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Found 118 results

  1. Hello, I have seen numerous post about this issue, but can't seem to find a solution that actually works. So here is my problem. I have a classic sector game which I play alone or with a friend, against or with each other. Each side (Bluefor and Opfor) have a squad a player can take over and control. Rest of the forces come from an AI spawn module. It all works perfectly except all the ai's spawned from the modules doesn't bleed any tickets on both sides when they are killed in action. It is only players and ai squad members that I know how to use bleed tickets with. But the Ai's from the module does not work, so it is sort of unbalanced. Please do anyone knows how to bleed tickets form ai spawn module? Script I use for the ai squad mebmers in unit init: this addEventHandler ["killed",{[_this select 0,-1,true] call bis_fnc_respawnTickets;}];
  2. I've been having quite some headaches trying to figure out how to make a sidemission generator Basicly what i want is via player input (like pressing a button via addaction) to be generated a side mission with custom units on either a few specified possitions or on a random possition. I think it will be simpler by using scripts, but if there is a stragiht up init would be nice aswell If anyone can help it would be appreciated
  3. I'm currently tring to set up a mission where a player activates an action witch activates a trigger that spawns units in a group. I have done the addAction and it looks like this: this addAction ["Spawn INF", {(_this select 0) setVariable ["GERinf", 2, true];}]; and the condition of the trigger: ((InfTrigGER getVariable ["GERinf", 0]) == 2) But i have trouble with spawning the units. So far i have done this: _group105=createGroup west; _unit2=_group105 createUnit ["fow_s_ger_heer_rifleman", getMarkerPos "GERinfspawn", [], 4, "FORM"]; I'm trying not to use an outside script and basicly only do it from the ingame init. If someone can help that would be awesome :)
  4. Here is what I currently use.... Init.sqf: if ((not (hasInterface)) and (not (isDedicated))) then { [] spawn { waitUntil {!isNull player}; HC_init = (vehicle player); publicVariableServer "HC_init"; }; }; initServer.sqf: missionNamespace setVariable ["HCs",[]]; "HC_init" addPublicVariableEventHandler { _hc_name = (_this select 1); _hc_id = (owner _hc_name); _hcs = (missionNamespace getVariable "HCs"); _hcs set [(count _hcs), [_hc_name,_hc_id]]; missionNamespace setVariable ["HCs",_hcs]; }; as the title says, is there a more efficient way to accomplish this? Thanks.
  5. Hello, I am looking to make a combat Alts life RPG. I would like to do most of the placing of objects myself and a bit of coding but ill need quite a bit of help if anyone knows scripting and functions inside and out contact me through bohemia interactive messages. What I am looking for is someone who can code all the essentials for a very militarised Altis Life RPG. Some of the jobs include; Jobs; truck missions, drug runs, bounties, police/rebel/army/civs and many items such as spike strips etc.
