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Hu5ky

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Hu5ky last won the day on March 22 2019

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About Hu5ky

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  • Birthday 05/03/1961

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  1. I was going to try to compile this as a short video but as we all know things never work out as intended so in case my plan fails here is the sketch script - you will have to use your own imagination and try to use the voices for the Monty Python Team as I intended....
  2. UPDATE: Well that was bad planning - Holiday Road is NOT going to happen I am afraid nor is Hitman ( cannot build the mission the way I wanted ) might be possible with Zeus but then thats another story. Working on a thing called G.O.A.T - acronym for Get Off Altis Trevor.... Went to play DAYZ to get inspiration and found Dayz 1.0/1.1 is a total bag of [insert bleeping for the next twelve words............................................................................................................] So be back soon with Trevor if that works..... or possibly something completely different..
  3. Mission Name: Convoy Mission Directive: Multiple levels each reward a different land vehicle Mission Hazards: Lots of AI and a nasty Turret. Mission is not hard if you scout it first. This mission is modelled on FOTN mission. Uploaded to Teamspeak room with others.....
  4. New Mission in the works ( actually a few but some are not working as i want ) . Here are some clues to the missions I am trying to get to work: First is Holiday Road. Next is Hitman Third is Smokey and The Bandit / Convoy I think Holiday Road might not be exactly the same as (a) the film (b) my dayz video 😎 Actually non of what you see is going to be in the missions but are just reference points to the style rather than the content. EDIT 18:00 23rd March 2019: Convoy is a promising mission - it will be HARD however to get completed due to the turret.....
  5. The first wave of 20 Men In Black parachutists is not a timed event but determined by the distance they halo and parachute from - any higher and the mission breaks. The waves of replacements are determined by the following code: Changing this could allow for a little more time between the groups after killing the majority on the ground... see explanation below. So if there are less than 5 ai alive on the ground then the server will spawn a replcement wave of 4 parachutists @ 1000 meters above the ground - they halo and then open the chutes then float down and finally reach the ground after about a minute or so ( the halo and parachute phase is not part of the code timer diag_tickTime ) therefore the time between reinforcements is greater than 180 seconds. this means a player must kill the last 5 units within 3 minutes or more spawn above. This does have an overlap however which is not intended where - when you kill the last 4 the diag_tickTime has already expired and the next 4 ai are already falling. Lets put it this way: As soon as you kill 1 of the remaining 5 then the diag_tickTime starts and you now only have 3 minutes to kill the remaining 4 ai - if you succeed then all is good but fail the timer and 4 parachutists are now falling from above but this presents the catch in the mission as there are only 4 ai not 5 so the timer is already skipped / ticked as the total number of alive ai is less than 5, the next group of 4 parachutist is already coming bringing the total to 8 parachutists. Kill 3 of the new 8 and your back to the last 5 and the 3 minute timer barrier. Effectively you have to kill about 6-8 ai in 5 minutes or the process continues but there is a total of 20 ai in reserve so the mission will complete eventually once you kill the total of 47 ai.
  6. Have to wait on the Carrier Mission as static missions are manually changed every other week or so.
  7. FOTN - helicopter: CUP_B_UH1Y_UNA_USMC sale value is 64 poptabs ! so will change the file instead - easiest solution as the one on the trader list is CUP_B_UH1Y_MEV_USMC File updated needs re-upload to server so that the UH1Y can be sold Dont ask me what the difference is between UNA and MEV
  8. New Static Mission: Aircraft Landing Mission: Operation Petticoat Location is the upper North ocean area - check the map Filename op.sqf Land any aircraft on the Aircraft Carrier. There is a lootbox - with a very small amount in it so NO Rewards really - its inside one of the rooms on the ship. Get within 2m of the lootbox will complete the mission. There are NO Ai or defence systems so there is no fighting required. The thing is there so people can play about trying to land aircraft on the ships deck - you can also use the catapult to launch your aircraft into the air - some aircraft may not work with the catapult or the arrestor gear wires/cables... Warning: DO NOT LEAVE YOUR PLANE/AIRCRAFT ON THE DECK AS ON SERVER RESTART THE AIRCRAFT CARRIER MAY RESET
  9. All files uploaded to the room X8 for your perusal etc 😎
  10. THPOA fixed. The real info: 1 Priest (not armed) - 6 companions (not armed) - 20 parachutists > Men in Black (armed) - reinforcement MiB parachutists s if you dont kill them fast enough (maximum 20 ( i think) in waves of 4) Rewards are terrible - a small van and a small crate of loot both crate and vehicle have poptabs and loot is randomised - might up the values later if people enjoy slaughtering this mission. There is a wall around the area so some ai will be inside the church wall and some parachutists will be scattered all over the hill around. This is a STATIC mission so you have to go in on foot - the mission is labelled Easy but you can still get murdered. There are NO static guns and no enemy vehicles so you just up again some badly equipped ai ( ak47 ) and a hill to get up. You could start off as a sniper and see how it goes but as they are Easy Mode they wont be chasing after you so eventually you may have to go in there to finish them off..... Location is South Island ( Sw corner )
  11. THPOA is nearly complete - premise is that a group of isolated clergy have decided to move their holy relics to a safer place ( a bit late in the day ) and before their transport arrives you need to (a) kill them all (b) get the loot. Simple mission except that most of the ai are decending on parachutes and those parachutists have guns - still its an easy mission - loot will be a random box and there will be some sort of vehicle just because. 23:00 Well that was just bad luck on my part - as soon as i said THPOA was nearly done - the damn thing broke and there is no reason for the errors i am getting - maybe a few hour may solve the problem - i change some of the wording in the file but the server error is calling back the OLD words -
  12. Odim vehicle only mission is now complete - the box is random concrete stuff - the vehicle is not pincoded so has to be sold - there are poptabs in the vehicles and in the crate - the vehicle also has random loot inside. The marid is aquatic so drive it off the top of the ship and 10kph to reach land or heli lift it to land/trader.
  13. Well I lost a lot of hair today and have realised I am missing something in the code sooooo going to change my tactics and take a break from this - back to the grindstone when my head stops bleeding lol OMFG i am soooo dumb - i went through the code for the Nemo Mission , ODIM , THPOA and the bandit mission FOTN and finally found where i went wrong. Here is the answer: PinCode hmmmmm thats a good question
  14. Working on 4 files at the same time so excuse the lateness of my replies: ODIM - FOTN - Nemo - THPOA..... all require tweaks and fixes hence the code above is pretty important if i can just get it to work the way i want.... Flight of the navigator - FOTN is a basic mission - as mentioned earlier but each different level has a different reward vehicle. The code i am working on should allow for multiple boxes vehicles and loot ....
  15. Been working on the vehicles and boxes for the best part of 8 days now - hence the lack of playtime on the OGG server. A loot box and/or loot vehicle that is a reward generally has GOD MODE enabled by default and cannot be harmed until the mission is complete and the server releases it from the godmode - hence as the mission is currently bugged the vehicle wont land on the deck and is still therefore immune to damage as it is still in godmode. Having dreams about ODIM/Nemo missions lol Finally getting close to the solution - now i can get the boxes to unlock and vehicles to unlock but the box is Empty Here is some of the code from Nemo which also is used in part for ODIM - still work in progress to figure out the syntax as there is no guide on the forums etc. I forgot to check the file again regarding the floating vehicle and it being locked - but I think its a viable one - updated last few days - going to bed now as i been at this for the best part of 8hrs - time to rest........ will check ODIM in the morning and confirm the changes I have made...............................
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