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MrCrazyDude115

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Everything posted by MrCrazyDude115

  1. "When civilization ends, it ends fast" - Tobias Greetings everyone! Today I'm here to share with you my biggest project yet. Operation Cobalt. What is Operation Cobalt? I'm sure we can all agree there is a lack of "good" FPS/TPS games based in The Walking Dead universe, with very few that even give a glimpse of the Army/Gov in action. Operation Cobalt is an apocalyptic total conversion mod based in The Walking Dead universe, using Ravage and ACE3 as a base, and attempts to portray the efforts of the Military in Roleplay, Milsim, SP, Co-op, and even PVP environments with its included missions and content. In The Walking Dead, Operation Cobalt is the name given to the plan devised by the U.S. Military in order to contain the spread of the infection. The initial stage of Operation Cobalt was initiated three days after the initial outbreak began in the U.S.A., with the deployment of military units into major urban areas (such as Los Angeles, California or Atlanta, Georgia) after the outbreak overwhelmed local law enforcement. Once deployed, the units would set up easily defensible 'Safe Zones' in urban areas such as Safe Zone India in Los Angeles or around the CDC in Atlanta. Medical facilities and refugee centers, such as those in the Los Angeles Arena and Raynard Community College, would also be set up to secure those believed to be infected, provide screenings for the injured and sick, and to act as bases of operations. Once these areas were set up, the safe zones would be used as a spring board to try to take back major metropolitan areas. Included Missions/Scenarios (W.I.P) Operation Cobalt comes with missions, scenarios, and campaigns that all take place in The Walking Dead universe and portray the events of Operation Cobalt, mostly during the first 30 days of the outbreak. Operation Cobalt RPG (MMORPG) (Released, Alpha) Trapped (SP Mission) (TBA) First Contact (SP Mission) (TBA) Resurgence (Co-Op Mission) (TBA) Escape (Co-Op Mission) (TBA) First Responders (SP Campaign) (TBA) COBALT (SP Campaign) (TBA) N.O.A.H. (SP Campaign) (TBA) Main Mod Features Highly modified Ravage zombies with custom sounds and new animations. (Configured as a replacement mod for Ravage) Custom units for various factions in the editor for mission creation. (Constantly adding more) New weapons and items such as an AR-15, Thermometer gun, fishing pole, pickaxe, hammer, and dozens of food and drink items. (Constantly adding more) Hunger and thirst. Arma 2 animations and terrain walking sounds. Mining, picking apples from trees and mushrooms, fishing, hunting, and cooking using ACE interact. (Constantly adding more) Customized ACE system. ACE can be fully customized to suit your liking under Options --> Addon Options --> Server --> ACE Stuff. Extensive lore based in The Walking Dead universe, with nods to the show and eastereggs. (Constantly adding more) All existing Ravage modules and features will work EXCEPT for the survival system. Use the new KSS Hunger and Thirst module instead! And over a dozen more features currently planned and in development! Documentation on how to implement each feature into your custom missions will be available soon. For now, join the Discord for help. Join our Discord for access to our official Cobalt game servers, help, tips, announcements, and so on. There is a channel in the Discord called "editors-corner", all help regarding how to use the new assets can be requested there. Screenshots, videos, downloads, and the required mods are available on the Steam Workshop. CREDITS:
  2. Hello, soldiers! Welcome to my latest mission: Eradication. Eradication is a mod/variant which combines the new Warlords mode and the Ravage Mod, creating a post-apocalyptic type Warlords scenario. Story: 10 years ago, a deadly sickness spread throughout the island. The island had been closed off and quarantined, left to rot and be consumed. Within the chaos, two major factions rose to the top. The year is now 2019, and a highly trained US Marine Task-Force has been deployed to establish a foothold on the island, neutralize the two major factions in the region, and attempt to eradicate as many infected as possible. BLUFOR players will control the US Marines, OPFOR players will control one of the major factions on the island, and the INDEPENDENT faction will be AI controlled and will defend all towns and cities with their lives. Renegades and lone survivors will also roam the island killing everything on sight. Both teams of players will have to loot and scavenge the area to ensure they never run out of ammo or resources. However there is NO hunger/thirst system as I thought it would take away from the main idea of the mission. You will be able to tweak some parameters before playing to make it customizable to suit your needs. To play solo/with AI: Host a LAN server normally and keep the AI in the player slots. Everything else is basically the same as the Warlords mode, but has been modified to fit the setting. If this mission is well received, I will make versions for other maps. More Info: - The Independents represent the 2nd major faction in the region, the 1st being the OPFOR faction. - You can search any wreckage or furniture piece. All buildings have been fully furnished. - Renegades and bandits will sometimes be carrying important Ravage items. - The OPFOR faction has slightly weaker units, but they make up for it by being cheaper to recruit. Required Mods: - All RHS Mods - Ravage - Derelict - CUP Terrains (For CUP maps) DOWNLOADS: Malden 2035 Malden 2035 LITE Takistan Stratis (Coming soon) Tanoa (Coming soon) Altis (Coming soon) Please leave any suggestions or feedback in the comments! MEDIA:
  3. I wasn't on, but this is what my teammate and 3 other players reported. I noticed that a lot of the times when people get banned on servers it's because they were simply being trolls. Banning isn't only for hackers and cheaters; being an annoying person to deal with is also a justified reason. No offense to anyone, but sometimes different levels of maturity or a different sense of humor can come off as blatant disrespect. I while ago I had a group get on and grief everyone and everything; going to restricted areas as civies for the sole purpose of annoying the army, buying vehicles then blowing them up for no reason, etc... then getting genuinely upset when we told them they can get banned for doing so. Also, being a bandit is not an excuse to KOS or harm every single person you come across. We made it clear that this gamemode is meant to be a blend of Life and Survival, and just like in the Life servers, being a criminal is not an excuse for constant hostility. Everyone would know this if they checked the briefing and read all the rules.
  4. OFFICIAL SERVER: Game Server IP: 54.36.126.232 Port: 2302
  5. Hey guys! So what I want to achieve is adding a specified HoldActionAdd to all object of a specific classname. Example: Lets say I go into the editor and put down a tree with classname "EXAMPLE", it will auto add the holdaction to it without the need to put anything in its init field because its already executed through code. Help? EDIT: There will be dynamically spawning objects mid-game that I'd like to have the action added to.
  6. MrCrazyDude115

