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Hit_Sqd_Ack

Mission Template for Newbs or the Lazy

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*UPDATED* December 30th 2004

What is this? It's a template for you to use to create missions. I was not intending to release this to anyone but the people who had the server addons but since I had so many requests I thought I'd share. Below are a list of features and a readme. Matt was nice enough to host this for me.

Merry X-Mas,

                  Ack (charlie_spruce@hotmail.com)

Section 3. Features

Custom Objective Complete Sound

Custom Drop crate Sound – Ammo crate that drops out of a C130 via radio

BAS Crew Config Script – Faceshields, Visor

Ammo Crates respawn if destroyed

Dead Units delete once they are killed

1 Crew Member can repair up to 20 different vehicles on the map that you choose

Snipers or anyone you desire can carry multiple weapons

Helicopters have a dust script attached to them

All west players can use revive respawn on each other

GPS system for West

Day / Night Variable

East uses Artillery on you every once in a while

West will call out for medics once they are shot

12 Objectives fully scripted for you to complete

scoped and nonscoped west and east ammo crates

1 custom West flag, 2 custom East flags – Crappy job I know, but the West flag looks okay I think.

Random Weather

Ack’s Google Template Updated: December 28th 2004

Addons you will need:

Ack’s Google Template

Dropcrate & C130 Zip

And the

BAS Addons

Section 1. FAQ:

Q: Who are you? Who helped? Where can I play more maps that use this template?

A: Charlie Spruce “Ack†from Tampa, I am a Server Admin for Fraghaus OFP, so come join us. You can use OFP Watch to find us and get our addons. Special thanks is listed at the end of this document.

Q: Why the name“Google�

A: Because with this template you can create missions in many ways without every having the same effect over and over again. Below I will be a list of the things you can do to change it up.

Q: What can I do with this?

A: It is a basic setup for you to use to create missions, so you don’t have to keep opening up different maps and copying and pasting scripts or units over and over again, or if you don’t know much about scripting you can use this because I have done most of it for you.

Q: Why did you make this?

A: Because I know how frustrating it can be for someone who doesn’t know how to script something or know where to look but has all these great ideas for missions. I wanted to give you something that would make things easier for you.

Q: Did you create all these scripts?

A: God no, I barely have time to play OFP much make a mission these days, I’m 28 years old, I have a career. I simply made this template for my buddies to use so that they could make missions because I don’t have time anymore for it. All I did was take other peoples scripts and put them all together, it was pretty easy actually.

Q: Have you ever done anything like this before?

A: Yes back when OFP first came out I made an Island called Ackropolis. I really wanted to update it but I just didn’t have time, so instead I ended up helping other people out.

Section 2. Files that come with this:

google_template (soviets).Intro – BAS troops vs. regular Soviet Units

google_mission_example (soviets).Abel – Example Mission, regular Soviet Units

(*Warning* for the other missions you will need additional addons, I didn’t intend to share this with anyone that didn’t have the Fraghaus addons)

google_template_jam (soviets).Intro – BAS vs. Jam Soviet Infantry

google_template_jam (rebels).Intro– BAS vs. BAS Rebels

ammolistbyack.xls

google_template (soviets).Intro – BAS troops vs. regular Soviet Units

Spawn Command: East, 1985

Addons required to load:

"bas_soarpilots",

"6g30",

"BAS_HH60",

"bas_deraJ",

"bas_weap"

"bas_soarpilots",

"6g30",

"BAS_HH60",

"bas_deraJ",

"bas_weap"

google_mission_example (soviets).Abel – Example Mission, regular Soviet Units

Spawn Command: East, 1985

Addons required to load:

"6g30",

"BAS_HH60",

"bas_deraJ",

"bas_weap",

"jam_magazines",

"bas_airweap",

"bas_soarpilots",

"c130v1a",

"dropcrateb"

"6g30",

"BAS_HH60",

"bas_deraJ",

"bas_weap"

google_template_jam (soviets).Intro – BAS vs. Jam Soviet Infantry

-The Spawn Manager for this Mission is setup to spawn JAM Soviet Infantry, and JAM Soviet Spetznas.

