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Found 7 results

  1. FoxFort

    Forgotten ticket

    Oh boy, I just went to https://feedback.bistudio.com and I found I opened a ticket with BIS in May 2015 - T80479. In these 3 years, you would think someone from dev side would be at at least. "Nope, sorry", so that I can close the ticket.
  2. Hello, I have seen numerous post about this issue, but can't seem to find a solution that actually works. So here is my problem. I have a classic sector game which I play alone or with a friend, against or with each other. Each side (Bluefor and Opfor) have a squad a player can take over and control. Rest of the forces come from an AI spawn module. It all works perfectly except all the ai's spawned from the modules doesn't bleed any tickets on both sides when they are killed in action. It is only players and ai squad members that I know how to use bleed tickets with. But the Ai's from the module does not work, so it is sort of unbalanced. Please do anyone knows how to bleed tickets form ai spawn module? Script I use for the ai squad mebmers in unit init: this addEventHandler ["killed",{[_this select 0,-1,true] call bis_fnc_respawnTickets;}];
  3. Hello, By default when placing a Sector module the Seize reward is set to 10. But where is that number supposed to be added when a side captures the said sector? To the current amount of respawn respawn tickets the side that captured the sector has? There's a small description for the Seize reward: "Score awarded to the side which seized the sector". Ok then, but what score? While testing this I created a simple mission with: two playable characters (OPFOR and BLUFOR) one sector module that I synced with OPFOR and BLUFOR side logic entitites respawn tickets module with 200 respawn tickets to both OPFOR and BLUFOR Testing with that configuration through in-game editor's multiplayer mode doesn't yield any results that would prove that the seize reward is working as expected. But.. I guess that's the thing that what is the actual expectation. Like what is supposed to actually happen when there's a number set in the seize reward field. Would someone else have any experience to share here whether the Sector module's Seize reward functionality is working as expected?
  4. Guys im creating a capture sector mission wich opfor has all the points captured and blufor needs to capture all 3 of then and i want the tickets only for respawning soo i only set 10 tickets for blufor and nothing for opfor, the problem is, when the blufor tickets goes to 0 it says Your Side Has Won instahead of: You Lose Faggot, soo what i tried to do to fix it? A trigger with the Condition: WestTickets <=0; On Act: endMission "LOSER"; Did it work? Of course not! Soo anyone can help me? Disclaimer Im not responsible for any english error cuz im brazilian :)
  5. The challenge: I decided to try and find a purpose for the Virtual Reality terrain! :lol: This is the first TvT scenario I've ever created and was looking to see what others thought. Steam Workshop download: http://steamcommunity.com/sharedfiles/filedetails/?id=719318132 and a direct .pbo download http://www.filedropper.com/sectorcontrolv4vr
  6. Hello guys , how add a GUI on the game of my System Tickets? There are 2 variables in init.sqf. TICKETS_WEST and TICKETS_IND. I would like add on top-right symbol-bluefor = TICKETS_WEST and down symbol-bluefor , symbol-death = TICKETS_IND Thanks to all.
  7. I'm trying to make a respawn ticket system as seen in the Official ArmA 3 Support missions, with the GUI on the right as seen here: http://i.imgur.com/D7okCzW.jpg Anyone know how I would go about doing it?
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