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		<title><![CDATA[Tactical Gamer - Armed Assault - Mod & Mission Development]]></title>
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		<description><![CDATA[Discussion forum for Tactical Gamer's mod & mission development team.]]></description>
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			<title><![CDATA[Tactical Gamer - Armed Assault - Mod & Mission Development]]></title>
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			<title>Script Question</title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/151341-script-question.html</link>
			<pubDate>Fri, 20 Nov 2009 16:03:36 GMT</pubDate>
			<description><![CDATA[I Have a big scale mission set up that starts with only 3 task/objectives. They are to man the OP's 1,2,&3. After thay as per the brief you pull security. 5-7mins later there is an all out assault by our little russian friends. 
 
My question is this 
 
How do I update the objectives once the...]]></description>
			<content:encoded><![CDATA[<div>I Have a big scale mission set up that starts with only 3 task/objectives. They are to man the OP's 1,2,&amp;3. After thay as per the brief you pull security. 5-7mins later there is an all out assault by our little russian friends.<br />
<br />
My question is this<br />
<br />
How do I update the objectives once the assault starts? I need something to pop up and say &quot;Hey they are attacking hold the line, yadda yadda&quot;<br />
<br />
The catch is. I dont want the players to be able to see that task in the brief....Can anyone help me with this? Would it have to be like a side task like in our Domi missions?</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>Dredge</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/151341-script-question.html</guid>
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			<title>Postapocalyptic/Fallout/Stalker/Mad Max style mission WIP</title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/151312-postapocalyptic-fallout-stalker-mad-max-style-mission-wip.html</link>
			<pubDate>Fri, 20 Nov 2009 02:49:37 GMT</pubDate>
			<description><![CDATA[Hi guys, 
I was thinking on original mission idea since we added Namalsk island to our Modpack. As you know, island is very dark, has underground bunker and lots of old/destroyed towns/etc... 
 
 
---Quote--- 
I started developing something that has a feeling of world that just falled apart. It's...]]></description>
			<content:encoded><![CDATA[<div>Hi guys,<br />
I was thinking on original mission idea since we added Namalsk island to our Modpack. As you know, island is very dark, has underground bunker and lots of old/destroyed towns/etc...<br />
<br />
<div style="margin:20px; margin-top:5px; ">
	<div class="smallfont" style="margin-bottom:2px">Quote:</div>
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				I started developing something that has a feeling of world that just falled apart. It's close future, earth is mostly destroyed by wars. Few countries exchanged arguments using nuclear weapons and now most of the places are not good for living because of radiation.<br />
<br />
People live on island between Siberia and Alaska, which didn't get direct hit by a nuclear bombs, however conventional war did the job anyways.<br />
<br />
During 2015, Fallout Bunker 69 located on Namalsk island, suffered the worst drought on record. Faced with the difficulty of limited water, food and medical supplies, the bunker rulers asked group of volunteers to explore what is remaining of their old home.
			
