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Found 110 results

  1. Hey guys! How are you doing? Well, I've been working on this mission for another group and I'm trying to make something really different out of it... Well, basically the mission starts with BLUFOR (conventional infantry) performing a ground assault on OPFOR, the missions is a COOP. The guy asking for the mission asked me to create a respawn, but the thing is, I'm not a big fan of respawns, so I don't use them on my group missions, therefore, I don't understand nothing about them. What I want to do basically is: #1) Respawn will be available only after OBJETIVE A has been taken by BLUFOR #2) Players respawning will respawn as a different unit (paratrooper) freefalling in a predetermined area I have no idea where to start from, actually I don't even know it this is possible. To make things easier, my #1 objective is not a priority, as long as #2 is possible. Thanks in advance!
  2. Hi community, Since 3DEN, If I run any mission (coop 8 - 1player 7 playable slots) in MP, the revive option returns "ERROR: No vehicle IS REVIVING YOU" in the incapacitated chrono bar. Furthermore, if I choose another unit than player, there in one more problem: After player's respawn (I'm testing MP with 1 player), 2 units have the same name (player's name): Player and another unit. So the automatic name of the unit in the chosen slot seems to disappear. In 2D, these missions registered in MP, (backup mission.sqm), don't have these problems (reviving + lost of unit's name). So it's not linked to mods but editor behavior.
  3. I'm trying to enable respawning in my mission, and I want the player to be able to choose where they spawn. So I enabled "Custom respawn position" from the dropdown in the multiplayer attributes menu, and selected the "choose respawn position" checkbox. But if I start a mission in multiplayer, there is no gui to select your respawn position, and when I return to the editor, the box is unchecked. It also happens if I exit the editor and reload the map. This is incredibly frustrating and is driving me crazy. Here is a link to the mission.sqm; https://mega.nz/#!QRFRyYiB!9cLRRDJ_YKToDMRyjKrtQ3CEVLHpkylYYLfRjd77jpI
  4. I've hunted around for some sort of answer for this but have found nothing. I'm not exactly and expert when it comes to the editor so I'll explain the situation. I've been creating a mission in which I want to remove the fatigue system which I have done through a lobby parameter. That part seems to work fine. Now as for the respawning. I've placed the marker with "repsawn_west" and I've got "respawn = BASE; respawnDelay = 10;" in my description.ext and blah blah blah. When I die or choose the respawn option in the mission I don't respawn as the unit but in the death screen I can see that the unit itself has respawned. Which leaves me with the option to quit the mission and nothing else. I'll hazard a guess that it's something to do with my attempt to remove fatigue that's causing it. Any help would be greatly appreciated.
  5. I'm trying to make a respawn ticket system as seen in the Official ArmA 3 Support missions, with the GUI on the right as seen here: http://i.imgur.com/D7okCzW.jpg Anyone know how I would go about doing it?
  6. hello, i have made some positions with setPosATL and setDir this setPosATL [16559.8,21846.6,1.13549]; this setDir 271.228; this setPosATL [16560.2,21848.7,1.10291]; this setDir 279.611; this setPosATL [16556.1,21847.2,0.573884]; this setDir 3.74775; this setPosATL [16556.8,21850.9,0.636226]; this setDir 268.757; how to make an array to use in this code for random respawn positions ? if (isServer) then { _randomPos = [,,,,] call BIS_fnc_selectRandom; player setPos (getPos _randomPos); }; i found a lot of answers for making an array but not for multiple setPos and setDir positions in one array !
  7. After a LONG time away from ARMA, me and my friends have started playing again (we go all the way back til OFP). Since we mostly play Coop style games in small numbers, i have startet to put down some thoughts about a mini patrol style campaign (a domination like game play) with revive and respawn, where a small SF Group will be dropped behind enemy lines and do small missions there. So there wont be a big base like with the domination maps since its behind enemy lines. So the idea is that the Group leader will have a menu selection to build a patrol base and to remove it again when inside it, There can only be one at a time. When deployed it will create a small camp íngame and a marker on the map. Kinda like a MHQ but not fixed to a vehicle. There wont be selection to respawn at the patrol base. But it will happend automaticly if the entire Group is killed. until the entire Group is dead only revive is possible. So i have been doing a lot of Google and forum reading since the last time i did missions editing was early ARMA 2. But im kinda reset in the scripting universe so im having a hard time with it. So i have some question. Can this idea be done? Is it easy scripting or advanced? Can someone point me in the right directions :-) Hope someone can help
  8. Hi everybody its been now 4 days i'm looking searching the net for a response but i can't find nothing that works, so this why i came here asking some help, as i'm sure its very simple to resolve, but i'm not a dev. i'm learning. i have a script that respawn on squad leader but the check to see if squad leader is alive doesn't work for some reason. if team leader is dead, players are able to respawn on his dead body, if the team leader is gone from the server, players can respawn on their own dead bodies. if team leader dies he can also respawn on his own dead body ! here is the code what is wrong ? player addEventHandler ["Respawn",if (leader player != player) && {alive (leader player)}) then _groupLead = leader player; player setPos ([_groupLead, 2, -(direction _groupLead)] call BIS_fnc_relPos); } else { systemChat "Group leader was not alive, you have respawned at base."; };
  9. Hi everyone, I'm using respawn module for infantry, what i want to know, is there a way to disable a respawn module for a selected player or group ? i have two respawn modules one is for all blufor players, and other one is for vip players, i want the respawn module for vip players to be invisible to other players. is that possible, what do i have to put in the init of the respawn module ? i tried with hide/module linked to players and respawn module, but it doesn't work.
  10. This is probably asked a lot, since it's likely a common problem that I feel like I should have been able to solve by now, but my description.ext just doesn't work. It's not even that complicated, it's just five lines of config. Here are the contents; respawn = "BASE"; respawnTemplates[] = {"MenuPosition"}; respawnDelay = 5; respawnVehicleDelay = 3; disabledAI = "true"; I've fooled with the formatting for a half hour now, double and triple checked to make sure everything is spelled and capitalized properly, used every alternative for values ("BASE" vs 3 in the respawn variable, "true" vs 1 in disabledAI), but no combination causes it to work. The filename is "description.ext", and I've made absolutely sure that it's also spelled right. I have no idea why it isn't working, and it's ridiculously frustrating. If anybody could give me suggestions as to what else I could try, it'd be greatly appreciated. I've also added player and vehicle respawn locations to my map, with the names "respawn_civilian" and "respawn_vehicle_civilian_1" through "respawn_vehicle_civilian_6". I've double checked those for spelling errors as well. I also added this line to my init.sqf for the vehicle respawns; { _x respawnVehicle [-1]; } forEach vehicles;
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