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terox

Tx_Utils (System & Utility Addon)

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I would like to present you with a pre release test version of an addon i have been working on for several weeks now

It is multiplayer compatible, all systems work with AI

<span style='color:blue'>Download latest version: beta 0.005 </span>

http://www.terox.nildram.co.uk/tx_utils/tx_utilsaddons.rar

<span style='color:blue'>Download example mission pack: </span>

http://www.terox.nildram.co.uk/tx_utils/tx_utilsmissions.rar

<span style='color:blue'>Download template mission pack: </span>

http://www.terox.nildram.co.uk/tx_utils/tx_utilsmissions.rar

<span style='color:blue'>Latest Online readme: </span>

http://www.terox.nildram.co.uk/tx_utils/tx_utilsreadme.htm

<span style='color:red'>Addons required:</span>

CoC Network services 2 (included in the download)

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<span style='color:blue'>INTRODUCTION</span>

The aim of this add-on is 2 fold

§ Implementation of a simple system to allow transportation of some useful cargo types

§ A Utility add-on aid for mission makers

§

§ The read-me is intended for both the novice and the more experienced mission maker. Therefore Some content or instructions may seem rather Obvious to some

I am hoping to continually develop this add-on, adding more useful functions and supporting scripts

<span style='color:red'>NB>> There is an automated “Debug†system within the add-on itself.

If during mission setup, the mission makers incorrectly sets something up, or forgets to add something, then an

[ addaction †Error-See Debug Reportâ€]

will be attached to the mission maker This will run a formatted hint message explaining how to rectify the problem

There is also a server client version checking system, If the client is running a different version of the addon to the server, they will be notified via the “Error see Debug†addaction</span>

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All content other than a few functions not of my making have been implemented with the full knowledge and permissions of the creator.

I take no credit for their work and would publicly like to voice my appreciation for their efforts.

Mlods for the few models within the addon are available on request (if not in Mlod format already)

Any content of my creation can be used without my permission, although credit where due would be appreciated.

Any improvements to my systems , reworked scripts etc will be welcome.

If there is Any content / functions / systems that you believe may be worthy of implementation, then please contact me to discuss it

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<span style='color:blue'>CONTENTS:</span>

1) AI on Demand by BN880

This is an advanced spawn management system by Bn880. It allows units already placed on the map to be temporarily removed and placed in stasis until they are required. It also saves their waypoints etc

2). CARGO System by Terox

This system allows certain items, eg ammo crates to be carried manually over short distances or transported by vehicle over long distances.

This cargo can also be paradropped from aircraft

3). TYRE replacement by Terox

A spare tyre is one of the types of cargo available in the cargo system, mentioned above. Replacing a spare tyre will only repair flat tyres on wheeled vehicles. It does not repair other damage. Multiplayer & AI compatible

4). UNIT tracking Systems by Terox

This system maps a marker to each unit in a players group, it changes the marker type to represent the vehicle the unit is in. It is customisable to utilise any add-on vehicles in your add-on packs

5) GROUP tracking system by Terox

This system simply sets a pre defined marker to the position of each group leader listed in an array, it compliments the unit marker system, allowing the overall mission commander to keep track of his group leaders

6). GROUP Custom Callsigns by Terox

Allows a greater choice of custom call signs, so instead of seeing Alpha Black 1 in side chat messages, you will be able to use call signs like Recon, or Command

7). INVISIBLE Targets by Terox (Initial idea by BAS)

If you want ai manned aircraft to fire their cannons at infantry units or you want R.P.G’s to be fired at player infantry units, then using a suitable invisible target setposs’d above or to the side of them will get that effect

8). FUNCTIONS list (Numerous)

This is simply a list of preloaded functions that you may find useful to use in your missions. It includes correct syntax examples of how to use them

9). SPECTATOR SYSTEM by Kegety

Kegety’s deathcam system with additional settings for competition league matches etc

10). SPECTATOR SYSTEM (Xcam) by Silola

(modified as a spectator dialog)

11). BRIEFING TEMPLATE by Terox

A three sided briefing.html file that you may find useful as a template for creating a well laid out briefing

12). Random Weather System by Terox

Placing a Game-logic in the mission initiates a random weather system, with optional user defined parameters. Multiplayer compatible

13). Random Weapon Jam by Terox

This system can cause a primary weapon to jam when a unit fires it. There are 2 stages of “stoppageâ€. Stage 1 requires a simple reload, Stage 2 requires the unit to carry out blockage drills. Multiplayer & AI compatible

14). Large selection of markers

Silhouette types by Terox

A large selection of silhouette style markers of vehicles used in OFP

15). Customiseable Intro Dialog

Consisting of

a) A user defined border image

b) A user defined background image

c) A user defined Text Box for Mission Title

d) A user defined Text Box for Mission Makers name

e) Optional display of a user defined logo

f) Optional display of a user defined Recon Photo

16). Customiseable Basic Dialog

Consisting of

a) A user defined border image

b) A user defined background image

c) A user defined Text Box for Title

d) A user defined list Box for unlimited lines of text

e) 3 user defined action Buttons

f) Optional display of action Buttons

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version 0.005 currently WIP

1) An Attack & defend template

2) Coop mission template

3) A Casualty rate monitoring system

lots of code, script examples for plug in use

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******************************************************************************************

Enjoy and please give me constructive feedback, find those bugs!!!

thx.