			<hr />
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</div><br />
It is going to be a about 30 player Coop (maybe small parts of TvT?). Group of people lived in a town/bunker and were forced to scavenge for weapons, food, etc...<br />
<br />
<b>Some of the objectives would be:</b><br />
<br />
- Recover stolen vehicles from your town.<br />
<br />
- Find spare parts for bunkers water generator.<br />
<br />
- Check what happened with missing caravans.<br />
<br />
- Free enslaved people.<br />
<br />
- Eliminate enemy raiders/gang in the region.<br />
<br />
<br />
We would use rifles/pistols/or automatic rifles with limited ammunition, just like our enemies (gangs, slave traders, organization called Enclave [I know this is from Fallout]). Of course, there is a chance to find some limited amout of better weapons.<br />
<br />
Running vehicles are very rare and wanted.<br />
<br />
I was working on mission like this on Chernarus island, however after we added Namalsk, I decided to move it there. This is what I acomplished so far:<br />
<br />
<img src="http://i47.tinypic.com/2yuy7mb.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<img src="http://i47.tinypic.com/2hnnii8.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<img src="http://i50.tinypic.com/357q0j4.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
Oil rig that I constructed in the editor, as a Enclave main base.<br />
<br />
<br />
<br />
I know that could be epic, hard to do, etc..., but I already start working on it and have some plan.<br />
<br />
<b>So, if you would like to help and have any ideas, write here. <br />
<br />
Also, tell me guys what you think about it.</b></div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>Mikee</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/151312-postapocalyptic-fallout-stalker-mad-max-style-mission-wip.html</guid>
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			<title>Prison Min-Game Suggestion</title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/151095-prison-min-game-suggestion.html</link>
			<pubDate>Mon, 16 Nov 2009 09:31:30 GMT</pubDate>
			<description>As some of you know in my more recent missions I have been experimenting with the idea of a reserves based re-spawn system. However instead of ending the mission when a team or the team (depending on game mode) run out of tickets currently the game continues until 80% of remaining players on one...</description>
			<content:encoded><![CDATA[<div>As some of you know in my more recent missions I have been experimenting with the idea of a reserves based re-spawn system. However instead of ending the mission when a team or the team (depending on game mode) run out of tickets currently the game continues until 80% of remaining players on one side are dead. However this means that in the mean time people killed after the zeroth ticket are &quot;captured&quot; by the enemy and become POW's. I've tried to implement a spectator option or something similar but with limited success. Another idea I've had is including mini-games or even mini-missions which players are sent on after a sufficient number are reached. Anyway I'm out of ideas so I'd like to hear what you guys could come up with. My first experiment with this sort of thing was a rifle range in the mission TheLZ which proved to turn into more of shoot everyone in sight than actual target practice so limiting the use of firearms may be a consideration.</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>Falcon_262</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/151095-prison-min-game-suggestion.html</guid>
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			<title>Thanks, tinkerers.</title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/151090-thanks-tinkerers.html</link>
			<pubDate>Mon, 16 Nov 2009 05:45:48 GMT</pubDate>
			<description><![CDATA[Without those that toil away in proverbial dungeons of incomprehensible (to my eyes) code, making missions for the uneducated, unwashed masses that play on the server... well, there wouldn't be much of a point to ArmA 2 here, would there? 
 
Keep cranking those missions out, dudes. It really is...]]></description>
			<content:encoded><![CDATA[<div>Without those that toil away in proverbial dungeons of incomprehensible (to my eyes) code, making missions for the uneducated, unwashed masses that play on the server... well, there wouldn't be much of a point to <acronym title="Armed Assault">ArmA</acronym> 2 here, would there?<br />
<br />
Keep cranking those missions out, dudes. It really is appreciated.</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>Gill</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/151090-thanks-tinkerers.html</guid>
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			<title>Flashpoint</title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/150973-flashpoint.html</link>
			<pubDate>Fri, 13 Nov 2009 19:14:33 GMT</pubDate>
			<description>Just some notes on the mission Flashpoint. 
 
I was told people die if they use (anyone use?) the fast-rope ability and thus we bailed from the helos using parachutes instead. 
 
And secondly the helicopters were just circling overhead and making lots of noise until they were finally shot down. I...</description>
			<content:encoded><![CDATA[<div>Just some notes on the mission Flashpoint.<br />
<br />
I was told people die if they use (anyone use?) the fast-rope ability and thus we bailed from the helos using parachutes instead.<br />
<br />
And secondly the helicopters were just circling overhead and making lots of noise until they were finally shot down. I dunno if they had any door gunners or anything because I didn't see them shoot one single time. Maybe just a combat mode and a move order that didn't work as intended?</div>

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			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>Inkompetent</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/150973-flashpoint.html</guid>
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			<title>MSK Mission Feedback</title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/150936-msk-mission-feedback.html</link>
			<pubDate>Fri, 13 Nov 2009 01:35:05 GMT</pubDate>
			<description>If you play any of my missions and have feedback for me, here is where to post it. I currently have three 73-player missions on Everon, though they should be able to be completed with half that number. 
 
They are all 2Para British infantry air assaults on varying locations.  
...</description>
			<content:encoded><![CDATA[<div>If you play any of my missions and have feedback for me, here is where to post it. I currently have three 73-player missions on Everon, though they should be able to be completed with half that number.<br />
<br />
They are all 2Para British infantry air assaults on varying locations. <br />
<br />
[<acronym title="Tactical Gamer">TG</acronym>]Coop73_SeeingTheSaint_v1<br />
[<acronym title="Tactical Gamer">TG</acronym>]Coop73_MortonCowbell_v1<br />
[<acronym title="Tactical Gamer">TG</acronym>]Coop73_LamentinACorner_v1</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>MarineSeaknight</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/150936-msk-mission-feedback.html</guid>
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			<title>Co12 Insurgent City Pt1</title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/150832-co12-insurgent-city-pt1.html</link>
			<pubDate>Wed, 11 Nov 2009 16:24:21 GMT</pubDate>
			<description>Hey guys 
 
