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Found 239 results

  1. WurschtBanane

    Teleport to players!

    It is a convoy mission, and the players are allowed to use whatever path they want. This makes me often loose them. But here is the issue. I want to be able to teleport to players as Zeus, but stuff placed in editor cannot be edited by Zeus. Is there a way to spawn PLAYABLE units in-game, so that i can just use them like normal ones? Or is there a way to go around the issue, for example by using some kind of a script?
  2. Hello evveryone. I'm creating a mission where you are tasked to intercept bomber flights before they bomb a specific target. However to keep things reasonable, I only want the next bomber to spawn after the first one is destoryed. Using the variable name bomber2 what would the trigger code look like for making this happen?
  3. So my friend and I are trying to create a small ALIVE mission for us just to play occasionally but we want to be able to save it so that we can progress through the map and eventually rid the enemy presence from the whole map. When we first start the mission our TFR works fine, but after we save it, exit, then go back and resume it, the host's TFR won't initialize. The TFR of the person joining it works fine, just for some reason the host's TFR wont work. We tired it with him as the host and me as the host. We are both very experienced with mods and can usually just troubleshoot our problems by ourselves but this one has us stumped. I can assure you we have the mods installed correctly and I really can't see how any of our other mods would conflict with TFR causing it to do this since it works just fine in missions that we don't have to save then resume. Any ideas on how to fix this other than putting the mission on a dedicated server?
  4. Hello Reader! Our Community "Gamertruppe" is searching for a English speaking Group/Clan for a Coop mission. When Will it Happen?: We got 6 Possible dates that can be Discussed after the first meeting: 26.05.2017/ 19:00 ( Time zone UTC+1) 27.05.2017/ 19:00 ( Time zone UTC+1) 28.05.2017/ 16:00 ( Time zone UTC+1) 01.06.2017/ 19:00 ( Time zone UTC+1) 01.06.2017/ 19:00 ( Time zone UTC+1) 01.06.2017/ 16:00 ( Time zone UTC+1) Duration of the Mission: we expect 2h-4h The Mission: -There will be 2 teams 1 British airborne (English speaking Squad) and Fallschirmjäger Regiment (German Speaking Squad). -Also there will be a Squad with 2 Pilots (1 Luftwaffe and 1 R.A.F.) that are forced to work together -each Team will get targets that they have to accomplish if not there will be consequences later in the mission. - later on, the British and German squad must work together to accomplish the last Goal. -1 Week before Mission start there will be a PDF document with all the details u need for the Mission also a Small briefing The Situation: Russian Troops took over a Vital part the Island Panthea and forced NATO Troops to retreat. NATO wants to get the Island back. While USA is preparing the Amphibic Invasion of the Island. the two other Participants of the Invasion are the British Airborne Division and Germanys Fallschirmjäger Regiment. They are being tasked with holding and sabotaging Key Position near the Landing zones while the US Troops are establishing the Bridgeheads. There will be more Details in the Upcoming Briefings and Documents. The Target of the Event: -We are making this Event to put some diversity in our Mission -Multicultural Event of English and German speaking players. (how must it feel to fight alongside with a German Squad who curses and the only word u pick up is "Schwein") -Also FUN -We are aware of the language barrier but that makes the fun of it, if your comrade only understands NATO Language. Mods: -We use ACE,CBA, Taskforce Radio , ACEX, Cup Terrains CORE, Island Panthera, Suppress, Russian Armed Forces, Cup Terrains Maps. -we will prepare 1 week before the Mission a mod package that can be downloaded via Steamworkshop. we will try to turn it down with the mods for ease of play -There can be small changes in the Packages but we will not change anything 1 week prior to the mission date (except Mod Updates of course) -also 5 days before Mission start we will Upload the Mission for a Technical check for the individual Players. -2 days before Mission start we will have a persons in TeamSpeak for Technical help/Support for individual Players if something is wrong with the mods. What do i have to bring with me: -the Minimal amount of Player you have to bring are 6 (Reqiured:1x Squad leader, 1-2xMedics, 1 Expert for explosives,) -Medic need to understand the ACE Medical System -Expert need to know how to use Explosives in ACE - You can Bring a pilot with you but its optional -Pilot need to know how to fly the new Jet DLC Plane(Gryphon) and have Basic Knowledge about the CAS 9 liner -Also the Pilot has to com e 1 hour earlier for Coordination with the 9-liner -Maximum player you can bring are 10. -Good Mood to play with Guys that only 1 out of 4 has real English Knowledge. :-P Rules (Those rules are for all): -All Players Understand Basic English -Age of all Participants is at least 17 years ( no Exceptions) -Respect to other players -Microphone and TeamSpeak are required About us: We are a small German 10 Members Community that plays Arma 3 for at least 4 years now. We are not as Strict as other clans in our regulations but are playing a very Tactical MILSIM. To Contact us you’re welcome to visit our TeamSpeak: 46.20.46.83:10069
  5. Im looking for a script that allow players in a dedicated srv spawn custom tasks with a map click for location. A few years ago I played with a unit that uses a script to generate practice tasks. It was very simple, you interact with an object then choose a task type from a lists and then just click on the map to generate the task. It was very simple: click on the flag, click on the Tasks Options screen, click on map, play!
  6. Im looking for someone to join zenophone and me in finnishing up a mission project . its based on karrillions rts. ofp/arma1. Its being rewriten with zen's framwork. At this point were 90% ready for a very beta release . So ... If you know rts, zens framework or know how to code . please contact me. And i can get into more detales of the mission .
