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Messages - Marauder2k7

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1
Editing & Coding / Re: Airport mission idea
« on: Dec 10, 2014, 09:54 AM »
Thing is with the 4 or 5 other guys I'll be playing with I can control what they will have to certain degree lol

2
Editing & Coding / Re: customized missions
« on: Dec 09, 2014, 04:46 PM »
I have loads of ideas for missions but they would all have multiple objectives and would need to be tied in

3
Editing & Coding / Re: Adding New Missions
« on: Dec 09, 2014, 02:12 PM »
I use pbo manager it's pretty good

http://www.armaholic.com/page.php?id=16369

4
Editing & Coding / Re: customized missions
« on: Dec 09, 2014, 01:39 PM »
Have you ever tried a mission with triggers? Like in the save the city mission instead of mission end when the last guy in the city dies trigger a retaliation or something?

5
Editing & Coding / Re: customized missions
« on: Dec 09, 2014, 01:21 PM »
I don't think I would use the editors output in wasteland, I would re-code the mission into either a side mission or main mission or possibly add my own mission type and just use the editors output for position and rotation information for object spawns

6
Editing & Coding / Re: customized missions
« on: Dec 09, 2014, 12:35 PM »
I think I understand most of what makes up a mission but I would use the editor for positioning objects more than anything, missions may be less dynamic but with the editor you might find out how to spawn triggers, tie together different objectives into one mission that sort of thing if it is possible, I run a server that is never going to host for more than 4 - 6 people so dynamic missions aren't really a must lol

7
Editing & Coding / Re: customized missions
« on: Dec 09, 2014, 11:31 AM »
I've tried loading the actual wasteland mission for both altis and stratis that dosnt work but if you can make a mission in the mission.sqm you would think things like item code, spawn locations etc etc can be transferred

8
Editing & Coding / Re: customized missions
« on: Dec 09, 2014, 10:56 AM »
Would it be advisable to use the in game editor to create a mission then browse through the code just to see how arma 3 does things then translate that somehow?

9
Editing & Coding / Multi-Part Missions
« on: Dec 09, 2014, 02:25 AM »
Wondering if this is possible.

Idea: A main script file to control when a multi part mission starts, how many parts the mission has, which part to load next, and if at all anything a cool-down period between mission parts of say a minute or 2.

Has anyone tried anything like this? as far as i know there is a server command called when a mission is completed, is it possible to call a create mission command instead of calling a message command?

10
Editing & Coding / Airport mission idea
« on: Dec 09, 2014, 01:08 AM »
I have a mission idea for my server was wondering if anyone would have any idea as to were to start

I want to spawn a HVT(high value target) in the air controll tower's highest floor, the airfield would be crawling with vehicles and infantry (im thinking 20 guys at least and varying degrees of vehicles ranging from technicals to APCs depending on difficulty)

Players have to co-ordinate their attack to take over the airfield destroy vehicles take guys out from a distance fight their way into the control tower and kill the hvt at the top. HVT will trigger the mission success.

I seen LouDs airport mission and it seems like a good starting point, does anyone know how to spawn a guy in the control tower as hvt?

11
Editing & Coding / Re: Adding helipad object?
« on: Dec 09, 2014, 01:02 AM »
not unless there is a way to spawn four in a square offset by a distance to one another, or a way to add 4 of them in a square as a new object to the game maybe, or create your own, im sure someone knows how to add actual geometry meshes to arma 3 wasteland

12
Editing & Coding / Adding Raven Lifter ?
« on: Dec 08, 2014, 02:45 AM »
Has anyone any pointers for adding mods to the wasteland mission?

Small group of people play on my server so anything that stops people from playing on the server unless they have the mods is not important, looking quick and dirty,

in the mission.sqm i have added to the addons array and the init.sqf i have done the same for the execVM

cant seem to get it to work as the addon requires CBA_A3 i think. anyone any ideas?

13
Editing & Coding / Re: Customize Outpost mission?
« on: Dec 08, 2014, 02:43 AM »
Got it sorted

14
Hosting & Management / Re: Objectlifetime
« on: Dec 07, 2014, 01:20 AM »
i think thats 5 days in total whether they are moved or not.

15
Editing & Coding / Customize Outpost mission?
« on: Dec 07, 2014, 01:12 AM »
Hello there guys,

Was just curious if there is a way to customise the outpost missions so they are actual buildings? and also increase the amount of units to make things a lil bit more interesting for my server :)

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