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panicsferd

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About panicsferd

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  1. I just tried that and same thing nothing happens. But if I would put: p1 action ["getOut", vehicle p1]; Then it somewhat works where the player actually like gets out of the plane (but looks like what would happen if you would get out of a parked aircraft) but then the player has no parachute and stuff. edit: after looking at the functions I found what works. BIS_fnc_PlaneEjection So I use this code: BIS_fnc_PlaneEjection [neo_1] spawn BIS_fnc_PlaneEjection; This basically works as if the player hit "V" twice to eject and it even does the whole seat ejection and the auto deploy of the parachute.
  2. I tried googling this and I came up with this code here: p1 action["eject", neo_1]; But when I do that nothing happens, the player doesn't eject out of the plane, I then was looking at the wiki and found a getOut action, but when I did that, it caused the player to actually like climb out of the plane and not be ejected from the ejection seat? So I am asking here how to do this, since all the things I've found online were the code similar to above but that doesn't seem to work, maybe some things changed with the new jets update DLC thing? since when I found this code that was back like a year ago?
  3. I am not sure how to word this correctly, but I on a mission I am working on I have it where the player is in a aircraft and is tasked with destroying a convoy and I would want to have it where when the player strikes first, or is spotted by the convoy... the convoy would say call in an aircraft to help defend them. I would call this aircraft in via a trigger, but because the convoy is on the move it is hard to use a trigger, so I am wondering if there is a way to make a trigger that moves along with a target so I can maybe easily have it be where when the convoy sees the player in his aircraft it will then trigger and then trigger the aircraft reinforcements? Or will I have to do some other type scripting to get the results that I want?
  4. It has been years, since Lucas Bari has been back home – he first left Tanoa (his homeland) several years ago… in 2028 to be exact. After learning his pilot’s license back on Tanoa he was able to acquire a job that landed him in the Mediterranean, on the island of Altis. He has been working at that job which was a flight charter company for several years, and with how successful he has been he never looked back. In 2035, there was a big natural disaster. A tsunami to be exact and this disaster caused the government to fall on Tanoa, and without a government a militia or force took the government’s place. This militia was known as Syndicat, a paramilitary and drug running faction – they became the acting government after the disaster happened. Most of the former government of Tanoa fled the island, or they were killed off in the Syndicat coup for the island, some say that the Syndicat must have gotten outside help in order to pull it off, but others think they just took advantage of the the situation at hand while the government was in shambles to take control. It is now 2036, a year after the Tsunami rocked the Tanoan shores. As Lucas Bari was enjoying it long deserved vacation he gotten a letter from his brother Caleb Bari: This letter detailed that their mother passed recently and he should come to Tanoa as soon as possible and figures he should help his brother out since he wasn’t there for when she died. Follow the story of Lucas Bari, who has been away for 7 long years. He is now heading back to Tanoa after hearing about the loss of his mother, but he will soon find out that his homeland is not what it once was. Please Note: Even though this campaign is by itself, it is in the same universe as my others... so unless you played the previous ones some certain events/people may be unfamiliar to those that haven't played them, but the previous campaigns are not required to be played to enjoy this one (you will just miss some easter eggs and stuff) Also this is very WIP, there could be bugs and fixes which may or may not get fixed till closer to release. Change-log Version 0.35: Added two new missions to the campaign, so there is now a total of 6 missions. Did some fixes on some missions, making sure there is no hiccups. I also updated Missions "Shooting Practice" & "Loss" because of feedback from a person who played my campaign that was saying the player should have been given a launcher to make things more even. So now in "Shooting Practice" you will get access to the RPG and then come "Loss" you will get that same RPG at the start of the mission. Download: Subscribe - Steam Workshop Download Requirements (no mods, but DLC) APEX Marksman
