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BAS f

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I haven't had chance to try it out yet, but I've downloaded it and gone through the manual.

Looks like really impressive work. Going to be really useful. Looking forward to giving it a go.

Many thanks.

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Thats really an impressive piece of work. I advise everybody starting with MP Mission editing to download this framework. It makes a lot of things easier and allow to concentrate on the essential part of the mission smile_o.gif

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Congrats BAS for being back and congrats Fer for the release. smile_o.gif

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Wonderful to see BAS back on the scene.

I can't remember the last time I made or played a OFP mission without anything from BAS.

This seems to be some very impressive work.

Thank you for sharing it so willingly!

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sweet stuff! Hmm maybe i'll add 'em more scripts in my missions when i get this stuff tested out more. smile_o.gif

This almost gave me a feeling that Bas would return for Arma but maybe it was a quick dream biggrin_o.gif

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This is a nice initiative. It covers a lot of the crapwork that keeps people from actually releasing missions (with some very nice and useful scripts to boot). I'd love to see ARMA have a much greater mission focus then OFP where the community focused on new addons, but without any missions to use the toys in.

thumbs-up.gif

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Upcoming Components

Optional components planned for the next major release build of the BAS f mission development framework are:

* Kronzky's anti-TK script

* Kronzky's UPS script

Suggesting / Contributing Components

Suggestions and contributions from the scripting community are always welcome (this project is 100% intended to help more people create and distribute high quality missions). The BAS f project is ongoing, and new releases will be made available periodically.

The project team asks potential contributors to remember that BAS f is a framework, not a mission generator, so new components must provide focused, discrete functionality that does not force the mission maker down a particular design route.

Specialised Builds for Mods

The core builds of BAS f will always ship with pre-placed units or gear snippets from the basic game. However, mod teams may want to make @MOD versions of BAS f, replacing pre-placed BI units and gear with their own work.

@MOD builds of BAS f can then be bundled with new addon releases, to allow mission designers to quickly put together new missions using the new addons. If you are a mod team that is interested in using this approach please PM Fer on this forum.

smile_o.gif

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Excellent work indeed BAS, mission making life just got easier for so many thumbs-up.gif

Great to see BAS is back into action as well thumbs-up.gif

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Great stuff! I'm sure it will make things easier for many mission makers around!

/KC

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Outstanding job Fer (and all contributors), i used something similar in the past and it was a joy to edit with. Everything was very nicelly documented, described and explained so people should even learn new things using it.

*downloads*

This is my first Arma addon and imo a very important one smile_o.gif .

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Outstanding job Fer (and all contributors), i used something similar in the past and it was a joy to edit with. Everything was very nicelly documented, described and explained so people should even learn new things using it.

Really glad to know this will be useful to you - I know you were one of the people that used the old CoopA Foundation Template for VBS1, which was the starting point for the BAS f project (we kept the framework idea, but disconnected it from the dogma).

However, before anyone gets the wrong impression, our project team is by no means just me (nor is it only composed of the familiar folks from BAS). The people to really thank for BAS f are (in no particular order): Messiah (aka Messiah2 on this board), Serclaes, Kronzky, Raedor, Donnervogel, Gaia, and FireflyPL.

Please remember, this is an ongoing initiative, so if you have any ideas or suggestions after using build v0-0-23, please share them with us here. Also, we'd be very interested to see any missions which you may create using BAS f.

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fantastic news! I havent got much time at the mo, i'm definately gonna download this and bookmark for future releases smile_o.gif

Glad to see you guys back! thumbs-up.gifthumbs-up.gifpistols.gif

I'm a new mission creator and i've only released one map so far, so this will definately help me, and reinforce what i've already learned smile_o.gif

pistols.gif

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Quick thanks to the BAS team for this really useful tool.

