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panicsferd

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Everything posted by panicsferd

  1. 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 }];
  2. What I would like to know how to do is make it so that when the player is killed on this mission that I'm working on it will not go to the death screen where you load/restart and to then have the mission fail with the briefing and whatnot. A thing I would like to have happen would be to have it once the player dies and before the end briefing scene would happen would be for my credits to roll for my mission (this mission would be the last mission of my campaign) I tried messing with the onPlayerKilled.sqf or onPlayerKilled.sqs but I don't seem to doing it correctly or don't know what I'm doing and when I die while in the editor it locks Arma 3 completely up and I have to task manager exit it.
  3. I figured that, but do I put that in the condition or onAct field?
  4. Is there a way to do the opposite of this where I would like it to be as a condition for a trigger where it can't be trigger unless the player with the certain UID is present in the mission. If something like this would be possible it would allow me to add sort of a dev build to test my mission out to see if my tasks are working (especially those tasks that require you to kill a certain amount of stuff, or destroy a vehicle, etc) Like as an example I would have a trigger with radio alpha, which would end up destroying a vehicle that is part of a task, and normally that would appear by default, but I would only want it to appear to certain UIDs so that only me or any contributors on my mission would have access to it.
  5. It looks like using that will work, I will have to tweak with the number I use for the damage... since with testing it in the editor it works better if the player if pretty far from the enemy, if it is more close range then the player dies and then it goes to the regular death screen. as of now I have it set, at .45, I will just have to tweak with the values... Also if other people want to know how to do the syntax it is here below: this addEventHandler ["Dammaged", {if ((_this select 2) >= .45) then {p1 allowdamage false; p1 setCaptive true; nul = [] execVM "credits.sqf";};}]; What this code would do is when the player as damaged greater than .45 it will then make it so he is set as a captive (so the enemy would stop shooting) then it will make it so the player can't be damaged anymore. I placed this in my unit p1's init field.
  6. panicsferd

    How much would you recommend the Apex Expansion?

    I say it is worth it for the maps and the new additions (units/weapons/vehicles) but in my opinion the campaign (I finished it) was just bare bones and just okay... but I wasn't that disappointing with it because when I first heard of Apex I was more excited for the new equipment and the terrain and the campaign was like an afterthought or a bonus feature.
  7. For me personally I didn't expect much, I mainly bought apex for the new stuff (weapons, units, vehicles, etc) and for me the campaign was like a bonus addition for me. I guess in a way I was hoping that the campaign was going to be a bit longer then what it was, since even though it being coop it was pretty short. The campaign itself had like others pointed out good video content/cutscenes and the like but to me the gameplay itself and the whole respawn/revive thing just didn't fit my cup of tea. I wish they would have made a more full fledge sp campaign, but I guess we will just have to wait for campaign/mission makers to make campaigns using tanoa. Spoiler below if you haven't yet played the 7 missions don't read it. Otherwise the campaign to me was just okay, and unless I play with some friends or whatnot and to get achievements I do not think I will be playing the campaign again. I will just stick to playing on Tanoa and playing with the new items that we've got and continue with making scenarios or playing multiplayer.
  8. A nice image of Altis that can be used as a desktop background. Captain Scott Miller gives the east wind a couple thumbs up! When I'm not busy in the fight, just sit down and relax and play my Zbox One.
  9. panicsferd

    Co-op Campaign: APEX PROTOCOL

    That is the same for me, for the 2300/2400hrs I have on arma only 10 if not 20 hrs of that is the campaign and the rest is multiplayer or me making singleplayer missions in the editor. Most FPS now days have shorter campaign since most of the main stream ones (bf, cod) the main attracting component is the multiplayer. Unlike with a lot of your RPG games (like skyrim for instance) is mainly a big open world singleplayer component and they are designed to be a long story, but if you think of it most of these RPGs can be just as short since most of them (at least the bethesda ones) if you just do the main story (like in skyrim) you can probably finish the game in a day or so, but if you take it slow and explore, do all the side quests then it will last longer.
  10. panicsferd

