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panicsferd

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Posts posted by panicsferd


  1. 11 hours ago, killzone_kid said:

    dont think it works in campaigns. You can always try mod instead, for example https://forums.bohemia.net/forums/topic/217185-enabledebugconsole-doesnt-work/?do=findComment&comment=3295642

     

    Yeah I kind of wondered that but now I am wondering does that only work on MP scenarios then? Since even when I would add that command to the missions description.ext and then export it to single player still I had no access to the debug console.

     

    i remember though before I think I used like a single player cheat mod (don’t think that allowed the console, but it allowed you to enable like god mode and stuff so maybe that could help.

     

    edit: killzone_kid, I ended up downloading that addon and well it was working as intended so I will have to do that, but I still have that other singleplayer mod I was talking about before and I think maybe I may stick with that since that has an option to enable debug console, plus like god mode, infinite ammo and other options that I could use to test my missions/campaigns out.


  2. I am not sure if this is possible, but I am asking here if there is a way to allow me as the creator of my missions/campaigns to use the debug console so that would allow me to easily skip certain things to make sure certain tasks are working as intended. When looking at the wiki description.ext I seen there is the enabled debug command:
     

    enableDebugConsole[] = { "76561198XXXXXXXXX", "76561198YYYYYYYYY", }; // admins and players with their UID in this list have access

    But when I did the above (obviously using my ID) the dev console would never show up for me in the campaign when I am playing it and I even decided for the heck of it to just export a single mission from my campaign to see if that made any difference and still nothing.

     

    enableDebugConsole = 1; // Enables for Admins, SP?

    Otherwise if I don't do the way for the GUID that was listed, I could use the above - but if I am reading correctly wouldn't that just enabled it for everyone who plays the mission/campaign?


  3. 1 hour ago, Harzach said:

     

    Then you are unprepared. Trying to destroy all armored elements of a convoy with placed explosives is not tactically sound.

    Some spitballing RE: your main point; maybe check for the state of the lead vehicle, and when it is damaged/destroyed do something to the rest of the convoy vehicles like remove all of their fuel and eject the occupants (skipping the gunners, if you want) so they are forced to engage on foot. 

    You could even script it so that the player places virtual explosives. Have them place a charge for the front vehicle, then maybe a quick cut to black - "ambush set." Later, when the player sets off the ambush, just blow up the other armored vehicles via script. 

     

    Don't be afraid of scripted events, a campaign is supposed to tell a story. 

    Yeah maybe I might have to do that, but my main issue still is that after doing the various testing that the vehicles are too spaced out so even if do the script method it seems I would have almost some how erase the convoy, then recreate the abandoned vehicles on like the road where the ambush takes place to sort of visualize that you ambushed it and then the passengers would disembark to defend it.


  4. First things first its been almost two months and I am still struggling with this and been busy IRL to respond to this.

     

    On 3/30/2020 at 12:41 PM, Harzach said:

    That's how you ambush a convoy. Destroy the lead vehicle, causing the rest to stop and engage.

     

    My main issue was that the lead vehicle would be somewhat damaged or destroyed, but then the next vehicle was like 3 car lengths behind and so were the other vehicles so it isn't much of an ambush when the rest of the vehicles in the 4-5 man convoy is like 3 car lengths away it is kind of hard as a player to deal with the remaining convoys and enemy combatants. I am getting so sick of these convoy missions, and like I said in OP this is probably going to be my last I ever do (if I remember to not make anymore)

     

    I am almost thinking of just scrapping this mission entirely and maybe just setting up a mission where the convoy is already stopped/parked at the location refueling and maybe the player is tasked with sneaking in at night and planting charges on the parked convoy? and maybe that will solve the issue of actually having the convoy being ambushed by the player I think that is what I might have to do, or just scrap this whole campaign mission completely.


  5. 3 hours ago, JohnKalo said:

    Well the Norrins/Devestators scripts did work on my end. Are you sure you are doing everything right? Because I remember it did take attention to every detail so as to reach the needed results. Unless you want vehicles to be like a meter or two near each other. Then yes those scripts will most likely not work.

    Yeah well I don't need them that close, but when using norrins/devestators scripts I noticed the vehicles in the convoy are like almost 20m away from each other and that just doesn't seem to work the greatest when I am setting an ambush where you plant charges to ambush the convoy. 

