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About daza

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  1. Thanks for all your help pierremgi everything is running smoothly.
  2. Oh i need to use initServer.sqf for more reliable results in MP? is that more for dedicated servers or will work just as well for self-hosted MP? ive always used init.sqf but if initServer.sqf is better to use for MP missions then i will go with that.
  3. Thanks for your replies guys. I will try the simplest solution first. Added that to the init.sqf and it works great! thanks alot! I will add another one for opfor. Cheers!
  4. I'm making a sector control mission and the capturing sectors works fine. No probs there. What i want to is set up a trigger to end the game if blufor wins by capturing all the sectors. I'm using boolean variables to become true when blufor captures a sector eg. alpha sector variable sectorAlphaBlue is set via sectorAlphaBlue = true. In my init file i have sectorAlphaBlue=false; In the trigger that is with the Alpha sector that has to be captured if blufor is present in the activation i have: sectorAlphaBlue=true; publicvariable "sectorAlphaBlue"; My test trigger to see if this is working; Trigger with none none set up and in the activation: sectorAlphaBlue this just displays a hint and plays a music track as a test that this is working. What happens when i run the mission in MP mode....the music starts to play right at the start and the hint appears, some how my variable becomes true! My blufor unit is no where near the trigger around the sector area, there is no blufor units near the trigger in sector alpha or bravo sector . Why is this variable becoming true at the start? init sets it to false. Is there an easier way to have the game end when all zones are captured? which leads to my final question below.. Also as another question, you can set Size Reward for capturing a zone in the sector module, what built-in variable is this? just wondering if i could instead have the game end when one side gets so many points from capturing.
  5. Thanks jetset22a, been ages since ive checked out ACE, i will give it a go with my mission. Thanks.
  6. I'm looking for a decent mod that has firemans carry, drag and the ability to put wounded into a vehicle. Ideally one that also might have advance medic options. I am wanting to make some coop missions that will be flying in to a battle and retrieving wounded. Ideally the mod supports MP. Any suggestions?
  7. Combat Patrol

