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whiztler

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Everything posted by whiztler

  1. From the wiki waitUntil:
  2. I prefer the ZBE_Cache script over the BIS engine solution. The fact that it does not cache the leader of a group make real-time simulation much more realistic. See you in a few years 😁
  3. Perhaps posting the code regarding your query will give us some insight in your issue. Also when testing in MP my advise is to actually start an MP session. TADST is a great tool for this, a tool I use as well. https://forums.bohemia.net/forums/topic/101123-tophes-arma-dedicated-server-tool-tadst/
  4. whiztler

    Attacth TO nearEntities

    Have a look at the forEach command. It lets you execute a command on items in an array (which your list of objects is)
  5. Perhaps explain a bit what how the issue starts. You hide objects using the module and place another object in its place in Eden? It should work. Perhaps you can test an alternative route by hiding the object and then spawn another object in its place using a script (https://community.bistudio.com/wiki/createVehicle).
  6. You can (temp) 'freeze' a unit by disabling the simulation. In case of Eden, put the following in the init box of a unit: this enableSimulation false;
  7. On the addWaypoint wiki page you can se two icons on the top: AG global -- A stands for Argument - Arguments of these scripting commands (AG) don't have to be local to the client the command is executed on. EG global -- E stands for Effect - Effects of these scripting commands (EG) are broadcasted over the network and happen on every computer in the network. So when you have a command with EG Global, the effect is seen by everyone, no matter who executes the command. In most cases it is best to execute these commands on the server or a headless clients.
  8. You can terminate code by checking the alive state of a unit: if (!alive MyUnit) exitWith {};
  9. Do not execute Global commands (such as hideObjectGlobal) on all clients. The init.sqf is execute by all players, (dedicated) server, headless client(s0, etc. When you use the global version of an engine command the information is communicated over the network to each connected entity by each connected entity. Causing a lot of network traffic. In case of hideObjectGlobal it can only be executed by the server. So you need to move the code from your init.sqf to the iniServer.sqf file in you mission root. If you do not have a initServer.sqf in your mission root then simply create one. Alternatively you can let the server execute the code in your init.sqf: if isServer then { }; Your code would then look something like: if isServer then { { _x hideObjectGlobal true; } count [bag_1, bag_2, bag_3, bag_4, bag_5, bag_6, bag_7, bag_8, bag_9, bag_10, bag_11, bag_12, bag_13, bag_14, bag_15, bag_16, bag_17, bag_18, bag_19, bag_20, bag_21, bag_22, bag_23, bag_24, zu3_3, zu3_8, zu3_7, zu3_6, zu3_5, zu3_4]; };
  10. Once a script reached the end, and there are no running loops, it is terminated. The tob1 script terminates as soon as it has added the event handler. The event handler is a separate process that becomes active when the assigned unit dies..
  11. The correct format for the Switch Do command is: switch (_condition) do { case 1: { hint "1" }; case 2: { hint "2" }; default { hint "default" }; }; See: https://community.bistudio.com/wiki/switch
  12. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 1