  5. Create MP Campaign

    I am not sure how you can make it work like how the Apex Protocol works, what I think what you may just have to do is convert every single mission in the campaign to work via multiplayer (like add more playable units if you say you only had the 1 unit as the player and or convert the ai partners to be playable?) I've made SP campaigns but never once messed with converting my campaigns to become multiplayer, but I did convert a few of my singleplayer oriented missions to multiplayer. What you will want to do when you convert a singleplayer mission to mutliplayer you will need to add some sort of respawn or download like a reviving script; otherwise, what can happen is when all plays die the mission fails. Here is the description.ext of my mission that was singleplayer and then converted to a co-op mp mission. respawn = 5; respawnDelay = 1; author="Panicsferd"; OnLoadName = "Operation Buzzard"; OnLoadMission = "Parachute in. Plant Charges on A-143 Buzzards. Get Extracted."; loadScreen = "images\loadscreen.jpg"; overviewPicture = "images\overview.jpg"; overviewText = "Our NATO Forces station on Altis are being torn to shreads by AAF fastmovers that are in the area. Satalite imagery shows that this airport is the source of the fastmovers and we need you to parachute in then plant charges on the planes, and then we will extract you out of there."; overviewTextLocked = "Our NATO Forces station on Altis are being torn to shreads by AAF fastmovers that are in the area. Satalite imagery shows that this airport is the source of the fastmovers and we need you to parachute in then plant charges on the planes, and then we will extract you out of there."; disabledAI = 1; class CfgDebriefing { class End1 { title = "Mission Completed"; subtitle = ""; description = "You have successfully destroyed the AAF fastmovers that were tearing our NATO forces to pieces. On behalf of all NATO forces station in Altis we thank you."; pictureBackground = ""; picture = "images\debriefing.jpg"; pictureColor[] = {0.0,0.3,0.6,1}; }; }; class Header { gameType = COOP; minPlayers = 1; maxPlayers = 6; }; And here is what that same description.ext was on the singleplayer mission. respawn = 5; respawnDelay = 1; author="Panicsferd"; OnLoadName = "Operation Buzzard"; OnLoadMission = "Parachute in. Plant Charges on A-143 Buzzards. Get Extracted."; loadScreen = "images\loadscreen.jpg"; overviewPicture = "images\overview.jpg"; overviewText = "Our NATO Forces station on Altis are being torn to shreads by AAF fastmovers that are in the area. Satalite imagery shows that this airport is the source of the fastmovers and we need you to parachute in then plant charges on the planes, and then we will extract you out of there."; overviewTextLocked = "Our NATO Forces station on Altis are being torn to shreads by AAF fastmovers that are in the area. Satalite imagery shows that this airport is the source of the fastmovers and we need you to parachute in then plant charges on the planes, and then we will extract you out of there."; disabledAI = 1; class CfgDebriefing { class End1 { title = "Mission Completed"; subtitle = ""; description = "You have successfully destroyed the AAF fastmovers that were tearing our NATO forces to pieces. On behalf of all NATO forces station in Altis we thank you."; pictureBackground = ""; picture = "images\debriefing.jpg"; pictureColor[] = {0.0,0.3,0.6,1}; }; }; class Header { gameType = COOP; minPlayers = 1; maxPlayers = 6; }; For me a mission like this was pretty simple since all I had to do was add like 5 more units and make them playable (since originally this was a singleplayer mission where you were on your own and had no ai partners. The DisableAI makes it so that there is no AI on the playable slots while in the Mutliplayer lobby, but depending how your mission/campaign is setup maybe you might not want that option - since if you don't get enough people you may still want your playable squadmates to be filled with ai? The last part works on the loadscreen thing where it will say it is Coop Mission or something. I hope this was of some help, but I have no Idea how to make it where when you chose the campaign it automatically opens up the server browser like how the Apex Protocol campaign was, maybe we cannot do something like that since maybe the apex protocol system is built-in to arma itself.