    Co-op Campaign: APEX PROTOCOL

    I guess for me personally I mainly bought the expansion for the new units/vehicles and the like and for me the campaign was pretty much a secondary option. To me it was just okay, I would have preferred if we got a more full fledge singleplayer campaign. Here is some spoilers talking about the missions (only read if you have completed all of the apex missions): Besides the problems up a head, it was just an okay mission and I wasn't a big fan of the respawn/respawn/respawn mechanic and it pretty much made it so you didn't have to worry that much about taking this slows since you could just respawn if you die. Another thing as well and once I finished playing the apex campaign for me personally I don't have another reason to replay it (except for getting achievements or to play with my friends since I first played it solo to see what it was like) and so I am kind of wondering how are these missions "highly replayable" like it was advertised.
  11. I'm not entirely sure myself, but I am wondering what happens if you say make a mission (provided you don't use the new units that are only available in said branches) and upload it will it then require the person to be on dev build. I am in the process of making missions for my various campaign but I kind of stopped to enjoy the sneak preview of Apex. I do not want to keep installing and going back and forth between the two builds (last I did it, it is like a 8gb download each time?) and I am wondering if say I work on my missions while in the apex build (I wont use any apex units/maps/etc) will the missions I make still work with the regular version of arma 3?
  12. I am currently working on a mission that involves around the player having an objective to rig a enemy officers personal plane and I would like it if that plane could be colored black instead of being the default AAF camo scheme? I have tried using a code that I had before that worked to change the color of cars and the like, but for the plane it only seems to color the middle portion, the wings still have the AAF camo scheme. The code i'm talking about is this: cfgfunctions.hpp class TAG { tag = "TAG"; class functions { file = "functions"; class colorSUV {description = "Color vehicles different colors"; preInit = 1;}; class colorMH9 {description = "Color vehicles different colors"; preInit = 1;}; }; }; fn_colorSUV.sqf _vehicle = [_this, 0, objNull, [objNull]] call BIS_fnc_param; _color = [_this, 1, "BLACK", [""]] call BIS_fnc_param; _colorCode = switch toUpper(_color) do { case "TAN": {[0,"#(argb,8,8,3)color(0.8,0.7,0.5,0.2)"]}; case "BLACK": {[0,"#(argb,8,8,3)color(0,0,0,0.6)"]}; case "PINK": {[0,"#(argb,8,8,3)color(1,0.75,0.84,0.2)"]}; }; _vehicle setObjectTexture _colorCode; In the vehicles init field: _null = [[this, "BLACK"], "TAG_fnc_colorSUV", true, true] spawn BIS_fnc_MP; I hope someone can help me on this so I can continue working on my mission.
  13. What I normally do myself for my various missions that may or may not have multiple endings I put them in the description.ext like this: class CfgDebriefing { class End1 { title = "Mission Completed"; subtitle = ""; description = "Assaulting the prison convoy was a success, we were able to rescue some of our fellow men who have been locked away for some time... we even rescued someone who wasn't part of NATO or FIA."; pictureBackground = ""; pictureColor[] = {0.0,0.3,0.6,1}; }; class End2 { title = "Mission Failed"; subtitle = "Prisoners were killed"; description = "Mission failed, the prisoners were all killed in the crossfire between the FIA and the AAF/CSAT forces."; pictureBackground = ""; pictureColor[] = {0.0,0.3,0.6,1}; }; }; Then what I normally do now is when it is time for the mission to end (successfully or a failure) I normally call a script and in that script I always put this: "End1" call BIS_fnc_endMission; When the above is called, it will then go with what is added in the description.ext I've been making missions like this in both the 2d and the eden editor and so far it hasn't failed me yet.
  14. I am wondering if there is a way to send the player into like a ragdoll state or to somehow kill the player, but not bring up the restart/end mission screen that you normally get when the player dies... I am working on a campaign of sorts and I kind of want a ending where the player is executed, but when he dies I sort of want like credits or something to show and not have the death screen pop up?