One quick question relating the actual operation of the mission conditions script - when I set the mission time to noon I get night, when I set it to night I get noon. Dusk & dawn seem to be just a dark night. Do I have to set the mission conditions in the editor to a specfic time first? (ie 12.00 or 0.00 ?) Not sure what's causing this, but have encountered it on missions I've d/led with this content too. Anyone help me? Thanks

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One quick question relating the actual operation of the mission conditions script - when I set the mission time to noon I get night, when I set it to night I get noon. Dusk & dawn seem to be just a dark night. Do I have to set the mission conditions in the editor to a specfic time first? (ie 12.00 or 0.00 ?) Not sure what's causing this, but have encountered it on missions I've d/led with this content too. Anyone help me? Thanks

Are you using the mission folder that comes with BAS f, or are you trying to use the mission conditions component in your own mission? If you are trying to extract and use this component in your own mission you will need to set mission time to 00:00 in the editor. However, why not just use the mission folder that comes with BAS f?

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Thanks - resetting the time in the mission to 0.00 worked. I am using the mission folder that came with the pack - but I had changed the weather/time with the editor.

Another minor glitch :

I'm trying to get the Ending controller to work with no success.

I have this snippet in the int.sqf

// BAS f - Multiplayer Ending Controller

// Version: 0-0-1 (2007-01-08)

// Author(s): Fer | Rom

f_endSelected = -1;

[] execVM "f\common\f_mpEndSetUp.sqf";

(I've tried changing the selected value to 1 but no change)

I have a number of triggers set up to end the mission (End #1,2,3,4 etc) and have added the following as suggested in the BAS f manual to the activation field (example for End #1 trigger):

[1] execVM “f\server\f_mpEndBroadcast.sqfâ€;

I get an 'Invalid Number in expression error. What have i done wrong?

I have a briefing txt entry for each end condition in my briefing.html.

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@ Guttersnipe: Please can you PM me a copy of your mission folder? I would be able to give you better advice with more data. Also, if you are using the MP Ending Controller you do not have to create any of your own 'End#' triggers - this all done automatically by the script. This may be part of the problem.

I am away from my ArmA machine, so may not be able to turn this around for a few days, but will do my best to help.

- Fer <TZW> smile_o.gif

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Thanks Fer - you may be onto something there with the 'doubling up' of end conditions. Will have a look & if I can't get it fixed in the next hour or so I'd be grateful of any help & send you on the folder. cheers mate!

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Quick thanks to the BAS team for this really useful tool.

One quick question relating the actual operation of the mission conditions script - when I set the mission time to noon I get night, when I set it to night I get noon. Dusk & dawn seem to be just a dark night. Do I have to set the mission conditions in the editor to a specfic time first? (ie 12.00 or 0.00 ?) Not sure what's causing this, but have encountered it on missions I've d/led with this content too. Anyone help me? Thanks

*Edit*

I had a post about this, but I see it was solved already whistle.gif

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For anyone that has been experiencing problems with the BAS f MP Ending Controller, there is a mistake in the manual. This will be corrected in an official update shortly, but for now, this text should help out:

Quote[/b] ]In your mission, whenever you want the mission to end (such as in a trigger or a script), use

the following code (where myEnd is anything you choose, and n is the number of the scenario

ending you wish to invoke; possible values are: 1,2,3,4,5,6):

myEnd = [n] execVM "f\server\f_mpEndBroadcast.sqf";

Please note that the above code can be executed on any machine, but it will only cause the

component to work (and thereby invoke an ending) if it is also run on the server.

You can put the above code in the On Activation field of a normal trigger, or within a custom

script (.sqf file). It is important to note that if you use triggers, you should use the type

Switch, and never the type End1 / End2 etc. (because the multiplayer ending controller

automatically creates and uses an End trigger).

Apologies to anyone who has run into this issue already!

- Fer <TZW> smile_o.gif

PS I would love to hear from anyone who has created missions with BAS f. We are working on an updated edition, with some major new components (more news soon).

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BAS f 0-0-25 (Beta) Released

New in this release:

* Kegetys' superb Spectator Script for ArmA is now available as an optional component

* The instructions for using the MP Ending Controller have been updated to reflect changes in v1.05 (the original instructions did not work with current release)

* The instructions for how to copy and re-name the mission folder have been updated in response to feedback from users of the original beta release

For downloads and more information, please see:

http://www.ballisticaddonstudios.com/content/view/73/57/

- Fer <TZW> smile_o.gif

PS The English version of the manual is available now, with Russian and German translations to follow very shortly ...

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