  7. so we are running an insurgency mission using RHS/CUP mods, halo drop flagpole, and a couple other small scripts, the issue we are having is that at random times during the mission, it seems as though it breaks. By that i mean out of nowhere all of the red squares on the map will disappear, all of the player markers, side chat becomes non functional, no text or anything, but the server dosent crash, it just seems as though the mission breaks, maybe someone joins with a mod that causes it? im not sure, looking for any pointers on things i might check or any help at all, Thanks!
  8. In the two different missions I made, players spawn either in the water, or floating underneath their spawn point. I'm using the respawn on location of death setting, in case that matters. One of the maps is Altis, the other is Winter Chernarus. Any way to fix this?
  9. Hi guys! I hope that i'm posting in the right section, anyway here is the problem,i want try to make a mission and i want to open the strategic map via an addAction to a whiteboard or another objects (i made this thing a lot of time ago and now i'm not able to make this work again) i tried a lot yesterday but with no luck :/ i'm going crazy...there is someone that know how to make this thing to work? Thanks guys :D
  10. So, im making a mission in which 2 helicopters land on a certain spot but they do so using the following functions: rec = [unitname,180] spawn BIS_fnc_UnitCapture; rec = [] spawn path1; But after the helicopters land and end the recording the immediatly take off, no time for the units inside to get out of it, so i was wondering if there was a way to make helicopters stay landed or if i needed to end the animation just a Little bit close to the ground and then issue an "Unload Vehicle" order. Thanks guys!
  11. Hi All, I built this a while ago as a small mission for my group at the CPM. The boys liked it so I decided I would put it up as a template in case anyone wanted to use it. It is created entirely from BI or CUP assets and has a fair amount of CQB options. Our mission was to SDV to the rig at night and infiltrate. AI doesn't like it too much but it's brilliant for curated missions or roleplay (like we run at the CPM) or PVP. Features include: Multiple infil options by water leading to a small bottleneck at the top Offices and pump rooms, for adding your own story elements A usable helicopter pad (Ever tried making a landing pad float.... ?) Immersive lighting for night ops. Images here Anyway have fun. And if you like this sort of thing, drop in the CPM at or our teamspeak at ts1.cornishpastymen.co.uk:9993 Click here for Armaholic link Silos
  12. kenoxite

    CCE2 beta 7.x series

    Hi all, I've been given approval by Drongo69/TacRod to publish a fixed version of his CCE2 beta 7 template. ABOUT COIN COOP ENGINE 2 Your goal is to succeed in the COIN operation by hindering all resistance activity in the area. To do so, you will be assigned a range of missions. The countryside is crawling with resistance squads and camps. As you complete missions and kill enemies, you may requisition additional vehicles and troops. ABOUT THE DIFFERENT VERSIONS In this thread you'll find two iterations of the original CCE2 created by Drongo69. The first one is beta 7.1.x, which doesn't change anything from the original CCE2 releases and is only focused on fixing bugs. The second one is beta 7.2 onwards, which uses the fixes from beta 7.1 and expands CCE2 with new features and gameplay changes. So, it's up to you to decide which version to use. If you want oldschool CCE2 then pick 7.1. If you want more stuff pick 7.2. You can find more info about CCE2 in the threads of old CCE versions by Drongo69, such as this: http://forums.bistudio.com/showthread.php?98846-CCE2-for-Operation-Enduring-Freedom -- CCE2 BETA 7.1.1 REQUIRED ADDONS - CoC Unified Artillery (if you use CWA you'll also need to apply this fix) This update includes the following fixes: beta 7.1.1 - Enemy unit won't be seen mounted in crashed chopper anymore (in CCE\Mission\RecoverIntel.sqs) - Convoy groups will enter ActionLoop if the vehicle is destroyed OR can't move (in CCE\Mission\ManageConvoy.sqs) beta 7.1 - Added check to control amount of CAP groups spawned, so it doesn't spawn so many that there's no room for mission groups or custom enemy units. (in mission editor, CCE\Misc\sideCount.sqf, CCE\StartCCE2.sqs, CCE\CAP\SpawnSquad.sqs and CCE\CAP\SpawnVehicles.sqs) - Enemy groups spawned in missions should be removed properly now once a new mission is requested (in CCE\Misc\CleanUp.sqs) - Fixed destroyed vehicle counter (in CCE\Units\KilledEnemyConvoyVehicle.sqs) - Fixed serveral problems in CAP\spawnsquad.sqs and CAP\spawnsquad2.sqs - Fixed "simultaneous mission" bug which was causing the spawn of tons of enemy mission groups and targets in the same one mission (in CCE\Mission\requestMission.sqs) - Fixed mission target counter displaying wrong count after aborting a mission (in Mission\MissionMonitorGroup.sqs) - Convoy destination marker now isn't visible once the Convoy mission ends or is aborted (in Mission\MissionOver.sqs) - Rescue mission should be aborted properly now, deleting the unit to be rescued (in Mission\rescue.sqs, Mission\rescueAI.sqs and Mission\MissionOver.sqs) - Fixed being able to abort missions when there weren't any, which caused the next requested mission to auto-abort on start (in CCE\Client\AbortMission.sqs) - Added check to spawning scripts, so they stop running if the leader is dead while the script is still forming the squad. (in CCE\CAP\SpawnSquad2.sqs and