  6. Hello everyone, I started editing and scripting on Arma since March / April. After some creations of missions, I felt the need to build a framework to regain my developer habits. So far we had taken over the framework f3 that we had adapted. For the time being, we are reviewing the whole system. I would like to solicit you because I want to take a good habit and do a good job and can be, in a future that I hope close, make the community benefit from a flexible framework, powerful, easy to use even for beginners. We also have a rather nice reference project to play. Currently in French but we will translate it later. This implementation creates a battle zone where 300 units compete in real time. However, if you do not have a powerful machine, I advise you to go through a server. This should please you. Just before you provide the links, I warn you that the code is under development and that it still takes time to make it all mature. So I ask the community to follow the development, in order to provide advice. I also ask you to kindly test the reference mission. Of course, if you are interested by the subject ;-) Framework implementation https://github.com/RedBelette/TGV_MissionFramework_Template Wiki https://github.com/RedBelette/TGV_MissionFramework_Template/wiki (update required) Reference implementation https://github.com/RedBelette/RED_co9_op_anger_of_the_west.Kunduz (Youtube video = Milsim Live from beta5) Another reference implementation https://github.com/RedBelette/RED_co9_virgin_territory.kobbvatn (Youtube video = Cutscene) Client / Server Timer Demo https://github.com/RedBelette/RED_EX_TIMER.VR PS: No license, made what you want about the code, it's gift ;-) Bonus: An interteam was made with 45 players on the Kunduz map. More than 400 units were created from the mission. This proves me that the TGV framework is rather stable;) Here is a video summary made by the team 126RIM. Update This project is canceled and will no longer be updated. In fact, it is completely reworked in an addon named "Red Framework". Much more convenient for updates. A Beta version is available here: http://steamcommunity.com/sharedfiles/filedetails/?id=1226877632 A technical demo here : http://steamcommunity.com/sharedfiles/filedetails/?id=1230760053 We need a lot of Beta Tester. Are you interested ? Regards, RedBelette
  7. so i need help again with a retexture code because i thought i had the code right but apparently not so if you could help that would be great. enum { OrdinalEnum = 2, destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class DefaultEventhandlers; class CfgPatches { class Iron_Skulls_PMC_Blackfoot { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class WeaponFireGun; class WeaponCloudsGun; class WeaponFireMGun; class WeaponCloudsMGun; class CfgVehicles { class B_Heli_Attack_01_F; class Iron_Skulls_PMC_Blackfoot_Urban : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Urban"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_urban_co.paa"}; }; class Iron_Skulls_PMC_Blackfoot_Desert : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Desert"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_desert_co.paa"}; }; class Iron_Skulls_PMC_Blackfoot_Snow : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Snow"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_snow_co.paa"}; }; class Iron_Skulls_PMC_Blackfoot_Woodland : B_Heli_Attack_01_F { displayName = "Iron Skulls PMC Blackfoot Woodland"; author = "Clumsy Baron"; crew = "B_Helipilot_F"; hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Blackfoot\Data\pmc_blackfoot_woodland_co.paa"}; }; }; so if somthing needs to be change please tell me
  8. hi my helicopter textures are not working and if its my config can you help? enum { OrdinalEnum = 2, destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class DefaultEventhandlers; class CfgPatches { class Iron_Skulls_PMC_Ghosthawk { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class WeaponFireGun; class WeaponCloudsGun; class WeaponFireMGun; class WeaponCloudsMGun; class CfgVehicles { class B_Heli_Transport_01_F; class Iron_Skulls_PMC_Ghosthawk_Urban : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Urban"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Urban"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_urban_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_urban_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Desert : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Desert"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Desert"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_desert_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_desert_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Jungle : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Jungle"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Jungle"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_jungle_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_jungle_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Snow : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Snow"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Snow"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_snow_co.paa","Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_snow_co.paa"}; }; class Iron_Skulls_PMC_Ghosthawk_Woodland : B_Heli_Transport_01_F { displayName = "Iron Skulls PMC Ghosthawk Woodland"; author = "Clumsy Baron"; crew = "Iron_Skulls_PMC_Heli_Pilot_Woodland"; hiddenSelectionsTextures[] = {"Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_woodland_co.paa", "Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_woodland_co.paa"}; }; }; any help will be appreciated
  9. Hi, I'm kinda new to the whole editing missions thing, so I've been using the RESPAWN ON DEATH option in all of my missions. I wish to improve that, so I wanna make it so SQUAD A could respawn on any of HIS squadmates, and SQUAD B could respawn on any of HIS squadmates, but SQUAD A can't respawn on SQUAD B. I found out how to let players respawn on other players but how can I restrict a player to respawn only at certain respawn positions? Thanks for any replies!