Spawn Command: East, 1985

Addons required to load:

"JAM_Magazines",

"bas_soarpilots",

"HYK_USsoldiers",

"BAS_HH60",

"bas_weap",

"BMP2",

"Baracken",

"f3wx_o1_version1",

"bas_airweap",

"btrt_a",

"caf_cpack"

"JAM_Magazines",

"bas_soarpilots",

"HYK_USsoldiers",

"BAS_HH60",

"bas_weap",

"BMP2",

"Baracken",

"f3wx_o1_version1"

google_template_jam (rebels).Intro– BAS vs. BAS Rebels

-The Spawn Manager for this Mission is setup to spawn BAS Rebels.

Spawn Command: East, BAS_Deltas

Addons required to load:

"JAM_Magazines",

"bas_soarpilots",

"HYK_USsoldiers",

"BAS_OPFOR",

"BAS_HH60",

"bas_weap",

"BMP2",

"Baracken",

"f3wx_o1_version1"

"JAM_Magazines",

"bas_soarpilots",

"HYK_USsoldiers",

"BAS_OPFOR",

"BAS_HH60",

"bas_weap",

"BMP2",

"Baracken",

"f3wx_o1_version1"

"BMP2",

"Baracken",

"f3wx_o1_version1"

Section 3. Features

Custom Objective Complete Sound

Custom Drop crate Sound – Ammo crate that drops out of a C130 via radio

BAS Crew Config Script – Faceshields, Visor

Ammo Crates respawn if destroyed

Dead Units delete once they are killed

1 Crew Member can repair up to 20 different vehicles on the map that you choose

Snipers or anyone you desire can carry multiple weapons

Helicopters have a dust script attached to them

All west players can use revive respawn on each other

GPS system for West

Day / Night Variable

East uses Artillery on you every once in a while

West will call out for medics once they are shot

12 Objectives fully scripted for you to complete

scoped and nonscoped west and east ammo crates

1 custom West flag, 2 custom East flags – Crappy job I know, but the West flag looks okay I think.

Random Weather

Section 4. Installation

1. Place all the files in your User Mission Directory with all your other missions you have made.

2. Load up: google_template (soviets).Intro

3. You will see that I have already labeled everything for you; all the triggers are setup to exclude the spawning of the men.

Section 5. Spawning East

There are two Spawn Scripts that I used for this –

Dr. Doolittle’s Spawn Manager

And

Dr. Strangelove’s (weird how they both have PhD’s)

How do they differ?

Dr. Doolittle’s Spawn Manager – Use this to spawn East Vehicles, not infantry or you will use up your east groups quick. You want to save your groups for snipers and for vehicles.

Basically what this script does is delete objects or vehicles off the map and spawn them in later, you might want to test this out if your using addons, or you will need to edit the unit.sqs and unitcreate.sqf files for the correct crew members to spawn in the vehicles or when they spawn in they will have a driver and 2 crew members running around the tank. So try and use basic units don’t use a resistance tank with this or your guys will not start in the tank. You can edit this though if you wish. I’m working on it this weekend so you should have a res version soon.

Okay just below the objective triggers you’ll see another trigger much bigger than the others. Place a tank inside and run the mission, you’ll see that at the beginning of the mission it’ll delete the tank, and what ever objective you decide to link it too will make the vehicle spawn when desired. This is great because you can place one tank down and then put 6 of the same trigger over the tank, and it will spawn 6 tanks! You can also use waypoint and move commands with this. I like to make them spawn in half way through a battle by putting a time delay on them, so that when someone is half way through taking a town, all of a sudden their tanks get flanked by some t-80’s it really stirs up things.

Be Aware that I have altered this script to be much harder: See below

_type createUnit [_pos, _group, "unit = this", 0.80, "MAJOR"];

“80†is the number of how hard they are when they spawn in, you can edit this in the unitcreate.sqf

Dr. Strangelove’s – This is the key to everything, you can spawn as many men as you want where ever you want any time you want with this. I won’t go into explaining how to spawn the men but I will tell you how to have them spawn from objects delayed.

In the objective 1 trigger once you open it up you’ll see that it runs my “obj1.sqs†file that changes the flags, reveals the second objective, changes the flag and plays a little nifty mission complete sound. What you will do is past the following in here.

["east"","1985",getpos (object 87617),12,100,5,2,6,getpos p1,(object 87617)] exec "spawnman.sqs";

Let’s break this down:

East – What side is used?

