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Pennywise

CWR Mission Conversion Status

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Hey Guys,

I'm placing together a list of our current progress. To kick things off, here is our current list of missions, starting with the OFP missions.

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to be converted:

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Directory of E:\Flashpoint\Missions

08/14/2001 09:37p 552,175 01TakeTheCar.ABEL.pbo

08/14/2001 09:38p 8,073,940 02Infantry.Abel.pbo

08/14/2001 09:38p 267,936 03Bomberman.CAIN.pbo

08/14/2001 09:38p 386,641 04Helitrain.ABEL.pbo

08/14/2001 09:38p 52,583 05HeavyMetal.Eden.pbo

08/14/2001 09:38p 404,612 06Ninjas.EDEN.pbo

08/14/2001 09:38p 554,282 07ShadowKiller.ABEL.pbo

08/14/2001 09:38p 52,814 08LoneWolf.Cain.pbo

08/14/2001 09:38p 369,034 09SniperTeam.Cain.pbo

08/14/2001 09:38p 121,284 10Commander.ABEL.pbo

08/14/2001 09:38p 163,563 11CleanSweepII.EDEN.pbo

08/14/2001 09:38p 354,082 A01Revenge.Abel.pbo

08/14/2001 09:38p 435,787 A02Vulcan.ABEL.pbo

Directory of E:\Flashpoint\MPMissions

08/14/2001 09:38p 556,069 1-4_C_ShadowKiller.ABEL.pbo

08/14/2001 09:38p 34,661 1-6_C_LostSquad.ABEL.pbo

08/14/2001 09:38p 110,145 1-8_D_FlagFight.ABEL.pbo

08/14/2001 09:38p 109,575 1-8_D_FlagFight2Small.ABEL.pbo

08/14/2001 09:38p 20,472 1-8_D_Paintball.ABEL.pbo

08/14/2001 09:38p 55,508 2-12_T_SectorControl.EDEN.pbo

08/14/2001 09:38p 18,896 2-5_Cooperative.Eden.pbo

08/14/2001 09:38p 21,923 2-8_HoldCity.Cain.pbo

08/14/2001 09:38p 190,721 2-8_T_CaptureTheFlag1.EDEN.pbo

08/14/2001 09:38p 194,590 2-8_T_CaptureTheFlag2.CAIN.pbo

08/14/2001 09:38p 60,266 2-8_T_CityConflict.ABEL.pbo

08/14/2001 09:38p 761,261 3-9_C_ReturnToEden.EDEN.pbo

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Converted List:

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D:\Games\Codemasters\OperationFlashpoint\Missions

03/11/2004 02:18p 552,175 01TakeTheCar.ABEL.pbo

08/14/2001 09:38p 8,073,940 02Infantry.Abel.pbo

Directory of E:\Flashpoint\MPMissions

08/14/2001 09:38p 556,069 1-4_C_ShadowKiller.ABEL.pbo

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Are those directorys from OFP:E? Since they are quite different missions than CWC? Just asking.

smile_o.gif Good work so far.

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If they really are that different we're gonna put the OFP missions in an Missions\OFP subfolder, as real fans only play OFP tounge2.gif

/edit: One more thing: could you try to write a step-by-step howto after converting some more missions (as you then know which strange things can happen) which we can release later on as we're only going to convert the original missions (so that the community can convert their missions themself...) smile_o.gif

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Are you using the new sqf format when converting?

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If they really are that different we're gonna put the OFP missions in an Missions\OFP subfolder, as real fans only play OFP tounge2.gif

Well for example the campaign missions were reworked a bit (maybe a BI dev can confirm) with more objects on map or enemies. smile_o.gif

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Quote[/b] ]Are those directorys from OFP:E? Since they are quite different missions than CWC? Just asking.

They are straight off the CWC CD from the Gold Edition Box Set.

Quote[/b] ]Are you using the new sqf format when converting?

.sqf is not a new format. Sorry, not sure what your referring to. Most missions have a description.ext and an init.sqs and sometimes intro/outro.sqs files. Unless something has changed, the engine explicitly looks for these files in the mission directory upon initialization and makes use of them if they are there. Of course you can always place more scripts in the directory for use and reference the sqf/sqs and whatnot, but they are not necessary.

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Well I think we can stay with the sqs files for now, later on we can convert them.