CCE\CAP\SpawnVehicles2.sqs) - Fixed counter of enemy units killed in the Search and Destroy mission. Previously the mission needed 1 more kill than it was asking for (in CCE\Mission\SnD.sqs) - Fixed artillery units being added to global array without checking if they were already in the artillery vehicles. (in CCE\Add\artillery.sqs) - Chance of enemy groups spawning over water greatly reduced (in CCE\Misc\overwater.sqf, CCE\StartCCE2.sqs, CCE\CAP\StartPatrol.sqs, CCE\Mission\MissionLocation.sqs and CCE\Mission\ConvoyDestination.sqs) - Added missing CoC markers (in mission editor) - Cost of CAS and Airstrikes is now displayed when requesting them (in CCE\Support\StartCAS.sqs and CCE\Support\StartAirstrike.sqs) - Blowing up the chopper after recovering the intel won't tag you as "enemy" and be killed by your teammates anymore (in CCE\Mission\RecoverIntel.sqs) - Fixed weather not following the values set in DefineMission.sqs (in CCE\Server\Weather.sqs and CCE\Client\Weather.sqs) I think those are all the bugs in the beta 7 version that needed fixing. Note that I mean fixing bugs (broken stuff), not gameplay issues (like mission X being too hard or whatever). For the latter, read below. To apply the fixes over your mission just copy/paste the CCE directory over your that of your mission (make a backup first, just in case), then tweak DefineMission.sqs and DefineUnits.sqs accordingly (or copy the content of the CCE dir but those two files to avoid having to re-tweak). Then copy the trigger in the middle of the map in the mission editor to your mission or create a new one yourself with the settings: Axis a and Axis b about 8000 both (adjust depending on the size of your island, but it has to cover every single unit), Activation: anybody, Once (so, no repeat), Condition: CCE_Ready, On Activation: CCE_All = thislist DOWNLOAD CCE2 beta 7.1.1 Template: http://www.mediafire.com/download.php?zzs9vwrp73huuyg -- CCE2 BETA 7.2.3 This version of CCE2 expands on the original, fixing bugs and adding new features and gameplay changes. REQUIRED ADDONS - CoC Unified Artillery (if you use CWA you'll also need to apply this fix) These below aren't actually needed, but heavily recommended: - SNYSptPack.pbo (from SP/MP support pack) - for the rope and rappel anims - DrongosToolkitVoices.pbo (a modified version from Drongo's Toolkit), ECP_DSAI.pbo and ECP_DSAI_2.pbo (from ECP and its patch) - to activate DSAI - BN_tracer.pbo (BN880 version) - to see the tracers OTHER - FWATCH - to be able to show the personal menu with a key press - HIGHLY RECOMMENDED NEW FEATURES - New mission: Liberate Hostage - Helicopter insertions and extractions: The insertion types available are normal (by landing), fast rope, paradrop and HALO - Informer: There's a local informer in the camp that might know the approximate location of active camps, for a price. (additions in CCE\Informant, CCE\CAP\CampBossAI.sqs, CCE\Client\Start.sqs) - Equipment automatically assigned to players on (re)spawn (starting gear can be edited at CCE\respawnGear.sqs) - Disband: You can disband any of your units. When doing so, those units will be able to be recruited by any player. They'll be removed after a few minutes (in CCE\disband) - Reorder Unit(s): You can now send any unit or units to the end of your group formation. This way you can now, for instance, easily sort the big gaps in formations when units die or by having vehicles in the middle or the start of your group. (in CCE\reorder) - Reinforce: You can access the Reinforce menu from anywhere - Request Airdrop (CWA ONLY): Players can request vehicles and ammo crates to be airdropped to a specific location, for an increased fee. Only works for CWA. It's automatically deactivated for OFP servers. - Rearm: Players can now rearm the whole squad with their standard equipment. They'll keep radios and NV goggles given by the player, though. - civPopulate is now integrated into CCE2, in a modified version that works in MP. This allows to populate all the towns (and any other desired area) with civs, while actually using just a handful of civ units. It also features traffic, but only while playing in SP. For the full changelog refer to the readme in the /docs directory. BETA 7.2.3 MISSIONS WW4 Lead a Special Forces squad in your mission to hinder resistance activity in southern Everon. REQUIRED ADDONS - WW4 v2.5 For the rest of addons needed refer to the ones listed in the beta 7.2.3 template FEATURES PARTICULAR TO THIS MISSION - Modular Weapon System (MWS): You'll be able to apply different modules to your weapon on the fly. You can find this feature in the actions menu. CREDITS - Sanctuary, for WW4 DOWNLOAD MISSION CCE2 BETA 7.2.3 - WW4: http://www.mediafire.com/download.php?y906t32eneyvisa WW4 - MAPFACT's RUCKSACK Same mission as above, but with rucksacks. REQUIRED ADDONS - WW4 v2.5 - MAPFACT's Rucksack - WW4 DOWNLOAD MISSION CCE2 BETA 7.2.3 - WW4, MAPFACT's Rucksack: http://www.mediafire.com/download.php?p705mgcxa9ranm0 -- EXTRA Modified DrongosToolkitVoices.pbo While you can use the default DrongosToolkitVoices.pbo found in Drongo's Toolkit it is recommended that you use this version instead. I edited the sound levels so they are like those found in ECP. Previously, all were set to 1, the maximum level, and it was hard to tell the distance from you of the yelling enemies as they all sounded like they were a few meters ahead. Now this issue should have been solved. DOWNLOAD MODIFIED DrongosToolkitVoices.pbo: http://www.mediafire.com/download.php?kiro3zbgvgkv6cz -- CREDITS - Drongo 6-9. Because, you know, CCE2. Props to the man. - Blip, for his Multi