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Found 5 results

  1. Ghosts Wanted Brought to you by John Kalo and zigTtzag(zTt) When ghosts are desired, Savior Ghosts guns are fired! 1.] Hypothesis: Malden is held by CSAT forces. Forces which have drained the islands supplies. Whatever food or water they need for their army they confiscate from the locals. The locals are therefore starving. Starvation has caused them to want to rebel. Why have they not then? General Tahir Al Kazat is the answer. Tahir is stationed in Malden and is tasked to suppress the local population. He does so by torturing and slaughtering entire families! No more than a few days have passed when he even amputated all members of a family. That was a family of four that tried to take back their food that was confiscated So Tahir Al Kazat needs to be eliminated! A spy was recruited but following an act of treason he was captured. Now he is held somewhere around Le Pessagne and Vigny. A place where Tahir is also stationed. A perfect opportunity for Special Forces sniper team Savior Ghosts to act. A few hours ago you have parachuted without being detected near Vigny. You are to save the hostage and also eliminate Tahir Al Kazat. 2.] Important details: a)In MP when 2 players take part in the mission, one of you should be the SURVIVOR and the other should be the LEADER of team GHOSTS WANTED. b)Patrols, units placements along with ammo and weapon placements are all RANDOM. Due to that the mission has high replayability. c)The survivor may start in 3 different locations. To change that location you can teleport using an IV Stand located next to you when the mission starts. d)Each location has a RIDDLE to solve in order to get out. e)A Flanker is a heavily armed unit supporting the Sniper and Spotter. f)You should NOT DISABLE AI units that are in ANY team. Those units should exist for your convenience. g)The sniper team can activate HARDCORE mode where if the survivor dies it will be a mission failed. To activate there is a satellite dish with the appropriate action at the start of the mission. h)Respawn:Instant 3.]Requirements: 3.1]Players' skills: Serious combat and sniper abilities plus basic organizing skills. 3.2]Technical: a)Arma 3 Apex b)Marksmen DLC c)CBA - http://www.armaholic.com/page.php?id=18767 d)ASR AI3 - http://www.armaholic.com/page.php?id=24080 4.]Bugs: 4.1]Minor: None 4.2]Serious: None 5.]Installation: Just copy the pbo to your Arma 3 directory. Place the .pbo file at the mpmissions folder. 6.]Website SubLink: here 7.]Direct Download link: https://dl.orangedox.com/Arma-3-Missions-Pack-1/ghosts_wanted.malden.pbo?dl=1 Your feedback about things we can improve or things that we should keep is really important so you providing it would be great. If any of you wishes to reconstruct the mission or use part of it please ask permission and mention us in your credits. Enjoy
  2. So, I'm officially stuck. I've been looking everywhere, but I can't seem to find out how to create an array based on units that are NOT in a triggerzone. I discovered that it is fairly simple to collect an (_x array) of units inside of a trigger, however once I use this command: _List = list trigger; It gives me an empty array of units since nobody is in the trigger, even though the trigger is set to "ANY", "NOT PRESENT". Any ideas?
  3. Is anyone else having trouble with collapsing the search function in the object type tab in the attributes window? I'm running several mods but none that alter the editor, so I doubt that's the issue here. Whenever I open attributes of a vehicle the drop down list of the search function in the object type tabe overlaps the other function, and it won't go away so I can't acces them.
  4. Drawyah

    What song is this?

    So I used to watch Hamtaro when I was younger and there was one song that would play in a few episodes that I've been looking for since. Not the greatest example in terms of the song as the characters talk over it, but it's the only one I could find! I'm not sure if it was made specifically for the show or if there is any version out there that it was based on, so if anyone somehow knows the name of the song, I'd be grateful! Cheers, Michael
  5. fn_arrayValues.sqf - v1.2 What? This script gives you the possibility to get, set, add and remove elements from and in an array by using unique IDs (strings) for each array element without having to worry about indexes. The logic behind it is totally simple. Why? TL;DR: I don't know if some people already created and use something like this, but either way, it's useful and took less than an hour to write. Slightly longer version: While developing some multiplayer missions now and then, I was moving data back and forth between client and server, sometimes using relatively large arrays. At some point, I found it annoying having to be careful about what value is at which index and when I somehow change the array, I had to double check again if the correct indexes are read and written. Coming from object-oriented programming languages, I always found it not satisfactory being unable to create custom objects in SQF. I know there is a „pseudo OO“ framework by code34, but that's just too heavy for my needs. All I wanted was being able to have one thing where I can get, set, add and remove values without having to care about anything but identifiers, just like the getters and setters in an object. And that's the idea of this script. How? This script MUST NOT be spawned, because it's got return values (no shit! ;)). Be aware of that when using remote execution. Every ID has to be a string and can only exist once throughout the whole array. Parameters and which are optional (or not) is described in the top of the script so I'll leave that out here. Examples: All examples are assuming “someId†exists, except if mentioned differently. //Creating a new array of this kind: _array = [[], []]; //Getting a value: _value = [_array, "someId"] call fnc_arrayValue; //Setting a value: _array = [_array, "someId", 123] call fnc_arrayValue; //Adding a value (assuming “someId†does not exist): _array = [_array, "someId", 123, true] call fnc_arrayValue; //Removing a value: _array = [_array, "someId", nil, false] call fnc_arrayValue; //Removing a value, only if it is 3: _array = [_array, "someId", 3, false] call fnc_arrayValue; //Setting a value explicitly to nil, instead of removing it from the array: _array = [_array, "someId", nil, true] call fnc_arrayValue; Kudos to Killzone_Kid for his SQF to BBCode Converter. It doesn't matter how much the array changes. You'll always get the desired value behind the same ID, independent from which index it currently has got. Unfortunately, last time I checked, SQF does not allow arrays like this: [123, , true] which is why there has to be a value (e.g. nil) even if you want to delete something from the array. If you did not pass the “isAdd†parameter, hence accidently try to set a value for an ID which does not exist, for instance due to a typo, the value won't be set. Some might consider it a feature if it would, some might not. I personally like my scripts in a way that only very few things happen implicitly, but I'd like to know what you think about that. Download the file here (SpiderOak)
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