@Pennywise: In ArmA sqs scripts are depreciated, check the new sqf functions. So if you're writing a new script, better use the new sqf scripts. smile_o.gif

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How exactly does that work with missions? I don't see anything documented on the wiki regarding migration. First, prior to using a function, .sqf, you have to load the file into memory, compile loadfile "mission.sqf". Most people, like CoC for example, rely on the init.sqs for loading functions. Otherwise, you can also use execVM, but you need an entry point somewhere. Has this been changed to init.sqf? I've been doing lots of reading up on the wiki. I haven't caught completely up with the ArmA stuff so please bear with me. I'm still stuck in OFP world smile_o.gif However, I'm reading up on the wiki I'm ware of the JIP event handlers for ArmA:

# onBriefingGear

# onBriefingGroup

# onBriefingNotes

# onBriefingPlan

# onBriefingTeamSwitch

# onMapSingleClick

# onPlayerConnected

# onPlayerDisconnected

Is there also an init type handler that should be used instead of the init.sqs? Should we just start using onPlayerConnected?

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You have to differ between sqf functions and sqf scripts. Sqf functions didn't change, it is the same as it was before. Keep in mind, that you don't _have to_ "preload" functions, you can also do it like this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">x call compile preprocessFile "myFunction.sqf"

I don't understand what you mean with entry point for execVM... wow_o.gif Please explain that closer.

You can use init.sqs and init.sqf, it'll both be started, sqs with old and sqf with new syntax (init.sqs still works for compatibility reasons, better use init.sqf) smile_o.gif

/edit:

@event handlers: All of them -- beside the connection related ones -- have been already in OFP wink_o.gif

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Alright, I might have to catch up on a few things. I can definitely look into the conversion factors you guys mentioned. We'll see if we can't migrate off the depricated stuff to the new world smile_o.gif I appreaciate the input from everybody smile_o.gif

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I've been trying still to get islands with objects and textures working, but sorry to say ...no luck yet.........however I have lots of OFP vehicles.

Planck

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/ Might sound offtopic here but we haven't yet completed preparations steps and one of them seems very important;

Quote[/b] ]

* Establish communication channels - in progress

I'm just saying is a bit confusing currently.

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That's what this thread is for. I definitely prefer skype, as it usually is faster than mail, but I don't want to urge anybody to install it... wink_o.gif

As soon as the SVN server is up, the work won't be done in such a "underground" manner it is done currently biggrin_o.gif

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As ArmA still supports .SQS scripts just fine, I don't see any real need to rewrite everything unless script has to be replaced for some reason.

Also I think it's better to grab off mission files from XboX version as they are newest versions out there (as some OFP patches touched SP/MP missions as well).

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One cant really do much until the islands have been properly converted, though.

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As ArmA still supports .SQS scripts just fine, I don't see any real need to rewrite everything unless script has to be replaced for some reason.

Also I think it's better to grab off mission files from XboX version as they are newest versions out there (as some OFP patches touched SP/MP missions as well).

I am seeing some cutscene/intro scripts in the SP missions that dont seem to be running correctly. If I run them in armed assault next to a computer running them in OFP there are alot of differences. Im not a cam scripting wizzard so Im thinking I may need some help with them.

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Please send the mission(s) to me, I'll take a look on it. smile_o.gif

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I am seeing some cutscene/intro scripts in the SP missions that dont seem to be running correctly. If I run them in armed assault next to a computer running them in OFP there are alot of differences. Im not a cam scripting wizzard so Im thinking I may need some help with them.

Camera scripts have gotten most changes and we probably have to put preloading to every camera run but for actual mission logic, there shouldn't be too many changes.

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I looked at the intros again last night, I think they are ok. It looks like what is happening is the lack of roads are slowing the vehicles down during the intros. The mission that this is most appearant on is A01Revenge.Abel. Mission 02Infantry.Abel also has an intro but seems to work alot better untill the end where a hummer takes a long drive down a road. I think once the AI is on roadways then the intros will run correctly.

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I looked at the intros again last night, I think they are ok. It looks like what is happening is the lack of roads are slowing the vehicles down during the intros. The mission that this is most appearant on is A01Revenge.Abel. Mission 02Infantry.Abel also has an intro but seems to work alot better untill the end where a hummer takes a long drive down a road. I think once the AI is on roadways then the intros will run correctly.

Okay, that's good. Sometimes we still may need the preload commands, but as long as it is working, it's all fine. smile_o.gif

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Just a quick update, I have a new tool available that will accept multiple missions and convert them into an ArmA acceptable format. I still have a few issues left to iron out, but hopefully I'll have the tool available for everybody by end of tommorrow. Granted there still some issues that will have to be resolved manually, but this takes care of the brunt of the effort involved in the conversion process. TTL smile_o.gif

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Gonna be one more day, still testing and making sure all is in right order smile_o.gif

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Any of you guys aware of a good pbo 'console' tool? I'm trying to use unpbo right now, but it doesnt unbin the mission.sqm files. I've been using depbo to work around this, but it can't be used through the console sad_o.gif I'm hoping there's something else out there that will compensate, but I've tried all the tools on ofpec and only depbo seems to work and like i said it's not a 'console' tool? Any input would be greatly appreciated smile_o.gif

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