  10. So I've been browsing the forums over and over and couldn't find a relevant answer to this issue I am having. I just installed an Arma 3 Server on my Linux server, along with SteamCMD and all the other required stuff in all the tutorials. The server I have is a remote server, meaning I'm doing everything through SSH. Server connection works great...my buddies and I went on it and played some of the default missions to test performance and bandwidth. Works like a champ. Now, I went onto my PC and created myself a simple vanilla mission...no mods, nothing. I do have all the DLC but so do my friends. Went searching for answers, and found a couple forum posts that were similar...with some exceptions. This post is exactly what my issue is, but when I went to the link in one of the answers, the answers there didn't help me. It's all about loading a different map and checking spelling. I'm positive all of that is fine. I exported my mission to the mpmissions folder, and then used the Addon Builder from the Arma3 Tools to make the .pbo. Then I SCP'ed the .pbo to the server mpmissions folder, and edited my config file. Someone in this post mentioned needing an rpt log, but I don't know where to find that...I'll gladly give it if someone can tell me where to find it. I'm also attaching my config file here as well. Screenshot of the server console (I've blacked out my server/player info, and highlighted the message that appears when trying to start my custom mission): Server Config File: // GLOBAL SETTINGS hostname = "Andrew's Test Server"; // The name of the server that shall be displayed in the public server list password = "<hidden>"; // Password for joining, eg connecting to the server passwordAdmin = "<hidden>"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' serverCommandPassword = "<hidden>"; // Password required by alternate syntax of [[serverCommand]] server-side scripting. //reportingIP = "armedass.master.gamespy.com"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2oapc.master.gamespy.com"; // For Arma2: Operation Arrowhead //this option is deprecated since A2: OA version 1.63 //reportingIP = "arma3" //not used at all logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "", "Welcome! This is a test server. Please be patient. Thank you." }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES //checkfiles[] = {}; // Outdated. maxPlayers = 64; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing. verifySignatures = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed). equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. allowedFilePatching = 0; // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 1.49+) //requiredBuild = 12345 // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // VOTING voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodec = 1; // If set to 1 then it uses IETF standard OPUS codec, if to 0 then it uses SPEEX codec (since Arma 3 update 1.58+) vonCodecQuality = 30; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz(48kHz) is 21-30 persistent = 1; // If 1, missions still run on even after the last player disconnected. timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". BattlEye = 1; // Server to use BattlEye system allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323) allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; //only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715) //allowedHTMLLoadURIs = {}; // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs disconnectTimeout = 5; // Server wait time before disconnecting client, default 90 seconds, range 5 to 90 seconds. (since Arma 3 update 1.56+) // SCRIPTING ISSUES onUserConnected = ""; // onUserDisconnected = ""; // doubleIdDetected = ""; // //regularCheck = "{}"; // Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. //deprecated // SIGNATURE VERIFICATION onUnsignedData = "kick (_this select 0)"; // unsigned data detected onHackedData = "kick (_this select 0)"; // tampering of the signature detected onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected // MISSIONS CYCLE (see below) class Missions { }; // An empty Missions class means there will be no mission rotation missionWhitelist[] = { "first_mission.tanoa" }; //an empty whitelist means there is no restriction on what missions' available By the way, the logFile param doesn't seem to create a log file in the server directory. Perhaps that's the rpt log mentioned before? Help would be much appreciated...and sorry if this is a dumb question.
  11. Hello! So, i have seen that some missions have a Virtual Arsenal in which there are already some set loadouts, for example, when you get close to it you will get the "Arsenal" option on the mouse wheel menu, but also sometimes you'll find things like "Rifleman"; "AT Soldier", "Pilot" and such, when you select any of them you get a loadout given by the server (not the ones you have saved). I'm trying to do this but i can't get it to work, i know how to export a certain loadout to a text file or to another unit but i have no idea how to make it like that. NOTE: I do use CBA_A3 and ACE mods but i guess there should be no problem with that as long as the players joining the server have them as well.
  12. I am playing the ARMA - Armed Assault game and I am stuck somewhere in the Dolores mission not knowing how to move forward, so I need to edit the save game so that I can reach to point where I strayed. Can anyone help out on how to unbin and edit the save game and bin it back to *.ArmASave files ? And also I need to change player's speed and weapon's magazine rounds capacity, how do I do that ?
