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I've been looking around the forums for a good week to find an answer and while I've found a few, I didn't really understand them. I'm looking to change the side flags (See here) to specific factions. However, due to how the scenario is set up, I've switched BLUFOR troops to OPFOR, whereas BLUFOR hasn't been changed, their default faction icon is a white sword. However, I would like to have BLUFOR use the plain blue flag and the plain red flag for OPFOR. Since I'm running a Sector Gamemode mission, I have synced the flags to the Sectors to give better visual feedback on who owns which area, but OPFOR's flag appears transparent. Thank you in advance for your help.
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question Changing a Sector's 3D HUD Icon
Lockheed Martin posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
The Arma 3 Sector Module creates a zone in-game with a visible HUD Icon when near said sector. It also creates a icon on the side of your screen for when you enter a sector. How would one change these icons, similar to how you can drawIcon3D? Context: Thank you! -
Mission Idea - need help. RTS mission making
TheoneandonlyNOR posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I have seen on Google and Steam Workshop and I found something almost the same as my idea. But still not the same sadly. General info: First of all. I am not a script person so for this mission it will be impossible for me to complete it without help. (allot of help) This mission will mostly be working with script's and coding. For thows who knows how please help me/us. I can help by typing class names for all that gona be in play for this mission. This is not like Warfare or Warlord. Here the commanders must die to be victorius. Main Objective: Kill the (playable) Commander's and conquer sectors for ressources (cash). Do not die. How to play this mission: You start of as an commander for one of the sides. You will start with xxx cash (Starting founds) and will recieve xxx time cash for just staying alive. On the map there is sectors your mission is to capture sectors to get more time cash to purchase units. You will be in Zeus mode mostly of the time (reason for calling it RTS) Purchasing units and buildings. You will see that you only have xxx meters arround you were you can put down ure units and buildings. First thing you would like to do is to build a building that you can hide inside, so you are not in the opening. You will than have to purchase units to do your dirty work. You should start off by building Light vehicle HQ so you can purchase (empty)vehicle for your units. Ofcurse build a Barracks HQ to get more advanced units as-well. You will be able to see on map the enemy base is, they can see yours as-well. Once you get enugh foundings you should go to war!. Order the men to infiltrate the enemy base and find the bastard commander to kill him. When all enemy commanders are dead, you win. If you get killed and friendly commander still alive he can buy you a new life for xxx cash. But this mostly wont happen due to every commander are in their same base. (one base for Blufor, Opfor and Independent) Base area most likley 2-500m big. Template picture: https://prnt.sc/vbjuv4 - Yellow circle = Sectors - Blue Rectangle = Blufor Base - Red Rectangle = Opfor Base - Green Rectangle = Independent Base This Mission: I will need .sqf files but I do not know what kind. So What I need help with? - Cash system script //Were I can just type in class name for unit, vehicle etc... And xxx how much it will cost. - Cash engine //how to use the cash. Need building to get new units. If a commander dies than friendly commander can buy him a new life. - Build system //Start by only be able to buy Barracks HQ and Light Vehicle HQ. Than maybe an Arsenal so Zeus can research Heavy Vehicle HQ and Airfield HQ. Must have Arsenal to edit units (use arsenal on units) - Zeus Restriction's //So the Zeus cant deploy units outside Base, can only give orders outside. Zeus remote control can be acessed when buildt an Radio Tower (use arsenal to research it) Enemy units close in makes Zues unable to place units. - Blacklist for units etc. //Parrameter will be used here. Blacklist units for Faction selected on Parrameter. - Whitelist for units etc.// Parrameter will be used here. Whitelist more than one Faction for a side. - Default Faction on Parrameters // Nato, IAF and AAF. Have RHS mod? Can chose different factions. - Sector system // Make Sector a cash income and sector have guards. - Man pop limit // Make Zeus not able to spawn more than xxx total units, Vehicles and Buildings. All seperate and can edit total in parameters. (buildings have one total limit, Vehicle have one and Units.) - Heal system // In Base run Full heal script every xxx sek to heal etc units. Can use parameters to decide how long time. (This will be best if 1 minute are the mimium limit.) - Repair system // Build a Repair vehicle to start Repair script. Repairs all Vehicle and Structures after xxx sek. (Same as above minium limit 1 minute. Parameter option.) - AI Commanders // This is a LONG shoot. But when and if this is possible than I say thank you! But focus first on MP. - Every Start has same Base spot but Side's can randomly rotate on every new game. - to be cuntiniued... Mod compatible? Yes this mission should have Parrameters that makes you able to decide wich Faction Blufor, Opfor and Independent should be. (RHS mod for an example.) Weapons and items well Yes. There will be possible for some weapons. Depend if make unit's gear free or make some popular weapon mod like NIarms avaible. Work with WW2 mod? Lets just be able to finish Standard first before this point. Like this idea of mission? Now I do not know if this mission can even be built or if Server can handle it without lagg. But lets say it is possible to make this mission, than please leave a like and if you want to help me with this I will really apreciate it!!! I beleave this mission can make arma a new level of experiance. PS! Sorry for bad english! And PM me or add me on steam if interested. Regards! -
How can I subtract one ticket each second for each sector controlled?
