raedor 8 Posted June 3, 2007 edit: On a completely off-topic subject has BAS considered revisiting JAM for ArmA? Just to answer this: JAM is now in the hands of Combat!/G85, they're working on it. Share this post Link to post Share on other sites
Pillage 0 Posted June 4, 2007 JAM is now in the hands of Combat!/G85, they're working on it. Oh hell yeah! raedor, I kid you not that is the best news I've had all week. A uniform magazine standard across the addon making community is what I've hope for from the beginning of ArmA. Although JAM was huge in OFP it came after hundreds of weapon packs had already been released. Share this post Link to post Share on other sites
raedor 8 Posted June 4, 2007 CBT! is part of G85, as well as many other mods. But please back on topic! Share this post Link to post Share on other sites
fer 21 Posted June 5, 2007 Question: Is it possible in the next release to modify the authorized crew check to be based on unit class rather than editor defined names? Nice idea! I believe this could be done for unit classes such as crew and pilot. Adding it to the list of ideas for the next major release. Suggestion: Is it possible in the next release to add a timeskip script having 24hrs game time pass in 1hr real time? I think Evolution contains such a script but can't think how to implement it. We can look into it .... edit: On a completely off-topic subject has BAS considered revisiting JAM for ArmA? Like Raedor says, JAM has gone to another team, who I'm sure will be making good progress. Remember to support standards! BTW, sorry it took me so long to reply - something must have gone wrong with my topic-watch settings, as I never got an email telling me of new posts in this thread. Share this post Link to post Share on other sites
fer 21 Posted June 7, 2007 <span style='color:red'>NEW RELEASE</span> BAS f v0-0-31 Beta Introduction This is the fifth beta release of the BAS f mission framework for ArmA, which includes <span style='color:red'>26</span> core and optional components (some of which have been developed with premier gaming community, ShackTactical), and a 53-page illustrated manual which is available in English, German and Russian translations. All text strings used in this version have been translated into Czech, German, Polish, Russian, Spanish and French. <span style='color:red'>What's New? New in this release: - Authorised Crew Type Check (restrict AFVs to crewmen, aircraft to pilots etc.) - ShackTactical: Fireteam Markers (showing location, orientation and name of fireteam buddies) - Updated Casualties Cap component (now more accurate and robust) - Minor corrections to the manual and stringtable.csv files</span> For more information and download links, please check the top post in this thread, here: http://www.flashpoint1985.com/cgi-bin....t=59444 Share this post Link to post Share on other sites
fer 21 Posted June 7, 2007 Question: Is it possible in the next release to modify the authorized crew check to be based on unit class rather than editor defined names? Done. Check out the Authorised Crew Type component in the latest build, v0-0-31 Beta (see top post in this thread for download links). Hope this is what you meant! Share this post Link to post Share on other sites
terox 316 Posted June 8, 2007 Hi, just a couple of thoughts to throw into the couldron, for future design discussion 1) Dead body removal This could be done more efficiently, by having the killed event, add the unit to the end of an array, count the elements in the array and then delete the first element if the count was greater than DeadBodyCountLimit The number of dead units local to a player could use a different cap limit than the server and there would be no need to synch the arrays across the network. What you would accomplish is reducing for instance 30 dead ai units running a "sleep" routine for 20 minutes, that will reduce cpu requirements somewhat, especially on larger scale missions 2) I see some arrays that need to be manually edited, these arrays tend to be group names or units etc, would it not be better to script create local triggers to do this automatically. This woulkd reduce the number of "systems", or lines of code that need to be editied by a would be mission maker 3) It may also be better to simply have a Settings.sqf, Description.ext and the briefing template for editing purposes. It has been my experience that the less a mission maker has to edit, as in searching through files and folder, the more likely he is to succeed in his first attempt and then use, for instance a template or "framework" again for debugging purposes, this is also easier, because there would be less locations where a user error could occur. These are just a few thoughts which may help you improve on your existing framwork Share this post Link to post Share on other sites