Rappel scripts - snYpir, for SNYSptPack.pbo and overwater.sqf - David Berka, for helidrop.sqs (renamed to airdrop.sqs) - toadlife (Real Halo scripts and shuffle.sqf) - Backoff (createunit2.sqf) - Liquid_Silence (distancepos3d.sqf) - General Barron (nearestobj.sqf) - Tophe of Östgöta Ops (randomBuildingPos.sqf) - weasello (rndPosInRadius.sqf) - Igor Drukov (getrelpos.sqf) - bn880 (sortbubble.sqf, tracers) - Faguss (FWATCH) - The BAS team, for the river crossing and helo rotor wash scripts (permission obtained through Ebud) - The VTE team, for the mist script (permission obtained through Snake Man) - Sanctuary, for the sandstorm script (used with permission) - The people who still maintain OFPR.info, OFPEC.com and the other few sites that still host OFP stuff. You are a very important part of why OFP is still alive. - All the rest of modders, scripters, modellers, forumites and contributors in general to OFP, those still active and those who left. None of my stuff would have been released without your work, guidance and tools. So, a big thank you to you all. - Anything else not credited was created by either Drongo69 or kenoxite
  13. I found many other topic and guide to porting Arma2 content to Arma3, but all these about units or maps, not MISSIONs. So I start this topic to discuss how to convert missions from Arma2. First thing first, I'm a beginner in this and I have more questions than advises. Don't start to porting missions if you are not familiar with Arma2 mission making and Arma3 mission making process! 0. I used CUP units for Arma2 and AiA maps. 1. I copied the arma2 mission's folder into arma3 missions folder. 2. I open the mission.sqm in an editor and change version=11 to version=12 3. I replace the old unit names to CUP classnames. Eg. USMC_Soldier_SL to CUP_B_USMC_Soldier_SL 4. I replace these classnames in the sqs and sqf scripts too. 5. I try to open the mission in Arma3 editor. If it complains to missing classnames, I find it in mission.sqm file and replace it to a CUP classname, or - if it's not exists - I try to find something similar. Maybe a classname from vanilla Arma3 ? I do it until editor can open the mission without warnings. 6. I try to preview the mission (play the mission) in mode where I can see the script errors on the screen. If any script drop an error message, I find it in the script file and try to solve it with googling for solution. Eg. like no more commands setVehicleInit or processInitCommands, so need solution to make the script working without these. It's a good start to looking for a newer version of that script. Eg there is an Arma3 version of good old UPSMON script. 7. Change to old briefing and tasking system to new one. 8. Remove the A2 healing system. I know it's too brief and there is a lot of specific questions. I guess this topic is a good tart. I got questions, so I start a FAQ here: Q: Do the scripts from A2 still work? A: Some of them yes, others not. Actually most of them will work under A3, than from A1. There are a few script command what is removed (it mentioned above). So you have to check all the script you used in a mission manually and one by one. If you used in A2 a third party script (eg UPSMON), the best solution to ask the original author and maybe there is an A3 version. But if the script was created by you, you have to check it line by line. What will not work in A2 scripts in A3: the A2 animations, some of the A2 classnames (you have to replace the CUP classnames), the A2 first aid module, most of the A2 other modules...etc
  14. Hello everyone so I've had problems with my game crashing and discovered that a single mission in my arma 3 documents is causing it. I suppose that there is something wrong with the mission sqm since I made a mission, and just pasted the SQM in that mission and yet again it crashed my game. Can someone take a look at the sqm file and tell me if there is anything wrong with it? Dropbox link: https://www.dropbox.com/s/58ydeb3pri9960p/mission.sqm?dl=0 The mission requires: CUP Terrains RHS AFRF RHS USF RHS SERB RHS GREF Project OPFOR
  15. Sealand, for solo player, 2-16 cooperative or 16 vs 16 competitive Subscribe on the Steam Workshop The basics of gameplay are there. After ALL the work that has gone into this, I still only consider this 1% complete. Enjoy this crude work-in-progress alone or with friends. I'd love to hear your ideas for what should come next.
  16. Alex150201

    Voice Actor in Need

    Hello everyone I am currently in need for a Scottish voice actor. I know they are probably going to be scarce but anyone that is Scottish or can do a good Scottish accent is more than enough. For more information please PM. Thank you.
  17. Hello, I'm trying to do a mission compatible with ACE, my ACE options (in Loby) are not working, where did I go wrong? How can I change the system when the revival of an ACE? PS: Sorry for my english, i use google translator. descriptions.ext dev = "dimaS1k"; //--- Дебаг enableDebugConsole = 1; allowFunctionsRecompile = 1; allowFunctionsLog = 0; //--- Шапка class header { gametype = Coop; minplayers = 1; maxplayers = 10; playerCountMultipleOf = 1; }; //--- Атрибуты миссии author = $STR_DMSK_MIS_AUTHOR; briefingName = $STR_DMSK_MIS_NAME; onLoadName = $STR_DMSK_MIS_NAME; onLoadMission = $STR_DMSK_MIS_OVERVIEW; overviewText = $STR_DMSK_MIS_OVERVIEW; overviewPicture = "paa\dmsk_ls.paa"; //--- Ключи миссии doneKeys[] = {"DMSK_Key1337_done"}; //---- Респавн respawn = 3; respawnButton = 0; respawnDelay = 45; respawnVehicleDelay = 120; respawnDialog = 0; respawnOnStart = 