Neonz27 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I need a way to bleed tickets once per second as the Bleed Tickets module does, but with the bleed amount being equivalent to the number of sectors controlled by that team. For example, if Blufor has 5 objectives while Opfor has 3, Opfor will lose 5 tickets each second while Blufor will lose 3 tickets each second. Below are a few things I have tried so far which seemed to either not work or freeze my game. I apologize if I have no clue what I'm doing. [sector_alpha, "ownerChanged", { params["_sector", "_owner", "_ownerOld"]; while { true } do { [_owner, 1] call BIS_fnc_respawnTickets; sleep 1; }; }] call BIS_fnc_addScriptedEventHandler; [sector_alpha, "ownerChanged", { params["_sector", "_owner", "_ownerOld"]; waitUntil { sleep 1; [_owner, 1] call BIS_fnc_respawnTickets; }; }] call BIS_fnc_addScriptedEventHandler;- 2 replies
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Subtracting more than 1 ticket on death?
Murix posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm doing some sector control missions, and I wanted to know is there a way to subtract more than 1 ticket on a player death?- 1 reply
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Hello everyone, hello community! 🙂 I am about to start testing a new multiplayer style. A new type to me, of course - sector control. I have a tutorial video of how to create such a mission. - inside this video you can see that a sector module has been created, synchronized to a trigger which represents the capture area - it is easy to set x numbers of such areas with modules and triggers to cover the whole map or a larger area, for example, with the option to choose the percentage of presence in order to retake it - let's say I want to create 10 such areas. I need a script that checkes if: example 1: more than 50% of them are taken by one side or another (which means 6 in my case), OR example 2: all of them are taken by one side or another. I think it will be easier to check the second condition, but I am not sure because it won't be easy to hold off all 9 sectors under your control while trying to retake the last one. You will need to place a lot of AIs around them or have a lot of teammates playing with you with proper good skills. So, after all, we need a script for one of these options to be checked, or may be you can mention and add another one as a better solution. In this case, do I need to name the modules OR the triggers and what would the script look like? When a condition is fulfilled it should end the scenario - for example if you play for the BLUFOR (west) or OPFOR (east) and you win or you loose, such a condition can be checked in order to end the scenario. I hope you get the idea. It will be interesting if there's additional condition to make the game longer in a win-loose ratio, let's say 2:1 or 3:2 rounds won for one of the teams. I wonder if this can be done... Thank you in advance and cheers! 🙂
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I don't know how to trigger my mission's end using this method but with owner being independent / resistance / guer instead of west or east. All I get are errors. Is it even possible for Ind to win sector module based sector control missions?
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Hi guys, I'm trying to get a sector control module to execute a script when control of the sector changes. I want the script to grab that sectors name and append Flag to the end of it, then change the texture of a pre placed flag with that name to the appropriate side's flag. Here's what I have right now _MyFlag = format [_this,"flag"]; if (_this select 1 isEqualTo west) then { _MyFlag setFlagTexture "\A3\Data_F\Flags\Flag_nato_CO.paa" _Marker1 = createMarker ["Marker1", position _this]; "Marker1" setMarkerType "flag_NATO"; }; if (_this select 1 isEqualTo east) then { _MyFlag setFlagTexture "\A3\Data_F\Flags\Flag_CSAT_CO.paa" _Marker1 = createMarker ["Marker1", position _this]; "Marker1" setMarkerType "flag_CSAT"; }; I'm not sure how to do the concatenation between the flag and the sector name as I don't know if the sector control module passes that info, it says it passes <module>,<ownerSide> and <previousOwnerSide> I'm trying to avoid making a script for each flag/sector, also still struggling a little with the syntax.
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hi, Unfortunately, one can take a sector by helicopter. in my Spawn Trigger (init) i have set: this && ({_x isKindOf "LAND"} count thisList)>0 && isServer; does not work with the sector modules :/ Does anyone have a solution for me? thank you.