    Updated to version 1.71. See OP for more information and download links. OPTIONAL OPFOR/BLUFOR MODS As off version 1.71 the Wolfpack campaign utilizes a new player loadout. Day and night missions, wet and dry missions, each have their own loadout. Like in RL, tier-1 operators each have their own loadout, including uniform, vest, backpack, primary weapon, hand weapon, etc. Mods are optional. The missions functions fully without mods. Players are equipped according to the availability of mods which are applied in the following order: 1. Red Hammer Studios (USAF) >> 3CB Factions >> Project Opfor 2. CUP (Units) >> Community Factions Project OVERRIDES To override vanilla or modded weapons (primary weapons, hand weapons) with NIArms weapons at mission start using the mission params. If both RHS and CUP mods are active and one wishes to use CUP then you can override RHS with CUP using the params at mission start. Version 1.71 - Updated: Player loadout. Added support for RHS/CUP/NIArms. See Wolfpack_Readme.pdf for more information. - Updated: Full seperation mission logic from framework. - Updated: Wolfpack_Readme.pdf ReadMe document. - Updated: Applied ADF 2.16 framework. Album: https://imgur.com/a/VgBaAK1
  13. VERSION INFORMATION Version : 1.71 Release date : 12 JUN 2019 Arma3 Version : 1.92 Vol 2 can be found here CHANGELOG Note: Both the Wolfpack website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Version 1.71 Updated: Player loadout; Added support for RHS/CUP/NIArms. See Wolfpack_Readme.pdf for more information. Updated: Full seperation mission logic from framework. Updated: Wolfpack_Readme.pdf ReadMe document. Updated: Applied ADF 2.16 framework. DOWNLOAD INFORMATION Download Wolfpack Vol. 1 via Mega: https://mega.nz/#!YV5QQKZK!bQS8wqRRfYx37TYWKT5sEfRuOoH3ZFciWaX4jU3_vkE [v 1.71] Download Wolfpack ALL-IN-ONE via Mega: https://mega.nz/#!9RhU1C7B!SpT2qQyiXiUui6rduwqCy0BvQYBNxWsaRH8QgA9Lfno [v 1.71] Download via Armaholic: http://www.armaholic.com/page.php?id=25634 [v 1.71] Steam Workshop: http://steamcommunity.com/id/whiztler/myworkshopfiles/ [v 1.71] REQUIRED ADD-ONS None. OPTIONAL/RECOMMENDED ADD-ONS Community Based Addons A3 (CBA A3) Advanced Combat Radio Environment (ACRE 2) Taskforce Arrowhead Radio (TFAR) Commanders Tablet (cTab). Advanced Combat Environment 3 (ACE3) OPTIONAL SUPPORTED ADD-ONS RHS / Project Opfor RHS / 3CB Factions Community Factions Project CUP NIArms ABOUT WOLFPACK Wolfpack is a multiplayer (14 slots) special operations campaign consisting of ten challenging assault, demolition and reconnaissance missions, three bootcamp training missions and a warmup mission. Features: 10 Special Operations/Recon Missions 3 Bootcamp training missions; 1 Warm-up Mission for warming-up, mod line testing and general training (11 tasks/side-missions); Challenging and Immersive gameplay in a lively area of operations; Detailed Special Operations style briefings (in-game and PDF/TXT for forum briefings); Optimized for dedicated server play. Headless client fully supported; Support for (optional) mods such as NIArms / RHS / Project Opfor / 3CB Factions / CUP / Community Factions Project; Challenging opponents; Automatic detection of ACRE2, TFAR, cTab and ACE3 add-ons. STORYLINE June 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area. The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression. DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 3-4 weeks. Your first mission commences 11 June. CREDITS & ACKNOWLEDGEMENTS Concept & Development: whiztler (http://steamcommunity.com/id/whiztler/myworkshopfiles/) This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: Nopryl Community (www.nopryl.no), CIA community (ciahome.net), Project Milsim (reddit.com/r/ProjectMilSim/) VOL 1 MISSIONS DAY 01 - THE PACKAGE - Our area of operation lies north of Athira. JSOC expects a HVT to arrive and inspect the CSAR Frini base tomorrow. Wolf will eliminate the HVT once he arrives at the base. Due to the sensitive nature of this mission, detailed objectives will be given on a need to know basis once you have reached the RV. Our local on the ground will do an extensive briefing. DAY 02 - KAJMAN FIRE - CSAT has taken over the Abdera Airfield and turned the airfield into a helicopter base. The base is home to the 127 AAC Squadron with 6 or 8 Kajman Attack helicopters and to the 17 Air Support Group. The Kajman is a formidable opponent and can do some serious damage to the upcoming campaign. About one kilometer north east lies the village of Krya Nera. This used to be a little fisherman's village until CSAT stationed a small fleet of attack vessels there. Primary objective: Abdera Airfield, sabotage all Kajman Attack helicopters stationed at the airfield. Secondary objective: Krya Nera Naval Base, take control of the Naval Base and wait for further instructions. DAY 03 - SWITCH OFF - CSAT's primary communications station is situated on the outskirts of Kavala. It is essential we disrupt communications before we commence the NATO invasion. The nearby power station provides power to the Kavala region, including the communications station. We need to take both out in order to be sure that CSAT's ability to communicate is disrupted. Primary objective: Sabotage the communications station. Secondary objective: Sabotage the power station. DAY 04 - TOP SCREEN - CSAT's propaganda campaign is out of control. Their fear and retribution series broadcasted on television and radio has caused grave concerns both locally and abroad. We need the local populous on our side once the invasions commences. We need to shut down the Altis Broadcasting Company (ABC) in the Capital of Altis, Pyrgos. Sabotage the ABC headquarters. You'll be filled in on the specifics once you are close to the objective. DAY 05 - BULLSEYE - Maj. F. Kallaziz's replacement has arrived in Pyrgos, Maj. Farrokhzad. We know very little about Maj. Farrokhzad. According to Niko, the major has already made his mark by having tens of civilians arrested. Supposedly there is a public hanging the day after tomorrow. CIA and MIS are working hard to get more intel about this guy. So it looks like your Wolf troops are going back to Pyrgos. Your objective is to find intel on Maj. Farrokhzad.
  14. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 2