1; respawnTemplates[] = {"MenuPosition", "MenuInventory", "Revive", "Tickets", "Spectator", "EndMission"}; //--- Медицина (BIS) ReviveMode = 1; ReviveUnconsciousStateMode = 0; ReviveRequiredTrait = 0; ReviveRequiredItems = 0; ReviveRequiredItemsFakConsumed = 0; ReviveDelay = 6; ReviveMedicSpeedMultiplier = 2; ReviveForceRespawnDelay = 3; ReviveBleedOutDelay = 180; //--- Менеджер очистки карты corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 120; corpseRemovalMaxTime = 180; wreckManagerMode = 1; wreckLimit = 5; wreckRemovalMinTime = 120; wreckRemovalMaxTime = 360; minPlayerDistance = 50; //--- Общие настройки aiKills = 0; briefing = 1; debriefing = 1; disabledAI = 1; showHUD[] = {true, true, false, false, true, true, true, true, true}; showUAVFeed = 1; showSquadRadar = 1; joinUnassigned = 0; skipLobby = 0; forceRotorLibSimulation = 0; //--- Звуки class CfgSounds { #include "hpp\DMSK_cfgSounds.hpp" }; //--- Функции class CfgFunctions { #include "hpp\DMSK_cfgFunctions.hpp" }; //--- Параметры миссии #include "hpp\DMSK_ace_settings.hpp" class Params { #include "hpp\DMSK_Params.hpp" }; //--- Дебрифинг class CfgDebriefing { #include "hpp\DMSK_cfgDebriefing.hpp" }; //--- Уведомления class CfgNotifications { #include "hpp\DMSK_cfgNotifications.hpp" }; //---- Экипировка #include "hpp\DMSK_loadout.hpp" DMSK_ace_settings.hpp class ACE_Settings { class ace_common_forceAllSettings { value = 1; typeName = "BOOL"; force = 1; }; class ace_common_checkPBOsAction { value = 1; typeName = "SCALAR"; force = 1; }; class ace_common_checkPBOsCheckAll { value = 0; typeName = "BOOL"; force = 1; }; class ace_common_checkPBOsWhitelist { value = "[]"; typeName = "STRING"; force = 1; }; class ace_finger_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_finger_maxRange { value = 7; typeName = "SCALAR"; force = 1; }; class ace_frag_Enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_frag_SpallEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_frag_maxTrack { value = 250; typeName = "SCALAR"; force = 1; }; class ace_frag_MaxTrackPerFrame { value = 50; typeName = "SCALAR"; force = 1; }; class ace_frag_EnableDebugTrace { value = 0; typeName = "BOOL"; force = 1; }; class ace_hitreactions_minDamageToTrigger { value = 0.1; typeName = "SCALAR"; force = 1; }; class ace_interaction_EnableTeamManagement { value = 0; typeName = "BOOL"; force = 1; }; class ace_laserpointer_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_magazinerepack_TimePerAmmo { value = 1; typeName = "SCALAR"; force = 1; }; class ace_magazinerepack_TimePerMagazine { value = 2; typeName = "SCALAR"; force = 1; }; class ace_magazinerepack_TimePerBeltLink { value = 8; typeName = "SCALAR"; force = 1; }; class ace_map_BFT_Interval { value = 0; typeName = "SCALAR"; force = 1; }; class ace_map_BFT_Enabled { value = 0; typeName = "BOOL"; force = 1; }; class ace_map_BFT_HideAiGroups { value = 1; typeName = "BOOL"; force = 1; }; class ace_map_mapIllumination { value = 1; typeName = "BOOL"; force = 1; }; class ace_map_mapGlow { value = 1; typeName = "BOOL"; force = 1; }; class ace_map_mapShake { value = 1; typeName = "BOOL"; force = 1; }; class ace_map_mapLimitZoom { value = 0; typeName = "BOOL"; force = 1; }; class ace_map_mapShowCursorCoordinates { value = 0; typeName = "BOOL"; force = 1; }; class ace_maptools_EveryoneCanDrawOnBriefing { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_level { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_medicSetting { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_enableFor { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_enableOverdosing { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_bleedingCoefficient { value = 0.75; typeName = "SCALAR"; force = 1; }; class ace_medical_painCoefficient { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_enableAirway { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableFractures { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableAdvancedWounds { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableVehicleCrashes { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableScreams { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_playerDamageThreshold { value = 1.2; typeName = "SCALAR"; force = 1; }; class ace_medical_AIDamageThreshold { value = 0.9; typeName = "SCALAR"; force = 1; }; class ace_medical_enableUnconsciousnessAI { value = 0; typeName = "SCALAR"; force = 1; }; class ace_medical_remoteControlledAI { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_preventInstaDeath { value = 0; typeName = "BOOL"; force = 1; }; class ace_medical_enableRevive { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_maxReviveTime { value = 3600; typeName = "SCALAR"; force = 1; }; class ace_medical_amountOfReviveLives { value = -1; typeName = "SCALAR"; force = 1; }; class ace_medical_allowDeadBodyMovement { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_allowLitterCreation { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_litterCleanUpDelay { value = 300; typeName = "SCALAR"; force = 1; }; class ace_medical_medicSetting_PAK { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_medicSetting_SurgicalKit { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_consumeItem_PAK { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_consumeItem_SurgicalKit { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_useLocation_PAK { value = 3; typeName = "SCALAR"; force = 1; }; class ace_medical_useLocation_SurgicalKit { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_useCondition_PAK { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_useCondition_SurgicalKit { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_keepLocalSettingsSynced { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_healHitPointAfterAdvBandage { value = 0; typeName = "BOOL"; force = 1; }; class ace_medical_painIsOnlySuppressed { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_allowUnconsciousAnimationOnTreatment { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_moveUnitsFromGroupOnUnconscious { value = 0; typeName = "BOOL"; force = 1; }; class ace_medical_menu_allow { value = 1; typeName = "SCALAR"; force = 1; }; class ace_microdagr_MapDataAvailable { value = 1; typeName = "SCALAR"; force = 1; }; class ace_mk6mortar_airResistanceEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_mk6mortar_allowComputerRangefinder { value = 0; typeName = "BOOL"; force = 1; }; class ace_mk6mortar_allowCompass { value = 1; typeName = "BOOL"; force = 1; }; class ace_nametags_showCursorTagForVehicles { value = 1; typeName = "BOOL"; force = 1; }; class ace_nametags_playerNamesViewDistance { value = 8; typeName = "SCALAR"; force = 1; }; class ace_nametags_playerNamesMaxAlpha { value = 0.8; typeName = "SCALAR"; force = 1; }; class ace_repair_engineerSetting_Repair { value = 1; typeName = "SCALAR"; force = 1; }; class ace_repair_engineerSetting_Wheel { value = 1; typeName = "SCALAR"; force = 1; }; class ace_repair_repairDamageThreshold { value = 0.6; typeName = "SCALAR"; force = 1; }; class ace_repair_repairDamageThreshold_Engineer { value = 0.4; typeName = "SCALAR"; force = 1; }; class ace_repair_consumeItem_ToolKit { value = 1; typeName = "SCALAR"; force = 1; }; class ace_repair_fullRepairLocation { value = 2; typeName = "SCALAR"; force = 1; }; class ace_repair_engineerSetting_fullRepair { value = 1; typeName = "SCALAR"; force = 1; }; class ace_repair_addSpareParts { value = 1; typeName = "BOOL"; force = 1; }; class ace_repair_wheelRepairRequiredItems { value = 0; typeName = "SCALAR"; force = 1; }; class ace_respawn_SavePreDeathGear { value = 1; typeName = "BOOL"; force = 1; }; class ace_respawn_RemoveDeadBodiesDisconnected { value = 1; typeName = "BOOL"; force = 1; }; class ace_respawn_BodyRemoveTimer { value = 60; typeName = "SCALAR"; force = 1; }; class ace_sitting_enable { value = 1; typeName = "BOOL"; force = 1; }; class ace_spectator_filterUnits { value = 2; typeName = "SCALAR"; force = 1; }; class ace_spectator_filterSides { value = 0; typeName = "SCALAR"; force = 1; }; class ace_spectator_restrictModes { value = 0; typeName = "SCALAR"; force = 1; }; class ace_spectator_restrictVisions { value = 0; typeName = "SCALAR"; force = 1; }; class ace_switchunits_EnableSwitchUnits { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToWest { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToEast { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToIndependent { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToCivilian { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_EnableSafeZone { value = 1; typeName = "BOOL"; force = 1; }; class ace_switchunits_SafeZoneRadius { value = 100; typeName = "SCALAR"; force = 1; }; class ace_vehiclelock_DefaultLockpickStrength { value = 10; typeName = "SCALAR"; force = 1; }; class ace_vehiclelock_LockVehicleInventory { value = 1; typeName = "BOOL"; force = 1; }; class ace_vehiclelock_VehicleStartingLockState { value = 2; typeName = "SCALAR"; force = 1; }; class ace_viewdistance_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_viewdistance_limitViewDistance { value = 3500; typeName = "SCALAR"; force = 1; }; class ace_weather_enableServerController { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_useACEWeather { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_syncRain { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_syncWind { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_syncMisc { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_serverUpdateInterval { value = 240; typeName = "SCALAR"; force = 1; }; class ace_winddeflection_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_winddeflection_vehicleEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_winddeflection_simulationInterval { value = 0.05; typeName = "SCALAR"; force = 1; }; class ace_winddeflection_simulationRadius { value = 3000; typeName = "SCALAR"; force = 1; }; class ace_zeus_zeusAscension { value = 0; typeName = "BOOL"; force = 1; }; class ace_zeus_zeusBird { value = 0; typeName = "BOOL"; force = 1; }; class ace_zeus_remoteWind { value = 0; typeName = "BOOL"; force = 1; }; class ace_zeus_radioOrdnance { value = 0; typeName = "BOOL"; force = 1; }; class ace_zeus_revealMines { value = 0; typeName = "SCALAR"; force = 1; }; class ace_zeus_autoAddObjects { value = 0; typeName = "BOOL"; force = 1; }; class ace_captives_allowHandcuffOwnSide { value = 1; typeName = "BOOL"; force = 1; }; class ace_captives_requireSurrender { value = 0; typeName = "SCALAR"; force = 1; }; class ace_captives_allowSurrender { value = 1; typeName = "BOOL"; force = 1; }; class ace_cargo_enable { value = 1; typeName = "BOOL"; force = 1; }; class ace_explosives_RequireSpecialist { value = 0; typeName = "BOOL"; force = 1; }; class ace_explosives_PunishNonSpecialists { value = 0; typeName = "BOOL"; force = 1; }; class ace_explosives_ExplodeOnDefuse { value = 0; typeName = "BOOL"; force = 1; }; class ace_hearing_EnableCombatDeafness { value = 1; typeName = "BOOL"; force = 1; }; class ace_hearing_EarplugsVolume { value = 0.6; typeName = "SCALAR"; force = 1; }; class ace_hearing_UnconsciousnessVolume { value = 0.3; typeName = "SCALAR"; force = 1; }; class ace_hearing_enabledForZeusUnits { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_simulateForSnipers { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_simulateForGroupMembers { value = 0; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_simulateForEveryone { value = 0; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_disabledInFullAutoMode { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_ammoTemperatureEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_barrelLengthInfluenceEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_bulletTraceEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_simulationInterval { value = 0.05; typeName = "SCALAR"; force = 1; }; class ace_advanced_ballistics_simulationRadius { value = 3000; typeName = "SCALAR"; force = 1; }; }; DMSK_Params.hpp class spacer0 { // paramsArray[0] title = $STR_DMSK_PARAMS_MIS_SET; values[] = {1}; texts[] = {""}; default = 1; }; class Tickets { // paramsArray[1] title = $STR_DMSK_PARAMS_TICKETS_NAME; values[] = {-1,2,4,8,16,24,0}; texts[] = {"0","2","4","8","16","24",$STR_DMSK_PARAMS_UNLIMITED}; default = 8; }; class aiSkillLevel { // paramsArray[2] title = $STR_DMSK_PARAMS_AISKILL_NAME; values[] = {0,1,2,3,4,5}; texts[] = {$STR_DMSK_PARAMS_AISKILL_VERY_LOW,$STR_DMSK_PARAMS_AISKILL_LOW,$STR_DMSK_PARAMS_AISKILL_MEDIUM,$STR_DMSK_PARAMS_AISKILL_HIGH,$STR_DMSK_PARAMS_AISKILL_ELITE,$STR_DMSK_PARAMS_AISKILL_DEF}; default = 2; }; class vrArsenal { // paramsArray[3] title = $STR_DMSK_ADDACTION_ARSENAL; values[] = {0,1}; texts[] = {$STR_DMSK_PARAMS_NO,$STR_DMSK_PARAMS_YES}; default = 0; }; /* ===================== ACE ===================== */ class spacer1 { // paramsArray[4] title = $STR_DMSK_PARAMS_ACE_SET; values[] = {1}; texts[] = {""}; default = 1; }; class ace_medical_level { // paramsArray[5] title = "Medical Level"; ACE_setting = 1; values[] = {1, 2}; texts[] = {"Basic", "Advanced"}; default = 2; }; class ace_medical_playerDamageThreshold { // paramsArray[6] title = "Player Damage Threshold"; ACE_setting = 1; values[] = {0.8, 1.2, 1.6}; texts[] = {"Low","Medium","High"}; default = 1.2; }; class ace_medical_enableAdvancedWounds { // paramsArray[7] title = "Advanced Wounds"; ACE_setting = 1; values[] = {0, 1}; texts[] = {"Off", "On"}; default = 0; }; class ace_medical_maxReviveTime { // paramsArray[8] title = "Max Revive Time (minutes)"; ACE_setting = 1; values[] = {60, 300, 600, 900}; texts[] = {"1", "5", "10", "15"}; default = 300; }; class ace_medical_medicSetting_PAK { // paramsArray[9] title = "Personal Aid Kit Usage"; ACE_setting = 1; values[] = {0,1,2}; texts[] = {"Anyone","Medic Only","Doctor Only"}; default = 2; }; class ace_medical_consumeItem_PAK { // paramsArray[10] title = "Consume Personal Aid Kit"; ACE_setting = 1; values[] = {0,1}; texts[] = {"No","Yes"}; default = 1; }; class ace_medical_useLocation_PAK { // paramsArray[11] title = "Personal Aid Kit Usage Location"; ACE_setting = 1; values[] = {0,1,2,3,4}; texts[] = {"Anywhere","Medical Vehicles","Medical Facilities","Medical Vehicles and Facilities","Disabled"}; default = 0; }; class ace_medical_useCondition_PAK { // paramsArray[12] title = "Personal Aid Kit Usage Condition"; ACE_setting = 1; values[] = {0,1}; texts[] = {"Usable Any Time","Usable on Stable Patient"}; default = 1; }; class ace_medical_medicSetting_SurgicalKit { // paramsArray[13] title = "Surgical Kit Usage"; ACE_setting = 1; values[] = {0,1,2}; texts[] = {"Anyone","Medic Only","Doctor Only"}; default = 2; }; class ace_medical_consumeItem_SurgicalKit { // paramsArray[14] title = "Consume Surgical Kit"; ACE_setting = 1; values[] = {0,1}; texts[] = {"No","Yes"}; default = 1; }; class ace_medical_useLocation_SurgicalKit { // paramsArray[15] title = "Surgical Kit Usage Location"; ACE_setting = 1; values[] = {0,1,2,3,4}; texts[] = {"Anywhere","Medical Vehicles","Medical Facilities","Medical Vehicles and Facilities","Disabled"}; default = 3; }; class ace_medical_useCondition_SurgicalKit { // paramsArray[16] title = "Surgical Kit Usage Condition"; ACE_setting = 1; values[] = {0,1}; texts[] = {"Usable Any Time","Usable on Stable Patient"}; default = 1; }; class ace_viewdistance_limitViewDistance { // paramsArray[17] title = "Max View Distance (meters)"; ACE_setting = 1; values[] = {3000,6000,9000}; texts[] = {"3000","6000","9000"}; default = 6000; }; class ace_advanced_ballistics_enabled { // paramsArray[18] title = "Advanced Ballistics"; ACE_setting = 1; values[] = {0,1}; texts[] = {"Off","On"}; default = 1; }; class ace_map_BFT_Enabled { // paramsArray[19] title = "Track Friendly Forces"; ACE_setting = 1; values[] = {0,1}; texts[] = {"Off","On"}; default = 0; };
  18. WurschtBanane

    AI caching

    Hi, i am trying to find a good AI caching script. I tried this: The problem is, that it often does not spawn a few units of the squad, and often disables reappearing of the units when you kill the new sql... I also tried the vanilla simulation manager module, but it turns on the caching for ALL units (empty vehicles too) and does not seem to affect the performance too much. I am also concerned that it might not work for JIP-ing players. Can anyone help me with the script i am using or the simulation manager? If not, can you recommend a script for me (which is not too hard to use and works with JIP and everything)? I want to make my missions work for air support too, so that means if the units (even though its maybe not spawned) position is hit by a bomb, the unit is dead. If you can not recommend caching at all, is there a good AI spawning script out there that works with mods and makes waypoint placement and customization (like the synching with a CBA module) possible?