Ive been talking about this mission to some of the night crew, but ive run into a problem.. my briefing isnt showing up in game no more 0.o work fine for awhile and now it doesnt, ive read thru 18 pages on the bis forums about it but im still stump. rest of the mission is pretty much...</description>
			<content:encoded><![CDATA[<div>Hey guys<br />
<br />
Ive been talking about this mission to some of the night crew, but ive run into a problem.. my briefing isnt showing up in game no more 0.o work fine for awhile and now it doesnt, ive read thru 18 pages on the bis forums about it but im still stump. rest of the mission is pretty much done.. just need that darn thing to show up, ill post the code bellow... hoping someone can point out the error? Ive used a template from the bis forums, thats why they are comments on it.<br />
<br />
Init.sqf file just bellow<br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">[] execVM &quot;briefing.sqf&quot;;<br />
&quot;town&quot; setMarkerAlpha 0;<br />
&quot;rest&quot; setMarkerAlpha 0;<br />
&quot;Farm&quot; setMarkerAlpha 0;</code><hr />
</div><br />
Then briefing.sqf<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">waitUntil { !isNil {player} };<br />
waitUntil { player == player };<br />
&nbsp; <br />
&nbsp; <br />
switch (side player) do <br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; case WEST: // BLUFOR briefing goes here<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
<br />
player createDiaryRecord [&quot;Diary&quot;,[&quot;Enemy Intel&quot;,&quot;Insurgents forces have seized a major town in the region politics been what they are have given time to the insurgents to fortify the town, expect heavy resistance estimate puts the number of insurgents somewhere around 100 plus.. expect static defenses technical and fortifications they had plenty of times to get ready for your arrival.. this will not be an easy fight.&quot;]];<br />
player createDiaryRecord [&quot;Diary&quot;,[&quot;Situation&quot;,&quot;You've been behind enemy lines for some time, observing, but now the time to strike is at hand. Your mission is to liberate a town from local insurgents, you've been provided with silence weapons and will infiltrate, and secure the town under cover of darkness intel reports locals have little to no night vision capabilities, that will be your only advantage your outmanned, and outgunned with only limited resources. Your truck as being filled with magazines, rpgs, and grenades, all eastern block equipement, if your captured or killed, no american equipement must be found.&lt;br/&gt;&lt;br/&gt;Once the town is secured, a blackhawk will be dispatch to exfill you, be warned you MUST give the Get In command for the chopper to land!&quot;]];<br />
tskObj1=player createSimpleTask [&quot;Secure Town&quot;];<br />
tskObj1 setSimpleTaskDescription [&quot;The town is held by insurgent forces, we need to secure and get it back under our contro&quot;,&quot;Secure Town&quot;,&quot;Secure Town&quot;];<br />
tskObj0=player createSimpleTask [&quot;Secure Outpost&quot;];<br />
tskObj0 setSimpleTaskDescription [&quot;The farm outpost to the South should be your primarely infiltration point into the town, expect moderate defences.&quot;,&quot;Secure outpost&quot;,&quot;Secure outpost&quot;];<br />
player setCurrentTask tskObj1;<br />
};<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; case EAST: // REDFOR briefing goes here<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; };<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; case RESISTANCE: // RESISTANCE/INDEPENDENT briefing goes here<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; };<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; case CIVILIAN: // CIVILIAN briefing goes here<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; };<br />
};</code><hr />
</div></div>

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			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>NightWarp</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/150832-co12-insurgent-city-pt1.html</guid>
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			<title><![CDATA[Carver's Backpack and Settings Script Response]]></title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/150714-carvers-backpack-settings-script-response.html</link>
			<pubDate>Mon, 09 Nov 2009 19:27:49 GMT</pubDate>
			<description>Yo guys, 
 
for those of you who played co40 Force Recon Convoy Ambush 01  and used my Backpack, Settings  and weapon accessory switching script... let me know your thoughts. Share your joys, frustrations or ideas. 
 
so scripts where.. 
 
