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New Features: - New objective POW and reporter rescue (pow can be shot by enemy when rescued, reporter will not be shot at by enemy - Events added: These events are optional, and you may not even encounter them. Helping out at an event will increase your rep (making it easier to maintain your rep, or if campaign mode, then will help you move up the ranks!) - Event: Medical Assistance (talk to the paramedics to assist and increase rep) - Event: Pilot or Press Rescue (get him back to base to increase rep) - Event: Civilian brakdown assist (could be a trap/ambush!) - Event: Ambushed Convoy, needs wounded extracted (enemy may be hidden ready to ambush) - New mode, "Main, with two unmarked optional sides" - New mode "Three hidden missions" Possible Event Outcomes - VBIED (Vehicle-Borne Improvised Explosive Device) - Enemy Ambush - Suicide Bombers - Simply Nothing!(edited) Other Tweaks - can now get intel from comms tower - civs are no longer all the same - UAV option will now constantly show once you get to the main marker building of a main AO, also, will fail task if target dead or escaped - maintain rep task harder to fulfil now, however, you can assist in side or events to increase rep to help maintain this task - Added playable civilian cameramen (invisible civs that can move fast and teleport, kind of like a spectator, but with TFAR or other radio mod, you can hear comms!) - rhs F22 CHANGE A10 (CAS) - smoke rounds added for all factions (in ammo crate) - Tank DLC sound tracks added to intro music Bug Fixes Fixed: Campaign didn’t have option to end and debrief (future version will have some closing credits and report data) Fixed: Issue that would not always allow to call transport chopper inside an AO after task completed Fixed: Bug when trying to set sandstorm to endless Fixed: Warning message for friendly and enemy faction changes were around the wrong way Fixed - Saving campaign on server wasn’t working correctly Fixed - rep increase reason didn’t show when killed weapon dealer
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treendy
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treendy
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Apr 12, 2018
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Original file line number | Diff line number | Diff line change |
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_civ=_this select 0; | ||
_player=_this select 1; | ||
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//Add other params here so can pass in rep reward reason (so can use for other events, or for bringing back dead players) | ||
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if (alive _civ) then { | ||
{ | ||
[_x, "Acts_CivilListening_2"] remoteExec ["switchMove", 0]; | ||
detach _x; | ||
} forEach attachedObjects _civ; | ||
//_civ setUnconscious true; | ||
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_civ disableAI "anim"; | ||
_civ disableAI "MOVE"; | ||
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/* | ||
_civ attachTo [_player, [0.5,0,0]]; | ||
_civ setDir 180; | ||
[_civ] spawn {_this select 0 switchMove ""; [_this select 0, "grabCarried"] remoteExec ["playActionNow", 0, false]}; | ||
sleep 4; | ||
[_player] spawn {_this select 0 switchMove "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon"; }; | ||
*/ | ||
//_civ switchMove ""; | ||
//sleep 0.1; | ||
//hint "AAAAA"; | ||
disableUserInput true; | ||
_pos = _player ModelToWorld [0,1.8,0]; | ||
_civ setPos _pos; | ||
//_civ attachTo [_player, [-0.6, 0.28, -0.05]]; | ||
_civ attachTo [_player, [0.5,0,0]]; | ||
[_civ, 180] remoteExec ["setDir", 0, false]; | ||
//_civ attachTo [_player, [0.5,0,0]]; | ||
//_civ setDir 180; | ||
[_civ] spawn {_this select 0 switchMove ""; [_this select 0, "grabCarried"] remoteExec ["playActionNow", 0, false]}; | ||
sleep 4; | ||
