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1
Mission Discussion / Re: Kremlin affair campaign
« Last post by SoldierEPilot on 24 Jul 2014, 18:08:55 »

4 SavedByGrace - thank you!
4 all who is interesting - direct link:
http://narod.ru/disk/46684344001.a6853e075c7c3f689799f053249e1ac1/The Kremlin Affair.rar.html


2
Arma3 - Single Player Beta Testing / [SP] Dirty War 1.0 (RWO)
« Last post by mathias_eichinger on 23 Jul 2014, 00:30:27 »
RWO] Dirty War
Inspired by: Delta Force operations ins Nicaragua during the 1980s Central American Crisis
]Sources:
http://en.wikipedia.org/wiki/Delta_Force_Operations_and_clandestine_operations#Central_American_operations
http://en.wikipedia.org/wiki/Contras
https://www.youtube.com/watch?v=_KoZ9DYVP4o

Version: 1.0

Required Addons
   
ArmA3 Map Pack - A3MP,                               
http://www.armaholic.com/page.php?id=23863;

N'Ziwasogo,                                          
http://www.armaholic.com/page.php?id=24455;

Isla Duala (parts of it, see N'Ziwasogo Requirements),    
http://www.armaholic.com/page.php?id=9150;

SP Pack,                                                  
http://www.armaholic.com/page.php?id=24099;

US Pack,                                                  
http://www.armaholic.com/page.php?id=24100;

NATO SF and Russian Spetsnaz Weapons,          
http://www.armaholic.com/page.php?id=21912;

Audio Fix for Massi's weapons                                       
 http://forums.bistudio.com/showthread.php?180267-Massi-s-Weapons-Pack-Audio-Fix


Contents:
-One folder for use in the editor (feel free to learn and copy from this mission).
-One pbo that goes into the "missions" folder to play right away.

Overview:

Delta force commandos are tasked with leading a force of Contras to recapture a village recently lost to the Sandinista government forces.

Status:

Version 1.0, compatibility for updated addons and Audio Fix for Massi's Weapons implemented.

Changelog:
-Audio Fix for Massi's weapons required to have the weapon sounds
-Changed classnames of the SP pack to fit those of the latest release of this addon
-Intro adapted to show the proper forces (Contras)
-Pistols deleted from the units (now they use rifles throughout the mission)
-Briefing formatted with line breaks where appropriate.

Known Issues:
* Overview still quite messy since I do not know to implement line breaks, as <br/> shows up in the text.*
* Game does not save via radio-activated trigger

Downloads
http://steamcommunity.com/workshop/browse/?appid=107410 search for [RWO]
http://www1.zippyshare.com/v/12667386/file.html




Cheers

Mathias
3
Breaking Golden Dawn
Sources: http://en.wikipedia.org/wiki/Golden_Dawn_%28political_party%29
Version: 1.2

Required Addons: None

Contents:
-One folder for use in the editor (feel free to learn and copy from this mission).
-One pbo that goes into the "missions" folder to play right away.

Overview:
Your squad of guerillas has just received a shipment of new uniforms and weapons and is about to wreak havoc on the enemy.

Status:
Third version, feedback very much appreciated.

Changelog:
-Dependencies removed
-Custom textures for the intro, kindly provided by Brainbug
-Custom textures for enemy soldiers and vehicles made from daisukekazama's and fallschirm-jaeger's as well as madcomputerscientist's (for the outro) camo textures at www.camo-club.deviantart.com
-Additional mission objective added
-UPS script updated to the latest version
-Scope added in the gear crates
-Toned down enemy numbers (still very hard difficulty)
-Added 3 squads available to control with Ctrl+Shift

Known Issues:
-Intro is to be redone by a fellow very community member. Right now it is not very clear or technically perfect
-First objective (Ambush truck) does not tick off
-Very high difficulty - need advice which script to use to keep the patrols random without overwhelming the player

File Download
http://www30.zippyshare.com/v/51824596/file.html

Thanks for beta testing go out to:
-Beerkan
-Brainbug
-Savedbygrace



Cheers

Mathias
4
Mission Discussion / Re: Kremlin affair campaign
« Last post by savedbygrace on 21 Jul 2014, 00:48:30 »
Did a Dogpile web search and dug up the Flashpoint.ru website with this link. Check Post#95 for the download link.

Keep in mind, I can't read Russian and used a translator to find this. I am not sure if it is the final version or even what addons are required for it.
5
I'm not very knowledgeable about multiplayer scripting, but I can give you some idea of how to get random results.

Simplest solutions are often the best. I would use a system of generating a random number and assigning a corresponding cutscene of the generated number is above or below a certain amount.

Example:

Code: [Select]
_number = random 5

? _number <= 1: goto "scene1"
? _number > 1 and <= 2: goto "scene2"

etc

I imagine something along those lines would work for you. It's been a while since I last did scripting, but this was a system I frequently used to generate randon results. As always, syntax not guaranteed.

