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Full Version: Arma 3 - CO 11 Court Marshalled
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Situation: CSAT special forces have manage to steal a NATO marshall. 8 CSAT men and 3 crewmen are now aboard the Marshall and are infiltrating NATO base in Sharpur. If CSAT takes Sharpur from NATO, they will have large amount of oil resources to fuel their warmachines and economy. Sharpur is heavily defended, and only a few CSAT forces have manage to breach across the defense lines into Sharpur. Unfortunately, those CSAT forces don't have enough firepower to take Sharpur from NATO. Fortunately, the stolen Marshall that CSAT stole will help them pull off a trojan horse trick.

Mission: Infiltrate and eliminate NATO forces with a stolen Marshall.

Enemies: NATO

Required Addons: A3MP

Notes: - While you are in your Marshall, NATO does not know that you are an enemy.
- You will blow your cover if you either, leave the vehicle, shoot its weapon, or run over NATO infantries.
Thanks mate! I love playing on classic maps. Looking forward to play it.
I'm having a problem fixing this mission.

I have a trigger that's True

Code:
{_x setCaptive true} forEach [p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, marshall];

An AT soldier locks on to my Marshall and shot a rocket anyways. The AI after that bails out then it says cover is blown. Its like while undercover, enemies shot at the marshall I am on board anyways even though setCaptive is true.

As for the check units on the map if they're dead or not, I tried this in the condition of a trigger

Code:
west countSide thislist <= 160

Even if I put it way less than how many units are actually on the map, your cover is blown will always be triggered.
Quote:I have a trigger that's True

{_x setCaptive true} forEach [p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, marshall];

That trigger will rerun on JIP, use something specific other than 'true' (I did that on Lost Squad and that's why we got teleported a dozen times when it started/someone JIP'd in the very first version).

I'd go with placing an empty APC and moveindriver/gunner/commander the crew team.

Quote:As for the check units on the map if they're dead or not, I tried this in the condition of a trigger

Code: [Select]
west countSide thislist <= 160

Is it actually 'west' or is that an example? Because I remembered the enemy was OPFOR.

Also if you're using thislist, you need to activate the trigger first I believe, otherwise there's no 'list' to check.

This is what I use to count all units on a side:

Quote:({alive _x && side _x == WEST} count allUnits) < 20

Anyway, I came up with another way to do this kind of mission, will post when I have more time.
APC is empty, OPFOR do not have Marshall anyways.

Enemy is NATO. You play as CSAT except you're manning a stolen NATO vehicle.

Your countside works Outlawz, thanks.
As I said, setCaptive needs a local argument, so you need to make sure it runs everywhere. I'd put it

- in the init.sqf, but make sure you don't run it when a player JIP's

- in the init of a game logic and run it with BIS_fnc_MP
I tried this idea with the rating command.

Name all the units, give them the rank of Private (leader might need to be Corporal or higher just to be sure), then make a trigger for each with "rating unit > 0" or whatever their starting score is if they're not Private and on activation "unit setcaptive false". If they kill any enemy, their score will go up and trigger will activate. Might need to check if healing or other actions add to score though.

Set them captive first as Alwarren suggests.
Updated Mission. I did a joinsilent to an OPFOR group if you're detected instead. You're CSAT but on Independent side (set to friendly to all). I ditch the setCaptive since the joinsilent was easier.

Try not to run over too many people early Wink , or step out the vehicle, or shoot, or call reinforcements that'll get you detected (until you're ready).
I think you might want to tone this down. I counted 164 NATO units on this map. Whatever we did, we were killed faster than you can say "NATO SUCKS".

Also, the coppers attack the off-map reinforcements and decimated them.

Finally, we also drove into the base as the briefing suggests, and as soon as the shooting start game speed drops to a few FPS due to all the effects and the gigantic swarm of seagulls.
I just tested it on my own some more. Probably too much NATO. I did disable the chopper by bumping them into the AA vehicle.

At first I stay in the base and went by the repair truck and wreck mayhem, worked for a while. Second time got swarm by armor so the repair truck blew up in the crossfire and that was it.

I then next went to the higher ground on the west and shot in, but AI aren't smart so I would've jump out the Marshall first, grab the PCML in the back of it and take out armor target. Seems to be the CSAT chopper doesn't stand a chance. As for the armor fight, without the NATO chopper, I heard explosions everywhere, don't know how the armor hold out.
Did you get the part about the multiple ravens that span whenever a player is hit? Seems like something is wrong with how Psycho's is set.
I guess it is best to ask psycho on that matter then, I'll get to that once I wake up or something
Must be something in the mission's settings or the script configuration, we don't usually get that.
Not sure what to say about this mission, burning wrecks everywhere might cause FPS drops. What'd you guys think? Well I just did a "car accident" to disable the enemy choppers, but friendly chopper basically didn't stand a chance against enemy AI. The armor reinforcement did a couple damage but were beaten in the end. There was a T100 still up but it was abandon by the AI (I did include a repair specialist in the mission to fix vehicles) so salvaging that friendly T100 might be nice. Overall, I'm mainly worry about the lag or such. There are also AT in the back of the Marshall (always had been). I removed a few guys in the middle (pointless foot soldier infantry just standing there to be brief by the commander). I took out one Panther. Should I tone down more enemy armor or such? I put 2 friendly choppers.
You need to decide on such things yourself. Reduce the enemy units to a point that it's still playable but challenging.
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