*Settings script* (v3 only shows in action menu when u are...</description>
			<content:encoded><![CDATA[<div>Yo guys,<br />
<br />
for those of you who played co40 Force Recon Convoy Ambush 01  and used my Backpack, Settings  and weapon accessory switching script... let me know your thoughts. Share your joys, frustrations or ideas.<br />
<br />
so scripts where..<br />
<br />
<b>Settings script</b> (v3 only shows in action menu when u are sitting down)<br />
<br />
<b>Weapon Accessory Switching Script</b><br />
fakes switching between alternate versions of a weapon... i.e.   M9 SD to M9.. or M16A4 Aimpoint.. to M16A4 ACOG... u know cause everyone carrys an ACOG in their pocket  :D<br />
<br />
<b>Backpack Script</b><br />
Your own little backpack to carry some extra gear.</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>GeneralCarver</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/150714-carvers-backpack-settings-script-response.html</guid>
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			<title>(24) Deep Water, new BlackOp mission on Everon</title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/150711-24-deep-water-new-blackop-mission-everon.html</link>
			<pubDate>Mon, 09 Nov 2009 18:34:32 GMT</pubDate>
			<description>---Quote--- 
 
On a gap year tour of Eastern Europe, James Hawkin was kidnapped by a terrorist group demanding that the US lift sanctions put in place after a coup on the Island of Everon. Unknown to them, Hawkin is the son of the US senator, Tom Hawkin. Navy Seals are send to retrieve the package....</description>
			<content:encoded><![CDATA[<div><div style="margin:20px; margin-top:5px; ">
	<div class="smallfont" style="margin-bottom:2px">Quote:</div>
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				<br />
On a gap year tour of Eastern Europe, James Hawkin was kidnapped by a terrorist group demanding that the US lift sanctions put in place after a coup on the Island of Everon. Unknown to them, Hawkin is the son of the US senator, Tom Hawkin. Navy Seals are send to retrieve the package.<br />
			
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</div>Mission is already on the server. Players will have a lot of planning to do, in order to be succeseful. I tried make it as realistic as possible and fun to play. Hopefully you will really feel the atmosphere of being BlackOp.<br />
<br />
<div style="margin:20px; margin-top:5px; ">
	<div class="smallfont" style="margin-bottom:2px">Quote:</div>
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			<hr />
			
				Norris Revive script // Respawn // JIP.
			
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</div>Please note, that briefing appears after few seconds and it very detailed.<br />
<br />
Please leave feedback after playing it :).</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>Mikee</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/150711-24-deep-water-new-blackop-mission-everon.html</guid>
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			<title>FSM Discussion and Beta Releases</title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/150635-fsm-discussion-beta-releases.html</link>
			<pubDate>Sun, 08 Nov 2009 09:34:41 GMT</pubDate>
			<description>A thread for discussion of Finite State Machines in ArmA2, and beta releases. (Editing thread).</description>
			<content:encoded><![CDATA[<div>A thread for discussion of Finite State Machines in ArmA2, and beta releases. (Editing thread).</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>Rommel</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/150635-fsm-discussion-beta-releases.html</guid>
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			<title>Questions on making a prison camp break-out mission</title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/150546-questions-making-prison-camp-break-out-mission.html</link>
			<pubDate>Fri, 06 Nov 2009 18:01:46 GMT</pubDate>
			<description><![CDATA[I've been playing around with the editor for a few weeks now and know the basics. I'm working on a prison break mission. The players play a group of insurgents in a prison camp set before the Arma2 campaign starts. 
 
