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todayskiller

description.ext

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Hello everyone, I've searched for topics regarding this issue, but couldn't find anything on it.

Here is what I have in my description ext.

// Mission Header

Class Header

{

gameType = Coop;

};

onLoadMission = "AirField Attack";

onLoadMissionTime = FASLE;

What am I doing wrong? I keep getting this error when I try to host a game in multiplayer

File C:\Users\justin\Documents\Arma 2\MPMissions\Spec%20Ops.Takistan\description.ext, line0: '.Class': 'H' encountered instead of '='

Any Help would be appreciated

-TodaysKiller

Edited by todayskiller

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Thank you for helping!

(Also, yeah, Sorry...I'm a noob at editing) How do I make more than one objective show up on the briefing?...I have 5 objectives put in there, but only the last one shows up. (here is what I have in my Briefing.sqf)

player createDiaryRecord ["Diary", ["Objectives", "You and Your Squad will sneak into the airfield and plant satchel Charges on the Helicopters and Planes, Then move SouthEast towards the village to end the Mission"]];

//Objective 5

tskobj_5 = player createSimpleTask["Destroy The Second Plane"];

tskobj_5 = setSimpleTaskDescription ["Destroy the Second Plane to complete the objectives.", "Destroy The Second Plane", "Plane"];

//Objective 4

tskobj_4 = player createSimpleTask["Destroy The First Plane"];

tskobj_4 = setSimpleTaskDescription ["Destroy the First Plane to move onto the next objective.", "Destroy The First Plane", "Plane"];

//Objective 3

tskobj_3 = player createSimpleTask["Destroy The Third Helicopter"];

tskobj_3 = setSimpleTaskDescription ["Destroy the Third Chopper to move onto the next objective.", "Destroy The Third Helicopter", "Chopper"];

//Objective 2

tskobj_2 = player createSimpleTask["Destroy The Second Helicopter"];

tskobj_2 = setSimpleTaskDescription ["Destroy the Second Chopper to move onto the next objective.", "Destroy The Second Helicopter", "Chopper"];

//Objective 1

tskobj_1 = player createSimpleTask["Destroy The First Helicopter"];

tskobj_1 = setSimpleTaskDescription ["Destroy the First Chopper to move onto the next objective.", "Destroy the First Helicopter", "Chopper"];

-TodaysKiller

Edited by todayskiller

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Simple to make mistake. Remove all equal signs for setSimpleTaskDescription:

tskobj_5 setSimpleTaskDescription ["Destroy the Second Plane to complete the objectives.", "Destroy The Second Plane", "Plane"];

Also, it helps to test with "-showScriptErrors" as a parameter when you load up Arma. I didn't see the error until I tried your script in the editor and the error message appeared. The message was about missing ; but that's only because the = confused it :)

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Thank you!...So once I take out the = signs I put in a ; correct?...and then it should show up?

EDIT: Nvm, It Fixed it TY SO MUCH!

If you don't mind answering another question :)...How do I get a group of enemies to not move until !alive mig1...or something like that? no matter what I try they always move no matter if I put them on a trigger or not.

-TodaysKiller

Edited by todayskiller

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If you're using waypoints, give them a HOLD waypoint. Make the trigger of type "switch" and in the condition: !alive mig1 (get rid of the default 'this').

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It Didn't Work, when the game starts the bmp still starts moving :/. I must be doing something wrong, I put it on HOLD, then the trigger type "switch" and the condition !alive mig1 then synched the trigger to the waypoint.

Do I need to put anything in the on Act:?

ALSO: I'm trying to end the mission but it's not working aswell, I want my squad to run to a town (where the trigger is) then it should end...I have tried obj_1; (ACT.) ForceEnd;...I also tried obj_1 && obj_2 && obj_3 && obj_4 && obj_5;...should I put !alive

-TodaysKiller

Edited by todayskiller

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If you want them to stand still put.

this disableAi "move"
in the units init field.

Then use enableAi when you want him to move again.

If you want the mission to end when the units enter the trigger, make the trigger type End.

Edit: Not sure what you are trying to do with the !alive mig1, but if you have a plane named mig1 in the mission from start the trigger will fire at the start of the mission because mig1 is alive, use, not(alive mig1) if you want the trigger to fire when mig1 is dead.

Edited by zigzag

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I created a sample mission for you on Shapur, if you have Op Arrowhead. With the hold waypoint, a unit will move to that waypoint before holding, just something to keep in mind. In this sample mission, the waypoint is like 1 or 2 meters in front of the BMP, so it starts its engines and moves for maybe half a second. An Su-25 flies overhead and auto-destructs after 10 seconds, at which point the BMP rolls to its next waypoint.

Meanwhile a group of soldiers walk to a refinery, and set the END1 trigger. I used the group to trigger method.

http://www.azcoder.com/a2files/triggers.Shapur_BAF.zip

Let me know if that works :)

@zigzag: !alive mig1 is the same as not(alive mig1)

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@zigzag: !alive mig1 is the same as not(alive mig1)

Ok, thought it was the opposite to not alive :)

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Hey guys, thanks for the replies...and zigzag, I'm trying to make it to where once mig1 is destroyed, then the tank moves in. (but I was having problems with it just moving).

