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Bomberman updated - fixed weather, terrain, groupIDs, Charlie and Delta are now in correct order in the lobby.

https://dl.dropboxusercontent.com/u/3551....Altis.pbo

Just to clarify, everyone in the convoy needs to be taken out before they reach Syrta (that doesn't include vehicles, wink wink). Bravo starts on the road now and the convoy waits longer to give more time to prepare an ambush.
I checked the server and it's not running the Bomberman version from the above post. We played the first version again this Thursday.

Placed the UAV terminal into commander's items instead of gear per Variable's request.

https://dl.dropboxusercontent.com/u/3551....Altis.pbo

Clean Sweep 2

https://dl.dropboxusercontent.com/u/3551....Altis.pbo
(11-23-2013, 07:51 PM)Outlawz7 link Wrote:I checked the server and it's not running the Bomberman version from the above post. We played the first version again this Thursday.
Sorry about that. I don't know why this is, I was certain I uploaded the new version... uploading now.
As mentioned in the Debriefing thread, in "Eye for an Eye" the objective for "Plant the Charge" did not check off properly after the charge was planted.  Everything else worked flawlessly.
Was it planted by the engineer?
Yeah, I was the engineer. If memory serves, that objective ticked for me.
I checked the mission on the server just now, actually everything fires off properly except the FHQTT line. This is the code in engineer's init:

Quote:removeBackpack this; this addBackpack "B_Carryall_oucamo"; this addMagazine "SatchelCharge_Remote_Mag"; this addEventHandler ["fired", {if(_this select 2 == "PipeBombMuzzle") then {hint format ["%1 has placed the explosive charge.", name engy], (leader alpha) sideRadio "chargeset", [engy] joinSilent alpha, ["task01A","succeeded","task01B"] call FHQ_TT_markTaskAndNext}}];

edit: would this work on dedicated? (works on local ofc)

engineer's init:
Quote:removeBackpack this; this addBackpack "B_Carryall_oucamo"; this addMagazine "SatchelCharge_Remote_Mag"; this addEventHandler ["fired", {if(_this select 2 == "PipeBombMuzzle") then {publicVariable "cset"; cset = 1}}];

trigger condition:
Quote:cset == 1
trigger activation:
Quote:hint format ["%1 has placed the explosive charge.", name engy]; (leader alpha) sideRadio "chargeset"; [engy] joinSilent alpha; ["task01A","succeeded","task01B"] call FHQ_TT_markTaskAndNext;
(11-27-2013, 03:05 PM)Outlawz7 link Wrote:I checked the mission on the server just now, actually everything fires off properly except the FHQTT line. This is the code in engineer's init:

You can't really use task tracker on init fields since it has to be setup in init.sqf.
(12-15-2013, 04:45 PM)Outlawz7 link Wrote:New one, situated in Kavala.

https://dl.dropboxusercontent.com/u/3551....Altis.pbo

Good man!
Nice! Thanks Outlawz.
Uploading...
Thanks Outlawz
CSAT convoy at night, no NVs. Also lots of AI cos its a rather long route, not sure how many will actually be encountered.
https://dl.dropboxusercontent.com/u/3551....Altis.pbo

edit: updated with cache script. May lag at start til the 300+ AI get cached. Hope this works.

edit2: updated again, just realized the 300+ AI was because of a typo in the mission. Should be 200+ now. Tongue
A3MP missions - I picked a few of my ACR missions and remaking them in A3MP.

https://dl.dropboxusercontent.com/u/3551...kistan.pbo
https://dl.dropboxusercontent.com/u/3551...sert_E.pbo

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