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Discussion: ArmA - Archives / Armed Assault - Tactics, Missions and Mod Discussions - TvT SDAD mission test. - Originally Posted by Fiddlestx That is understandable. Is there a way to lock a vehicle
  1. #31


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    Re: TvT SDAD mission test.

    Quote Originally Posted by Fiddlestx View Post
    That is understandable. Is there a way to lock a vehicle so that only specific units, the SF in this case and the pilot, can board it? It would still force the regular troops to use conventional means of travel and allow the SF to penetrate behind enemy lines.
    That was the original plan, I never worked out how to do that, cause getting the mission done as is was hard enough already. I'll check.

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  3. #32

    JAMerica's Avatar

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    Re: TvT SDAD mission test.

    Quote Originally Posted by Fiddlestx View Post
    That is understandable. Is there a way to lock a vehicle so that only specific units, the SF in this case and the pilot, can board it? It would still force the regular troops to use conventional means of travel and allow the SF to penetrate behind enemy lines.
    Can't whomever is in charge of the squads just enforce this w/o resorting to codery?

    Alternatively, can you have a trigger that ends the game if a regular troop gets in the helo?

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  5. #33

    tHa_KhAn's Avatar

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    Re: TvT SDAD mission test.

    Quote Originally Posted by JAMerica View Post
    Can't whomever is in charge of the squads just enforce this w/o resorting to codery?

    Alternatively, can you have a trigger that ends the game if a regular troop gets in the helo?
    As you know, despite what SOP's or Team Leaders people do what they want and you're forced to use code to resolve certain issues. I like the idea second idea, but in practical use it would probably cause more issues than solve, since there will always either be noobs who get over eager or smacktards that don't believe you when you say it will cause end game.
    |TG-12th| tHa_KhAn

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  7. #34

    JAMerica's Avatar

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    Re: TvT SDAD mission test.

    Quote Originally Posted by Taxi View Post
    That was the original plan, I never worked out how to do that, cause getting the mission done as is was hard enough already. I'll check.
    BAS-f has some scripts that lock vehicles to certain player classes.

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  9. #35


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    Re: TvT SDAD mission test.

    Quote Originally Posted by JAMerica View Post
    BAS-f has some scripts that lock vehicles to certain player classes.
    Thanks, didn't know. Since I used BAS-f it might be easier than I thought.

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  11. #36

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    Re: TvT SDAD mission test.

    its the "Check Crew Type" Script

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  13. #37


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    Re: TvT SDAD mission test.

    Quote Originally Posted by stickyjeans69 View Post
    its the "Check Crew Type" Script
    Thanks according to the BAS-f 1-0-3 manual page 36-38 this only refers to the crew not to passengers, if so it won't work (or am I overlooking something here).

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  15. #38

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    Re: TvT SDAD mission test.

    oh, i thought you where doing this for the Pilots to make sure they have their choppers. neeevermind

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  17. #39

    JAMerica's Avatar

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    Re: TvT SDAD mission test.

    Oh yeah, sorry taxi...I thought it was just the crew too.

    I guess maybe make sure only "qualified" people take the pilot's slot.

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  19. #40


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    Re: TvT SDAD mission test.

    No problem guys any help is always welcome even if it doesn't work out all the time.

    Quote Originally Posted by boudreux View Post
    Anyone who played Opfor Saturday want to comment on the vehicles?
    Anyone reading this thread played opfor and perhaps noticed anything strange with opfor vehicle respawning?

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  21. #41


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    Re: TvT SDAD mission test.

    I think it was insanatrix who informed me that when playing opfor they waited like 15 minutes for a vehicle. What probably happened was that no vehicle got destroyed, just damaged or abandoned and then they do not respawn. Not much I can do about that I think, just the way the script works. I could add some more vehicles to start with or alternatively, people could arrange for someone at the front to pick them up. Any thoughts on that?

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  23. #42

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    Re: TvT SDAD mission test.

    maybe twice as many vehicles, especially if we ever get 40-50 people on it. Really shouldn't need more than that, with a respawnable chopper/dedicated pilot. People should have to value their assets.

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  25. #43


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    Re: TvT SDAD mission test.

    Quote Originally Posted by boudreux View Post
    maybe twice as many vehicles, especially if we ever get 40-50 people on it. Really shouldn't need more than that, with a respawnable chopper/dedicated pilot. People should have to value their assets.
    I'll add a few, not to keen on making the choppers respawnable again, like you said value your assets and I want people to travel by land.

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  27. #44

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    Re: TvT SDAD mission test.

    We could work on tweaking the script to vehicle respawn script to check for damaged or abandoned vehicles.
    |TG-12th| SHINER


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  29. #45


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    Re: TvT SDAD mission test.

    Quote Originally Posted by Shiner View Post
    We could work on tweaking the script to vehicle respawn script to check for damaged or abandoned vehicles.
    Sounds good, as long as the original vehicles stay on the field, cause "abandoned" vehicles can just be parked out of harms way, to be used again later.

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