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Phantom Six

Phantom Six's Arma 3 Missions

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The Data Fish

I'll take a look, must be something wrong with the crate or diver init scripting

==========================================

Have it working for a dedicated server. Tested as SP Coop & on our Dedicated server seems good to go.

Called the crate; box1

put in the crate init; _ammo = this execVM "scripts\ammo.sqf";

And changed the ammo.sqf to;

if (isServer) then {

clearWeaponCargoglobal box1;

ClearMagazineCargoglobal box1;

clearItemCargoglobal box1;

// Weapons

box1 addweaponcargoglobal ["SMG_02_F", 6];

box1 addweaponcargoglobal ["arifle_Katiba_C_F", 2];

// Ammo

box1 addmagazinecargoglobal ["30Rnd_9x21_Mag", 50];

box1 addmagazinecargoglobal ["30Rnd_65x39_caseless_green", 12];

box1 addMagazineCargoglobal ["SmokeShell", 12];

box1 addMagazineCargoglobal ["SmokeShellRed", 6];

box1 addMagazineCargoglobal ["SmokeShellGreen", 6];

box1 addMagazineCargoglobal ["SmokeShellYellow", 6];

box1 addMagazineCargoglobal ["Handgrenade", 6];

box1 addMagazineCargoglobal ["MiniGrenade", 12];

box1 addbackpackcargoGlobal ["B_FieldPack_oli",3];

// Items

box1 addItemCargoglobal ["muzzle_snds_L", 6];

box1 addItemCargoglobal ["muzzle_snds_H", 2];

box1 addItemCargoglobal ["acc_flashlight", 6];

box1 addItemCargoglobal ["optic_ACO_grn", 1];

box1 addItemCargoglobal ["optic_ACO_grn_smg", 2];

box1 addItemCargoglobal ["FirstAidKit", 15];

};

Also Changed the loadout sqf to;

_unit = _this select 0;

removeallweapons _unit;

removeallassigneditems _unit;

removeallcontainers _unit;

_unit addvest "V_RebreatherIR";

_unit addbackpackglobal "B_AssaultPack_blk";

_unit addGoggles "G_O_Diving";

_unit addItem "FirstAidKit";

_unit addmagazines ["16Rnd_9x21_Mag", 4];

_unit addweapon "hgun_Rook40_snds_F";

_unit additem "ItemCompass";

_unit additem "itemgps";

_unit additem "itemmap";

_unit additem "itemradio";

_unit additem "itemwatch";

_unit assignitem "itemcompass";

_unit assignitem "itemgps";

_unit assignitem "itemmap";

_unit assignitem "itemradio";

_unit assignitem "itemwatch";

_unit adduniform "U_O_Wetsuit";

===============================

I could let you have the mission pbo to save you time if you want. The key to dedicated server is adding the word global what works in the editor or on your own PC often wont on a dedicated.:butbut:

Edited by jgaz-uk

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Yeah, I figured that out later down the line, but had to leave for school, I'll update it once I get to it.

I'll need to do the same for Round Def Drimea. Hard to keep track of the older missions >_<

I put global on the newer ones, but I forgot to go back and do it for the old ones.

Edited by Phantom Six

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CO 06 Data Fish updated

CO 16 Round Def Drimea updated

FIXED: You can now grab ammos and weapons from weapon crate on dedicated server.

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Is there a link to your newer ones always looking for new A3 missions.

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It would seem both co12_th_office_complex.altis & co12_th_sketchy_factory.stratis, have major loadout problems on a dedicated. had to delete them.

Do you not test your missions on a dedicated server?

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My old ones, no, but they were played on Comrades in Arms dedicated server. My newer ones, I test on dedicated server. The TH ones I was trying to experiment with a different way for loadout (its still playable), but its quite a bloody mess. That'd be a pain for me to modify at the moment since it was a messy job. It's still playable and I even try on dedicated, just can be a bit messy.... They're old missions...

Usually they're all completed on the CiA server first before I upload them here. Some of the ones you mention, I actually made them around Arma 3 Beta time periods or something, its been a while for those ones.