  15. How would I manage to do that, just create a blank file called onPlayerKilled.sqs and where would I put that? In my mission folder?
  16. I could really use some help on how to upload my campaign to the steam workshop and I am kind of new to having it work as an addon, before I would just upload the campaign pbo to armaholic/dropbox and then just extract it to the arma 3 campaigns folder. My Mod folders structure is below: Main Mod Folder: @Revenge Inside @Revenge: Addons mod.cpp Inside Addons: Revenge.pbo Inside Revenge.pbo: Images Missions description.ext Mod.cpp FIle: picture = "Revenge\Images\overview_ca.paa"; logo = "Revenge\Images\overview_ca.paa"; logoOver = Revenge\Images\overview_ca.paa"; tooltipOwned = "Revenge"; overview = "Follow the story of Lt. Sanders, who is as an ION contractor is hired to stop the insurgency in the Mediterranean."; hideName = 1; hidePicture = 0; name = "Revenge"; dir = "Revenge"; Description.ext class Campaign { name = "Revenge"; disableMP = 1; briefingName = "Revenge v0.1"; author="Panicsferd"; overviewText ="Follow the story of Lt. Sanders, who as an ION contractor is hired to stop the insurgency in the Mediterranean."; overviewPicture ="\Campaigns\Revenge\images\overview_ca.paa"; firstBattle = Beginning; class MissionDefault { lives = -1; lost = ; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; }; class Beginning { name = "The Beginning" cutscene =; firstMission = R01; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; lost = ; class R01: MissionDefault { briefingName = "Opening"; author = "Panicsferd"; overviewText = "a group of ION contractors have been sent to Stratis, on a mission to aid their new employers."; overviewPicture = "\Campaigns\Revenge\images\R01_ca.paa"; end1 = R02; lost = R01; template = R01.Stratis; }; class R02: MissionDefault { briefingName = "Leaving"; author = "Panicsferd"; overviewText = "After being briefed on the mission, the ION group is now leaving Stratis for Altis."; overviewPicture = "\Campaigns\Revenge\images\R02_ca.paa"; end1 = R03; lost = R02; template = R02.Stratis; }; class R03: MissionDefault { briefingName = "Contact"; author = "Panicsferd"; overviewText = "An AAF convoy has been attacked; the ION group is tasked mid-flight to aid them."; overviewPicture = "\Campaigns\Revenge\images\R03_ca.paa"; end1 = ; lost = R03; template = R03.Altis; }; }; }; Thanks again and I would really appreciate the help.
  17. I am trying to figure out how to upload a campaign to the steam workshop, so far I think I got the structure setup to be like the following: I have the main mod folder @Revenge and inside that folder I have the Addons folder along with the mod.cpp file. Inside the Addons folder is my campaigns PBO which has the missions/images and the description.ext, and the config.cpp. With this setup, it does seem like it is loading correctly because I can see it in the addon list. But for some reason, it does not show at all in the campaigns menu. Mod.cpp FIle: picture = "Revenge\Images\overview_ca.paa"; logo = "Revenge\Images\overview_ca.paa"; logoOver = Revenge\Images\overview_ca.paa"; tooltipOwned = "Revenge"; overview = "Follow the story of Lt. Sanders, who is as an ION contractor is hired to stop the insurgency in the Mediterranean."; hideName = 1; hidePicture = 0; name = "Revenge"; dir = "Revenge"; Description.ext class Campaign { name = "Revenge"; disableMP = 1; briefingName = "Revenge v0.1"; author="Panicsferd"; overviewText ="Follow the story of Lt. Sanders, who as an ION contractor is hired to stop the insurgency in the Mediterranean."; overviewPicture ="\Campaigns\Revenge\images\overview_ca.paa"; firstBattle = Beginning; class MissionDefault { lives = -1; lost = ; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; }; class Beginning { name = "The Beginning" cutscene =; firstMission = R01; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; lost = ; class R01: MissionDefault { briefingName = "Opening"; author = "Panicsferd"; overviewText = "a group of ION contractors have been sent to Stratis, on a mission to aid their new employers."; overviewPicture = "\Campaigns\Revenge\images\R01_ca.paa"; end1 = R02; lost = R01; template = R01.Stratis; }; class R02: MissionDefault { briefingName = "Leaving"; author = "Panicsferd"; overviewText = "After being