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RizlaUK

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Everything posted by RizlaUK

  1. If anybody else wants to know, you tweak the below value; private _downedDamageTreshold = getMissionConfigValue ["derp_revive_downedDamageTreshold", 1.5]; The more you go above 1.5, the more it takes you to die instantly. Regards Rizla
  2. Hi, If we wanted to tweak the amount of damage it takes to kill somebody outright, so they are downed more often than killed. Would it be as simple as changing the values at the top of fn_handleDamage.sqf private _maxSafeDamage = getMissionConfigValue ["derp_revive_maxSafeDamage", 0.95]; private _downedDamageTreshold = getMissionConfigValue ["derp_revive_downedDamageTreshold", 1.5]; private _damageReturned = 0; I know it's not as realistic, but we are finding it's hard to encourage people to play as Medic classes on the server. More often than not people die and have to respawn. If we could make it the opposite of how it is now, so we are downed most of the time and killed outright every so often, i think that would be better. Can anybody help with this one please? Thanks a lot. Rizla
  3. So if we restart the server, which is a frequent occurrence with Arma - we have to start the mission again?
  4. Hi, We are currently trying out the I&A 3 and when we restart the server, it doesn't save our progress. Is there anything special we should be doing to get this feature working as intended? Regards Rizla
  5. Hi, I'm trying to tweak your excellent Invade & Annex mission a little, to suit our server. A few people have attempted this request but they haven't been able to do it. What i want to achieve is this; 1. During the Attack part of the mission, we have a threshold of 10 remaining Opfor (when we hit this threshold it should start a 5 min timer, if we don't kill the 10 remaining Opfor it goes to Defend after 5 mins; if we kill them it cuts the timer short and goes to Defend on the death of the last Opfor). This would prevent the boring situation of finding the stubborn last 10 and also prevent the situation of if we kill them before 10 mins, having to wait around. 2. During the Defend part of the mission the same behaviour as above, last 10 starts a 5 min timer etc. But, if the Opfor wipe out all the Bluefor from the AO, we then get a hint stating, "Opfor have re-taken the area, you have 5 mins to get back into the AO or the objective is lost!" A 5 minute countdown is activated which allows Bluefor to respawn, rearm and get back into the AO. If they don't, then it's a Failed Defend, hint, load next AO. At the minute, with what has been tried already, the Attack never turns to a Defend, even though we have it set to 60% chance of Defend. Also, when the Attack gets to the threshold of the last 10, it just instantly completes the AO. Here is the code, hopefully somebody can spot or suggest how to get this going. Thanks a lot. Rizla
  6. Ok, but how do you add your mags and stuff in Arsenal and it doesn't seem to let you load your saved loadouts' or am i doing something wrong there? Regards Rizla
  7. Does anybody know the fix for this problem? I understand that it's CBA related but i noticed on your servers it seems to be ironed out? Regards Rizla
  8. Can i get a copy of your new side mission and i'll test it for you too? Regards Rizla
  9. Thanks for the reply Pedro. To be clear, if i change the default values from this: #define INF_TYPE "OIA_InfSentry","OIA_InfSquad","OIA_InfSquad_Weapons","OIA_InfTeam","OIA_InfTeam_AA","OIA_InfTeam_AT","OI_reconPatrol","OI_reconSentry","OI_reconTeam" #define MRAP_TYPE "O_MRAP_02_gmg_F","O_MRAP_02_hmg_F" To this: #define INF_TYPE "OIA_InfSentry","OIA_InfSquad","OIA_InfSquad_Weapons","OIA_InfTeam","OIA_InfTeam_AT","OI_reconPatrol","OI_reconSentry","OI_reconTeam" #define MRAP_TYPE "O_MRAP_02_gmg_F","O_MRAP_02_hmg_F","O_G_Offroad_01_armed_F" The behaviour this should display is, removing an AA squad and adding an armed Offroad vehicle. Do i need to change anything else? Kind regards Rizla
  10. Hi, I'm trying to edit the default units that spawn in for the Attack and Defend part of the mission. I&A looks like it uses EOS to carry out the spawning for this but in the 'openme.sqf' in the EOS folder the array that allows you to change the spawn compositions is commented out. Do i have to edit this somewhere else or is it as simple as uncommenting and tweaking to my liking? Kind regards Rizla
  11. player setCustomAimCoef 0.35; // Sets sway on respawn player addeventhandler ["respawn", {player setCustomAimCoef 0.35;}]; Put in the server init.sqf, and tweak the value 0.35 to your liking - 1 being full sway. Regards Rizla
  12. Hi Chuck, No, I'm running I&A on my own server. So would there be an easy way of doing this? Kind regards Rizla
  13. Hi, Since we added an AI mod we keep getting Opfor at the Main base. Is it possible to enable weapons when they are near and then disable them again after they have been wiped out? Thanks Rizla
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