    Updated to version 1.71. See OP for more information and download links. OPTIONAL OPFOR/BLUFOR MODS As off version 1.71 the Wolfpack campaign utilizes a new player loadout. Day and night missions, wet and dry missions, each have their own loadout. Like in RL, tier-1 operators each have their own loadout, including uniform, vest, backpack, primary weapon, hand weapon, etc. Mods are optional. The missions functions fully without mods. Players are equipped according to the availability of mods which are applied in the following order: 1. Red Hammer Studios (USAF) >> 3CB Factions >> Project Opfor 2. CUP (Units) >> Community Factions Project OVERRIDES To override vanilla or modded weapons (primary weapons, hand weapons) with NIArms weapons at mission start using the mission params. If both RHS and CUP mods are active and one wishes to use CUP then you can override RHS with CUP using the params at mission start. Version 1.71 - Updated: Player loadout. Added support for RHS/CUP/NIArms. See Wolfpack_Readme.pdf for more information. - Updated: Full seperation mission logic from framework. - Updated: Wolfpack_Readme.pdf ReadMe document. - Updated: Applied ADF 2.16 framework. Album: https://imgur.com/a/VgBaAK1
  15. VERSION INFORMATION Version : 1.71 Release date : 12 JUN 2019 Arma3 Version : 1.92 Vol 1 can be found here CHANGELOG Note: Both the Wolfpack website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Version 1.71 Updated: Player loadout; Added support for RHS/CUP/NIArms. See Wolfpack_Readme.pdf for more information. Updated: Full seperation mission logic from framework. Updated: Wolfpack_Readme.pdf ReadMe document. Updated: Applied ADF 2.16 framework. DOWNLOAD INFORMATION Download Wolfpack Vol. 2 via Mega: https://mega.nz/#!8Z5wnAJS!eP91b1OnFjhQf4FxtsMPIqi4DFVvDsK-jWqMZyUgG9A [v 1.71] Download Wolfpack ALL-IN-ONE via Mega: https://mega.nz/#!9RhU1C7B!SpT2qQyiXiUui6rduwqCy0BvQYBNxWsaRH8QgA9Lfno [v 1.71] Download via Armaholic: http://www.armaholic.com/page.php?id=25998 [v 1.71] Steam Workshop: http://steamcommunity.com/id/whiztler/myworkshopfiles/ [v 1.71] REQUIRED ADD-ONS None OPTIONAL/RECOMMENDED ADD-ONS Community Based Addons A3 (CBA A3) Advanced Combat Radio Environment (ACRE 2) Taskforce Arrowhead Radio (TFAR) Commanders Tablet (cTab). Advanced Combat Environment 3 (ACE3) OPTIONAL SUPPORTED ADD-ONS RHS / Project Opfor RHS / 3CB Factions Community Factions Project CUP NIArms ABOUT WOLFPACK Wolfpack is a multiplayer (14 slots) special operations campaign consisting of ten challenging assault, demolition and reconnaissance missions, three bootcamp training missions and a warmup mission. Features: 10 Special Operations/Recon Missions 3 Bootcamp training missions; 1 Warm-up Mission for warming-up, mod line testing and general training (11 tasks/side-missions); Challenging and Immersive gameplay in a lively area of operations; Detailed Special Operations style briefings (in-game and PDF/TXT for forum briefings); Optimized for dedicated server play. Headless client fully supported; Support for (optional) mods such as NIArms / RHS / Project Opfor / 3CB Factions / CUP / Community Factions Project; Challenging opponents; Automatic detection of ACRE2, TFAR, cTab and ACE3 add-ons. STORYLINE June 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area. The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression. DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 3-4 weeks. Your first mission commences 11 June. CREDITS & ACKNOWLEDGEMENTS Concept & Development: whiztler (http://steamcommunity.com/id/whiztler/myworkshopfiles/) This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: Nopryl Community (www.nopryl.no), CIA community (ciahome.net), Project Milsim (reddit.com/r/ProjectMilSim/) VOL 1 MISSIONS DAY 06 - RIGA HILL - Intel shows a large AA-emplacement at a base west of Zoros Bay (codename 'Istanbul'). which gets its intel from a radar site a little north east (codename 'Barcelona'). Your orders are to insert west of Zoros Bay and take out the radar installation at Barcelona and the AA-emplacements at Istanbul. DAY 07 - U-12 - Our man on the ground, Nikos got captured by CSAT Intelligence Services. Nikos knows too much about the upcoming campaign. We need to break him out before they fly him back to the CSAT capital. Nikos is currently being held in a secret prison codenamed 'U-12'. It is located in Thelos Bay on the east coast of Altis. Wolf is to secure and retrieve Nikos Fotopoulos. DAY 08 - ICE TIGER - The last two weeks, SatNav has been tracking a heavy armored squadron consisting of 6 T100 MBT's, 1 x Tigris and APC's plus supporting units. SatNav lost Ice Tiger due to severe overcast weather. According to Nikkos, Ice Tiger should be in the North Western part of Altis. We need confirmation on its exact location. Your orders are to locate Ice Tiger. DAY 09 - DRAGONFLY - Two days ago the 127 Republican Wing Squadron, an elite squadron of TO-199 bombers touched down at Stratis Airbase. The 13th MEU is scheduled to assault Stratis in three days. This can only happen when those TO-199's have been disposed off. We'll advise objectives and targets when you're on the ground. DAY 10 - DOBERMAN - Your last mission is a high risk mission in Kavala. We are still gathering intel. We'll brief you when you're oscar mike.
  16. whiztler

