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crewt

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Everything posted by crewt

  1. Hey Auss, I absolutly love this Map. Just one Question, but I am not realy sure this is the right Thread to ask. Some Buildings like the Police station or for example the "Land_HouseDoubleAL2" does not have Building Positions yet. Also most of the Buildings doesn't have a destruction model? My question is, if this will be updated any time soon? I have seen some destruction models here and was wondering when these will beautify your allready awesome Landscape? Again, thank you very much for putting so much effort into this Map Cheers!
  2. hey RizlaUK, Out of my perspektive it looks like two things can go wrong, because as far as I know EOS, usually I works. First, you or whoever wasn't within the Range of the Objective. In this case it would wait for you to enter it. Here after 10 minutes it would be removed - If you watch it from Zeus without beeing near ist, nothing should happen. Even when you have KI near. The other thing that is comming to my mind is the following: The marker where the area is initialized was already used by EOS und somehow a Charly-Foxtrot happend. I remember a Mission of mine where i had multiple EOS functions using one Marker. Nothing at all happend the entire Mission. In this case the code below would probebly fix that: [spoiler= /* Author: Jester [AW] & Quiksilver Last modified: 16/04/2014 by QS Description: When AO is complete, a chance that OPFOR will counterattack. Create AO detection trigger At end of sequence, count WEST. if (WEST < 1) exitWith {lost}; if (WEST > 0) exitWith (held); Also, APCs spawned with EOS do not engage for whatever reason _______________________________________________________*/ private ["_pos","_rad","_survivors","_type","_markerGarnision1"]; sleep 1; if(random 1 >= 0.35) then { _defendMessages = [ "OPFOR Forces incoming! Seek cover immediately and defend the objective area!", "The enemy managed to call in reinforcements! Form a perimeter around the objective area!" ]; _targetStartText = format [ "<t align='center' size='2.2'>Defend Target</t><br/><t size='1.5' align='center' color='#0d4e8f'>%1</t><br/>____________________<br/>We have a problem. The enemy managed to call in land reinforcements. They are on the way to take back the last target. You need to defend it at all cost!", currentAO ]; sleep 10; //publicVariable "refreshMarkers"; publicVariable "currentAO"; currentAOUp = true; radioTowerAlive = false; [_targetStartText] remoteExec ["AW_fnc_globalHint",0,false]; ["NewMainDefend", currentAO] remoteExec ["AW_fnc_globalNotification",0,false]; ​// Edit this if you want an for example bigger area or a ... invisible one? _markerGarnision1 = createMarker ["Marker2", (getMarkerPos currentAO)]; _markerGarnision1 setMarkerShape "RECTANGLE"; _markerGarnision1 setMarkerText format["Defend %1",currentAO]; _markerGarnision1 setMarkerSize [500, 500]; _markerGarnision1 setMarkerAlpha 0.5; sleep 10; //publicVariable "refreshMarkers"; publicVariable "currentAO"; currentAOUp = true; radioTowerAlive = false; _playersOnlineHint = format [ "<t size='1.5' align='left' color='#C92626'>Enemy attacking %1!</t><br/><br/>____________________<br/>Get ready boys they are almost here!", currentAO ]; _defendTimer1 = 480; // 480 _defendTimer2 = random 120; // 120 [_playersOnlineHint] remoteExec ["AW_fnc_globalHint",0,false]; sleep 10; hqSideChat = _defendMessages call BIS_fnc_selectRandom; [hqSideChat] remoteExec ["AW_fnc_globalSideChat",0,false]; _selectedType = [1,2,3]call BIS_fnc_selectRandom; switch (_selectedType) do { case 1: { null = [[_markerGarnision1],[6,5],[3,2],[0],[1,0],[0,0,EAST],[0,1,120,FALSE,true]] call Bastion_Spawn; }; case 2: { null = [[_markerGarnision1],[6,5],[3,2],[0],[2,0],[0,0,EAST],[0,1,120,FALSE,true]] call Bastion_Spawn; }; case 3: { null = [[_markerGarnision1],[6,5],[3,2],[3],[1,0],[0,0,EAST],[0,1,120,FALSE,true]] call Bastion_Spawn; }; default { null = [[_markerGarnision1],[6,5],[3,2],[0],[1,0],[0,0,EAST],[0,1,120,FALSE,true]] call Bastion_Spawn; }; }; hqSideChat = "Thermal images show enemy are at the perimeter of the AO!"; [hqSideChat] remoteExec ["AW_fnc_globalSideChat",0,false]; sleep 5; hqSideChat = "Assault will end in approximately 10 minutes."; [hqSideChat] remoteExec ["AW_fnc_globalSideChat",0,false]; sleep _defendTimer1; hqSideChat = "The attack is almost over!"; [hqSideChat] remoteExec ["AW_fnc_globalSideChat",0,false]; sleep _defendTimer2; _targetEndText = format [ "<t align='center' size='2.2'>Defended Target</t><br/><t size='1.5' align='center' color='#0d4e8f'>%1</t><br/>____________________<br/>The assault has ended", currentAO ]; [_targetEndText] remoteExec ["AW_fnc_globalHint",0,false]; deleteMarker _markerGarnision1; [["aoCircle_2"]] call EOS_deactivate; }; ] Wasn't able to test these, this mission is killing my PC somehow. And sorry also i wasn't capable of finding a Spoiler function.. my bad.
  3. @RizlaUK I had a fast look over your Problem, but I have not enough time right now to test my theory. Is it true, that the first defend AO works like they should and every other doesn't? Regards
  4. Hey genesis92x ​I couldn't even say how glad I am that you are back, I really really love what you did with that stupid BI Ki, even when they thow smoke these days. ​Only one short question, do you plan to rework the behavior of Tanks? Or lets say heavy Vehicles? ​Again, glad you are back, Cheers.
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