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Find here one evergreen of Gruppe Adlers TvT Missions: Breaking Contact. Well suited for groups from 20 but living to its full potential with much higher player counts. Supports up to 112 players and many maps (CUP TP and more). Very high replayability value - free spawn selection. Best played in a roughly 2:1 attacker defender ratio. Dependencies CBA, ACE3, ACEX, RHS Escalation, TFAR, optionally RDS_CIV Mission Concept Russians have to protect their radio truck from destruction from US forces. At the same time they have to deploy antennas (send radio message) a preselected total amount of time to win. When deployed the radio truck is marked on the map for US. If US manages to neutralize the truck or kill all Russians, the game is over. At their start vehicle both factions can buy a limited range and number of vehicles with a preselected amount of credits. US forces have air superiority whereas Russians can field a little bit more raw fire power. Rules no respawn, no play area restrictions, ACE spectator, no scopes, basic medical, fixed loadout, quick start Parameters Time, Weather, US Spawn Distance, Money, Deploy time to win, Time Acceleration, Ingame Replay Accuracy, JIP time, BFT toggle, Civilian Traffic Toggle (needs RDS_CIV!) Setup Info * Doesnt work locally, you need a Dedicated Server * Opfor Commander Slot is mandatory, otherwise you are stuck in a waiting loop * For testing purposes with only one player you might fill up Blufor with AI Additional info * Admin slot is Zeus to help out teleporting JIP and fight bugs * Russians might redeploy, the sum of deployed time counts for winning - makes for very dynamic gameplay * Russians might buy a mobile radio box, which takes the radio truck as a relay. Sending on its own it only has half the power (or if the distance is above >500m from radio truck). This enables more static positions if necessary (destruction of radio truck does not lead to win anymore but only destruction of mobile box, if bought). * Its highly recommended to use the predefined amount of money * For every player there is a little bonus in money * Check the mouseover in the buy menu to get info about what you will purchase (Ammo Truck/Ammo M113 comes to mind) * You can eradicate the helipad in the buy menu when you are fully equipped to hide your spawn * Mission is localized in English and German * BIS dynamic group system can be used with <U> * US Camo automatically chosen (hardcoded for every map) * NVG are to be found in the start vehicles (HMMWV/radio truck) * Arrows above heads will disappear after 5mins ingame. They hint on Teamleads and SQLs to increase start time * There might be features I forgot to mention here 🙂 Known issues in this version * JIP players will spawn in strange places. Use Admin Zeus to teleport them Currently supported maps Altis, Beketov, Bornholm, Chernarus, Chernarus Summer, Clafghan, Esseker, FATA, Gorgona, Capraia, Kunduz, Namalsk, Panthera, N'Ziwasogo, United Sahrani, Stratis, Sugarlake, Takistan, Tanoa, Taviana, Thirsk, VT5, Bystrica, Zargabad Download (ZIP, rename PBO to any island suffix you need. supported suffixes in compatibleIslands.txt) https://github.com/gruppe-adler/TvT_BreakingContact.Stratis/releases/tag/2.9.0 Source https://github.com/gruppe-adler/TvT_BreakingContact.Stratis (conversion for other maps than stratis is done with build script) I will continue to tweak and balance the game mode and release stable versions when I see fit. Please report any issues or make proposals to github. Screenshots http://imgur.com/a/QNhju
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multiplayer Last Man Standing Notification / Multiplayer Scripting
driftingnitro posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm working on a mission that doesn't have re-spawns and designed for quick firefights. My intention is to design a mission for a dedicated server with the following: If all Blufor (players) are killed, failure If time runs out, failure If all Opfor units are killed, victory Notify all players (even dead) when there is one player remaining Notify all players (even dead) when there is one enemy remaining have the same number of units and type of unit on the enemy side, i.e. 1 autorifleman blufor and 1 autorifleman opfor (shown in the initServer.sqf is already working) My experience with multiplayer scripting is limited and I'm struggling to understand why it works in local hosted multiplayer (as the host alone) but not on dedicated servers, issues include: After starting the operation using the action (see flowgraph) the LastMan.sqf will start running immediately, even with 2 blufor players Server, after starting the operation using the action, will stop updating unit positions and AI will not react. All players except yourself are running in place, coupled with sudden spikes in framerate loss when initially activated and unable to kill enemies. Enemies don't react to being shot or standing directly in front of them even. this problem isn't present on the locally hosted Possibly an issue of the server ending the mission locally but not for clients (just a guess)? Mission must still be working enough to continue the countdown timer, mission fails properly when timer reaches zero Maybe I should be getting rid of triggers entirely? But it always seemed like they synced across multiplayer better Using the trigger and (count Thislist < 2) is that when all remaining players enter one vehicle, it counts as one unit and starts the trigger Tried using setting the triggers to server only and using Bis_fnc_MP but led to the mission immediately ending upon starting the operation action Code Flowgraph Mission Source https://drive.google.com/file/d/0B85GbOCq33caWlhHNW1KcENzV00/view?usp=sharing Thanks for the help on this issue