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panicsferd

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Everything posted by panicsferd

  1. 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?
  2. 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.
  3. I read that, I put the one in my description.ext with my GUID and yet when I launch my mission campaign I don’t gain access to the debug console. did I do the wrong command, or do you need more than one GUID?
  4. 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.
  5. panicsferd

    Setting up a convoy ambush?

    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.
  6. panicsferd

    Setting up a convoy ambush?

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

    Setting up a convoy ambush?

    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. 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.
  8. 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.
  9. 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?
  10. 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?
  11. 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. Notice: This is a Work In Progess (WIP) campaign that I am going to be working on and so far I have only gotten the idea down and have finished the intro mission. Please Note:This is a Continuum from my other custom campaign Resurgence so in order to be fully immersed in the story you should play those campaign. Resurgence - Armaholic, Steam Workshop Mission Layout (this is all WIP, it is subject to change): Mission One: Insertion - 100% done Summary: A CSAT special operative is inserted into enemy territory to establish a foothold on Altis. Pictures: Mission Two: Assault - 100% done Summary: Two CSAT Assault speedboats have been dispatched to assault the coastal AAF outpost. Pictures: Mission Three: Tracking - 100% done Summary: A AAF wildcat is scheduled to be dispatched at a local dock, we are sending in a team to put trackers on it. Pictures: Mission Four: Push Forward - 100% done Summary: In order to gain more ground on Altis, CSAT forces are ordered to push forward to the airfield. Pictures: Mission Five: Take the Field - 100% done Summary: In order for CSAT forces to have a stronger present on Altis, they will need to take the airfield. Pictures: Mission Six: The Defector - 100% done Summary: We've been in contact with a captain who is willing to defect and he wanted to meet at on undisclosed location. Pictures: Mission Seven: Silent Sweep - 100% done Summary: We've got intel on the FIA that ambushed us, they are in Molos. A SpecOp soldier callsign Reaper is sent in to sweep and neutralize all FIA in Molos. Pictures: Mission Eight: Strike Fast - 100% done Summary: an AAF convoy on its way to Rodopoli, we are sending Vapor to strike the convoy fast before they know what happened. Pictures: Mission Nine: Setting Free - 25% done Summary: We've intercepted a distress call from some AAF soldiers that were captured by FIA, we are sending in a team callsign Phalanx to rescue them. Pictures: Work In Progress Download (Includes the campaign file, and the first six mission): Download - Steam Workshop
  12. Resurgence Follow the story of Lt. Williams after being transferred to Denmark and other NATO forces on Denmark only to find out that the war is not really over when there is a resurgence of enemy forces. Notice: This is a Work In Progess (WIP) campaign that I am going to be working on and so far I have only gotten the idea down and have finished the intro mission. Please Note:This is a Continuum from my other custom campaign Conquer/Control/Collapse so in order to be fully immersed in the story you should play those campaign (because the recent patches have broken my old campaign, I am in the process of making a short-page novel/story that will tell you pretty much all about the Conquer/Control/Collapse without playing it). Conquer/Control/Collapse Part 1 Conquer - Armaholic, Steam Workshop Part 2 Control - Armaholic, Steam workshop Part 3 Collapse - Armaholic, Steam Workshop Mission Layout (this is all WIP, it is subject to change): Mission One: New Terrain - 100% done Summary: After the past events, Lt. Williams has been transfered to a new unfamiliar terrain. Pictures: http://i59.tinypic.com/oacbpf.jpg Mission Two: Training Day - 100% done Summary: Training has begun. Lt. Williams will have to go though extensive training with his brand new squad. Pictures: http://i57.tinypic.com/hsujwi.jpg Mission Three: Unsafe Route - 100% done Summary: Lt. Williams and his squad are onboard a convoy heading back to base after they have secured the radio station. Pictures: http://i59.tinypic.com/2v3smqe.jpg Mission Four: High Casualty - 100% done Summary: A helicopter was finally sent to the the convoy's last location to investigate what has happened. Pictures: http://i61.tinypic.com/2i1zg1s.jpg Mission Five: Convoy Chaser - 100% done Summary: A UAV operator is on standby