    6 hours ago, praising said:

    There's also this one if you haven't already tried it:

     

    https://forums.bohemia.net/forums/topic/226608-simple-convoy-script-release/

     

    I recently used this one on the RHS PKL map, and didn't encounter any problem with it. AI drove across the map from north to south without ever getting stuck.

    I will maybe have to check that one out then, since I noticed the route my convoy is taking there is like a really bad turn/bend and I noticed that was a issue I had where the convoy will kind of get stuck/hung up on that bend, I did move the convoy a bit closer to a straighter road and that seemed to help a bit more but the main issue I am having is the convoy being really far apart so as a player when you touch off the bombs they will only destroy the first ifrit (well unless you plant the charges like 15ms away).

     

    I think after I figure this out, this might be my last convoy ambush or convoy type mission, since it's almost causing me to pull my hair out.


  6. I am currently working on a mission that is part of my campaign I've been working on and this mission entails the player to ambush a enemy supply convoy that is passing through a town and for the life of me I cannot figure how to have the convoy run through the ambushing place with all the vehicles sort of close by so the explosive charges planted by the player would destroy a few of the vehicles.

     

    I tired using Norrins/Devestators scripts and that doesn't seem to work the greatest because the vehicles behind the armed ifrit seem to be like really far away so when the ifrit is destroyed the other vehicles in the convoy are too far away to be effected after blowing all my charges, I am kind of stomped on this particular part, and I think this might be my first time setting up like a convoy ambush like this.


  7. 11 minutes ago, gokitty1199 said:
    
    p1 action ["Eject", vehicle p1];

    try this

    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.

     


  8. 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?


  9. 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?


  10. opny1k.png

    2mhza0z.png

    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

     

    • Like 5

  11. 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.

     


  12. Revenge
    a58h9i.jpg
     
    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:
    • Like 1

  13.  

    This should be correct:

    // ALL APEX FACES
    private _faces = "(getText (_x >> 'DLC')) isEqualTo 'Expansion'" configClasses (configfile >> "CfgFaces" >> "Man_A3") apply {configName _x}; 
    
    // ALL CHINESE/VIPER VOICES
    private _voices = "(getText (_x >> 'protocol')) in ['RadioProtocolPER','RadioProtocolCHI']" configClasses (configfile >> "CfgVoice") apply {configName _x}; 
    
    
    hint format ["Faces:\n%1 \n\nVoices:\n%2", _faces, _voices];
    

    or

    Faces:
    "TanoanHead_A3_01"
    "TanoanHead_A3_02"
    "TanoanHead_A3_03"
    "TanoanHead_A3_04"
    "TanoanHead_A3_05"
    "TanoanHead_A3_06"
    "TanoanHead_A3_07"
    "TanoanHead_A3_08"
    "TanoanBossHead"
    "AsianHead_A3_04"
    "AsianHead_A3_05"
    "AsianHead_A3_06"
    "AsianHead_A3_07"
    
    Voices:
    "Male01PER"
    "Male02PER"
    "Male03PER"
    "Male01PERVR"
    "Male01CHI"
    "Male02CHI"
    "Male03CHI"
    

    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.


  14. You could check out CfgIdentities in the config browser. It shows all the available heads.

    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
    

  15. 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. 


  16. With the info you gave out yea, the action goes on the name of the solider you want the action to be applied to. You can put it in the init of that unit (change "fallenSoldier" to "this").

    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.


  17. 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?


  18. 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.

     

     

    I meant skip texview entirely and just use PNG or JPG in your mission.  No need to convert them to PAA if you're just displaying them in a diaryRecord.

    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. 

  19. It should be _this select 2 >= 1 - damage player, imo. Still, it's a not good solution to your problem, just a workaround.

    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 
      }];
    
    • Like 1

  20. Using UIDs for this isn't complicated at all.

    Just change the code the others posted above as follows:

    {
        if (!(getPlayerUID _x) in [12345197978239304,76512345678239304,76561197123455604]) then {
            _x setDamage 1;
        };
    } forEach thisList;

    In the square brackets enter your list of UIDs.

     

     

    However, if you plan to use this in several places it would be wise to put the UIDs in a variable instead.

    Or if you enable filepatching for the server, those UIDs could also be read from an external textfile.

    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.


  21. To avoid editing the death screen, you could try using the dammaged event handler to check if the damage would kill the player. If it were fatal then you'd player enableDamage false and roll the credits.

    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.

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