    Are there more objectives besides blow up the fuel trucks? I played it again recently but didn't have enough players to complete a mission and moved on to something else. I played the Escape the island mission as well and that had far too much Spawn the enemy behind them close trick which is always immersion breaking. I am not sure if this happens in CP, but its one fast way to break immersion. As mentioned before i think the CP patrol would be interesting if there were civilians in it that you have to avoid accidentally killing, they could run away when the shooting starts- but it would add a little immersion if at the start they are going about their business. The problem is Civilians have kind of been an after thought in A3, in A2 they fitted in better visually and had some various animations eg. working the fields etc. Go play Ghost Recon Wildlands or watch a vid of gameplay to see how civilians adds to the immersion of the place, had they not been in there it would of felt more empty. I get some war zones might have empty villages or small towns etc because they fled but some war zones the civilians are trapped (which could be interesting mission parameters right there- freeing trapped civilians and giving them first aid or supplies. Anyway i really hope with the new update around the corner that Combat Patrol has a bunch of new objectives that each play through which town has them are random- that was what i thought it was going to be. There are some good random ops mods out there, and really you would hope BIS shows them how its done since they have a bigger team and can add extra polish to things. I would love to see BIS open up more of their experimental projects like this and Argo to try out new ideas and even perhaps have a community competition (that is submit a written concept) for original ideas for game-modes or gameplay that will eventually breath new life into MP and move away from the glut of RPG Life and Zombie clones we see on the servers. We have this big sandbox game but so much more could be done with it.
  8. Hmmm..interesting thought. Wouldn't they shoot me on sight though? even after respawning? My friend playing a SL during Zeus maybe accidently naded an Ai squad member perhaps, i dont think he said he accidently killed a friendly Ai, but perhaps that is what happened and he lost his command as you say with the negative rating. I will experiment with this to confirm, at least if it is the case there is an answer why. Thanks for suggesting it Kremator.
  9. Thanks for your reply Tankbuster. I did a pow rescue mission earlier this year and didnt have this problem that i recall. Its quite a serious problem if like you are using Zeus and your friends who may be Squad Leaders loses their command to an Ai every time they die. I hope this gets fixed too, it maybe a problem that sometimes occurs as in recent memory resuming command after death never was an issue until recently.
  10. 1# What happens is when you die one of the Ai in your squad assumes command, usually this happens until Player has repawned and you hear a VO for PC saying assuming command again. However in my new MP mission i was testing i died along with my squad in a chopper crash, and when i respawned with them i lost the Squad Leader role to the Ai. This also happened today when i was playing Zeus with a friend, he died and the Ai took command of the squad, as the Game Master in Zeus mode i tried to regroup everyone back to him, but wasn't able to. I haven't really noticed this being a big problem with past MP coop missions ive made. Revive is on and Respawn custom is used. Is there a reason this happens? or is it a bug? 2# Also similarly related..in another mission i am making, as a subordinate to an Ai Squad Leader, if you die you can choose your spawn positions, i placed some Ai with scripts that will add them to the player. In that group i defined a new group for Player and then used the join player command for the Ai which the Addaction was attached to, these guys would run off towards the Ai squad leader which i was a member of his team. I know i can use the other command 'selectleader player' but that would make me the squad leader of my current squad, which if you had spawned kms away from, i want the Player to be able to form up a new squad by recruiting some Ai who are idle in those spawn areas. So how do i leave the previous group? as it seems grp1 = group player in the script doesnt seem to form a new group. I dont know unit the player will take over so i cant use grp1 group this; in the units init. *Update* Half Solved this one; i need to use [player] join GrpNull; However is there a way i can make the groupid in the script unique for each new player? who might do this? This is new latest version of the basic script _X = cursorTarget; if (NewG==0) then { [player] join grpNull; Grp1 = group player; NewG=1; }; [_X] join player; _X removeAction Adder; This works fine for one player. One way it could work is giving the default units all a variable name and use a switch code method to and paste in this script for each one- but with a different groupId assigned to those that do recruit new Ai into a separate squad. This this the only way to do it or an easier way? This is what i ended up with _X = cursorTarget; if (player == VietC1 && NewG1==0) then { [player] join grpNull; Grp1 = group player; NewG1=1; }; if (player == VietC2 && NewG2==0) then { [player] join grpNull; Grp2 = group player; NewG2=1; }; if (player == VietC3 && NewG3==0) then { [player] join grpNull; Grp3 = group player; NewG3=1; }; if (player == VietC4 && NewG4==0) then { [player] join grpNull; Grp4 = group player; NewG4=1; }; if (player == VietC5 && NewG5==0) then { [player] join grpNull; Grp5 = group player; NewG5=1; }; if (player == VietC6 && NewG6==0) then { [player] join grpNull; Grp6 = group player; NewG6=1; }; if (player == VietC7 && NewG7==0) then { [player] join grpNull; Grp7 = group player; NewG7=1; }; [_X] join player; _X removeAction Adder; It seems to work, just need to test it out with a friend but should work.
  11. Combat Patrol