  6. [SP/Campaign] Revenge

    Revenge A year has passed since the CSAT faction was able to get their retribution against their NATO enemies, now that they have the Mediterranean under their control, there has been a increasing amount of insurgency across Altis. The CSAT have decided to hire a mercenary outfit from ION to help them eliminate the Insurgency threat. Follow the story of Lt. Sanders, who is as an ION contractor is hired to stop the insurgency in the Mediterranean. Please Note: This custom campaign of mine starts a year after my previous campaign: Retribution. In order for you to understand the story you would want to have played that campaign. Retribution - Armaholic,Steam Workshop Download: Download - Steam Workshop Change-log: Version 1.3: Fixed an issue with the campaign config files where there were duplicate entrees so that it wouldn't load and arma 3 would crash because of it. Requirements: The CSAT Modification Project Theseus Services RHS: Armed Forces Of The Russian Federation RHS: United States Armed Forces
  7. Thanks, this is what I was looking for... but I did find some heads but at least with this will allow me to know how many heads there are and for the heads for the asian CSAT forces.
  8. K, I will check that out. Thanks. edit: That doesn't really help after looking through it the only apex related head I found was the syndikat boss head which wouldn't really work. edit2: I found it looking through the cfgHeads in the config browser for tanoa heads it's: TanoanHead_A3_01 not sure how many heads, now ill just have to play around till I get the head I want and for speaker it's: MALE01FRE
  9. Lately for me for making missions I would make custom identities for my various soldiers and stuff and I am wondering if there is a list somewhere for the newly added ones for the apex campaign. class CfgIdentities { class Matthews { name="Matthews"; nameSound = "Matthews"; // ArmA3 only! face="WhiteHead_10"; glasses="None"; speaker="Male03ENG"; pitch=1.0; }; I am sort of talking about above, so instead of WhiteHead_10 or Male03ENG I would like to know what the equivalence for the Apex related units - like the Asian CSAT and or the Tanoa civs and etc. I haven't tested doing AsianHead_10 or TanoaHead_10 - so not sure if that would work. I would really appreciate the help, I even tried googling it and nothing and on the setIdentity page itself it doesn't display the new additions.
  10. I managed to figure it out. search1 addAction [ "Search Body", { hint "You are searching the body for intel"; next1 setdamage 1;(_this select 0) removeaction (_this select 2) }, nil, 6, true, true, "", "", 3 ];
  11. It works now... now I have to figure out how to make it where when you activate that action, after a while (like 10 seconds or so) it will then activate a trigger. to do this for other things I had a code like this: p1 addAction ["Plant Explosives",{explos setdamage 1;(_this select 0) removeaction (_this select 2)}]; this code above would have once the action was entered, it would kill a unit and then a trigger that had !alive explos would then be triggered and that would create a new task and complete the previous one. I would like to do something similar to that.
  12. Where do I put this? and I'm guessing fallensoldier is the name of my soldier that has died?
  13. I am currently making a mission where you are tasked with finding information where a certain leader is to get your revenge and I would want to know how to make it so that when the player is near a fallen soldier you will get an action to search them... but only have it shown if you are within arms reach of the fallen corpse?
  14. What I normally do for my missions is my vanilla resolution in arma is 1920x1080 and for my loadscreens on my various missions when I take a photo (using the camera and steams screenshot taker) I then put it in ms paint to resize it from 1920x1080 to 1024x512 and it seems to work all the time doing that. But like others have said you have to do that 2x1 so like 512x256, 1024x512, or 2048x1024. I normally sick with 1024x512 for my loadscreens since that seems to work the best and it doesn't seem to make the photo that worse since when you load the mission you only get a small square to show the image anyways. Also most of my images are .jpg and those are the ones that I convert to the .paa format for my missions. For me for play single missions I normally just stick with the .jpg format... but I do resize them in the 1024x512 range. I then though for my various campaigns when I make the whole campaign structure is then turn all the .jpg files into .paa.
  15. After searching I found another way to do it, that seems to work a lot better. I found a way to make it so that the player can be damaged, but he can't be killed. Then with using my above script from above I have it set at _this select 2 >=.95 and with the added script from below it seems to work perfectly; whereas, the player can still be damaged but not damaged enough where he will die before the first code is called. I have both of these placed in my players init. this addEventHandler ["HandleDamage", { _dam = _this select 2; if (_dam > 0.95) then {_dam = 0.9}; _dam }];
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