  19. The Mastermind Season 1 Episode 2/7 Link: http://www.mediafire.com/file/tp7p542a824kfib/! The+Mastermind+2.Eden.pbo You're the leader of a squad (callsign Alpha 1) and you are in one of the best and the most talented squad in US army and and you have been given a mission to defend a convoy then repair tanks in friendly base and attack the enemy city Revive: Yes Playable units: 12 Version: 1.2 Difficulty: Easy (AI = Min), Balanced, Hardcore (AI = Max) - You can change it before you play in pool in MP! If you have played mastermind 1 how was my traps? ;) Cheers -Godfree Ps.: They both weight 66Kb ... hmm what an oddly specific detail huh
  20. Hi all, SP MP up to 16 players. CUP mission. you don't need more addons than the CUP collection and CBA. Ride across Takistan and establish a bridgehead from South to North. Randomized scenario and enemy forces. Advanced side missions. Choose your parameters as Arsenal presence, day duration, civilian life and suicide bombers occurence, weapons loot in houses, and more... Be prepared for counter attack. In Takistan, there is often nowhere to hide. YOU CAN RUN, YOU CAN'T HIDE! I suggest MGI Tactical pack addon for beginners . Steam link: TAKISTAN RIDE by Pierre MGI
  21. Hi, Here is the RHS version of TAKISTAN RIDE. You still need CUP terrain map + core for Takistan map, but BLUFOR units, weapons and vehicles are from RHS. Talibans units are from EricJ taliban addon + RHS fix for it. More on steam: http://steamcommunity.com/sharedfiles/filedetails/?id=820541831
  22. I have a trigger that had this on activation: {[_x] execVM "rearm.sqf"} foreach thislist; // Written by Weasel [PXS] - andy@andymoore.ca // This script rearms, refuels, and repairs vehicles. // Vehicles must be less than height 2 (typically landed, if air vehicles) and must remain in the // trigger area for 3 seconds. It then drains all fuel, repairs, rearms, and refuels. // // Setup a trigger area to activate this (F3 in map editor) with the following settings: // // Trigger REPEATEDLY, BLUFOR, PRESENT // Name: Rearmlist // Condition: this; // Activation: {[_x] execVM "rearm.sqf"} foreach thislist; // // Warning: If this trigger area overlaps another trigger area (such as ammo-transport Scripts), sometimes // things don't work as planned. Keep this seperate if you can. _unit = _this select 0; // Don't start the script until the unit is below a height of 2, and make sure they hold that // height for at least 3 seconds. WaitUntil{(getPos _unit select 2)<2}; sleep 3; if((getPos _unit select 2)>2) exitWith{}; WaitUntil{speed _unit < 2}; sleep 3; if(speed _unit > 5) exitWith{}; // Make sure unit is inside one of these lists (trigger areas) if( not (_unit in list rearmlist1)) exitWith{}; _unit setFuel 0; _unit VehicleChat "Repairing..."; sleep 2; _unit setDammage 0; _unit VehicleChat "Rearming..."; sleep 2; _unit setVehicleAmmo 1; _unit VehicleChat "Refueling..."; sleep 2; _unit setFuel 1; _unit VehicleChat "Finished."; if(true) exitWith{}; It works in SP but not on my dedicated server. What can i do?
  23. How do i execute a server command in a mission? When you login as an admin with #login password and then type #mission MISSIONNAME a new mission starts. I want to do that via a script or a trigger after the mission end screen appears. Why? because when people click ok instanly they get joined back into the mission because the server does not load the new one fast enough.
  24. So... What is Project Arcana? Ambitious. It's a new gamemode alike KoTH or Wasteland, but built from scratch and adding new abilities to the players in the area of magic (if you want to call it that way). The goal is to create a new combat dynamic with fire bolts, lightnings, astral projections for intel, healers, buffers, debuffers, sensory-types, while maintaining the gameplay equilibrium (the most difficult part). Players will be able to specialize in a Psien branch and develop their character through that tree, or reset and start over another. The principle of design is that is has to look smooth or it's not going in (hint "This is a scketchi output for a production release" <-- nope). I am aiming to make it as easy to edit/extend as I can, right now there's no docs (cos so early is not worth it) but I will document e-v-e-r-y-t-h-i-n-g (even Arma 3 vanilla stuff that's unclear). PLEASE MAKE SUGGESTIONS When? Who? How? When?:No idea, when it's ready, I guess a month to 1.0. Who?:Right now I am alone, and it's still an on-going process, adding new stuff each day, from design to implementation. I have been in the Arma scene for a while, mostly developing the hard stuff in roleplay server (life_server overhauls, creating network-savy functions, data managment in DB, stuff...), and lately I have been doing some experimental stuff that somehow ended up making this big idea. I am currently looking to add more people to the team if someone is interested. I can do it on my own, but having a sidekick surely will boost the development time. Right now the most needed are scripters (SQF, and if someone knows C++ with threading and networking PLEASE DO COME HERE WE HAVE COOKIES, CHOCOLATE COOKIES). Once in 1.0 we will need a basic modeler familiar with basic, but just for UV adjustments, material edition, stuff like that. Mostly for visual effects. How?:Many Monster cans, pizza and cigarettes. And beer. Lots. Links: Code (GitHub) LICENSE (CC Attr-NC-SA 4.0) Wiki Media: I am not at home right now. Will post some when there's something to show (teleport spell ready + basic core functionality up un running). Roadmap: Get Arma local client running. Get Arma serverside running. Get network RPC server running. Get network RPC client running. Surprise. Intense testing. Moar testing. Beta. Moar moars. Profit.
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