    Changing objects color/texture

    Do not put the 'global' version of the command in the init box as each connected client (server, all players) will each send the information to all connected clients causing a lot of network traffic. Use the setObjectTexture local command instead.
  17. RELEASE INFORMATION Version: 1.09 Release date: 03 May 2019 ARMA III version: 1.92 ABOUT The Two Sierra campaign follows a NRF VJTF platoon during three tours of duty. Each tour takes place in a specific ‘Armaverse’ driven by a storyline loosely based on historical facts. The campaign missions support up to 36 players (30 + 6 JIP). FEATURES 3 tours of duty, 12 missions + 3 warmup missions offering challenging and Immersive gameplay in a lively area of operations; Each mission is accompanied with a detailed operations order (OPORD’s in-game and PDF/TXT for forum briefings), AO map and additional intel; Pre-configured TFAR for quick game start. Media (PDF, images) to be used with forum postings (mission cover image, AO map, objectives, etc.). Optimized for dedicated server play; Challenging opponents; Automatic detection of ACRE2/ TFAR, cTab and ACE3 add-ons. Optional mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for BluFor & OpFor MISSION BALANCER Since v1.05 the Two Sierra missions are balanced based on the number of players active. Few notes: Less players = less OpFor / more players = more OpFor Recommended min. players: 12 Mission balancer setting can be overruled using the mission params at mission start. Tour 1 and 2 warmup missions have mission balancer running. Tour 3 has no mission balancer. DOWNLOAD INFORMATION Download Two Sierra ALL-IN-ONE via Mega: https://mega.nz/#!kRJCHCxa!sU9jncFzjX2wKgErNmdlLoVKGBeKbXEMPTNtTSx0OxY [v 1.09] Download via Armaholic: http://www.armaholic.com/page.php?id=29616 [v 109] Steam Workshop: https://steamcommunity.com/workshop/filedetails/?id=530541775 [v 1.09] Facebook: https://www.facebook.com/two.sierra.arma/ REQUIRED ADD-ONS Community Based Addons ARMA 3 (CBA_A3) CUP Terrains RECOMMENDED ADD-ONS To enhance game play, the following (optional) client add-ons are recommended: Advanced Combat Radio Environment (ACRE) -or- TaskForce Arrowhead Radio (TFAR) Advanced Combat Environment 3 (ACE3) Commanders Tablet (cTAB) RHS + Project Opfor and/or 3CB Factions CHANGELOG Note: Both the Two Sierra website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a '2Sierra_readMe.pdf' document with mission information, client/server information, training information, etc. Version 1.09 Added: Mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for BluFor & OpFor Fixed: Vehicle service points working as they should. Updated: Spawn on demand. Now via framework function. Updated: Dynamic civilians uses mods if available (Project Opfor/3CB Factions/CUP/CFP). Updated: 2sierra_readme.pdf ReadMe document. Updated: Applied ADF 2.15 framework. If you have a VIDEO or SCREENSHOTS of your community playing a Two Sierra mission, please let me know. With your permission I'll post the content on the Two Sierra Youtube Channel.
  18. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 2

    Thanks LSValmont. I have stopped with developing ADF as a separate framework. To get the last version of ADF, simply download the last version of either Wolfpack or Two Sierra. I just uploaded a new version of Two Sierra which is based on ADF 2.15. Feel free to use.
  19. whiztler