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Erm......Nice thumbs-up.gifbiggrin_o.gif Havn't tested it out yet but it sounds like a nice bunch of scripts. I'll check it out later smile_o.gif

Good work. Like to see ya keep it up thumbs-up.gif

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sounds great im downloading now

-psst terox how was that!

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Moving to A&M:C.

this is still work in progress however the linked version is playable

and when i get the currently planned content implemented i will be creating a lighter version wgl_TxUtils for use solely with wgl, as some of the content within the addon i first created for wgl and it has been included with wgl 5

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i really like your INVISIBLE Targets.. i made a small movie with them in the Combat Videography thred.. Here

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i really like your INVISIBLE Targets.. i made a small movie with them in the Combat Videography thred.. Here

they aren't actually my idea, i believe BAS first used a version of them in one of their addons.

However i dont believe there is a small addon available out their with them in, so that's why i added them. They are very useful yes and can be used for some great atmospheric effects.

Thx for the interest

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Terox, thanks for the utilities.

But has anyone else reported getting the following error, esp. when running the AI On Demand Demo:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Script \Tx_Utils\CoC_AD\maincond.sqf crazy_o.gif

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thx for the error report

next patch fixes this

error caused by using a preprocess file in an addon, needed to be loadfile

Hopefully next patch will be released in the next few days

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<span style='color:red'>Verion 0.004 Now available</span>

<span style='color:blue'>All download links are in the header (first) post of this thread</span>

Customiseable intro dialog

Customiseable Basic dialog

txu_introsmall.jpg

ChangeLog

§ Only the crew (gunner, driver, commander) can now eject cargo from aircraft (used to be anyone on board)

§ Added “Customiseable Game logic initiated†Dialogue intro

§ Added a “Basic Dialog†intended for use for debug reports but available for use to display any text based information in a list box

§ Debug Report is now outputted to a dialog screen, accessible via addaction placed on the player (more easily readable that a hint format)

§ Internally used variable TxU_Debug changed from a string to an array, required for new dialogue debug output

§ CoC Ai On Demand was using a preprocess file instead of a loadfile, causing “script not found†error

§ CoC Ai On Demand variable CoC_ADonSpawn was pointing to a non existent file

§ Reduced armour values of the jerrycan and spare tyre (Both need to take 2 rounds to destroy)

§ Added system check / debug report for description.ext entry #include <tx_utils\dialogs.hpp>

§ Edited all example missions, implementing the Intro dialog

§ Created a mission template which should be used as the starting foundation for any missions that use this addon (see link in first post)

Forgot about this one

§ Paradropping cargo object is now an A22 cargo crate

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Some real interisting Parts in it !  welcome.gif

I will check it "dedicated" soon

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So ...

Because testing things with and against ECP is one of my favorite Hobbys i have done it...

Quote[/b] ]Forgot about this one

§        Paradropping cargo object is now an A22 cargo crate

It seems that the A22 cargo crate is creating a CDT when opening its Para.

It comes out the plane and at the moment of opening the Para your OFP goes to "Hell" goodnight.gif

The dedicated Server is a good friend of yours and does the same ... "going to Nirvana"

The Rest ist impressive !

Hope you can fix it

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thx for the debug report, as soon as i fix this, i'll release an updated version

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<span style='color:blue'>NEW VERSION 0.005</span>

This version is an interim version to fix a conflict when the addon is used with ECP

Thanks to killswitch for for the ECP fix

<span style='color:red'>Changelog</span>

pre release version = 0.005

<span style='color:red'>§</span> Parachute ejected cargo now deploys a random coloured smoke grenade to mark it’s landing position

<span style='color:red'>§</span> “Fixed†ECP ctd’d when parachute cargo was ejected from aircraft

NB>> Download links found at top of this thread

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NP, thx again for bug report.

If there are any additional

a) systems,

b) functions

or other useful utilities that would be of widespread general useage to mission makers, i would be glad to include them.

I am trying to develop a very useful and commonly used "resource/utility" addon for want of a better word

as i think this type of addon has not really been looked at to date.

I have intentions at some point of implementing a set of ctf, c&h and other similar gametype "Game" flags, with pre defined user actions on the specifc flags which would mean a novice mission maker simply has to place a "TxU_ctfWestFlag" and the east or resistance equivalent in the mission and hey presto he has a fully working CTF 2 sided or 3 sided game system requiring no scripting knowledge

on the cards is

A&D

CTF

C&H

Progressive C&H

VIP

Flagball

so any ideas are more than welcome

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At the moment i play with an old script i found.

"Haftminen" .... "put Stachels on Vehicles etc" without FDF-MOD

1.) And i started a internal-diskussion about this Addon at mapfact.

2.) Looking for more Boarder-GFX etc.

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the attach satchel to vehicles sounds a nice idea to implement

any links ??

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whould you be able to also make a script for inc injuries

so soldier the have hard injeries wont be able to move until a medic treat them or evac them by a heli

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whould you be able to also make a script for inc injuries

so soldier the have hard injeries wont be able to move until a medic treat them or evac them by a heli

this is possible, but this is more inclined to a system for a full blown mod and a good system would require a fair bit of time to implement

My addon is more about making mission making easier

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A funktion for fix units (vehicles) like the Tyres and Jeep would be nice.Not like a real Repair Truck !

if you got a "Repairbox" it activates a funktion like tyre but only for repair "a little bit" so that you can fix that Vehicle "a little bit" to get it from red to orange status.

If it is not enough you need another Repairbox rofl.gif

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like a spare parts box, or even better a recovery mechanic

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I need your email or something else please ... --> "PMd" you

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