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Hi all, I was wondering if someone could help me modify the way the sector module handles captures. Currently, if you set the "Ownership limit" to 1, and your team owns it, all the other team has to do is touch it and it will go to a neutral owner until they fully capture it. I want to modify this so that you can't lose it until the enemy teams captures it 100%. I don't want any neutral states. Also, if there was a way to do this while keeping everything else about the sector module the same like its attributes and UI elements that would be ideal. Setting the Ownership limit to 0.5 gets rid of the neutral state problem but then there could potentially be an issue of ownership going back and forth too frequently when it's being contested, and i think that would just be annoying, especially since I have stuff getting enabled and disabled upon capture of these sectors.
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Help with addAction and Sector control
EthanRAA posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am needing some help on making a sector control, but to capture the point, you must perform an action (scroll wheel action, that is) on an object to start the capture. I've tried everything to my knowledge of scripting, but it is not very extensive.. Thanks in advance! -
[MP] FT-2: Fight For The Territory - RHS Edition | Hi,A3 Project
hia3official posted a topic in ARMA 3 - USER MISSIONS
RHS: AFRF + RHS: USAF (CUP Terrains) Description FT-2 RHS is a PvP (TvT) multiplayer game mode with an intensive large scale battles of two sides for strategic key locations. Over 130 playable battle locations with different amount of sectors to capture (ranging from 1 sector to 4) brings the core of teamwork and individual gameplay in a more arcade-like style, with one major task in hand - make your team win! Gameplay Each player has the possibility to spawn at thier Team base or thier deployed MHQ (if not destroyed) & captured sectors. The player starts with default equipment and is tasked to capture and hold the sectors, every time a player captures a sector he is rewarded with resources which can be used to buy more advanced equipment and\or vehicles, the same stands with eliminating other enemy players or enemy vehicles. Players can purchase new equipment at base, next to ammo caches in captured sectors or at the MHQ. Vehicles are purchased only at the Base. Features130+ locations Equipment & Vehicle Stores (Standalone GUI) DLC Vehicles and Weapons are included The ability to make up to 8 Gear Presets + 1 Quick Preset to equip your character fast Airborne deployment capability (via Billboard at Base) An option to Treat downed teammates (must have a Medkit in the backpack) Melee Assault - ability to knife your enemies without firing your main weapon Lock\Unlock Feature for your owned vehicles and an addition to throw out unwanted passangers Capturing Heavy Vehicles - an ability to throw a grenade into an enemy APC\IFV\MBT to secure it for your self A whole bunch of other features (movable mounted weapons, holstering main weapon, cutting the parachute cords, unmanned vehicles control via hotkeys, increase\decrease volume etc) Group\Party System Unique battle logging and award System Friendly Markers on Teammate units Capability to transfer resources to teammates Quick viewdistance selection feature (Hotkey) Each time a match has ended 30% of the funds are saved towards the next match Full UI translation into 8 languages (English, German, French, Russian, Polish, Portuguese, Spanish, Italian) Overview Interactive Gallery of FT-2 Missions Game servers FT-2 RHS EU | @RHSAFRF,@RHSUSAF | TS: hia3.net Location: France Required Mods: @RHSAFRF, @RHSUSAF Address: rhseu.hia3.org Port: 2402 FT-2 RHS RU | @RHSAFRF,@RHSUSAF,@CUP_Terrains | TS: hia3.net Location: Russia Required Mods: @RHSAFRF, @RHSUSAF, @CUP_Terrains Address: rhs.hia3.org Port: 2302 Media User Interface Gameplay Battle Locations Video -
This is Battle Ground. Co Op, PVP, SECTOR missions: Battle Ground Tanoa Is a multiplayer game mod that i have bean working on for some time, i'm publishes it for the pleasure of other people can try it out and have some good time on the Battle Ground. Im not going to take all the credits here, as i get a lot of help from good people testing it out and good friend looking out for the script. Features: Tanoa and Altis - Totally dynamic combat system from T8 Units. - Ranking system and money system. - Fully working Shop system from HG. - Fully working Garage system from HG. - Data Terminal or Briefcase at the red triangles for XP and money - XP system . - ATM Airdrop system - R3F Logistics - full logistics system - AIS-Wounding system- - Complete mulitplayer compatibility with up to 40 players. - Admin system: (For the HG add your steam id in to the hg/config/HG_Config.sqf under admins[] = {YOUR STEAM ID} Hit windows key to enter) (For the Admin system add your steam ID in to the allowedIDs.txt and also in to the script/DonorSpawn.sqf.Than you can use on of the reserve slots on the mission to be a admin. - 3 Random side missions that comes after some time the first is after 20 minutes call Air Drop then it's on underwater Treasure mission also a Submarine take over.S - To change to your server name at the beginning of the intro you do that at script/infostart.sqf keep the name and author as it is Thanks. Features: MALDEN - Totally dynamic combat system from EOS. - Ranking system and money system. - Fully working Shop system from HG. - Fully working Garage system from HG. - Data Terminal or Briefcase at the red triangles for XP and money - XP system . - Airdrop system - R3F Logistics - full logistics system - AIS-Wounding system- - Complete mulitplayer compatibility with up to 40 players. - Admin system: (For the HG add your steam id in to the hg/config/HG_Config.sqf under admins[] = {YOUR STEAM ID} Hit windows key to enter) (For the Admin system add your steam ID in to the allowedIDs.txt and also in to the script/DonorSpawn.sqf.Than you can use on of the reserve slots on the mission to be a admin. - 3 Random side missions that comes after some time the first is after 20 minutes call Air Drop then it's on underwater Treasure mission also a Submarine take over.S - To change to your server name at the beginning of the intro you do that at script/infostart.sqf keep the name and author as it is Thanks. Servers: =IVS= Battle Ground Tanoa Discord for news and update Download Links: Battle Ground Tanoa v1.06 Battle Ground Altis v1.06 Battle Ground Malden v2 Download Link Steam: Battle Ground Tanoa Changelog: Credits and Thanks: - ToneSR - HoverGuy - M-K. Mosa - Carlos_Homes It will be some more updates and fix along the way.