Hope this helps you out.
6
Hi there!

I pretty sure this question will be easy... I have a tv that plays cut scenes via the action menu... is it possible to have it randomize between 4 different cut scenes? I have 4 different angles watching the same location and would like to have it play one of 4 different scenes, I'll try lay out what I mean below...

Player uses action menu to call up vid...
tv3act1 =  tv3 addaction ["Access East Outpost CCTV.","vidOutpost.sqs"];

then would like to have vidOutpost.sqs play 1 of 4 cut scenes play randomly:

cut scene 1
or
cut scene 2
or
cut scene 3
or
cut scene 4
exit

I have the cuts scenes completed so just need help with the randomize part  ???. any help is much appreciated! :)

Oh - also does anyone know if it's possible to end a cut scene before it ends on it's own? Meaning if someone is watching but wants to leave the cut scene - is there a button or command I could implement so that they could exit the video? Am I crazy for asking this stuff?!   :blink:
7
Mission Discussion / Kremlin affair campaign
« Last post by SoldierEPilot on 20 Jul 2014, 09:00:46 »

Hallo all!
Where was a good campaign from Widowmaker or Snakeman,
called "Kremlin affair".
Could anybody give me the working link?
8
Quote
Quote
To activate it, you need to type the following for the first group:

[searchparty1, killer1, killer2] exec "search.sqs";

And for the second group:

[searchparty2, killer2, killer1] exec "search.sqs";
How would I go about calling/activating the above? Meaning where should I type the above code? In each team leader's init field? In a trigger? I think this may be where I'm missing it.
You can type it where ever you want when you want the search to begin. Use it in conjunction with the heli.sqs script. For testing purposes I used a simple trigger.

Quote
Do the pilots Heli4pilot1 and Heli4gunner1 need anything in their init fields? (They moveindriver  & moveingunner of empty chinook named Heli4 at start of mission).
I tested it out and they shouldn't need anything in their init fields, even if they're separate entities from the actual helicopter, just as long as the helicopter is named correctly.

Quote
If I change the values of

Code: [Select]
heli4 flyInHeight 150
and/or

Code: [Select]
@ heli4 distance _parapos < 150
...will this cause the scripts to malfunction or not work? (I realize if they jump too low they will die or if the distance is too little from killer they will not spawn.)

If you modify any of those, you will also need to modify the number at the end of the _parapos camCrate commands in the heli.sqs script accordingly. There are two of them. The height of the parachuting spot should correspond to their flying height, otherwise the helicopter might never parachute the paratroopers out because the spot is too low/high for them to reach.

Quote
I modified the mission so that the killer can have a few extra lives... so this the original units named killer1 and killer2 may respawn a few times during the mission... will this mess up the script? Will the created units know to hunt the respawned killer?
After a quick test, respawning killers seemed to cause some major problems. I don't have a solution for now, but I'll look into it.
9
Thank you very much Rellikki, this is very helpful but i think im missing something...

Couple questions just to be sure I don't mess it up -

You said create 2 different groups so...

So I did as you said and put 2 west units as leaders, each having 5 ai to command. So in other words 2 teams of 6 units. I then added
Code: [Select]
searchparty1 = group this; {_x moveInCargo heli4} forEach units this
In the first team leaders init field and then
Code: [Select]
searchparty2 = group this; {_x moveInCargo heli4} forEach units this
in the second leaders init field. I then changed them all in the mission.sqs from west soldier to the civilian11.
So teams set up.

I got a little confused with this part...

Quote
To activate it, you need to type the following for the first group:

[searchparty1, killer1, killer2] exec "search.sqs";

And for the second group:

[searchparty2, killer2, killer1] exec "search.sqs";

How would I go about calling/activating the above? Meaning where should I type the above code? In each team leader's init field? In a trigger? I think this may be where I'm missing it.

And in regards to the heli...
Do the pilots Heli4pilot1 and Heli4gunner1 need anything in their init fields? (They moveindriver  & moveingunner of empty chinook named Heli4 at start of mission).

If I change the values of
Code: [Select]
heli4 flyInHeight 150and/or
Code: [Select]
@ heli4 distance _parapos < 150...will this cause the scripts to malfunction or not work? (I realize if they jump too low they will die or if the distance is too little from killer they will not spawn.)

Oh and I also forgot to ask - I modified the mission so that the killer can have a few extra lives... so this the original units named killer1 and killer2 may respawn a few times during the mission... will this mess up the script? Will the created units know to hunt the respawned killer? I hope this isn't a dumb question lol. And thank you again for all the info and help - It's really made this entire process a lot less stressful and the mission a lot more fun! :D
 

*EDIT: I tried and it seems that if the killer stays on the little island he starts on and I call heli.sqs via radio - the script works as it should... however strangely if I teleport to island the heli will come find me but not spawn units. (at least that's how it appears to be happening)

I'll play with it some more this weekend and hopefully get it working  :)

10

Thanks a lot!
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