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1
Really smart! This will come in handy.
2
It depends on how you create it in the script.

You can 'assign' a name to the car when creating it:
mycar = "HMMWV_M1035_DES_EP1" createVehicle pos;
Then when you want it teleported just do:
mycar setPos (getPos trig1);
That way the car can be referenced using global variable mycar, which is the same thing as giving it a name in the editor.

If you're creating multiple vehicles of the same type the naming stuff get's a bit more complicated.
3
Thanks for the help! That problem has been solved, and I'm progressing in the mission.  :)

However, I've run into another problem.
I'm using the createVehicle command. I'm creating a "HMMWV_M1035_DES_EP1" in a script. I would like this Hmmwv to be teleported, via script, using the "setpos getpos trig1" command? Since it has no name, I'm not quite sure how to do this.

Thanks in advance

~Mad Pup
4
This is a realy usefull plugin (I took it from other forum section). Thanks! :clap:

Inspired of your work I even wrote my first Notepad++ script.

Private[...]; line generation in Notepad++
It's boring to make it manualy in many functions, so now we can automate it.

To use this script you need Automation Scripts plugin.
If you don't have one -  follow these  steps:

  • Internet connection needed;
  •   Plugins-Plugin Manager-Show Plugin Manager;
  • Select checkbox near "Automation Scripts" and    install it;
  • Reset Notepad++;
  • Place Npp.000.Privatization.cs  to "...\My Documents\NppScripts" folder
Using:

Open *.sqf file.
If this is not a simple function, but function module (sqf-file with many functions)
select one of them (between brackets)
..
Code: [Select]
.
rnd={
//from this
_r=(random _this);
_r=_r-(_r%1);
_r
//to that
}
...
Then run the script:  Plugins-Automation Scripts-Privatization
5
Arma3 - Single Player Beta Testing / Re: [SP]Resistance: The Invasion
« Last post by savedbygrace on 14 Oct 2014, 23:04:55 »
Had I known to sneak out, the difficulty would not have been an issue. I just presumed the incoming armor had accompanying infantry and knew where we were anyways.
Quote
Well, I spent quite some time trying to make the enemy patrols and tanks to be as less trouble as possible and also possible to avoid without sacrificing the difficulty
Don't misinterpret what I wrote. I'd rather you not think me some arrogant snot who thinks little of mission makers efforts. I know what goes into mission making in all facets of the game and when I reach a point where it becomes a stand off between myself and the engine AI, I know it is no longer the editors' design but rather me against the engine AI features. I've encountered it many times before. I'm not saying your efforts weren't there, but once I got to that point, I could no longer see them(being pinned down)
Quote
These vehicles belonged to the OPFOR, not the resistance, and they were always in the city to begin with.
This was confusion on how the story was conveyed then. It could have been your use of chosen angles or just the scenes didn't create a timeline effect or my lack of familiarity with Arma 3 factions, but when I viewed the overall shot of the city and the battle breaking out, I "Assumed" that the resistance was already inside the city. My misinterpretation, sorry.

Quote
Anyways, there were two dead guys in front of you so it shouldn't have been to difficult getting a gun.
It certainly wasn't. I was only whining on about how much time it took to do it, thinking that I was suppose to be fleeing fast. I would like to make a suggestion though, give the guy all the gear he had to start with and just place his rifle on the ground close by and maybe his helmet which could have been knocked off.
6
Arma2 - Single Player Beta Testing / Re: [CAMP] Black Lands 1.2
« Last post by mathias_eichinger on 14 Oct 2014, 20:52:47 »
Inner Abscess

Did work this time but I am caught in the open on a clearing, being engaged and smoked by multiple enemies. I lost patience for now and used the endmission cheat to see how the rest of the campaign would play out.
8
Arma3 - Single Player Beta Testing / Re: [SP]Resistance: The Invasion
« Last post by Rytuklis on 13 Oct 2014, 21:38:46 »
Hello, sorry that I was away, life and stuff, you know  :D

Anyways:
Quote
How did they roll those vehicles into the city without the others knowing about it?
These vehicles belonged to the OPFOR, not the resistance, and they were always in the city to begin with.

Quote
Once the mission starts, I'm on the ground, supposedly dazed and out of my wits.
There must be something missing.. The intro wasn't supposed to end that way and there was a cutscene explaining what happened. I'll take a look at the code, perhaps I forgot to execute the second part.

Quote
In any case, you go further and remove my gear from me. Why? Did you think removing the players gear would help him feel dazed? I didn't get that at all.
The primary gear was removed and you were left with a pistol, to make the whole situation look more realistic. Anyways, there were two dead guys infront of you so it shouldn't have been to difficult getting a gun.

Quote
That's what it boils down to, ultimately. Anyone can throw units and triggers on a map and let the AI do its work
Well, I spent quite some time trying to make the enemy patrols and tanks to be as less trouble as possible and also possible to avoid without sacrificing the difficulty, because I'm all against missions that are easy and pointless. However, I'll see what I can do to move/remove some of the patrols to make the mission more playable.

Quote
It became apparent fast that my guy was super AI. He was drawing fire from the big gun from that armor and still running around.
That's because the character is important to the story, therefore I set him invincible.

Anyways, thank you guys for your reviews. After reading them, this is what I'm gonna do for the version 1.1:
*Fix the coding errors in the intro.
*Fix the briefing
*Make sure the intro executes the second part, because from what I've been able to read, most of you didn't see it.
*Make the mission playable difficulty wise.
*Perhaps a voice over, if I won't be too lazy :P

9
-=ZKs BattleZone=-

This is not a Mission.

THIS IS WAR!