    [Help] HoldAction to Classname

    Still no luck with any of the codes. I tried executing it with a mod, in the init.sqf, and using a debug tool. All throw zero errors with zero results. I even tried using various different objects to see if maybe the tree classname is bugged. Same issue. No idea what to do at this point tbh.
  7. MrCrazyDude115

    [Help] HoldAction to Classname

    Okay let's give it a go.
  8. MrCrazyDude115

    [Help] HoldAction to Classname

    ["CUP_t_malus1s", "init", { params ["_entity"]; _entity addAction ["Pick Apple", { params ["_target","_caller","_id"]; hint "Picking apple..."; _caller playMoveNow "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon"; _caller addItem "gen_apple"; hint "Gathered One Apple"; } ] call CBA_fnc_addClassEventHandler; I even tried a normal addAction. No results...
  9. MrCrazyDude115

    [Help] HoldAction to Classname

    No luck. I tried raising that number all the way up to 20. No luck. What am I doing wrong??
  10. MrCrazyDude115

    [Help] HoldAction to Classname

    Hmm, lets try that!
  11. MrCrazyDude115

    [Help] HoldAction to Classname

    Still, no luck.
  12. MrCrazyDude115

    [Help] HoldAction to Classname

    No this object was placed in the editor
  13. MrCrazyDude115

    [Help] HoldAction to Classname

    I tried it with this code and it didn't work. No errors either. What am I doing wrong? Yes I have CBA. //Pick Apples ["CUP_t_malus1s", "init", { [ this, // Object the action is attached to "Pick Apples", // Title of the action "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Idle icon shown on screen "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Progress icon shown on screen "_this distance _target < 3", // Condition for the action to be shown "_caller distance _target < 3", // Condition for the action to progress {}, // Code executed when action starts {}, // Code executed on every progress tick { _caller playMoveNow "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon"; _caller addItem "gen_apple"; hint "Gathered One Apple"; }, // Code executed on completion {}, // Code executed on interrupted [], // Arguments passed to the scripts as _this select 3 2, // Action duration [s] 0, // Priority false, // Remove on completion false // Show in unconscious state ] call BIS_fnc_holdActionAdd; } ] call CBA_fnc_addClassEventHandler;
  14. MrCrazyDude115

    Ravage

    OMG THANK YOU! @haleks I just want to say, that my mod would not have been possible without Ravage! Thank you for your amazing work! 😄
  15. Hey guys! So I have this script I made: I'm also using Ravage, hence the new functions and classnames. What it does is as follows: When the script is triggered using the BIS_fnc_holdActionAdd function, the task will be created and it will spawn a small camp with AIs. Everything works like a charm in singleplayer or in multiplayer with ONE person. That includes the task complete/fail and everything works perfectly. The problem arises when more than one person make use of the object which has the BIS_fnc_holdActionAdd function added onto it. It ends up creating a new task for all previous players who interacted with the object. Object Init: How can I make it so that if I activate the task, and then another person activates the task, we both get different tasks instead of being reassigned the same one? Any help will be greatly appreciated as I need this ASAP on my server! Thank you!
  16. MrCrazyDude115

    [Help] Task Locality

    Hmmm... I'm looking at it but I don't see anything I can tell is missing. Any ideas?
  17. MrCrazyDude115

    [Help] Task Locality

    Aha! Okay everything works except for the reward function in initPlayerLocal.
  18. MrCrazyDude115

    [Help] Task Locality

    I also changed the code around a lot: BountyKill.sqf QuestsInit.sqf So.. what do I do from here to achieve the desired outcome I described in the previous post?
  19. MrCrazyDude115

    [Help] Task Locality

    Gotcha! Okay so here's how it is: This is an open world survival scenario, so just because people are on the same side doesn't mean they're on the same "team". There are "quest boards" scattered around the map, and when a player interacts with the board they receive the task and the task itself is created. Now lets assume that player and his group went to complete the mission, and another random player decided to walk up to a board and activate it, ALL players who previously interacted with that board will be reassigned the new one that triggered when the second player used the board. Make sense? I want to make it so that each player or each group has the task initialize locally so that it doesnt get overwritten by someone else.
  20. MrCrazyDude115

    [Help] Task Locality

    I hope this doesn't sound like a stupid question, but I'm not sure how to do that 😕
  21. MrCrazyDude115

    [Help] Task Locality

    I see, but I think there's one thing you may have missed. Basically let's say I activated the quest and went to go complete it. If someone else tries to acquire a quest, it'll assign both of us HIS new quest. Along with HIS quest position (since its random).
  22. MrCrazyDude115

    Ravage

    @haleks Could you maybe add an Init field setting for the Ambient AI?
  23. MrCrazyDude115

