlt_mutexAction = true; (vehicle player) call zlt_fnc_tossropes; zlt_mutexAction = false; }; player createDiarySubject [sTR_SCRIPTS_NAME,STR_SCRIPTS_NAME]; player createDiaryRecord [sTR_SCRIPTS_NAME,[sTR_SCRIPT_NAME, STR_HELP]]; player addAction["<t color='#ffff00'>"+STR_TOSS_ROPES+"</t>", zlt_fnc_createropes, [], -1, false, false, '','[] call zlt_fnc_ropes_cond']; player addAction["<t color='#ff0000'>"+STR_CUT_ROPES+"</t>", zlt_fnc_removeropes, [], -1, false, false, '','not zlt_mutexAction and count ((vehicle player) getvariable ["zlt_ropes", []]) != 0']; player addAction["<t color='#00ff00'>"+STR_FAST_ROPE+"</t>", zlt_fnc_fastrope, [], 15, false, false, '','not zlt_mutexAction and count ((vehicle player) getvariable ["zlt_ropes", []]) != 0 and player != driver vehicle player']; player addEventHandler ["Respawn", { player addAction["<t color='#ffff00'>"+STR_TOSS_ROPES+"</t>", zlt_fnc_createropes, [], -1, false, false, '','[] call zlt_fnc_ropes_cond']; player addAction["<t color='#ff0000'>"+STR_CUT_ROPES+"</t>", zlt_fnc_removeropes, [], -1, false, false, '','not zlt_mutexAction and count ((vehicle player) getvariable ["zlt_ropes", []]) != 0']; player addAction["<t color='#00ff00'>"+STR_FAST_ROPE+"</t>", zlt_fnc_fastrope, [], 15, false, false, '','not zlt_mutexAction and count ((vehicle player) getvariable ["zlt_ropes", []]) != 0 and player != driver vehicle player']; }];
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Please, do dynamic support with ACE3.
Because many people ( like me ) dont use this mod.
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Up 1.0
Changelog
WildLifeACE3 Version
Added Repair Sp. in every Team.
Improvements and Fix General.
Now i will move mission in other maps.
For ACE3 , i don't use this mod, for this i could not test this version , if you found BUGS or have advice, contact me.
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Hi,How about I steal the mission and start saying that is my version? Would be that nice? NO IT WOULD F*** NOT.
Stop messing around.
My Features over the version of Martial.
Do you Understand? Or you are so stupid?
Yes is my version .
I was breaking my balls. SHIT.
This community of Arma 3 is full of fucking kids.
For this many have left this crap , like XEON.
Seems to me that his mission "Domination" is on Arma 3 with many NAME DIFFERENT , Invade and Annex and other.
But nothing breaking balls. Why?
So shut up.
Stupid Hater.
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Hello, two things:1. Would be cool if you add mission requirements
2. Is your version ACE compatible? (M4tial version isn't)
Thanks!
1) Is all written on STEAM
2) ACE3 for now i don't add in mission. Don't like this mod.
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hii have some problem with last version 2.4.5
when i put the mission pbo in mpmission and launch multiplayer i have error:"include file x\cba\addons\main\script_mod.hpp not found"
i can play mission in editor
help please
thanks
Fixed.
https://mega.nz/#!vYkWXBII!1suDX1y9LIRfYkgPRnabWma0NpOukucr3sYzvT0Sgho
ALIVE TAKISTAN NATOFOR ( Master-Antonio Version )
in ARMA 3 - USER MISSIONS
Posted
I created the official server of scenario.
I created also a Discord Server .
Discord is a VOIP SOFTWARE like Teamspeak or Skype but better.
This is the link.
http://discord.me/natofor-alive
You all are invited.
Server IP : 185.114.224.63 Port 2312
Server is ON With PERSISTANCE MISSION and HeadLess Client in TEST.