We need you to capture all the Enemy Bases.
To do this you must destroy all of its Warfare Buildings.
Then send a Truck to pick up that Base.
Once you have that Base Secure then we can use that as well.
Use any means to Secure the Enemy Bases.
Order what you need from the HQ Container.

If you lose your way just follow a Soldier near you.

Your orders sound simple enough.

This is a 36 Player COOP - Warfare Mission.

The battle covers the whole Map.
Its different every time and you never know what to expect.
There are many different approaches you can take to achieve the goal.
Keep an eye on the Map as that has been seen is updated to the Map.

In this mission you can tag along with the AI or control your own squad.

There are many features which you will find along the way.
The AI can and will do everything a Player can - Sometimes Better -
Join their Patrols , Attack Force or Have them do as you Order.

You start the Mission at a HQ Container,
From there you can

1. Make a Vehicle -- Go to the Container and Open Workshop then Construction --
2. Call for a pickup. -- A Vehicle will come to you --
3. Stay and Defend the Base. -- Make defences ECT , AI Mortars have a 500 meter range , Yes they do work in this Mission --

Even tho the Vehicles have AI in them they will Move out of their Seats to let you in.

If you get in as Gunner the AI Driver will do his Patrols and can get called
for backup by another Vehicle.
You can change the AI Drivers Waypoint by clicking on the Main Map.
When you see a Red Target Symbol that’s the Target the AI Driver - Gunner will try to go for.
If you TAB Lock AI will change Their Target to yours.

If your Not the Driver you will have a Return To Base Action
Its Main uses are

1. Stop The AI from Attacking and pull back from the fight. -- Select HUNT to resume Patrols --
2. To Rearm and Repair when you get back to the base. -- Only Vehicles without Players will do this automatically --

If your a Driver then you just have to get within 100 meters of your Base to Rearm & Repair.
Planes need to TouchDown at an Airport to Rearm & Repair.

If your Vehicle gets to Damaged you will get Ejected from it.
If you Die, and there are any AI within 350 meters they will try and Revive you.
If you live, Look for an AI Man he will be heading to the closest Enemy Base.
If you need a Lift , You can call for a PickUp and select either Chopper, Tank or Car.
The Chopper will land where you throw the smoke. -- Done Automatically at 350 meters --
AI also use this option to get ferried to the Enemy Bases.

When you get to the Enemy Base , Destroy all the Warfare Buildings , AI do this well,
If you don’t have any BIG Weapons you can go to the Building and make a BOMB -So Can The AI-
and Blow Up the Building.
When all Buildings are Destroyed then a Marker will appear - HQ Name Down -
If not in PVP mode then the Base will make Trucks to come and pickup the Container
and take it to a new Position and set it up as one of your sides Bases.
If in PVP you have to make the Truck. -- It will still go get the Base , But not set it up --

The Action can be very Intense in the Air and on the Ground.

The Markers on the Map are what has been seen and is Updated only when
a Target is in view of the Enemy. If that target dies The Marker is Removed.
If the Target has not been seen for 5 Minutes The Marker is Removed. -- You can always see where the Action is --
If the Marker does not move then no one can see the Target.
If you have been spotted -You get a Marker on You , Keep an eye on your GPS- you can be sure something is on the way to investigate your last known position.

If your Base gets a Circle around it on the Map the Enemy have found your Base and Know where you are.
If you have more than one Base you can PackUp and Move your Base. -- This is Dangerous, Units in your group will not be Cleaned when the Base Packs Up, Use them to Defend the Base while it’s on the move --

You never know what to expect and from where, You need Skill to stay ALIVE.

Different Maps give the Mission a completely New Feel, That’s why I added -ZKs 3D Array Builder-.
It takes Less than an Hour to Move the Mission to a New Map.

In the Params you can -:

Adjust the Time.
Set the View Distance.
Turn Grass On or Off.
Adjust the Respawn Time. -- AI Can Revive You --
Adjust the amount of HQ Containers Per Side. -- The more Containers the more CPU power required --
Set the Base Area Size.
Set which Vehicles and how many Live of that type can be in the mission at any one time.
Set which Factions can be used.
Set Total Vehicles that each HQ can have. -- Base Buildings Not Included --
Set Time between Builds. -- AI ONLY --
Set Delay before anyone can Build. -- Handy for PVP MODE --
Set PVP Mode. -- AI still operate Vehicles but will not Build anything --
Set Quickstart On/Off. -- If On -Default- The HQ Containers will TP to their Starting Point, If Off they will Drive There --
Set 2 or 3 Sided Missions. -- Resistance can be turned Off or On --
Set the Max size of groups of Vehicles. -- ONLY for Land Vehicles , The bigger the size the more CPU power required --
Set the size of the Patrols for the Base area.
Set the Skill of the AI.
Set Only Vehicles with Weapons On/Off.
Set RemoteLink On/Off. -- Used to Control your Base while your in or outside the BaseArea -- 
Turn on Player Names. -- Only useful in Veteran Mode --
Set BF3 Mode. -- Town Capture
ZKs 3D Array Builder -- Yes it has its own 3D-Editor built in. This is always Off on a server --

To make it easy to move the Mission to other Maps i have included a 3D-Editor to make all the
Arrays required for this Mission. -- Read the Help in the Array_Builder Folder.

PLEASE POST YOUR THOUGHTS ABOUT THE MISSION

10
Arma2 - Single Player Beta Testing / Re: [CAMP] Black Lands 1.2
« Last post by mathias_eichinger on 12 Oct 2014, 22:49:55 »
Yep, I play it, and honestly, I think Arma3 has got more potential. Just the usual years of spit and polish required.  :D
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