briefed on the mission, the ION group is now leaving Stratis for Altis."; overviewPicture = "\Campaigns\Revenge\images\R02_ca.paa"; end1 = R03; lost = R02; template = R02.Stratis; }; class R03: MissionDefault { briefingName = "Contact"; author = "Panicsferd"; overviewText = "An AAF convoy has been attacked; the ION group is tasked mid-flight to aid them."; overviewPicture = "\Campaigns\Revenge\images\R03_ca.paa"; end1 = ; lost = R03; template = R03.Altis; }; }; }; Config.cpp class CfgMissions { class Campaigns { class Revenge { directory = "Revenge"; }; }; }; I would really appreciate the help, I am kind of new to this since before with my campaigns I would normally just upload the file to dropbox/armaholic where all you would need was to extract/place the campaigns pbo file in the arma 3 "Campaigns" folder.
  18. I figured out what the issue is and how to fix it. So that others like myself who want to make custom campaigns can do so using their EDEN-made missions. What you have to do is when you are ready to save your mission, you will need to re-save it as "Save As" and then make sure to uncheck the option that says "Binarize the Scenario File" when you uncheck that the mission file will look exactly how it did before with the 2d editor.
  19. I'm not really sure where to ask this, but I noticed now that since EDEN has been release my old structuring for making custom campaigns doesn't seem to work anymore since it gives me an error like this: I think it has to deal with how the mission.sqm file is different then what it used to be with the 2d editor, and I am wondering if anyone else knows the new standard we are suppose to use in order to make custom campaigns utilizing the EDEN editor. I would really appreciate help, because otherwise I and maybe many others will not be able to create campaigns using missions that were made with the EDEN editor and I'm really not sure what to do.
  20. Retribution Follow the story of Sgt. Ghafurzai and the CSAT forces on their quest for retribution against the NATO forces who have have caused them much grief in the past on altis/bornholm/chernarus/stratis/takistan/zargobad. Please Note: This custom campaign of mine starts shortly after my other campaign: Resurgence. In order for you to understand the current story of this mission you will want to play that campaign. Resurgence - Armaholic,Steam Workshop Download: Download - Steam Workshop Change-log: Version 1.1 Mission "Closure" Fixed an issue where a target wouldn't couldn't be destroyed and it somehow wasn't reaching a specific triggerMisison "Seizing Mike-26" Fixed an issue where after the player has seized the airbase, the mission would just hang and not advance any further
  21. It worked and thanks a ton. I had a feeling I probably could have used the "!" to not it out, but I didn't know I needed the parenthesis in that command.
  22. I've been making campaign myself and like what austin_medic said, it should load off right where you left off when you saved it. I did experience though that in some cases the dialogue may break off and or sometimes I had an issue where a task wasn't assigned when I reloaded the save (i'm not sure what caused that).
  23. panicsferd

    What are my options for 3D editing?

    What I normally do is a bit of a cross between a mod called MCC Sandbox and Zeus. I use MCC Sandbox mod for the sole reason of it allows you to save everything that is placed (by zeus and or the MCC Sandbox itself) to a SQM file. I normally then use Zeus to place my objects in buildings and at certain heights and etc. On most if not all of my missions that I have worked on and uploaded to the workshop have utilized MCC Sandbox to save it and Zeus to place the objects, using Zeus also allows you to place certain objects you cannot in default editor (ie, Houses, Military Buildings, and etc).
  24. I am wondering if there is a way to have it where the task it set above ground and with a trigger it will not activate until the player is at the area above ground. I am thinking of working on a sniping mission and I want the player (as the sniper) to be tasked with climbing on the roof of a building for a good sniping position, but I do not want the task to be completed (or the trigger to be activated to complete the task) until the player is actually on the roof of the building.
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