LuzifR 20 Posted December 27, 2013 (edited) Title Hide DM-12Author LuzifRIsland Shapur, Utes, Chernarus, Proving Grounds, Takistan, Zargabad, DesertShort description Hide and Seek! The seeker is choosen random! He has limited time and ammo to find the human objects!Version 0.12Required Addons -Optional Addons -Recommended Addons A.C.R.E - Advanced Combat Radio EnvironmentDownloadArmaholicTOB-PublicInstallation Extract the .pbo file(s) to your ArmA2 Operation Arrowhead\MPMissions folder.Included files cz75_dm12_Hide_vXX.Shapur_BAF.pbo cz75_dm12_hide_vXX.Chernarus.pbo cz75_dm12_hide_vXX.Desert_E.pbo cz75_dm12_hide_vXX.ProvingGrounds_PMC.pbo cz75_dm12_hide_vXX.Takistan.pbo cz75_dm12_hide_vXX.utes.pbo cz75_dm12_hide_vXX.Zargabad.pboChange log -Features Language: English Players Number (min/max): 2 till 12 players Parameters: Ammo, Timelimit, 3rd Person Mission playable on 7 maps Works on local host and dedicated serverMedia Forums TopicBI ForumsCredits & Thanks Mission made by [CZ75]-LuzifR Idea by =]NF[= Blackbut Anticamp script by Psychobastard Status script by H5N1 Border script by Vienna Teaser by LuzifR Tested by: M.Blackwell, RunForrest, Spiderman, Gisi, Stalker, SmartGun and LuzifR TS3-, FTP- and ARMA-Server by The Oldboys Edited February 27, 2016 by LuzifR Share this post Link to post Share on other sites
law-giver 189 Posted December 27, 2013 I was in stitches watching that! It was like watching Benny Hill! :) Share this post Link to post Share on other sites
wynarator 15 Posted January 21, 2014 Any chance to get a hands on the script that pops up the smoke when unit is not moving for too long? :) Share this post Link to post Share on other sites
LuzifR 20 Posted January 24, 2014 (edited) Any chance to get a hands on the script that pops up the smoke when unit is not moving for too long? :) i used the 'CB-anticamp - script' by psycho and changed it for this feature. //by psycho //changed by LuzifR //// //version: BETA //// // //// // CB-anticamp - script //// // how to use: //// // put in the init.sqf the following lines for indivudual usage of this script: //// // //// // minmial: //// // ---> _psy = [player] execVM "CB_anticamp.sqf"; //// // set campertimeout in seconds, if not stadet script will set the time to 30 seconds: //// // ---> _psy = [player,40] execVM "CB_anticamp.sqf"; //// // set a warningtime in seconds, if not stadet script will set the time to 2/3 of campertimeout: //// // ---> _psy = [player,40,30] execVM "CB_anticamp.sqf"; //// // //// // if you use an intro-sequence, make sure you set the following variable to "true" at the end of the intro //// // and define the var in the init.sqf to "false" bevor the mission is starting: //// // var: CB_intro_out //// // //// // if you use an outro-sequence, make sure you set following variable to "true" at the end of the outro //// // and define the var in the init.sqf to "false" bevor the mission is starting: //// // var: CB_gaming_over //// // //// //bugreport: NormanLorsch@aol.com //// ///////////////////////////////////////////////////////////////////////////////////////////////////////// private ["_timeout","_towalk","_longfact","_pos1","_pos2","_special_out","_warning","_stepper","_jumpbegin","_anothertime","_camper_found"]; if (!