    [MP CO37 Campaign] Two Sierra

    Updated to version 1.09. See OP for download information. Version 1.09 Added: Mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for BluFor & OpFor Fixed: Vehicle service points working as they should Updated: Spawn on demand. Now via framework function. Updated: Dynamic civilians uses mods if available (Project Opfor/3CB Factions/CUP/CFP) Updated: 2sierra_readme.pdf ReadMe document. Updated: Applied ADF 2.15 framework. OPTIONAL OPFOR/BLUFOR MODS Since version 1.09, the Two Sierra campaign supports mods for BluFor and OpFor units and vehicles. The mods are optional. The campaign functions fully with just BIS Vanilla assets (plus CUP Maps). If mods are loaded on the server but you wish to play using BIS Vanilla assets only then modded gameplay can be switched off in the mission parameters at mission start. Supported Mods The optional supported mods are automatically applied when loaded by the (dedicated) server. The mods are applied in the following order: 1. Red Hammer Studios (USAF, AFRF, GREF) >> 3CB Factions >> Project Opfor 2. CUP Units/Vehicles/Weapons >> Community Factions Project The optional mods add the following functionality: Blufor: NRF NATO units loadout (uniform, weaponry, etc.) Opfor: unit loadout and vehicles. Civilians: Clothing and vehicles
  20. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 1

    The mods are automatically used when active on the server. Mods are applied in the following order: Both "Project Opfor" and "3CB Factions" Project Opfor 3CB Factions Community Factions Project CUP If your server has both RHS/Project Opfor and CUP enabled then Wolfpack will use Project Opfor. At the moment mods cannot be manually selected/de-selected. If you want to change things around then edit "init_redress.sqf" in the scripts folder.
  21. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 1

    Updated to version 1.70. See OP for more information and download links. Additional (optional) supported mods As off version 1.70, the following optional mods are used by Wolfpack: Project Opfor / 3CB Factions / CUP / Community Factions Project. Some of these mods require other mods to function properly. The mods are used for visual aspects of Blufor and Opfor units – e.g. uniforms, vests, head gear, backpacks, etc. Weapons and vehicles are BIS Vanilla. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Changelog version 1.70: Added: Mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for wolf & opfor. See readme. Added: Ambient animals Fixed/removed: Legacy code. Fixed: Player can no longer swap places with AI vehicle crew during exfil. Updated: Spawn on demand. Now via framework function. Updated: Dynamic civilians uses mods if available (RHS/PO/Factions/CUP/CFP) Updated: Helicopter infil day 2, 6, 8 Updated: Wolfpack_Vol_1&2.pdf ReadMe document. Updated: Applied ADF 2.14 framework.
  22. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 2

    Updated to version 1.70. See OP for more information and download links. Additional (optional) supported mods As off version 1.70, the following optional mods are used by Wolfpack: Project Opfor / 3CB Factions / CUP / Community Factions Project. Some of these mods require other mods to function properly. The mods are used for visual aspects of Blufor and Opfor units – e.g. uniforms, vests, head gear, backpacks, etc. Weapons and vehicles are BIS Vanilla. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Changelog version 1.70: Added: Mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for wolf & opfor. See readme. Added: Ambient animals Fixed/removed: Legacy code. Fixed: Player can no longer swap places with AI vehicle crew during exfil. Updated: Spawn on demand. Now via framework function. Updated: Dynamic civilians uses mods if available (RHS/PO/Factions/CUP/CFP) Updated: Helicopter infil day 2, 6, 8 Updated: Wolfpack_Vol_1&2.pdf ReadMe document. Updated: Applied ADF 2.14 framework.
  23. whiztler

    [MP CO37 Campaign] Two Sierra

    Updated to version 1.08. See OP for download information. Version 1.08 Fixed: Convoy’s. Attempt number 612 to fix AI convoys. Fixed: Para’s. AI para’s perform as ordered. Fixed: Mission ending day 3 & 4. Fixed: MOTS progress speed in day 4, 7 & 8. Fixed: Spelling in briefings/high command. Fixed/removed: last slithers of legacy code. Updated: Moved all mission logic to server init. HC only managed AI spawns. Updated: Further refining of mission balancer values. Updated: Most mission objects for increased performance. Updated: Applied ADF 2.13 framework. The campaign zipfile contains a '2sierra_readme.pdf' document with mission information, client/server information, training information, etc., media files and briefing files.
  24. try _victim allowSprint false; I use the following script to in SAD hunt player function: {_x allowSprint false; _x doMove _p;} forEach units _g; _g setSpeedMode "FULL";
  25. whiztler

    mission.sqm, line 0

    Just another ARMA 3 development adventure. What else would you do with all your free time ....
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