1985 – Is the selection of troops to spawn (If you want to change this open up the spawnman.sqs and scroll all the way down till you see the 1985 section)

getpos (object 87617) – This is the object the units are going to spawn from (Make sure they match)

12 – How many soldiers are in group?

100 – How many meters out from P1 are they going to patrol, in this case its 100 Meters

5 – How many seconds the group will pause between patrol points?

2 – How many respawns

6 - How many dead in a group to trigger a respawn

getpos P1 – Patrol Position (You can change this to the player’s name “S1†or “Opsgroup†or name it another object if you wish.

(object 87617) – This is the object the units are going to spawn from (Make sure they match)

exec “spawnman.sqs†– Executes the spawnman script with these parameters

Objects

If you scroll all the way into the map and you click on “Show I.D.’s†you will see numbers appear on the objects on the map. This is the number you should use in the trigger above. (It’s off on the right hand side of the map if you didn’t already know)

Basically what I do is I look at the objects on the second’s objective and copy down the numbers of the objects of where I want them to spawn and then I go back to the 1st objective trigger and paste it in there. You can paste multiple lines of this so you can spawn 3 groups of twelve from 3 different buildings, bushes, etc... The only draw back to this is you must spawn them from objects already on the map so on the desert island template they do not spawn that is why I put in a mission example for you to view.

Section 6. Other goodies

T80 and Crew

Also on the map you will see a T-80 and a crew out. Basically they are on a West Detected by East trigger. You can copy this as many time as you want for your objectives. When you are detected they will hop in the tank.

Snipers

The Snipers are actually soldiers set to do not move, do not form up, and stand always. They are great for ambushing. You can freely place them on top of buildings already on the map and they will stay there the entire time.

Helo Insertion

I put in a Helo Insertion that my buddy Zulu created, it works about 90% of the time, if your guys don’t jump out on the landing, then move the landing pad a few feet over, I rarely have a problem with this. (Uses the Helo Dust Script)

2 Weapon Script

After 30 Seconds you will see that you can pick up a weapon any time you want. You can edit the weapon in the gun.sqs

Repair

Unfortunately I could only get this to work with 1 guy for now until I get more time later to mess with it. Your crew member can fix any thing you wish. Simply rename the vehicle “tank1†through “tank20â€.

More FAQ’s:

Q: How can I change the infantry that spawn?

A: Well the first thing you must do is the change the infantry on the map to what ever you want to spawn. There are two reasons why you do this. First off you must always have the “Officer†as the dummy group as dictated by the spawnmanager script. The second reason you create dead dummy guys is because this reduces lag.

1. If the man is already on the map the mission and ofp engine will not use very much power to create this if the instance is already on the map. So change the Officer to what ever kind of Officer you want, and the “dead infantry group†to what ever you want.

2. Next you will need “save†then “alt-tab†and open up your mission.sqm file and your spawnman.sqs file. In the mission you will now search for the infantry you just placed on the map. For Example if you were looking for Suchy’s Infantry you would use the “find or replace†command and look for “SUCHâ€, or if it was SEB Infantry you’d look for “SEBâ€, etc… Most infantry types are already used in the spawnman.sqs so please scroll to the bottom of it and look first. The only reason I edited the SEB Vietnam script was because I wanted it to pull from all the Vietnam guys and not just 6 types. I did this with the BAS milita “civilians†and used all 24 of them in the spawnman.sqs and it looks really nice, totally random every time, very realistic.

3. Now you will copy and past the name of the soldier “ESoldier†for example into the spawnman.sqs over an older soldier. You can do this for all of them, just make sure you have at least 1 dead one on the map to reduce lag. This works also if you are spawning in Vehicles with the Doolittle script. It’s not a bad idea to lay out 1 empty C130 also if you are going to be using the dropcrate script as well.

Q: How do I use the Sniper group you have put in?

A: Always remember this if you place the man on an object that is already on the map, say a roof, he will start out on top of that object and not move or lay down. He will turn some times if he detects west, but he will always start on any object already on the map. If you try and put him on an object you added into the map then he will start inside of it. If you wish to put him in an object like this or in a window I’d suggest you use the “setposâ€command. I will place a sniper like this on the map for you in the template.

Q: What if I don’t want to set it to where “East not present†sets off the objective trigger?

