Easy301 0 Posted May 19, 2006 Â Well, I just got Flash Point for the pc. After help from members here, I was able to install and use many great addons. Â I am now trying to use the mission editor, although the interface is well put toghter, I belive I can add alot more interesting things in my mission with scripts though. My question is, where do I start? Â I have read alot of stickys but I am still unable to find some basic information. Such as, what a script is, how I use it etc. Any ideas? I am trying to do something simple, such as having a helicopter land, pick up my soldiers, and drop them off some place. Thanks. Ps. I am sorry for the natuer of this post. You guys must get alot of questions such as this from noobs. Share this post Link to post Share on other sites
Trapper 0 Posted May 19, 2006 The most tutorials you'll find at <a href="www.ofpec.com" target="_blank">OFPEC</a>. Unfortunately it's still down. Have you seen the options of Triggers in the Editor: Radius, Countdown, Condition, OnActivation, OnDeactivation ect.? A script can do the same things and some more. It's more clearly and flexible for bigger tasks. A script is just a file, ending with .sqs. You edit it with notepad for example. You can use all the commands of the official Command Reference. OFP then reads the script line after line. Helicopters are complicated for mission makers, especially when it comes to landing zones. So to keep it really simple I'll show you something else. Place yourself and a fire in the editor. In the initline of the fire write this exec "fire.sqs". Create a "Radio Alpha" Trigger. In the line OnActivation you'll write switch=true. Save the mission. Alt+Tab to Windows. Now the script. Copy this into a "text" file named fire.sqs - I hope you're experienced and know how to prevent Windows from naming it fire.sqs.txt <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #l1 _this inflame true ~5 _this inflame false ~5 if (switch == true) then {exit} else {goto "l1"} Fire.sqs belongs into your mission directory. (c:\programs\operation flashpoint\user\missions\yourmissionname.island) Alt+Tab back to OFP. When you now preview the mission, the fire is turned on and off at a 5 second interval. After you radio Alpha this will stop. Share this post Link to post Share on other sites
XCess 0 Posted May 19, 2006 The best place to go for mission editing is the Operation Flashpoint Editing Centre, or OFPEC.com. Unfortunately, this great website is currently down, although the latest report suggests it should be back online within a week. We hope. So. I'll give you a few basic pointers. First of all, when you open the mission editor, at the top right of the screen is the word 'Easy'. Click this to switch the editor to advanced mode. I know this may sound crazy since you've only just got the game, and have no experience in the editor whatsoever, but it will open up a lot more options in the editor, and options are never a bad thing. Place a single unit by double click on the map. Place it just outside Everon, in the trees to the north. Now, take a look at the box that appears after double clicking. There are quite a few options. These will alter a few things about the unit. For example, the 'azimut' circle in the middle of the box will alter the unit's starting direction, the side/class and type options will alter the actual unit model and stats. You can choose any of your addons or standard BIS units here. Play around with these options and see what effects they have. The most powerful tool is the 'init' bar in the middle of the screen. This wil be your introduction to the powerful scripting language of OFP. Inside the init box of the unit you just placed type: this setPos [(getPos this select 0),(getPos this select 1),(getPos this select 2)+3000] Then press preview. You'll start way up in the air and fall down. Most scripting commands work in the init field but you can only use single line code snippets, no time dependant, or complicated functions. For that you would need a script, which is a notepad file inside the folder of the mission (users/username/missions directory) renamed to a .sqs file. Such as Script.sqs, rather than Script.txt. For a list of all the commands available, flashpoint1985.com has hosted a command reference, in both online and offline versions. OFPEC also have a command eference in the Editors Depot section of their site, but again, their site is down. The group button in the editor performs two functions. Firstly, if you double click, you can place predefined groups, such as a mechanised infantry squad, with soldiers and armor, or a group of 4 abrams. Secondaly, and most importantly, the group function allows you to manually assign groups. Place a second unit, this time on east side. Make his rank one higher than that of the player. now, lick on the player with group selected, and then drag to the russian player. Preview. Notice the Russian doesn't open fire . Now, go back into the editor and create a group of US infantry nearby. See what happens. This isn't the only way to use the group command, you can use it to group any unit to another, I just wanted to show you how to do one of the most requested tricks (also, set the Russian soldier's Probability of Prsense to 0 on the slider and see what happens) Delete the east soldier. Now, create a blackhawk. In the creation box, under special (it will say in formation as standard) select flying. now give the blackhawk a LOAD waypoint to some relatively flat terrain. Give the US group a GET IN waypoint nearby. now, click 'Syncronise'. Single click the GET IN waypoint, and drag to the LOAD waypoint. Finally, give the helicopter a TRANSPORT UNLOAD waypoint a little further off, and then a MOVE waypoint. Test and see what happens. When you go back to the editor, click the US group, add a waypoint near to where they start. Click the number with move next to it, it should give you a drop down of both waypoints created for the group, click the GET OUT waypoint. Now this waypoint will go first Keep all properties as standard. Now. Create a trigger. Aboce the area with present, not present, etc click the drop down box. Select radio alpha. Change the text to "allow movement". Now, drag a syncronization line from that trigger to the new MOVE waypoint for the infantry group. Press ok, 0,0,1 will allowe the group to move past their move waypoint in the mission. ---------------- So, there are some basics of the editor. A http://xcessofp.tk we have a few small tutorials on mission editing, and OFPEC will be back up soon, which has many tutorials and a great forum. Hope i didn't either overwhelm or patronise you, but I was trying to make sure I got as much in as sanely possible for a forum post Have fun with OFP Share this post Link to post Share on other sites