(local player)) exitWith {}; _timeout = if (count _this > 1) then {_this select 1} else {30}; _mindist = 3; _longfact = 2.5; _pos1 = position objNull; _pos2 = position objNull; _special_out = 0; _stepper = 0; _CLY_kneelanims = ["amovpknlmstpsraswnondnon","amovpknlmstpsraswrfldnon","amovpknlmstpsraswpstdnon"]; _CLY_proneanims = ["amovppnemstpsraswnondnon","amovppnemstpsraswrfldnon","amovppnemstpsraswpstdnon"]; _div = (0.5 / _timeout); _counter = (2 * _timeout); _counter = round _counter; _warningtime = if (count _this > 2) then {_this select 2}; if (isNil "_warningtime") then { _warningtime = ((_counter / 3)*2); _warningtime = round _warningtime;} else {_warningtime = _warningtime}; _anothertime = false; _warning = false; // skip intro time: if (isNil "CB_intro_out") then {CB_intro_out=true;}; waitUntil {CB_intro_out}; //var: CB_intro_out <---set this var true at the end of intro-sequences if existing if (isNil "CB_gaming_over") then {CB_gaming_over=false;}; //var: CB_Gaming_over <---set this var true at the begining of outro-sequences if existing CB_camper = ""; _nameego = name player; while {true} do { _jumpbegin = false; _loop = 1; _newloop = 1; waitUntil {alive player}; if ((CB_camper != "") AND (CB_camper == _nameego)) then { if (alive player) then {hint parseText format ["<t align='center' color='#ff33ff' size='1.2'>%1</t><br /> <t align='center' color='#ff33ff' size='1'>is a ugly camper!</t>",_nameego];}; //changed by LUzifR CB_camper = ""; }; //by LUzifR waitUntil {true}; //waitUntil {!(primaryweapon player == "")}; for [{_loop=1}, {_loop<= _counter}, {_loop=_loop+1}] do { if (CB_gaming_over) exitWith {}; if ((CB_camper != "") AND (CB_camper == _nameego)) then { if (alive player) then {hint parseText format ["<t align='center' color='#ff33ff' size='1.2'>%1</t><br /> <t align='center' color='#ff33ff' size='1'>is a ugly camper!</t>",_nameego];}; //changed by LUzifR CB_camper = ""; }; _pos1 = getPos player; if ((vehicle player != player) || (surfaceIsWater _pos1)) then {_timeout = _timeout * _longfact; _anothertime = true;}; if (((vehicle player == player) || (not surfaceIsWater _pos1)) AND _anothertime) then {_timeout = _timeout / _longfact; _anothertime = false;}; _stepper = (_timeout * _div); sleep _stepper; _wstring = primaryweapon player; // if ((primaryweapon player == "") || (!(alive player))) then {_loop = _counter + 1}; if (not canstand player) then { // player setDamage 0.3; // player playMove (_CLY_kneelanims select (_CLY_proneanims find _anim)); // titleText [format["Move %1",name player],"plain down",0.3]; }; _anim = animationState player; // hint format ["%1",_loop]; if ((_anim == "amovppnemstpsraswrfldnon") AND (canstand player)) then { // titlecut ["","Black out" ,0.5]; // titletext ["Aaargh! The sand is burning my belly!" ,"plain" ,2]; while {_anim == "amovppnemstpsraswrfldnon"} do { _anim = animationState player; sleep 0.8; }; // titlecut ["","Black in" ,1]; // titletext ["That looks better!" ,"plain" ,0.2]; }; if (_newloop <= _loop) then { _newloop = _newloop + 10; _pos2 = getPos player; }; if ((_pos1 distance _pos2) > 8) then { _loop = 1; _newloop = _loop; if (_warning) then { _warning = false; // titletext ["Thats the spirit!" ,"plain" ,0.2]; }; }; if (_warningtime == _loop) then { _warning = true; if (alive player) then {titleText ["It´s time to move camper!","plain down"];}; //by LUzifR // titletext ["It´s time to move camper!" ,"plain" ,0.3]; }; if (_loop == _counter) then { if (alive player) then {_smoke="SmokeShellPurple" createVehicle [(getPos player select 0),(getPos player select 1), 0.5];}; // removeallweapons player; CB_camper = _nameego; publicVariable "CB_camper"; if (alive player) then {titleText ["Now it´s easier to find you camper.","plain down"];}; //by LUzifR // titletext ["Now you can camp without weapons.\n\nGood luck!" ,"plain" ,0.5]; }; }; sleep 2; }; Edited January 24, 2014 by survivorluz Share this post Link to post Share on other sites