    [MP][RAVAGE][RP/COOP/PVP-120] OPERATION COBALT

    Edited the original post with a list of features and the official public server. Enjoy!
  24. "When civilization ends, it ends fast" - Tobias Greetings everyone! Today I'm here to share with you my biggest project yet. Operation Cobalt. If by the time you finish reading this page and checking out all the screenshots/videos and believe this is something you would enjoy, feel free to join my official Discord HERE for access to the server which is running the BETA build right now. What is Operation Cobalt? I'm sure we can all agree there is a lack of "good" FPS/TPS games based in The Walking Dead universe, with very few that even give a glimpse of the Army/Gov in action. Operation Cobalt is an apocalyptic life and milsim based in The Walking Dead universe, using RAVAGE as a base, and attempts to portray the efforts of the Military in a roleplay and milsim environment. Operation Cobalt is the name given to the plan devised by the U.S. Military in order to contain the spread of the infection. The initial stage of Operation Cobalt was initiated three days after the initial outbreak began in the U.S.A., with the deployment of military units into major urban areas (such as Los Angeles, California or Atlanta, Georgia) after the outbreak overwhelmed local law enforcement. Once deployed, the units would set up easily defensible 'Safe Zones' in urban areas such as Safe Zone India in Los Angeles or around the CDC in Atlanta. Medical facilities and refugee centers, such as those in the Los Angeles Arena and Raynard Community College, would also be set up to secure those believed to be infected, provide screenings for the injured and sick, and to act as bases of operations. Once these areas were set up, the safe zones would be used as a spring board to try to take back major metropolitan areas. The plan for the initial stage of Operation Cobalt can be described as follows: Selected, easily defensible areas to be chosen for safe zones. Medical facilities to be established for treating the ill and possibly infected. Those brought to the medical facilities would be held in custody until either seen by a doctor or symptoms of the infection manifested. Those who have either turned or showed signs of infection are to be humanely terminated, with their bodies being cremated. National Guard/Army units to use safe zones to retake city. You RP one of two roles (You can swap between them): Military and civilian. Military personnel have to enforce laws, ensure safety in safezones, conduct missions, and attempt to take the region back from the dead and rebuild civilization. Civilians are basic survivors who must choose between a safe life within the safezones, resort to baditry, or start their own community away from the safezones. In an effort to combine Milsim, Roleplay, and Zombie Survival, Operation Cobalt is the first ever gamemode meant to immerse the players into a heavy Roleplay environment based in the VERY EARLY stages of the zombie apocalypse, offering players an experience never before seen in Arma 3 while witnessing the fall of society. Rather than throwing the players into an open world with the basic survival mechanics with no real idea of who you are or what you're supposed to do, Operation Cobalt puts the players into one of two sides, where the civilians are free to start their own factions and communities while fighting the undead, pesky bandits, and struggling for survival in the beloved universe of The Walking Dead, and the soldiers need to enact Operation Cobalt. This mode allows you to play as someone we barely ever see in zombie games: The government. They will have to coordinate and execute side missions and large military objectives to eliminate the undead threat. While also having to worry about Civil-control, settlement management (Think State of Decay-Style), base and community building, and even combating the local resistance, both AI and real bandit players. Features Two playable factions, each with their own dynamics, shops, playstyles, events, bases, and equipment. Authentic roleplay environment. 120 max players. Extensive base building with different options based on which faction a player is in. Highly modified Ravage zombies with custom sounds and DayZ animations. (Configured as a replacement mod for Ravage) New weapons and items such as an AR-15, Thermometer gun, fishing pole, pickaxe, hammer, and dozens of food and drink items. Hunger and thirst. Arma 2 animations and terrain walking sounds. Mining, picking apples trees and mushrooms, fishing, hunting, and cooking. Customized ACE system, including easier and better medical. ACE can be fully customized to suit your liking under Options --> Addon Options --> Server --> ACE Stuff. Extensive lore based in The Walking Dead universe, with nods to the show and eastereggs. Weapon, item, gear, and vehicle shops with trading. Money, XP, ranking, and kill tracker systems. Full persistence if the server owner has INIDBI2 enabled. Bandit and friendly AI. And over a dozen more features currently planned and in development! How can I play? For those who want to play on the official server, here is the official server: IP: 54.36.126.232 Port: 2302 Join our Discord for help, tips, announcements, and so on: https://discord.gg/bQeb76J Screenshots: Videos:
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