[_player] spawn {_this select 0 switchMove "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon"; }; | ||
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disableUserInput false; | ||
disableUserInput true; | ||
disableUserInput false; | ||
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[_civ,_player] spawn { | ||
_civ = _this select 0; | ||
_player = _this select 1; | ||
_doLoop = true; | ||
while {_doLoop} do { | ||
sleep 0.1; | ||
if (!(alive _player)) then { | ||
_doLoop = false; | ||
[_player, ""] remoteExec ["switchMove", 0, false]; | ||
{ | ||
if ( _x isKindOf "Man") then { | ||
[_x, "Acts_CivilInjuredGeneral_1"] remoteExec ["switchMove", 0]; | ||
detach _x; | ||
}; | ||
} forEach attachedObjects _player; | ||
}; | ||
if (!(alive _civ)) then { | ||
_doLoop | ||
}; | ||
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}; | ||
}; | ||
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/* | ||
[_civ,_player] spawn { | ||
_target = _this select 0; | ||
_unit = _this select 1; | ||
detach _unit; | ||
detach _target; | ||
_pos = _unit ModelToWorld [0,1.8,0]; | ||
_target setPos _pos; | ||
[_target, "grabCarried"] remoteExec ["playActionNow", 0, false]; | ||
disableUserInput true; | ||
sleep 2.5; | ||
if (!isPlayer _target) then {_target disableAI "ANIM"}; | ||
[_unit, "grabCarry"] remoteExec ["playActionNow", 0, false]; | ||
_unit playActionNow "grabCarry"; | ||
disableUserInput false; | ||
disableUserInput true; | ||
disableUserInput false; | ||
_target attachTo [_unit, [-0.6, 0.28, -0.05]]; | ||
[_target, 0] remoteExec ["setDir", 0, false]; | ||
_doLoop = true; | ||
while {_doLoop} do { | ||
sleep 0.1; | ||
if (!(alive _unit)) then { | ||
_doLoop = false; | ||
[_unit, ""] remoteExec ["switchMove", 0, false]; | ||
{ | ||
if ( _x isKindOf "Man") then { | ||
[_x, "Acts_CivilInjuredGeneral_1"] remoteExec ["switchMove", 0]; | ||
detach _x; | ||
}; | ||
} forEach attachedObjects _player; | ||
}; | ||
}; | ||
}; | ||
*/ | ||
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_iDropActionIndex = _player addAction ["drop", { | ||
_player=_this select 0; | ||
{ | ||
if ( _x isKindOf "Man") then { | ||
[_x, "Acts_CivilInjuredGeneral_1"] remoteExec ["switchMove", 0]; | ||
detach _x; | ||
}; | ||
} forEach attachedObjects _player; | ||
_player switchMove ""; | ||
_dropIndex = _player getVariable ["dropActionIndex",-1]; | ||
_player removeAction _dropIndex; | ||
_loadIndex = _player getVariable ["loadActionIndex",-1]; | ||
_player removeAction _loadIndex; | ||
},nil,10]; | ||
_player setVariable ["dropActionIndex",_iDropActionIndex]; | ||
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_iLoadActionIndex = player addAction ["load wounded in vehicle", { | ||
_player=_this select 0; | ||
_nearestVeh = nearestObjects [_player, ["Car","Tank","Truck","Helicopter"], 10]; | ||
if (count _nearestVeh > 0) then { | ||
{ | ||
if ( _x isKindOf "Man") then { | ||
detach _x; | ||
_x enableAI "anim"; | ||
_x setHitPointDamage ["hitLegs", 1]; | ||
[_x] join (group _player); | ||
_x enableAI "MOVE"; | ||
[_x, ""] remoteExec ["switchMove", 0, false]; | ||
sleep 1; | ||
[_x, (_nearestVeh select 0)] remoteExec ["moveInCargo", 0, false]; | ||
[_x, (_nearestVeh select 0)] remoteExec ["assignAsCargo", 0, false]; | ||
[_x, (_nearestVeh select 0)] remoteExec ["moveInCargo", 0, false]; | ||
[_x, (_nearestVeh select 0)] remoteExec ["assignAsCargo", 0, false]; | ||
}; | ||
} forEach attachedObjects _player; | ||
_player switchMove ""; | ||
_dropIndex = _player getVariable ["dropActionIndex",-1]; | ||
_player removeAction _dropIndex; | ||
_loadIndex = _player getVariable ["loadActionIndex",-1]; | ||
_player removeAction _loadIndex; | ||
} | ||
else { | ||
hint "No vehicle near" | ||
}; | ||
},nil,9]; | ||
_player setVariable ["loadActionIndex",_iLoadActionIndex]; | ||
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} | ||
else | ||
{hint "It's too late. this guy is dead"}; |
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