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The shop system is made with scripts, dialogs and partially with the GUI editor (only gives you the code needed to get the graphical interface for the dialog window). A good place to start is to use the wiki to learn basic scripting, and then move to these: https://community.bistudio.com/wiki/Arma:_GUI_Configuration
You can't save with a dedicated server, unfortunately. Also, this mission is now discontinued, I only develop the SP version.
I have never used that particular radio mod, so I can't help you with that.
Also, make sure you have unlimited saves enabled from the game settings.
Yeah... this is the just one of the problems why I seized developing the co-op version. I had high hopes for the save system to actually function as intended, but apparently it really doesn't do much in MP setting. =/ ArmA save system is pretty archaic and I simply have no time nor patience to create my own just for this mission.
[*amount*,true,"I'm a filthy cheater!"] call GE_fnc_AddMoney;
First of all, thanks for this Mod. Me and my friend have a blast playing it!
Could you tell me on which Variable the money is saved to?
So we could speed things up a little. Thanks in advance!
Black Market only accepts explosives, mines and vehicles.
Thank you! Recombine mags makes it so that you don't end up with, say, 5 magazines of 10% ammo in each. For example, if you have two standard 30 round 5.56 mags, one of which has 10/30 left and the other 15/30, after recombining you should end up with one 25/30 magazine. This function does only combine mags in your inventory, not (for example) in your weapon.
I don't think I'll add helo drop. The idea is to revive your teammates when you can, otherwise you need to start over from the base with the same inventory that you had. I feel this is a good balance between having to work as a team to accomplish your tasks and not become overly punishing.
Thank you! I'm not planning on stopping making missions or playing ArmA anytime soon, but I'll probably stick with SP missions.This is how this missions was intended originally anyway and I have a lot of plans for it still.
Well, to be perfectly honest, at this point I'm currently thinking about removing this item from the Workshop alltogether. MP scripting really isn't my thing, I can't test these maps alone, and even if I somehow could, the fixes are starting to become ridiculously time-consuming for how little they actually accomplish that it simply isn't worth it.
The last nail in the coffin is the save system. Even though you can technically use the SP save system in MP now, its limitations are even worse than I presumed. I would need to make a completely custom system from scratch in order to fix the whole disappearing stuff bug.
You'll be offered a mission occasionally, but the notification is just an offer. In order to launch the mission, you need to accept it (0-8 for supports menu, there should be a mission reply there). The mission is generated only after that.
Not it's absolutely not impossible thet something goes wrong with this, as communication menu is a nightmare to manipulate in MP. In that case, I need to look into it more deeply.
Hope this helps!
Thanks!
If you're looking for examples, then the easiest way is to download PBO Manager and use it to open scenarios you want to experiment with. Just rememeber never to just copy-paste code to your work that isn't 100% yours, unless you have permission and credit the original creator accordingly. Also, it's much more effective when you do ALL scripts yourself, that's how you learn. That's why I never even looked at the ready-made helicopter support scripts, I just made my own.
First of all, I'm not going to accept friend invites from random people out of principle.
If you want to start learning ArmA scripting, then here's what I did:
1) Start small. Get familiar with the editor, make some simple missions with static enemies, lean to set-up waypoints and triggers. Always add Zeus for debugging (game master module).
2) Learn the basic scripting commands: spawning vehicles and units, spawning groups, creating waypoints for them, how to add actions to your menu (do not worry about graphical UI at this point yet), how to add comm menu items, how to spawn a container and stuff to it etc. Community Wiki is your friend: https://community.bistudio.com/wiki/Main_Page
3) Start to create your own functions, learn the difference between scheduled and unscheduled environment (exec vs execVM, call vs spawn), learn to master the control structures (if-else, switch-case) and loops (for,while,forEach).
Thanks for the feedback! The issues that come with converting an SP mission to co-op have been a lot bigger than I initially expected. The disappearing enemies is definitely something that is caused by the reward function, but the rest are just... nothing I can really do anything about, because they are caused by BI's own respawn system. Now I could build a custom system for respawning from scratch of course, but considering the time investment I don't think I'll ever realistically get around to that. Now there is a manual way to get clothes again in the current SP build, so it's probably a good idea to port it along the other changes made to the current version.
You cannot sell weapons at the black market, only mines and explosives. It's not a bug, just a conscious design decision, which, while obviously not 100% realistic, will ensure that the pricing algorithm doesn't malfunction and the scenario won't give players any false incentives to start carrying loads of items into black markets instead of focusing on hunting down enemies.
A car doesn't spawn.
Are you running the scenario as a dedicated server? Also, are you sure you're not using any other mods than the ones listed above?