  13. Hi, I'm still playing Arma II CO even though everyone plays Arma III (I have it btw). I have an issue, how to make those cool yellow borders and shadow effects on the loading pictures like in BIS' missions? If anyone knows how to make them, please help me! I have searched the internet but with no results. - Kappa
  14. Following problem, I want to set a UAV that is flying arround a Location for Units on the Ground to use it as an Eye in the Sky. But I want them to only be able to Controll the Gunner/Camera so that they don't start messing arround with it. I allready searched for a solution but didn't find one, it would be nice if someone has a way to accomplish this.
  15. Hello! Last time I had an issue the BI community came to my aid, and I know how useful these forums are for everyone else, so here goes... I'm displaying a money variable for the player by using an RscTitle in the top left of the screen - that's all good. The problem is I'm not sure how to go about displaying a variable in that RscTitle that updates so that the amount of "money" the player has is displayed at all times. Here's my description.ext: class RscTitles { class CashDisplayTitle { idd = -1; duration = 1e+1000; class controls { class CashDisplayControl { idc = -1; type = 0; style = 0; x = safeZoneXAbs; y = safeZoneY - 0.45; w = 1; h = 1; font = "EtelkaNarrowMediumPro"; sizeEx = 0.05; colorBackground[] = {0,0,0,0}; colorText[] = {0,0.6,0,1}; text = "$"; }; }; }; }; So I've got 2 minor obstacles - how can I display the cashVariable in my CashDisplayControl, and how can I set up a script which updates that value? If you've got any pointers / links, I'd very much appreciate it! (I have read around, but the examples I've found are very case specific and get a little convoluted) Thanks for reading and for being an outstanding community!
  16. Hey guys, i have returned to ArmA editing a couple of days ago, and am now facing an issue that I can not resolve by myself. I have established a short conversation between the player and a unit. Script-wise everything seems to work ( I used the A3 method via texts.bikb). I have recorded soundfiles for the player, as well for his conversation partner, but I can only hear the player. The other unit is lip-synched and the text shows as subtitles, but I can not hear the soundfile playing. Did anybody ever have the same issue, or do you know how to resolve it? Recording is MONO via Audacity. Mission is Singleplayer. Bikb and scriptfile are included. texts.bikb conversation.sqf
  17. PMC Editing Wiki is the place to be for ArmA 3 terrain information and other editing info. Most important for new terrain guys is PMC Ultimate Terrain Tutorial which covers everything to get your first terrain in-game. Forget about outdated and plain wrong tutorials, now you have tutorial which will be kept always up to date and correct. There are just tons of good arma3 terrain editing information so dig in and use the search function to go through what PMC Editing Wiki has to offer. If you cannot find some information or tutorial, ask and I'll see what can be done to get it added. Direct to PMC Editing Wiki: ArmA 3 root and PMC Editing Wiki: ArmA 3 Terrain.
  18. Hello, I have a deathmatch mission which begins by opening the arsenal for all units and then teleporting them to starting positions as soon as they close the arsenal. So far I have this line of code: waitUntil {isnull (uinamespace getvariable "RSCDisplayArsenal")}; Unfortunately, this code fires whenever any player closes their arsenal, teleporting everybody else at the same time. What I would like is for the code to check until all players have closed their arsenals before continuing. Any suggestions? Best regards.
  19. Ive created a decent size scenerio using the respawn system that works by placing the empty marker and naming it "Respawn_west". I am then placing other empty markers with triggers that change that empty markers name to "respawn west". This works fine for moving the respawn point around the map. Ive had no issues so far but now after i respawned 3 times in quick succession on a single point, i am able to move for about 10 seconds before im teleported to bottom left corner of the map under the ocean. I know this is a really common issue within arma 3, im just looking here hoping that someone knows what may be causing this or even a possible fix, thanks.