to use a Darter to track and follow an enemy convoy to it's location. Pictures: http://i.imgur.com/IHjehFG.jpg Mission Six: Thunder Strike - 100% done Summary: A FC-37 Stealth Thunder was dispatched on a striking mission. Pictures: http://i.imgur.com/LbrhFi5.jpg Mission Seven: Rescue Mission - 100% done Summary: A FC-37 was shot down by Anti-Air, a fireteam callsign Emperor was sent to rescue the pilot. Pictures: http://i60.tinypic.com/2hi6uko.jpg Mission Eight: Safe Air - 100% done Summary: In order to make sure we don't lose anymore aircraft, a fireteam callsign Reign was sent to take care of CSAT anti-air. Pictures: http://i59.tinypic.com/2a91ulw.jpg Mission Nine: Touch Off - 100% done Summary: In order for NATO to have the advantage in the air, a operative callsign Dominion was sent in to destroy CSAT aircraft covertly. Pictures: http://i61.tinypic.com/mku9af.jpg Mission Ten: Escort - 100% done Summary: A C-130J is heading to Denmark HQ base, a F/A 18 fighter squadon callsign Nomad is on escort. Pictures: http://i60.tinypic.com/2mo5no8.jpg Mission Eleven: Radio Silence - 100% done Summary: In order to assault a heavily defended town, a fireteam callsign Emperor is sent in to dismantle their radio tower. Pictures: Mission Twelve: Armored Fury - 100% done Summary: A tank column, callsign Anvil is sent to assault a heavily defended town controlled by CSAT forces. Pictures: http://i59.tinypic.com/bf2f0p.jpg Mission Thirteen: Tank Down - 100% done Summary: Anvil 2-1 have suffered some mechanical problems, and they are sitting ducks in the town of Nexoe. Pictures: Mission Fourteen: Watery Grave - 100% done Summary: In order to finally rid the CSAT presence in Nexeo, Reign is sent in to clear the docking area of all hostiles. Pictures: Mission Fifteen: Alone - 100% done Summary: After crashing, hawks finally regained conciousness and he was laying at the shoreline alone. Pictures: Mission Sixteen: Surface - 100% done Summary: Stingray with Emperor onboard are on their way to rescue the downed pilots when they seen something coming from surface of the water. Pictures: Mission Seventeen: Secure Svaneke - 100% done Summary: At the town of Svaneke there is heavy CSAT resistance, a riflesquad callsign Reign is sent in to secure that town. Pictures: Mission Eighteen: Backyard - 100% done Summary: CSAT forces have established a foothold in our backyard, in order to breath better an assault force is sent to neutralize all hostiles. Pictures: Mission Nineteen: Forced Evacuation - 100% done Summary: If we don't stop the CSAT threat we will soon be forced to evacuate denmark. Pictures: Mission Twenty: Conclusion - 100% done Summary: After the evacuation of denmark, Emperor squad was left behind to pay the ultimate price. Pictures: Requirements: FC-37 Thunder by Olli_ MRAP MaxxPro Modification by RichardsD Bornholm by Egil Sandfeld Black BLUFOR Merlin by janus0104 F/A 18 Super Hornet by John Spartin & Saul C-130J by theebu BLUFOR MBT-Kuma retexture by Stevenson Download (Includes the campaign file, and the very first intro mission): Download - Dropbox, Steam Workshop
  13. 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
  14. http://i.imgur.com/wFWHdm4.jpg (138 kB) Conquer/Control/Collapse by Panicsferd Description: Conquer/Control/Collapse Summary: Unknown forces have invaded chernarus, they have begone to conquer all in their path. It did not take long for the enemy faction to gain control over Chernarus and force the remaining marines on Chernarus to flee to the NATO HQ on Stratis. After regrouping at the NATO HQ on Stratis the NATO forces then come up with a plan to take the fight to the unknown forces homeland to collapse their regime and end the war. This is a three part custom campaign, it is 100% done and all of the campaign files for all of the three parts are available below. Global Backstory: It has been five long years since the events of Stratis/Altis and the surrendering of the Altis Armed Forces, after the AAF's downfall the former members of the FIA became the new AAF and now have control over Altis. NATO forces that were stationed on Altis returned back to Stratis, some went back to stateside where others stayed at Stratis so that NATO will still have a foothold in the mediterean sea to survey the area and be quick to react if CSAT would ever resurface again. It was then on a Thursday, October 11th, 2040. When strange aircraft was spotted off the coast of Chernarus by a local fisherman, what happened next was explosions were heard all across Chernarus. Chernarus was being invaded by some unknown force and the USMC/CDF forces stationed there stood no chance against a better equiped army - Conquer starts here. Part 1: Conquer Summary: Follow the story of Sgt. Andrew Jackson, a US marine stationed on Chernarus during the invasion of Chernarus. Part 2: Control Summary: Continues from Part 1 - Control. Follow the stories of Lt. Daniel Williams stationed on Stratis, and Sgt. David