TH missions were actually the first missions I made for Arma 3 and I started on them since around Beta or Alpha... Instead of making a typical mission like back in Arma 2, I decide to make use of whatever of those first addons stuff that came around with the parameters and stuff... well, it was a mess nevertheless... it is playable, but a mess. Round Defense Drimea was the 2nd mission, Data fish was 3rd... made probably around Arma 3 Alpha/Beta times....

For the T-hunts, best have everyone start off at the same time to addaction pick the loadouts unless you want the AI's default gear... Crappy design, yeah. I decided to experiment with something else as a first Arma 3 mission, but well, that didn't work out so well....

Edited by Phantom Six

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OK thanks for getting back on that. When making ArmA3 missions I have found on a dedicated server its best not (if possible) to give players a loadout at all, as there can be JIP & patch name change problems. Just leave them with the default & put gear in a crate/vehicle that can be taken in mission, using the VAS or virtual ammo system. Also the example I posted above works for crates, vehicles, & Helicopters, at least it did when I last checked you just never know with Bis :j:

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OK thanks for getting back on that. When making ArmA3 missions I have found on a dedicated server its best not (if possible) to give players a loadout at all, as there can be JIP & patch name change problems. Just leave them with the default & put gear in a crate/vehicle that can be taken in mission, using the VAS or virtual ammo system. Also the example I posted above works for crates, vehicles, & Helicopters, at least it did when I last checked you just never know with Bis :j:

Yeah, I know it'll work for all crates and vehicles. I just forgot to change the loadout... *sigh* not fond of fixing really old, old missions before I used a standard... I'm back to school now so I'll be sluggish on editing now.

I forgot I had a loadout script for that one.

I use FHQ SafeAddLoadout for all the custom loadouts in my later missions. Works like a charm so it doesn't get mess up on dedicated servers. I'm not fond of using VAS since its too gun porny to me. I'm not fond of gathering up at an ammobox for all missions, especially when I want action to happen right away and everyone to act fast. Waiting for people to huddle up at an ammobox can waste some time for those type of missions.

---------- Post added at 10:27 AM ---------- Previous post was at 09:24 AM ----------

UPDATED CO 06 Data Fish

Added FHQ SafeAddLoadout so custom loadout scripts won't get screwy on dedicated servers when it does.

Edited by Phantom Six

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Mission update

 

CO 16 Steel to Rider

 

Version 1.1

 

- Added 20 minute auto complete timer for first objective

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Mission updated 

 

CO 12 Oil Leak

 

Version 1.3

- Replaced CUP MAAWs with RHS Javelin
- Replaced CUP Stinger with RHS Stinger
- Fixed loadouts so you don't have to reload at start of mission on dedicated servers anymore
- Added notifications that scouts reported that final wave of enemies will arrive ETA 7 minutes

 

http://bnp-creations.weebly.com/co-12-oil-leak.html

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Guest

Gwynbleidd, one of the people who cooperates with Armaholic to create videos for the Armaholic Youtube Channel, released a video showing your Snackbar Interrogation mission.

We hope you will enjoy the video, like and/or subscribe.

When you see this, make videos yourself and are interested to cooperate with Armaholic feel free to sent me a message here or on Armaholic!

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Updated COOP 15 Big Bird Down to version 1.2

- Removed Massi dependencies and replaced it with RHS. FHQ Accessories are now optional. 

http://bnp-creations.weebly.com/uploads/6/5/8/1/6581403/co15_big_bird_down.7z 

 

Updated COOP 15 Oil Protection Services to version 1.3

- Removed Massi dependencies and replaced it with RHS. FHQ Accessories are now optional. 

http://bnp-creations.weebly.com/uploads/6/5/8/1/6581403/co15_oil_protection_services.7z

  • Like 1

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Updated CO 11 Kit Kat Boom to version 1.1

 

- Updated briefing (mentions intel on ammobox and enemy)
- Added SVD, Dshkm, & SPG-9 in ammobox
- Increase reinforcement respond time from 5 minutes to 7 minutes

  • Like 2

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I just LOVE Kit Kat Boom. Keep them coming Phantom!

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