Arma 3
The Anizay Outbreak CO-OP
30 則留言
smeagle1 2021 年 5 月 29 日 下午 6:47 
could you possibly make a mod pack with all required and other mods together?
Tech Priest 2021 年 4 月 29 日 下午 6:22 
Hi Does the coop version of this still work?
GilliganTrevor93  [作者] 2019 年 7 月 16 日 下午 8:40 
no problem at all I don't mind a bit :steamhappy:
GilliganTrevor93  [作者] 2019 年 7 月 16 日 下午 8:39 
I'm sure there is a better way I will check more into tomorrow but from what I know that should do the trick
GilliganTrevor93  [作者] 2019 年 7 月 16 日 下午 8:35 
lets see you could place down a zombie blacklist module in the same area this should prevent the zombie module from spawning a second horde make sure to set the blacklist module to always and trigger repeat to no
GilliganTrevor93  [作者] 2019 年 7 月 16 日 下午 2:01 
sounds good (:
GilliganTrevor93  [作者] 2019 年 7 月 16 日 下午 1:22 
make sure to sync the trigger to the first move waypoint and you should be good
GilliganTrevor93  [作者] 2019 年 7 月 16 日 下午 1:21 
Now that you have done that right click the trigger and you will see the option for Set Waypoint activation doing this will make it so you can only radio in the squad once the zombies are dead
GilliganTrevor93  [作者] 2019 年 7 月 16 日 下午 1:21 
ok what you can do is place down a squad and give them a number of move waypoints leading to that town then place a garrison, hold or Guard waypoint in the town itself,,,, now place down a trigger and set the activation type to Radio alpha or Bravo,, Now inside of the condition field place the zombie variable names such as !alive zed1 && !alive zed2 && !alive zed3.
GilliganTrevor93  [作者] 2019 年 7 月 16 日 下午 1:03 
no problem at all (:
GilliganTrevor93  [作者] 2019 年 7 月 16 日 下午 12:59 
If you need more detailed help with the task or intel just let me know.
GilliganTrevor93  [作者] 2019 年 7 月 16 日 下午 12:58 
Now if you want the task to become active once you enter a certain area you need to sync a trigger to the create task module and set the desired Radius after that set the faction to blufor or any player and trigger type to Present.
GilliganTrevor93  [作者] 2019 年 7 月 16 日 下午 12:56 
once said building or units are destroyed it will trigger the task completion,,, Now if you want the task to become active after grabbing intel you need to place a intel document on map then give it a variable name such as intel1 then place down another trigger inside of the triggers condition field type !alive intel1 after that sync the trigger to the Create task State.
GilliganTrevor93  [作者] 2019 年 7 月 16 日 下午 12:53 
Once you have done that you will now need to place down a trigger and sync it to the Set Task State module once your done with that you need to add to the trigger condition field,, For example !alive buidling1 or !alive unit1,,, these are variable names that you also need to give to the building or AI that you are going to kill or destroy. for multiple units you can do !alive unit1 && !alive unit2 && alive unit3
GilliganTrevor93  [作者] 2019 年 7 月 16 日 下午 12:47 
ok so to create a task you need to go into systems then click on Intel there you will see the Create task module and Set Task state module you will need to sync the create task module with the set task state module,,,, inside of the create task module you then set task state to created along with naming the task and giving details inside the box provided, Now inside of the set task state module you will want to set it to succeeded.
GilliganTrevor93  [作者] 2019 年 7 月 15 日 下午 9:17 
hope that helps if you need any more assistance just let me know.
GilliganTrevor93  [作者] 2019 年 7 月 15 日 下午 9:16 
scroll down a bit and you will see the code/script you need to place inside of AI's init field.
GilliganTrevor93  [作者] 2019 年 7 月 11 日 下午 10:20 
sounds good hopefully I can get to updating tomorrow.
GilliganTrevor93  [作者] 2019 年 7 月 10 日 下午 2:55 
yes sadly I will try to get to it asap.
NOTACTIVE 2019 年 2 月 2 日 下午 6:36 
Any reason why I can't see the player slots to select
Oddball-47 Ronin 2019 年 1 月 4 日 上午 9:44 
Hi Stormforge, that's good to know. Thank you for the heads-up. I've often in the past tried mucking about with Workshop missions to add more "playable" slots and have found that I've failed as often as I've succeeded.
I'm happy to hear that you were able to do so successfully.

Regards, Odd
GilliganTrevor93  [作者] 2019 年 1 月 3 日 上午 8:59 
Currently I dont have it set to support RHS mods you can use CUP vehicles though
RogueOnyx 2019 年 1 月 3 日 上午 4:50 
Will this mod work if I have RHS and stuff like that or should I disable mods that add new units vehicles weapons and outfits?
Stormforge 2018 年 12 月 31 日 上午 6:50 
@Oddball-47 Ronin and @xPooRLoCKerBoYx™ If you have any skills with the editor/mission making I was able to unpack this mission and add a third playable character. Everything seems to be working as intended for all 3 including respawns and completing mission objectives.
Oddball-47 Ronin 2018 年 12 月 24 日 下午 3:02 
I got it loaded up on our server and to my dismay found that there's only two
slots availlable. That being the case, we can't do it for our weekly Saturday night get-together.
Having said that, if perchance you should find yourself looking for something to do to benefit humanity, an 8 player-capable version would be a nice way to go about that. :)
Best regards, Odd
GilliganTrevor93  [作者] 2018 年 12 月 24 日 下午 2:33 
I could possibly do that I just kept it at 2 player for now since map is smaller
xPooRLoCKerBoYx™ 2018 年 12 月 24 日 下午 2:31 
Can we make this so we can play with more then 2 people?
GilliganTrevor93  [作者] 2018 年 12 月 22 日 上午 10:59 
Sounds good I hope you enjoy let me know if you have any issues at all.
Oddball-47 Ronin 2018 年 12 月 22 日 上午 10:02 
I'm very much looking forward to playing this COOP with a group of friends. Should be fun!
Thanks for putting it together. Salute!