1. I've built my camp on Skalisty island out of around 100+ 'empty' objects...]]></description>
			<content:encoded><![CDATA[<div>I've been playing around with the editor for a few weeks now and know the basics. I'm working on a prison break mission. The players play a group of insurgents in a prison camp set before the Arma2 campaign starts.<br />
<br />
1. I've built my camp on Skalisty island out of around 100+ 'empty' objects (fences, tents, bunkers, towers, etc). Do these kinds of objects have any kind of performance hit? My guess is 'no' but I'm not sure.<br />
<br />
2. I have a couple of gates that I'd like to have locked. I see how to lock vehicles but I can't seem to get these objects to 'lock.' I also thought about removing the 'open' action from the gate objects but I only see how to remove actions from players. For reference I'm using the object  &quot;Empty|Objects (Military)|Gate&quot;<br />
<br />
3. Is there an alarm sound included with Arma2? If not, does anybody have a really nice one?<br />
<br />
4. Is there anyway to use non-ammo crate items to store ammo? I'm currently using the 'Guerilla Cache&quot; item hidden behind a bush and under beds to represent the prisoners smuggled in weapon caches, but I think it would be cool to have the weapons stashed in every day items (like stuff in Objects (Small).<br />
<br />
5. Does the <acronym title="Tactical Gamer">TG</acronym> Mod pack add any new hand guns to the game? I wanted the prisoners to use Makarovs but they have horrible accuracy (and there are four sniper towers around the camp to take out). I'm now having the prisoners use the Colt 1911, which is really nice weapon but a little too western.<br />
<br />
4. I'm using 'this setcaptive true' on the players to keep the guards from firing on them at first.  I then have triggers that check if the prisoners have taken weapons out of the stash to remove the setcaptive by using 'hasweapon.'  Is there an easy way to use 'hasweapon' to check for ANY weapon instead of just specific ones? I'm getting around this by only including the Colt hand guns in the stash so it only has to check for those. They can't get to any other weapon until they've set off a bomb (which will also remove 'setcaptive' if this state has not already been lifted). I'll also point out that there is a trigger (that checks for OFFOR) covering the base to set off an alarm. The alarm won't go off until someone with 'setcaptive false' has been spotted.<br />
<br />
4a. I originally had one trigger that checked if anyone had a weapon to remove 'setcaptive', but I thought it would be nice to only remove the 'setcaptive' from people who actually had picked up the weapons (since I'm planning on only including three handguns in the stash). Now I have six triggers that check 'hasweapon' for each player. It seems though if the group leader of the players picks up a weapon it removes 'setcaptive' from all of them, anyway. Any suggestions, comments on how to do this better?<br />
<br />
5. I'm using a 'radio alpha' trigger to set off the bombs (thanks ied script). Is there anyway to restrict who can use this? I tried removing radios from everyone to delay the use of it until they found an actual radio in a stash, but it still shows up even if the players don't have the 'ItemRadio' items in their gear.<br />
<br />
6. How do I add the heal ability to non-medic/corpsman units? I don't want to add it to all the players, just one. <br />
<br />
7. How do I give a building the ability to heal players?<br />
<br />
8. I have civilians in the prison as well for color. Once the bomb goes off I would like the guards to open fire on everyone. I've tried adding the civilians to a OPFOR group using 'joinsilent' once the bomb goes off but the guards still won't fire on them.</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>protobob</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/150546-questions-making-prison-camp-break-out-mission.html</guid>
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		<item>
			<title>BHD Mission</title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/150478-bhd-mission.html</link>
			<pubDate>Thu, 05 Nov 2009 15:25:51 GMT</pubDate>
			<description>found this  (http://www.armaholic.com/page.php?id=4103)over at armaholic and thought we could somehow use it to modify or replace the BHD mission.....  just a thought</description>
			<content:encoded><![CDATA[<div>found <a href="http://www.armaholic.com/page.php?id=4103" target="_blank">this </a>over at armaholic and thought we could somehow use it to modify or replace the BHD mission.....  just a thought</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>Jack Bauer</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/150478-bhd-mission.html</guid>
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		<item>
			<title>suppressFor time</title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/150378-suppressfor-time.html</link>
			<pubDate>Tue, 03 Nov 2009 22:24:26 GMT</pubDate>
			<description><![CDATA[I'm not sure who was trying to script it around here recently (Carver?) but in the latest patch there is a new command: suppressFor or something very similar. 
That saves a lot of work!]]></description>
			<content:encoded><![CDATA[<div>I'm not sure who was trying to script it around here recently (Carver?) but in the latest patch there is a new command: suppressFor or something very similar.<br />
That saves a lot of work!</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>Rommel</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/150378-suppressfor-time.html</guid>
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		<item>
			<title>addAction issues need help</title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/150319-addaction-issues-need-help.html</link>
			<pubDate>Mon, 02 Nov 2009 20:51:40 GMT</pubDate>
			<description><![CDATA[I've got a mission the requires three bridges to be blown up. I've written a script to blow the bridges, but I want to require the player(s) to move to the bridges, where there are explosives (notional at this point) already planted, and insert blasting caps. Once they have inserted the blasting...]]></description>
			<content:encoded><![CDATA[<div>I've got a mission the requires three bridges to be blown up. I've written a script to blow the bridges, but I want to require the player(s) to move to the bridges, where there are explosives (notional at this point) already planted, and insert blasting caps. Once they have inserted the blasting caps they will then be able to remote detonate the bridge.<br />
<br />
I've been tooling around trying to figure out a way to give the player an action &quot;plant blasting caps&quot; once they are within a few meters of the explosives, then once they have planted the blasting caps I need an action given to them that enables them to blow the bridge (which is a simple call on an existing script).<br />
<br />
To better illustrate what I want, the satchel charge is a great analogy. It has the following properties:<br />
<br />
1. An action menu item is added that allows a player to place a satchel charge wherever he wants<br />
2. Once the satchel is place, another action is added, this time to detonate the charge.<br />
3. The player then moves a safe distance away and executes the action, which blows up the charge.<br />
<br />
I want exactly the same thing, except in my example I need the following:<br />
<br />
1. An action menu item that is enabled once the player is close enough to a certain object (within 2m), it will be called &quot;insert blasting caps&quot;<br />
2. Once the &quot;blasting caps&quot; are set, another action is added that, instead of blowing up a certain item, will execute the script I have already written to blow up the bridge, (exec &quot;blowbridge.sqf&quot;)<br />
3. The player will then be able to move a safe distance away and execute the action, which will blow up the bridge via the script that I have already written.<br />
<br />
So you see, all I need is essentially what is already in the game with the satchel charge. I just can't figure out how to make it work...<br />
<br />
Thanks to whomever cares to lend a hand.<br />
<br />
|<acronym title="Tactical Gamer">TG</acronym>-1st|Rustic 4-1</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>Rustic41</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/150319-addaction-issues-need-help.html</guid>
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			<title>Mission Creation</title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/149996-mission-creation.html</link>
			<pubDate>Wed, 28 Oct 2009 15:09:24 GMT</pubDate>
			<description>Hello. I am fairly new to TG and have just started playing Arma2. I am currently serving in the US Army and have been in for 7 years and have 2 Iraq deployments behind me. I am posting here to let anyone that creates mission know that I would love to help out. Not very good at using the editor yet,...</description>
			<content:encoded><![CDATA[<div>Hello. I am fairly new to <acronym title="Tactical Gamer">TG</acronym> and have just started playing Arma2. I am currently serving in the US Army and have been in for 7 years and have 2 Iraq deployments behind me. I am posting here to let anyone that creates mission know that I would love to help out. Not very good at using the editor yet, however, I would be able to provide first hand knowledge as well as a Quality Control of sorts for maps, Operations Orders and the like. Please PM me or reply and let me know. I want to do as much as I can for this community to show my appreciation.</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>Dredge</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/149996-mission-creation.html</guid>
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			<title>COnsidering starting a UK forces mod</title>
			<link>http://www.tacticalgamer.com/armed-assault-mod-mission-development/149784-considering-starting-uk-forces-mod.html</link>
			<pubDate>Sat, 24 Oct 2009 14:01:39 GMT</pubDate>
			<description><![CDATA[Hey guys 
 