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Linking Sectors (Attack and Defend)
KdubyaDOG556 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone, I need help with linking zones together to make attack and defend objectives. In other words, I would like for there to be set objectives that would need to be captured before other objectives can be captured. Example: Blufor has to attack alpha, Opfor has to defend alpha. Blufor captures alpha and now has to move up to bravo while opfor has to defend bravo. Opfor has the option of defending the bravo objective or pressing forwards to the alpha sector. I have seen this done on TacBF, but unfortunately it is beyond my knowledge. If you guys could help me with this process that would be very appreciated! Thanks, KdubyaDOG556 -
Multiplayer sector module problem
target_practice posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have been making a mission that involves sectors that are captured in a linear order. This is achieved by having a trigger that monitors the owning side of the sector. When the owner changes to a certain side (in this case BLUFOR) the trigger executes enableSimulation false on the sector, and then activates a second sector module to which the trigger is synced. In multiplayer however, the second sector fails to initialise resulting in an endless loading screen. On single player though it works fine. All other modules spawn without issue on multiplayer. Although I believe I have narrowed down the issue to the sector module being activated by the trigger, not only does the fact this happens baffle me, but also the fact it doesn't occur in SP. I would really appreciate any help with this as its driving me mad. I can also post screenshots of the mission configuration if it helps. -
[MP] FT-2: Fight For The Territory | Hi,A3 Project
hia3official posted a topic in ARMA 3 - USER MISSIONS
Description FT-2 is a PvP (TvT) multiplayer game mode with an intensive large scale battles of two sides for strategic key locations. Over 50 playable battle locations with different amount of sectors to capture (ranging from 1 sector to 4) brings the core of teamwork and individual gameplay in a more arcade-like style, with one major task in hand - make your team win! Gameplay Each player has the possibility to spawn at thier Team base or thier deployed MHQ (if not destroyed) & captured sectors. The player starts with default equipment and is tasked to capture and hold the sectors, every time a player captures a sector he is rewarded with resources which can be used to buy more advanced equipment and\or vehicles, the same stands with eliminating other enemy players or enemy vehicles. Players can purchase new equipment at base, next to ammo caches in captured sectors or at the MHQ. Vehicles are purchased only at the Base. Features50+ locations Equipment & Vehicle Stores (Standalone GUI) DLC Vehicles and Weapons are included The ability to make up to 8 Gear Presets + 1 Quick Preset to equip your character fast Airborne deployment capability (via Billboard at Base) An option to Treat downed teammates (must have a Medkit in the backpack) Melee Assault - ability to knife your enemies without firing your main weapon Lock\Unlock Feature for your owned vehicles and an addition to throw out unwanted passangers Capturing Heavy Vehicles - an ability to throw a grenade into an enemy APC\IFV\MBT to secure it for your self A whole bunch of other features (movable mounted weapons, holstering main weapon, cutting the parachute cords, unmanned vehicles control via hotkeys, increase\decrease volume etc) Group\Party System Unique battle logging and award System Friendly Markers on Teammate units Capability to transfer resources to teammates Quick viewdistance selection feature (Hotkey) Each time a match has ended 30% of the funds are saved towards the next match Full UI translation into 8 languages (English, German, French, Russian, Polish, Portuguese, Spanish, Italian) Overview Interactive Gallery of FT-2 Missions Game server FT-2 Vanilla | Free Marksmen DLC | TS: hia3.net Location: France Address: hia3.org Port: 2502 Media User Interface Gameplay Battle Locations Video