    Yeah, i too have been waiting for the Squad Radar to come back, i don't know why the current build of it could of been left in (on main branch at least) until they are ready to roll out the tweaked version, i assumed they forgot about it in scope of things. I played a little bit of Combat Patrol when it first game out and was on dev servers and have already posted my feedback and ideas. I just checked back here to see the latest update on the project as i hope it develops into something that will be permanent feature in the game. There are other community made ones, but having an official BIS one means players that dont like installing mods and just wants to jump into it without having to have the right version of a mod etc. Having also played a bit of Ghost Recon Wildlands, which is similar concept in a way, i was thinking as i was playing that game, this is what Arma needs (the feel that the map is alive where ever you go, traffic on roads, hitting towns occupied by enemy forces that are defending it). I would love to see in Combat Patrol as said else where more diverse objectives that are random to a town. (Traffic and Civs could be turned off or set to low, in parameters if need to via better gpu performance) there used to be good scripts in the community for this i recall from A2. Time limit Option: Also if there was different modes of this Combat Patrol concept, that for example in the parameters you and your friends set two hours for game time, and in that time frame choose to have five or six towns to hit, each with a different objective. You and your friends have the challenge of making the most of those two hours to complete all those objectives before the clock runs out. This idea of being able to add by choice a time limit would suit players who want a challenge in terms of against the clock and they might only have a 1 or 2 hour play time window anyway. Evac or Load in; It also would be good, if you can choose to have a helicopter evac you and your team and then fly you to the next mission (rather than loading in the next AO) as it is now (i think from memory) but have both as options in the parameters. This could give some immersion flying there and a quick break between the fighting and also time to discuss tactics for the next mission. Reinforcements (i cannot remember if they already reinforce?) I would also like to see reinforcements of towns, that can be halted if you deal with the radio tower first, but in doing so blows your chance for stealthy assault. Civs: In closing, i also think if there will be civs added in for immersion, as well as killing too many of them will forfeit the mission (adding an extra challenge if they are numerous) i think there needs to be new Civ assets, more so with clothing aspect. One thing that has bugged me, even as a mission maker is the small selection of Civ types. No females and most of the choices being dudes in surfing shorts and Tshirts. Of course there are some mods with civ units, but there isn't an abundance array of choices. Why not BIS port Civ clothing from previous A1 and A2 with tweaks to fit current models, and perhaps add more new variety (that we can also outfit Civs like we can in the loadout screen in the editor) but more importantly this would add more immersion to Combat Patrol and other missions by BIS and community in general. I mean you have great maps like Tanoa but little diversity in Civ types/clothing, which would add more diversity to missions based around civilians (protecting them) but more for immersion sake, especially with Civs that have animations for basic activities which they had in Arma2 i think. With the 64bit build now in, perhaps we can handle more Civ units in a town (or at least have a slider/parameters for amount of it).
  12. I have new problem related to these two script. It works but when my character respawns it has seemed to have lost its given unit id or name/variable. How do I save this and add it to the new spawned unit? I need to do this so my addaction scripts will show again after respawning. Usually this works with how i have my scripts set up already but since i wanted to retain the custom loadouts im now using the two scripts suggested in this thread. But i think its reseting the units name/variable back to default. I am sure there is a line i can add in the respawn script to add back the unit name?
  13. Add this into the init for those 2 files; execVM"onPlayerKilled.sqf"; execVM"onPlayerRespawn.sqf";
  14. The Grenade Thread

    I have installed Ace recently but haven't explored all its features, so no i haven't seen what it can do with the grenades until watching that video. That's pretty neat. Which something like that was default in game already. The thing with mods is if you create a mission and it needs mods, most players can't be bothered with closing Arma down and loading up the mods (if they already have them installed). But i guess that isn't a problem for regular clan play on servers that use the certain mods often. Still having a basic under and over arm options in Arma 3 until they can come up with something similar to the system in Ace would be nice.
  15. Revive Feedback

    I wanted to do a post about drag and carry for revive so thought to do so in this thread. I know you can do this in Ace 3, although the pickup wounded man animation looks bad due to not being able to create a special custom animation for it. We used to have drag and carry in A2 so why they dropped it in A3 i don't know. It was great. This seems like a feature that would really enhance the game now that A3 has a good built-in revive system. Also if they can add the ability to put wounded into a vehicle and retrieve them also, this could work for a MP where first aid kit will stop the bleeding but they might need to be taken to an Ambo vehicle (or proper Medic) to completely heal. It would slow the gameplay down if you had to carry em to an Ambo, but since you can configure revive in the settings in the editor you can omit that if you want. Having to fully heal in an Ambo could give tactical depth to a MP mission, where you place it and protect it will be important, a bit like the MHQ days with Domination and other MP modes. And if you still as a mission maker have control over how the revive systems works and requirements, drag and carry is still good for getting them out of the cross fire before reviving them. There could be two states: unconscious and incap, when incap you could still use your weapon but only in the direction you are facing or something, or pistol only. Adding new Tanks and Jets via DLC is nice, but fleshing out other parts of the game such as this would be a good idea also. Having Carry and Drag, especially with new animations would really enhance the immersion of the game.