  20. here is my code for my ghost hawk retexture #define true 1 #define false 0 class CfgPatches { class Iron_Skulls_PMC_Ghosthawk { units[] = {Iron_Skulls_PMC_Ghosthawk}; weapons[] = {}; requiredAddons[] = {}; }; }; class cfgVehicles { class B_Heli_Transport_02_F; //External Class Reference class Iron_Skulls_PMC_Ghosthawk: B_Heli_Transport_02_F { scope = 2; displayName = "Iron Skulls PMC Ghosthawk"; faction = "Iron_Skulls_PMC"; author = "CT-Baron"; vehicleClass = "Air"; Side = 1; crew = "Iron_Skulls_PMC_Soldier"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenselectionstextures[] = {"arma3_Iron_Skulls_PMC\Iron_Skulls_Vehicles\Ghosthawk\Data\pmc_heli_transport_01_ext01_co.paa","arma3_Iron_Skulls_PMC\Iron_Skulls_Vehicles\Ghosthawk\Data\pmc_heli_transport_01_ext02_co.paa"}; { class = Library; { libTextDesc = "Iron Skulls PMC Ghosthawk"; }; }; }; and the error message i'am getting when i start it up is '{' encountered instead of '='.
  21. Hi guys, Does anybody have a soundshader.hpp customized for the lynx or any .50cal sniper rifle? For the other weapons we used the MX Shader, but figured out that a sniper would be different. Cheers
  22. Just a quick question, i have a mission setup with 2 tasks initiated by CreateTask modules and ended by SetTaskState modules, 1 is for a target elimination and the other one is for a hostage rescue, they both work perfectly fine on their own, but they are both set in the same village so they have to be parallel (why would you kill a target and clean a whole enemy village just to leave the hostages behind?), how do i make it so that when both are completed a third trigger/module/txt calls "BIS_fnc_endMission";? As of now i know how to make it so that after 1 of the two missions are completed mission ends but i don't know how to "tie them together" so that they need to be both completed. Any ideas? Suggestions? Thanks BTW, i didn't made them by scripting because i am THE WORSE SCRIPTER ever, i mean i know some scripts and i can do basic things with them but scripting a whole mission is far beyond my abilities, hence i have to use modules. Thanks in advance!
  23. Hi anyone, I'm working on a really big mission. So far so good. Today I wanted to continue my work but couldn't open the mission! Two weapons, I placed in my mission, and included in the "KA Weapons Pack New RC" mod from the steam workshop are now missing. (Problem 1) For that reason I looked up how to remove mod dependecy in the mission.sqm. Although the mission.sqm file is binarized, I opened it with the default text editor. (I've not made a copy of the mission.sqm file!!! fu.. me I'm such a complete moron!!!!) Anyway after saving it I'm no longer able to see my mission in the editor (file open) menu!!!! (Problem 2) Does anyone knows any reason why that happend ? Please help me I put a lot effort in the mission !!!
  24. Hey, guys, I have made an edited version of "Escape from Malden" and could do with a little help please as I have run into a small problem. I haven't changed much at all with the mission itself apart from changing the respawn time from 30 to 20 seconds and added RHS factions for both BLUFOR and OPFOR also by making the mission from 10 to 20 players. I also put the men who the players spawn as in groups of 3 as we are a unit and we work in groups of 5, 1 leader with 4 players. The problem is, once anyone dies it keeps stopping the mission with "mission failed" even though it's set at 50 respawns for the group! if anyone dies OR force respawns it then says mission failed, too many friendly casualties or something like that. One other thing is, this happens to the normal version of "Escape from Malden" also, but upon first respawn, someone dies straight away "force respawn" even though they just joined the game, though after getting in after that it seems fine. Another thing with the original version is that when you die you respawn as not the soldier / loadout you originally had.... Any help please? Thanks
  25. I've made a model for a static turret so far, I've read up on Zach's Full On Guide to Custom Weapons. Is this the same for static turrets? I'd imagine statics would be classified more as vehicles though. Is there a tutorial somewhere on turrets? Theres quite a few on weapons, doesn't seem to be any for turrets. Thanks
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