A: This is easy, put 1 sniper from the group in each of the objects. Then change each objective trigger to 200 X 200 Meters and change it to East , Not Present. Then once you have gone in there and wiped out all the infantry that spawned and the 1 guy you put in there in the start it’ll trigger the next trigger. See you put the sniper group member in there so that it does not set off in the very beginning.

Q: How do I edit what weapons are in the crates?

A: Open up one of these files:

Rangercrate_nonscoped.sqs – West BAS Weapons, Non-Scoped

Rangercrate_scoped.sqs – West BAS Weapons, Scoped

Sovietcrate_nonscoped.sqs – East Weapons, Non-Scoped

Sovietcrate_scoped.sqs – East Weapons, Scoped

Now that it is open lets examine this for a moment and break it down:

_crate addweaponCargo ["BAS_JM4desEOTech", 8]

crate – object (don’t ever change)

addweaponcargo – where it is going (don’t’ ever change)

“BAS_JM4desEOTech†– Weapon that is in the crate

8 – Amount of weapons that are in there (There is a limit of the number of weapons and magazines you can put in a crate I think it’s like 2000 or something, but always keep it realistic, don’t put 20000 rifles and 99999 magazines in a crate.

Q: I want to add more markers, the mission calls for more than 12 players

A: I have already written out a nice marker.sqs for you, all you need to do is open it and take a look at how it is laid out and name objects on the map that name and the marker will follow them around the map.

Special Thanks to the following people:

Dark Nova : Drop Crate Script

Dr. Stranglelove: Spawn Manager

Dr. Doolittle: Delay Spawn and Revive Respawn

Blip: Multipule Rifles

Jorge F: Revive Respawn

Key Cat: Group Link II , Marker Script

Gummi: Weather Changer

Gandalf 21VB: Repair

Hit_Squad_Zulu

-=BT=- Matty R: Hosting files for me

OFP Info

OFP CZ

All the HS and Fraghaus Members who have had to endure my many failures on the server.

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For all the poeple who wish to spawn people easy in SP/MP check out this template, there is a example mission as well as the templates. im also making a mission using this template. Its real easy to use and saves a lot of time.

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AcK had this to say:

Quote[/b] ]Last night I finished a convoy template.

Below is the trigger chain.

West overtakes a area (Communications Building) Trigger Tripped: Convoy Truck has Armor Spawn to Escourt him Convoy #1's Marker becomes Active so you can see where it is and where it is going, West goes after the Convoy West is Detected by the Convoy, Troops Spawn from the Trucks in the Convoy, West Captures the Repair Vehicle, Trigger Tripped: Units Spawn between the Truck Convoy and the Area you must take the truck too West Brings Truck to Trigger Area (Repeat) Convoy #2 Has it's Armor Spawn and starts moving (Armor Always leads the Convoy) Each time you have to collect a different truck so you can't just blow up every vehicle in the convoy.

Another hard part about this is Troops Spawn from the trucks you have to capture. I have it all laid out for you so all you need to do is move things around where you want it. I'd suggest that you make an area to the north lets say and make it so that west can't go in there and distrube the convoys ahead of time. I can see Waffen or Zulu doing something like that. Good Luck, I hope this helps some of you making missions! Please see my other templates if you are looking for something different.

-Ack  

Link: Ack's Google Template #2

There is a Added Convoy Template, an updated non jam template and a updated readme.

tounge_o.gif i like the convoy template real nice. thx

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Awesome! I suggest you send this to OFPEC under the "Templates" catagory. Nubby's template is the only one in there ATM, so your's can keep his company. smile_o.gif Maybe that will encourage more people to make/use these types of missions.

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can somebody post some screenshots to show the possibilities?

with all these new people asking very basic questions ("how do I get a person sitting in a vehicle at startup"), it might be wise to point them the way to the usage of templates as an alternative to the complexity of OFP's inits, waypoints and triggers ...

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can somebody post some screenshots to show the possibilities?

with all these new people asking very basic questions ("how do I get a person sitting in a vehicle at startup"), it might be wise to point them the way to the usage of templates as an alternative to the complexity of OFP's inits, waypoints and triggers ...

no need for that because it spawns the men in vehicles.. ill get some sceenshots and show what you have to do lol.. buts its real simple just move the triggers about that that then your pretty much done..

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