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bakubaku

Convert mp mission to have all ai views, help pls

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Hi, I am new to OFP mission editing stuff so please bear with me.

I want to convert MP CTF mission(2-8_T_CAPTURETHEFLAG1.EDEN)so player can switch to any member's view on his/her side. The reason behind this is that I only play this mission with my bro online 1on1 and want to have all AI's view to help

situational awareness.

I add the following code on all the AI's initialization field.

this addaction ["us/ru switch to player","switch_to_player.sqs"];

and add the following to player's initialization

this addaction ["us/ru switch2","switch2.sqs"];

this addaction ["us/ru switch3","switch3.sqs"];

this addaction ["us/ru switch4","switch4.sqs"];

and each of the switch.sqs only have two lines of code:

[us/ru]_soldier[2/3/4] switchcamera "external"

exit

I think it is really reduntant. Is there any way to make it cleaner?

After the AI soldier die, I can no longer access the action menu hence can't switch back to others view.

How do I get round this problem? Do I need to have a trigger to each soldier to check if_not_alive switchback to player?

Also, if the player gets kill and respawn, all the action added is gone hence can't switch to others view. Any workaround?

Also I have the following questions:

1. What does game logic object mean? since I saw this object in a few tutorial mission.

2. What does "respawn" in description.ext of MP mission mean?

3. How do I add something to command menu because I saw a "custom" command there.

I am sorry I didn't look through all the tutorial but I did scan through a few. A link to a particular tutorial that answer my question would be appreciated.

Thank you very much.

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1:

;;Unit with action, can be player or other objects, as if you add an "addaction" to an flagpost, the flagpost will be returned here

_unitwithaction = _this select 0

;;unit that activated the action, mostly players, you can order your teammebers to use this action as well. dunno if AI units(not in a player group) can be scripted to use actions

_activatingunit = _this select 1

;;action index, the current index, usefull if you want to remove the action from the unit/object that currently has it.

_actionidex = _this select 2

e.g.

table1 addAction["MAP","MAPVIEW.sqs"]

table1 addAction["other","otheraction.sqs"]

"map" will have index 0

and "other" will have index 1 and so on

to remove the action using the index you write

table removeAction _actionindex

So you should only need one script with these three lines in it

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_activatingunit = _this select 1

?!(local activatingunit): exit

_activatingunit switchCamera "external"

to prevent beeing "stuck" in an dead body

simply add

@!(alive activatingunit)

player switchCamera "INTERNAL"

exit

to the AI script.

Gamelogics are object that can be used in an very advance way, mostly they are used as checking

?!(local Server): exit

to prevent scripts to be run on the clients.

the gameLogic here is named "Server"

can be anything.

Respawn in description.ext mean:

Quote[/b] ]

;==Modes

;NONE - no respawn

;BIRD - as seagull (default)

;INSTANT - at place you last died

;BASE - at your base ( set with markers "Respawn_West", "Respawn_East"

;GROUP - into a remaining soldier of your group (assigned group/platoon) WORKS ONLY FOR GROUP LEADER WILL GET FIXED IN PATCH

;SIDE - into a remaining soldier of your side (east, west) NOT WORKING

0 = no respawn

1 = seagull (the default)

2 = instant

3 = at the base

4 = group

5 = side

e.g.(note: ";")

respawn="base";

respawndelay=10;

3: I have no idea.

I'm not sure what you mean I can add.

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