AZCoder, I'll try out your method and let you know. (Should I mention that the mig1-mig3 and plane1-plane2 is an empty vehicle?)

EDIT: It's still not moving, I must be doing something wrong...I put the hold waypoint a few meters away (it moves to that) then when I blow up mig1, (put it on a trigger also just on a waypoint, but no luck)

Also (sorry I keep asking you questions, but you guys are good at answering them :))...How do I turn on the lights for enemy vehicles at night?

Another thing (lol, sorry)...for the end trigger, I don't want people just going to that trigger to end it (I want all the objectives to be complete)...So would I put... !alive obj_5 ... or something like that?

Edited by todayskiller

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Assuming you looked at the sample mission, make your trigger is type "switch" like I have.

Having said that, I updated the mission to be a little more interesting:

http://www.azcoder.com/a2files/triggers.Shapur_BAF.zip

It's after sunset, the lights are on (waypoint type "safe" or "careless" turns on lights). There are planes on the ground, you must destroy all 3. After that, the BMP will move. Also, changed the win conditions to be a lot more involved.

1) The trigger for the soldiers is still there, but changed to condition:

this and (damage mig1 > 0.99) and (damage mig2 > 0.99) and (damage mig3 > 0.99)

It's safer to compare damage than !alive on a vehicle, because sometimes alive does not return what you would expect.

2) Added trigger for the BMP to be at least part way down the road.

3) Trigger 1 and 2 are tied into a game logic. As you will see in the mission, the game logic has 2 AND waypoints. When you sync triggers to those AND waypoints, both triggers must be true (this AND the other). In one of the AND waypoints I put this code:

endMission "END1";

So the mission will only end when the troops are in the compound, the BMP is down the road, and all 3 planes are gone.

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Before we begin, Yes I did look at your mission :)

So putting 0.99 for the migs signifys that they are dead, correct?

So only once the migs are destroyed, the trigger to end the mission will be activated? (with that code you put)

Regards

-TodaysKiller

EDIT: Well, I have to say...I love you (no homo). You figured out all of my problems (probably not all, but for now all of them :)).

How do I post my mission to give to you? to try? :)

Edited by todayskiller

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You could check damage as: damage mig1 >= 1

I think > .99 should be good tho.

Most around here seem to use filerapidshare or mega something or another. Since I have a web host anyway, I just use my own.

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Alright, I have another question (yes, another one :D)...

Everything is working fine, except for the end trigger, once the plane2 dies, the mission ends right away, But I have it to where My squad ends the mission when they enter the trigger, but that isn't happening.

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Can you put it on a share server somewhere to look at?

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Nvm, I did a little bit of tweaking and what not, and it fixed the problem...so...My 1st Mission is a go! :)

Thanks for all your help!!! (But be prepared for more questions later on haha) :)

EDIT:...See, I knew I would have more questions :).

My Question is, How do I make it to where it shows the writing at the bottom on the screen? Like someone is talking? (and Can I insert my own voice into this, or use some program to type in text and it says it back to me)? (I know that sounds really advanced, But I was wondering if it is possible).

Question #2, how do I make it to where the objectives stay up on the tasks list or w/e...Because, when the objective is done, it just dissapears...I was wondering how to make it stay up there, but say it is complete.

Question #3, if I want to make it to where, it shows where to go in game (like a waypoint) would I just put it to a trigger, like say...After mig1 is destroyed it will show me where to go with a new waypoint, but it wont show it until mig1 is destroyed?

Thanks

-TodaysKiller

Edited by todayskiller

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1) There are LOTS of ways to do this. In-game, I always use the FSM (Finite State Machine), but it's also the hardest to learn! For starters, I recommend the simple commands like sideChat and globalChat and vehicleChat and groupChat. There's also a sideRadio, but it requires more work. I have never used any of these commands except for testing scenarios because I went straight to the FSM.

http://forums.bistudio.com/showthread.php?t=91875&highlight=finite+state+machine

http://community.bistudio.com/wiki/sideRadio

I actually don't know if you can do voices with the sideChat command and similiar ones. The FSM does everything, it's great once you learn it.

In cutscene movies, I often use custom text created in Description.ext, coupled with sounds in CfgSounds (also in Description.ext). That way I can make the text larger (i.e. readable!).

If you don't have it, this guide is helpful: http://www.armaholic.com/page.php?id=3783&highlight=MR+MURRAY

It's a bit outdated, but I believe that an Arma2 version will be out eventually.

2) The task disappears from the list of tasks? Are you using this command?

http://community.bistudio.com/wiki/setTaskState

It should still appear on the list.

3) Well, in reference to question 2, you want to be using tasks. You don't usually need to use waypoints specifically with a player, as the task will serve as a waypoint when it's active. This is the category that covers briefings and tasks:

http://community.bistudio.com/wiki/Category:Command_Group:_Briefing

In a nutshell you want:

createSimpleTask

setSimpleTaskDescription

setSimpleTaskDestination --> this creates the waypoint when task is active

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