Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Multiplayer co-op one called "Lost Squad" is one such case. The trigger for ending the mission is grouped to the squad leader. On top of that this is a multiplayer mission, meaning if the squad leader's lobby slot is not occupied by a player and the AI is disabled the trigger will not be grouped to anybody. Also - instead of initializing the group's variable name in the init field of a leader (or in every unit's init field for a playable multiplayer group) you can open the group entity in the editor and input the variable name there.
To fix Lost Squad's end trigger use activation type BLUFOR and in the condition type:
(({_x in thislist} count units grp_alpha) == ({alive _x} count units grp_alpha)) OR (({vehicle _x in thislist} count units grp_alpha) == ({alive _x} count units grp_alpha))
This will mimic a "Whole Group" activation type.
({_x in thislist} count units grp_alpha) > 0
Bomberman also has a trigger linked to Bravo's squad leader, meaning that if the squad leader dies the new one won't activate the trigger. So I suggest you remove the ownership on that trigger as well, set the activation to BLUFOR and use the condition:
leader grp_bravo in thislist
Bomberman will never end because in obj2.sqf there is no var_part2=true;
Also in the same script file the if statement should be expanded to look like this:
if (!var_arrived AND !var_part1)
There's no need to reassign the first task as active if it has been already completed.
And finally the sleep 10 and saveGame should be thrown inside the if statement's body, otherwise 7 seconds into the outro the game will be saved.
So the code in obj1.sqf should look like this:
["task1","succeeded"] call SHK_Taskmaster_upd;
var_part1=true;
sleep 2;
if (!var_part2) then {["task2","assigned"] call SHK_Taskmaster_upd; sleep 10; saveGame;};
and the code in obj2.sqf should look like this:
["task2","succeeded"] call SHK_Taskmaster_upd;
var_part2=true;
sleep 2;
if (!var_arrived AND !var_part1) then {["task1","assigned"] call SHK_Taskmaster_upd; sleep 10; saveGame;};
I remember back in the day when Armaholic was still up I went through and downloaded all of their content for ArmA 2 because their work was of such high quality. Sadly, Armaholic is no more and I lost all those downloads when moving to a new machine.
I'd really love to play all that content again in ArmA 3.
I wish ArmA 2 had the Steam Workshop. I really hate losing access to all that excellent content when Armaholic shut down. Hopefully, as much of it as possible will be ported over to Arma 3.
I am really enjoying reliving the good old days playing these missions from Operation Flashpoint Cold War Crisis.
I don't know if it is because of the ace environment.
- Assasination
- Ambush
- Commander
- Revenge
- War Cry
Hate to bring this up when everything else about the mod has been fantastic!
Temporary solution : Start the mission as host and let the other players JIP.
To creators : Problem probably is in init.sqf, using alivecheck.sqf or during the use of onPlayerConnected. We are working on it and we let you know. Also we will try to reduce the use of scripts. Most of these things you are doing with scripts can be more easily done within Eden Editor and behaviour is more stable.Most of the original OFP COOP missions dont use scripts at all.
Under the hill also feels impossible with the little time to prepare. All bmps suddenly begin landing on the beach and its just a slaughter. Wasn't like this in the original OFP where you were given time (albeit being mortar'd). Hopefully these missions get properly fixed before the campaigns go out.
When i try to host a game, i can't find the missions in any maps. Where are they ?