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Showing results for tags 'reward'.
Found 8 results
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Good morning ! I propose setting up a table on the probability rate of rewards obtainable in each crate. This might please and allow us to compare the crates to find out which is really the best
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Hi A friend of mine had a corrupted data error that gave him access to this daily rewards panel. I have never seen this and never obtained these free rewards but no problem! I thought it would be a good idea to make it a permanent part of the game with big rewards every 15 days. What do you think?
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Good morning, I'm starting this new season and I've noticed a lot of bugs in the game which are more than worrying, * Crash in a running game regularly (around 3 times a day) *The empty expedition card must be closed and restarted to start an expedition. (already happened 4 times in 2 days) But my biggest disappointment comes from the seasonal rewards being so repetitive and unappreciated. Having the weapon of the season in gold is a good thing, I'm 100% happy with it. But such an ugly helmet? an eyepatch which is already in 2 copies in the battle pass? For what ? Where is the golden outfit that MANY have been waiting for? I'm going to highlight 5 outfits that you might like and that players would look forward to having in a gold version. If you have any doubts about what I'm saying, here's what I suggest, start voting on the next Seasonal Challenge Rewards outfit to have with 5 choices! and it is the community that will choose in a vote!
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loot extraction Loot extraction-reward system (Dark Zone inspired)
Dj Rolnik posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey everyone, I am working on a game mode idea that is loosely based on the idea of Dark Zones in The Division games. The game mode would be PvP and would revolve around both Player killing, collecting items and performing various tasks. I would like to create a system that would allow players to extract found items in exchange for points. The idea is that players collect items throughout the game (both by finding them on the map and looting them from other players) and may deposit them in certain "extraction zones" on the map in exchange for "points". Those points would stack up with all the items the players extracted. When the game ends, the points would have to be tallied including both the extracted loot as well as the one still in the players' inventory - the data would have to be pullable for the game summary somehow so that the best player can be chosen as the winner. So... a full list of what I'm going after, exactly: - multiple different loot-items worth a different amount of points - loot-items can be extracted in specific areas of the map one by one, possibly with an action that takes some time to complete - extracted loot-items are converted to points and awarded to the player (or a whole group if several members are working as part of one team). - if the player dies, he loses all of his points and is eliminated but the loot-items in his inventory can be looted by other players - exchanging the earned points OR loot-items for specific game items (ammo, meds, etc.) On a slightly different, but still related note, the game mode will feature a few separate factions, all with different goals during the game. Other players will have different goals and I would also like to reward them with points for stuff like: - collecting players' dog tags - collecting a different category of items found in the game - spending some time inside a specific area (researchers performing researcher things..) I believe those last three should be fairly easy once I have the reward system in place and working, since I can tweak the method I use for granting those points to players later on. How I roughly see it is twofold: - Either I assign variables to each player and adjust those variables according to the aforementioned actions and criteria - I exchange the items players extract for, say, a money item (in that case money would be the points equivalent to summarize the end game) Now the thing is, my scripting knowledge is probably insufficient for this task, so I would be very grateful for any tips or even some useful snippets of code that you guys could share with me. Any pointers and suggestions are highly welcome. Thanks! Adam -
Repeatable but limited arty support on trigger
mzgr posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I am one step away from finishing my first mission. BLUEFOR vs OPFOR PvP. I’ve watched and read a few tutorials on the subject, but i can’t get this to work. These are the details: each side has 3 ATV’s. ATV_Alpha, ATV_Bravo and ATV_Charlie for BLUEFOR. ATV_One, ATV_Two and ATV_Three for OPFOR. If they get fully destroyed, they respawn after 10s. When a team destroys one of three enemy ATV’s, they get arty support for reward, for example 7 rounds. Destroyed ATV respawns. After that team uses those 7 rounds, they dont have arty support available any more. If that team again destroys any of three enemy ATV’s, they again get arty support with 7 rounds available. And so on and so on...forever. If a team does not use the 7 rounds available and they destroy another ATV, they still have the maximum 7 rounds or 9 or whatever. I managed to set it up with artillery support modules and tasks, but after the ATV is destroyed, and one barrage is fired, support remains available. Also, eventualy the support providing artillery runs out of ammo. I am using RHS american and russian artillery but i dont care about where are the rounds coming from i just want those 7 rounds to hit around the area that a player has marked. Any help or advice would be greatly appreciated. EDITED: i expressed what i need abit clearer here... i hope -
I know this could cause a divide in the current playerbase/community, but i believe vigor really has the chance to corner the realism shooter market by removing some hud features (crosshairs and hitmarkers mainly). It could be just an option to select before joining a match that allows for the player's instanced loot to have greater rarity without the expense of crowns. Basically the player could accept a handicap for higher reward. If people really enjoy it could become a permanent mechanic or even rotational based off map selections. This could allow for more weapon variety in the games because people would familiarize themselves with irons and hipfire shooting patterns. Just a thought.
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I suggested a idea for the crates and also had one for the food which has no purpose even though it says currency. You could maybe add "seasons" since there are seasons where people harvest food or crops. Each season people try to get as much food as they can which is shown on the leaderboards. Once the season ends those in certain percentages will recieve a reward for the higher they are. Example: Top 5% special issue crate + special issue cosmetic (player or weapon) or maybe some crowns of a certain amount Top 10% military grade crate + military grade cosmetic (player or weapon) or crowns of a certain amount. Top 25% rare crate + rare cosmetic (player or weapon) or crowns of a certain amount. Top 50% uncommon crate + uncommon cosmetic (player or weapon) or crowns of a certain amount. The rest common crate + common cosmetic (player or weapon) or crowns of a certain amount. Then after the harvest season is over and everyone receives their prize our food gets reset so everyone has to start at 0 again and this will give food purpose and encourage people to actually go for it other than the occasional challenge which those challenges for food would help a lot more now. Something may have to be done with the rat traps but that might give people a reason to play more to get more resources for upgrading the rat traps and stuff.
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GF Ravage Heros Money Reward
GEORGE FLOROS GR posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
GF Ravage Heros Money Reward Script by GEORGE FLOROS [GR] Description: GF Ravage Heros Money Reward and notification script . You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Ravage Heros Money Reward Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and in the Description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: The money reward , is based on kill distance. Select the money reward , for Ravage or Heros Survive. Select where the money will be stored to uniform, vest or backpack. Credits & Thanks: Special thanks to: Haleks for Ravage mod and Heros for Heros Survive mod. Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.1 The AI kills where showing also in the notification but, this issue is fixed. A kill counter notification is also available. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40235 Armaholic download GF Ravage Heros Money Reward Script- 29 replies
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