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Found 6 results

  1. SIGINT, OPERATIONS, COVERT OBJECTIVES and MISSIONS by Richard Von Quest VERSION: v0.6.8 beta UPDATED: 14 MAR 2021 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my Mission Generator & Intelligence System from my SpookWarCom Project. SOCOM Module is a Spec-Ops/Black-Ops random Mission Generator with unlimited combinations of dark and eerie "behind-the-lines" Objectives & Missions. More TBA at a latter time. "CLASSIFIED: EYES-ONLY" // FEATURES: Select Probability (0-100%) for EACH Type Numerous Custom User Options for EACH Mission Custom User .sqf File Options for Units and Objects Enter Unlimited Classnames for Objectives Enter User Classnames for Enemy Guards/Units Generic System for ANY/ALL Styles, Timelines, Ops, etc Select ArmA 3 TASK, Generic Marker, or MapGrid Turn ON STEALTH Options for any Mission Full User Customization & Settings for Micro-Detail All Factions, Addons, Mods, and Maps Supported Marker Blacklist, Urban vs Rural, and many more!!! 30+ Mission Types Under Construction..... // MISSION TYPES: Mission -- Assault / Direct Action Mission -- Reconnaissance 1-26 (Alpha - Zulu) Mission -- Ambush / Intercept Mission -- Destroy / Demo Mission -- Recover Intelligence Mission -- Search & Recover Mission -- High Value Target Mission -- Defend Area or BASE Mission -- Steal Enemy Vehicle Mission -- Attack Vehicle Convoy Mission -- Sniper's "Hogstooth" // NOTES: n/a // REQUIRED: n/a // DONATE: MISSIONS & INTELLIGENCE Von Quest Industries // LICENSE: // CREDIT & THANKS: *n/a
  2. Friends, I come to you again, great sages of Arma 3 codes to perhaps solve my current problem... This problem is as follows, I want a static object in my scenario to be destroyed if it takes any instance of damage. The object in question is "Land_PortableServer_01_olive_F". In the init field I tried to put a code that works perfectly on the units: this addEventHandler ["HandleDamage",{ _this spawn { if (_this select 2 > 0) then { _this select 0 setDamage 1; }; }}]; As I said, in units this code works. If I shoot the unit in the foot that has this code in its init, it will be immediate death. But as in the current case the code is in a static object, it doesn't work. I've already tried shooting all the bullets from my gun on this portable server, hand grenades, RPG, tank artillery... nothing happens xD I did a test to see if it is possible for this object to be destroyed by activating a trigger with the code: hard setDamage 1; Oh, the name of the object is "hard" by the way, because of hardware. And another trigger with the condition: !alive hard; Upon activation: hint "It worked"; And it worked... my test. But I wanted this object to be destroyed if it was hit by something, like the code there that works with the units as I explained. If that were possible, I could create a bad ending for the sci-fi mission I'm creating. Thank you in advance for your time!
  3. I have been looking for a couple of days and I have not found anything that currently works in the @3Den editor for a demolition objective. What I want to happen: -Player is assigned task "destroy weapon cache" -Player Places charge to destroy objective -Player detonates charge -Task "destroy weapon cache" marked successful/complete - player moves to next objective. What I need: Some sort of module, task, trigger, etc. that can allow me to destroy an ammo box and complete an objective.
  4. Hello everyone, i need some help. I am currently trying to make a mission and i want to trigger a Mission win when all 2 Tasks are completed, you (the Player) Needs to go to a specific Zone and then the escape should trigger... but how do i do this? Please help me. LG Pinky PS: please dont mind spelling mistakes, im german and my pc likes to autocorrect them.__.
  5. I feel like this should have been asked and answered somewhere already but I haven't found it yet. I'm working on the Takistan CUP map and have just discovered that the minarets are indestructible. This is most unfortunate since I've just spent a while working on a script to detonante an IED inside one which I was really hoping would bring the building down. I was looking into ways of destroying and deleting objects that are already part of the terrain but haven't yet been able to get it to work with CUP buildings. Is there a way?
  6. I have what I am certain is a very simple problem but I can not find a way to solve it. I am relatively new to the use of tasks in Eden Editor mission making, and want to set a task to destroy one of the radar dishes in the RHS AFRF mod. I can set tasks to kill enemy AI just fine, but no matter what I try I can't seem to get a destroy task to work. Despite syncing everything up right and having the destroy task and trigger synced to the radar equipment, destroying the static object never results in the task being completed. If anyone can walk me through how to set up a task like this I would greatly appreciate it!
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