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Showing results for tags 'event'.
Found 28 results
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Open to join, online multiplayer tactical game experience?
sneakysquid posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hello everyone, I am interested in trying to create, I guess a sub community of sorts, devoted to playing PvP tactical missions, but 'open' to the public in the way of a sign up process. I have long followed and watched videos from various communities on YouTube or on the forums here, and I see a lot of people express an interest in joining such a community. But often, joining a community means certain days you have to play on, certain requirements to join and so on. I am by no means trying to remove these groups, simply trying to start something different, for the people out there wanting to do something different. Overall concept: Depending on the amount of people interested I would want a weekly game, Friday/Saturday night (totally up for debate/change) where the community would simply sign up for a role in the current mission, join on the day and work together to achieve the goal of the mission. There would be no requirement other than the willingness to play the role that you have selected, meaning if you selected a squad leader role, the rest of us are counting on you to have some form of plan/idea on how to achieve the goal of the current mission. Example: Missions briefing: - Hostage situation, 2 squads from OPFOR, 2 squads from BLUFOR and 2 hostages. Winning conditions for OPFOR: Defeat all BLUFOR, or hold out long enough for reinforcements to arrive. Failure conditions for OPFOR: No remaining OPFOR, or BLUFOR gets the hostages to an extraction point. Winning conditions for BLUFOR Extract the hostages, or eliminate all OPFOR before reinforcements arrive. Failure conditions for BLUFOR No remaining BLUFOR, or OPFOR holds out long enough for reinforcements to arrive. If hostages are killed by either side, the side that kills them loses. Before I start the process of a more detailed mission briefing and so on, I would like to know if there, in the community, is an interest for such an event/group/community that is open for everyone to freely join, as long as you show commitment and try to make the whole event a fun experience for everyone involved. If I receive enough interest in this project, I will start working on the event and hopefully have something ready for you all! Moved the thread: https://forums.bistudio.com/topic/186124-open-to-join-online-multiplayer-tactical-game-experience/ -
A safe way to get the weapon/object which killed a unit?
Heeeere's johnny! posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Since the "Killed" EH does not provide the weapon/object which killed the unit, I was looking through the other possible EHs (Dammaged, HandleDamage, Hit, HitPart), only to find that each one of these is either fireing multiple times for each damaged/hit part or potentially NOT fireing at all. So, if I wanted to print a single line to the log, mentioning the killing weapon/object, which would be the most senseful (most efficient) way of doing that? Best wishes, Johnny- 4 replies
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- event handler
- killed
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Hi all, desperate to see that BI don't want to add a SP revive function in Arma 3, I decided to create one for my mission but I can't use the one of Norrin because there is a bug with my mission : my team become invincible x) ! So, I'm almost done with the script but some problems remain : I have four playable units : unit1, unit2, unit3 and unit4. unit1 is the team leader/player. 1 - there is my first script (named "test.sqf") and First problem : I don't know how to apply this script to all the members of my team so for the example, I choose unit3 : _damage = damage unit3; _Hurt = _damage > 0.5; if (_Hurt) then {unit3 execVM "injured.sqf"} else {execVM "test.sqf"}; For this, I want to know how can I get the damages of unit1 to unit4 and check if _damage > 0.5 to execute injured.sqf for all of the units who are hurt. 2 - Injured.sqf, same problem than test.sqf : unit3 allowDamage false; unit3 playMove "AinjPpneMstpSnonWrflDnon_rolltoback"; sleep 3; unit3 playMove "AinjPpneMstpSnonWrflDnon_InhuredHealed"; unit3 DisableAI "MOVE"; unit3 addAction ["Revive", "Heal.sqf", nil, 6, true, true, "", "(_target distance _this) < 2"]; 3 - Heal.sqf - the most Important = First, I don't know if the 3 variables are correct (_wounded = the wounded / _medic = the caller of the action / _revive = the ID of the action); _medic playmove ... seems to do nothing (I think the problem is _medic) and finally, player playmove "animation_name" doesn't work, but work with an AI, do you have an idea ? : _wounded = this select 0; _medic = this select 1; _revive = this select 2; _medic playmove "Acts_TreatingWounded_in"; sleep 3; _medic playmove "Acts_TreatingWounded01"; sleep 5; _medic playmove "Acts_TreatingWounded02"; sleep 8; _medic playmove "Acts_TreatingWounded03"; sleep 9; _medic playmove "Acts_TreatingWounded_Out"; sleep 4; _medic setDamage 0; sleep 2; unit3 playMove "AinjPpneMstpSnonWrflDnon_rolltofront"; sleep 3; unit3 playMove "AmovPpneMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon"; unit3 setCaptive false; unit3 allowDamage true; _wounded removeAction _revive; Thanks for the help ^^ !