I've been mod making (3d artist) for a long time, and am an experienced 3d modeller/texturer. I currently work with INV44 as an artist, and have worked with them for over five years now (!). I also worked with WW2EC back in the days of OFP. 
 
However, I've decided it is soon time to...]]></description>
			<content:encoded><![CDATA[<div>Hey guys<br />
<br />
I've been mod making (3d artist) for a long time, and am an experienced 3d modeller/texturer. I currently work with INV44 as an artist, and have worked with them for over five years now (!). I also worked with WW2EC back in the days of <acronym title="Operation Flashpoint">OFP</acronym>.<br />
<br />
However, I've decided it is soon time to lead my own mod, and seeing as I've just joined the Territorial Army (UK), I've decided I want to start a UK forces mod, utilising my skills, and the skills of other 3d artists at my university.<br />
<br />
However, I'm seriously lacking in config knowledge, and also map making knowledge.<br />
<br />
I'm a house mate of 'Browna3' and he suggested contacting <acronym title="Tactical Gamer">TG</acronym> to see if anyone wants to help out. I'm a <acronym title="Tactical Gamer">TG</acronym> fan myself, so I'd love to have some of you guys on board. Please let me know!<br />
<br />
Guy</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/armed-assault-mod-mission-development/"><![CDATA[Armed Assault - Mod & Mission Development]]></category>
			<dc:creator>Guy123</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/armed-assault-mod-mission-development/149784-considering-starting-uk-forces-mod.html</guid>
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