Anderson stationed on Takistan. Part 3: Collapse Summary: Continues from Part 2 - Control. Follow the story of Lt. Williams on a NATO mission to collapse the CSAT regime. Installation Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/Campaigns folder. Credits & Thanks: I would like to come out here and give a special thanks to Foxhound, Aplion, Kaelies, Alduric, AtinAkiri & AWJacob, and randomslap & mukcep for their mods that I have used for my campaign. If it wasn't for them and their impressive mods this campaign may have not been made, so thank you. Changelog: Conquer v1.13 increase trigger radius on Chernogorsk Crossing, so it will be more likely to be triggered. Add map markers to display the aproximate location of the AA you need to destroy In Acceptable Losses, I changed it up so you are no longer a passenger in the humvee and you will be the driver. in Acceptable Losses, I have fixed it so the Colonel has the correct name (before it was a random name) in Last Stand, I have also fixed it so that both the Colonel and the Intro Sargeat has the correct names. In Last Stand, I fixed it so the helicopter should land now. In Last Stand, I added another rifle squad so that the US forces were not overun and killed off too soon. v1.14 finally figured out how to have it show the images while in the campaign menu. Control v1.1 Issue with mission "Down Range" repeating has been fixed. Missions 6 and 7 will now be available and working(previously they weren't due to the above issue). v1.12 finally figured out how to have it show the images while in the campaign menu. Collapse v1.1 on "A Zargabad Welcome" missing dialogue was fixed. on "Convoy Run" fixed it so that the final task will show up and have its destination displayed on map. on "Convoy Run" fixed a task not completing when it should. on "Recruitment" fixed a problem where the player was stripped of their CSAT uniform and was in their underwear. on "One Shot" fixed a problem with a unit not being called the correct callsign. on "Familiar Faces" increased the triggers range to help eleviate the problem with people missing it. on "Resupply" moved the supply truck closer to be more realistic instead of in the back where there we no soldiers. on "Resupply" fixed a task not completing when the player would get in the helicopter. on "Resupply" fixed a gamebreaking bug where the ending trigger would be triggered (somehow it was deleted). on "The Finale" tweaked it so that when it comes to the part where you're on your own, I have made it so your squad disbands. on "The Finale" fixed it so now the player has more time in trying to kill the general before he takes off. on "The Finale" fixed it so that the final task will complete before the credits sequence. v1.12 finally figured out how to have it show the images while in the campaign menu. Optional Addons: (These are mods that add tweaks to the ai to make them more realistic. These are optional, but if you want the best experience then you should download these.) bCombat infantry AI Mod ASR Ai Steam Workshop: Subscribe - Conquer - Mission 1 Subscribe - Control - Mission 1 Subscribe - Collapse - Mission 1 Armaholic Forum topic: http://www.armaholic.com/forums.php?m=posts&q=27477 Downloads (Armaholic.com): Conquer/Control/Collapse - Conquer - Part 1 v1.13 (takes time to update to v1.14) Conquer/Control/Collapse - Control - Part 2 v1.1 (takes time to update to v1.12) Conquer/Control/Collapse - Collapse - Part 3 v1.0 (takes time to update to v1.12) Downloads (Mediafire.com): Conquer/Control/Collapse - Conquer - Part 1 v1.14 Conquer/Control/Collapse - Control - Part 2 v1.12 Conquer/Control/Collapse - Collapse - Part 3 v1.12 Required Addons: ArmA 3 Map Pack - A3MP N-B U.S.M.C Project South Zagorian Army Mod Arma 2 US Helicopters import RDS Tank Pack RDS Staic Weapons Pack HAFM - ArmA 2 HMMWVs import Boeing C-17 Middle East Conflict Mod When you finish the campaign don't forget to comment here or at armaholic to give me positive or negative feedback on how you liked the campaign. If you do experience any type of bugs please tell me here so that I can see if I can reproduce it and then get a fix on it right away!
  15. panicsferd

    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.
  16. panicsferd

    [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
  17. 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.
  18. 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.
  19. 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
  20. 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?
  21. 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 ];
  22. 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.
  23. Where do I put this? and I'm guessing fallensoldier is the name of my soldier that has died?
  24. 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.
  25. 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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