C

cenandira

Member

Last active 7 years ago

  1. 7 years ago
    Mon May 29 23:43:49 2017
    C cenandira posted in Unlocking Armor & CAS.

    Thank you, Friznit! If I use the native scripting to create a vehicle as a result of a trigger, is there a way to sync it to the respawn module? This would be during actual gameplay.

  2. Mon May 29 05:26:01 2017
    C cenandira started the conversation Unlocking Armor & CAS.

    Hey, everyone! I'm making a fairly basic mission for my small group and taking a second shot at learning Arma mission-making and ALiVE at the same time.

    I'm going for a progressive sense of reward in this one.

    May I ask how some of you may handle:

    CAS Unlock - I have a task functioning to destroy enemy AA. Is there a way I can disable using CAS until they complete this? I considered playing with the presence of the Combat Support (CAS) object, but that felt like the wrong path. I also thought about keeping it simple and disabling the LaserDesignator from the Arsenal until this condition is met.

    Armor Unlock - Similar concept. I'm going to have them take out a base and earn some armored vehicles. As an addition though, I would like these to be respawnable after their creation/generation.

    I appreciate the guidance!

  3. 8 years ago
    Mon May 2 23:17:31 2016

    Excellent - thank you, guys! I appreciate the guidance and will certainly check out what you've recommended.

  4. Mon May 2 17:32:59 2016

    I apologize for the noobie-necro-bump, but have you expanded on this at all, PillowTalk? I love Spyder's idea and have started putting something together with a BluFor v IND (asym) scenario. As an overall Arma editing novice however, it's been pretty challenging. Heck, they're not even attacking each other, but that is no doubt my fault.

    What I'm really hoping to make is an ongoing mission for myself and a group of buddies where we facilitate a revolution on the asymmetrical side as Pillow described. I know task generation probably won't work, but some elements I really want are:

    1. Supply/Weapons runs or ambuses as Spyder suggested
    2. Stealing tech like vehicles
    3. Destroying important security force points which may affect the OpCom until they recapture
    4. Maybe implement some capturing or eliminating of AI targets? This may take too much coding on my behalf.
    5. Recruiting of AI of some kind so they can feel like they're really building up the IND force.
    6. An "end-game" base that is crazy secured for the team to destroy once they have collected some armor, advanced weapons, etc.

    I'd really like for ALiVE to handle most of it, though. I wouldn't want to limit it too much with static coding.

    If I may, that leaves me with a few respective questions:

    1. Can players be notified of BluFor convoys that are automated through the Logistics module? If not, can I ensure there are supplies generated in some way?
    2. Is there a way I can make sure there are a certain number of choppers, armor, or vehicles spread out through objectives for stealing?
    3. Is #3 or 4 above possible with relative ease? I think I may scrap these.
    4. How about the recruitment idea? The asym AI seems capable of it, but I'm not sure if I can put that control in the players' hands. If not, can they facilitate making the AI do it in some way?
    5. Is there a way to tack on an overall Winning condition like that base above? I figure I can make destroying a facility that's difficult to reach behind enemy lines as a "Game Over".

    Sorry for the wall of text folks, but I really wanted to thank the team for a tremendously impressive framework that even us new to editing the game can enjoy. I'm super grateful for any guidance you may have and look forward to playing and supporting the team and community as I can!

    Edit: Just saw Antistasi mentioned in another thread. I wouldn't want to abandon learning more about ALiVE, but I should mention that I am keeping that on my radar as well :)

  5. Mon May 2 16:57:18 2016
    C cenandira joined the forum.