Lights Out

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Kommiekat

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Feb 4, 2013, 10:14:02 PM2/4/13
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Second mission after Prison Break

Map: Zargabad
Friendly: Takistan Local
Enemy: Uzebkistan 

Addons:
CBA, CBA_2, CBA_OA (Needed for AEG)

Sentries of Uzbekistan

AEG - ArmA Electrical Grids

Synop:
You are a two member team.
Time: About Dusk
City is well guarded and patroled after the Prison incident. You and your team member must get passed the patrols and turn off 3 circuit breakers located in the city for "Lights Out"
Last TaskObj is to join with another group and stage a raid/attack on a small base.


Kommiekat

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Feb 4, 2013, 10:19:48 PM2/4/13
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Guys, it would save me hours, and I mean hours of research if someone could kindly get me the CODE for this getPOS (I think it's this) and setPos.

Basically, I need to set a Satellite Phone (detonator) on a table. Then, I need the table placed on the second floor of a building.
I don't need the SatPhone jumping on the table and also falling off onto the floor. Player must find it on the table. I might add something next to it on the table for cosmetics.

I may need to do this twice, not sure yet. Two detonators hidden in buildings in the city.

INSURGENTS:
My insurgents for Prison Break and Lights Out are BIS Takistan Locals.
Does anybody know off hand if SchnapsdroSel's BB-Mercs has a better set of Insurgents?
These have to be INDEPENDENTS side.

Thanks guys....

HeadUp

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Feb 5, 2013, 10:57:08 AM2/5/13
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So you can do this by combining two techniques:

~Use attachTo to attach the detonator to the table
~Use a trigger that copies your player's position to the clipboard and paste that into the table's init

1) Name your table and name your detonator, let's say table1 and deto1
2) Use attachTo to place the detonator securely on the table (won't jump), you'll need to play with the numbers in the array to get it exact, but you really only need to mess with the last number in the array, which controls the z-axis (height off the ground) of the object being attached. You can also add the setDir command to adjust the rotation of the detonator.

An example would be: deto1 attachTo [table1,[0,0,0.5]];

3) This is still one of the most useful techniques I know of, one I've used since the very early days of editing. If you don't have one, you should start a .txt doc on your desktop with your Go-To Scripts, so you always have something like this close at hand. Here's how to create a trigger for getting positions and placing units in buildings, etc. Start by creating a trigger in the editor:

- Activation: Radio Alpha (or whatever Radio you want)
- Set to Repeating
- I usually set the A and B axis to 0 since it doesn't involve physical space.
- Put either of these in the On Act field (the first one copies both position and direction, the second is position-only):

copyToClipboard format ["this setPosATL %1; this setDir %2;", getPosATL player, getDir player];

copyToClipboard format ["this setPosATL %1;", getPosATL player];

Basically, this is telling the editor: whenever you call Radio Alpha, copy the player's position pre-formatted for pasting into a unit's init field.

4) So when the trigger is made, hop into the game (make sure your player has a radio-- most BLUFOR have one, most Taki militia except Warlords do not), move to wherever you want the table to go, fire your trigger (0-0-1 for example), then exit the preview.

5) Open the table in the editor and simply press Ctrl+V to paste the clipboard into the init field.

6) Preview again and you should see your table placed with the laptop attached to it.

-----------------------------------------

As for your BB-Mercs question, that pack contains more of a Middle Eastern Army-- think Libyan or Syrian government troops, they are definitely not very insurgent-looking.

shark attack aka Tony

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Feb 6, 2013, 1:56:46 PM2/6/13
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KK have attached a demo of a table set up from Operation Serval (have replaced map with sat phone)
Headups method of getting position  inside building is the one i use.
Also do you want the satphones to be carryable by the player ?
I have a cool little script what allows that.
 
 
Neat trick for blackout effect
 
{_x switchLight "off"} foreach (position powercut nearObjects ["streetlamp",2000]);
place a gamelogic called powercut  streetlights will be killed within a 2000 m radius of the logic when line is called.
 
 
KK Demo.zip

Kommiekat

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Feb 9, 2013, 1:14:02 PM2/9/13
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Hi guys!

I hope to finish Lights Out this week, if not sooner.

One question about Weapons Load for Player and his #2 man:

Player:
MP5SD

F2 member:
Bizon-Silenced

I really don't know what to use, but I want them to go SILENCED.
It's a dusk to night mission against lots of guards and patrols, so I have to give them an advantage.
Going through Zargabad and wrecking havoc on the Electrical infrastructure of the city.

Any better idea of weapons? Both have same weapons?
Back packs? I have them with * clips of ammo and NO pipe bombs. Not needed for this.
Also, Real site sources mention that IMU managed to get hands on NVG and Sniper weapons, but not sure I want to go this route because I'll have to quote that source in the Brief.
I have it set about 19:30, clear and forcast clear.............

Should be about an hour game play or more...

Kommiekat

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Feb 9, 2013, 1:19:46 PM2/9/13
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Mission #3

Exodus

IMU is being pushed out of the country into neighboring Kurdistan (East), Turkmanstan (North) and Afghanistan (to the South).

Later, real sources say they join up with Al -Quida, and Uzbekistan join with US/British forces in Aghanistan....so.....
Still using the Zargabad map.........I can drive them south into the deserts,,,,,,,,,but man........it's empty as hell on that map...

Or use another map.  I think 3 missions is enough for a small story like this. Still have Intro/Outro to consider, Mission 3 story as well and getting pieced as a Campaign.
So, you think another map is good idea? That means one more addon for players..

I have so far:
Uzbek addon and AEG addon.
Only two........not  a big dowload deal for players to gripe, moan and complain about........

Your thoughts?
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