fer 21 Posted June 8, 2007 1) Dead body removalThis could be done more efficiently, by having the killed event, add the unit to the end of an array, count the elements in the array and then delete the first element if the count was greater than DeadBodyCountLimit. The number of dead units local to a player could use a different cap limit than the server and there would be no need to synch the arrays across the network. What you would accomplish is reducing for instance 30 dead ai units running a "sleep" routine for 20 minutes, that will reduce cpu requirements somewhat, especially on larger scale missions That sounds like an interesting approach, and anything that might make help reduce the burden on server and / or client is worth investigating. If you have the time, would you be able to work up a new version of the component? 2) I see some arrays that need to be manually edited, these arrays tend to be group names or units etc, would it not be better to script create local triggers to do this automatically. This woulkd reduce the number of "systems", or lines of code that need to be editied by a would be mission maker Usually, when an array needs to be edited it is because the mission designer requires precise control over which units or groups are affected by the component. For example, the vehicle and units which are covered by an instance of the Authorised Crew Check component need to be named specifically. Alternatively, wherever possible there is already fairly extensive use of your suggested trigger method. For example, both AI Skill components use arrays of all groups in the mission, which are automatically generated using the BAS f Common Variables component. Nevertheless, you raise a really important point. It's tricky getting the balance between configurability and ease-of-use, but I do think we try to save time for the mission designer whenever possible. Of course, I won't claim we have a perfect solution! 3) It may also be better to simply have a Settings.sqf, Description.ext and the briefing template for editing purposes.It has been my experience that the less a mission maker has to edit, as in searching through files and folder, the more likely he is to succeed in his first attempt and then use, for instance a template or "framework" again for debugging purposes, this is also easier, because there would be less locations where a user error could occur. I totally agree - and it has been the aim to try and minimise the number of files which must be touched directly by the mission designer. At present, 95% of all configuration happens in the init.sqf file, description.ext (and of course the briefing.html and mission.sqm files). There are exceptions - the MP Ending Controller and Kegetys' Spectator Script do require other files to be edited, so things are not as 'clean' as the ideal. These are just a few thoughts which may help you improve on your existing framwork Thanks! I'm grateful that you took the time to look over the code and post. This kind of detailed feedback is gold. Share this post Link to post Share on other sites
Tankbuster 1746 Posted June 9, 2007 I like this. A lot. I'm lucky in that BAS f is aimed directly at me. I have some knowledge of the editor; I can use waypoints, triggers and logic and I'm making real progress using BAS f. It's like you've been looking over my shoulder and said "Let's make something for HIM!" One question - I took the plunge and installed at version 0-0-31. What am I likely to need to do as subsequent versions come out? Will any missions I'm working on now get broken by future versions? Cheers! Tanky -Paul- Share this post Link to post Share on other sites
mcpxxl 2 Posted June 9, 2007 I got no shack markers after the first respawn Share this post Link to post Share on other sites
Flat!!! 0 Posted June 9, 2007 I have been looking around in your script and noticed that the remove body script deletes the body which IMO does not look very nice. I think it would look better using hidebody command instead. If you did not know removes the body once it has sunk into the ground. Anyways I really like this framework GREAT JOB!!! Keep it up Share this post Link to post Share on other sites
Commando84 0 Posted June 9, 2007 sweet a new version! havent tried it yet but the body count thingy sounds intresting maybe to keep check in long missions Share this post Link to post Share on other sites
fer 21 Posted June 9, 2007 I like this. A lot.I'm lucky in that BAS f is aimed directly at me. I have some knowledge of the editor; I can use waypoints, triggers and logic and I'm making real progress using BAS f. It's like you've been looking over my shoulder and said "Let's make something for HIM!" That's great to hear, because you are exactly the kind of mission designer we are trying to support! One question - I took the plunge and installed at version 0-0-31. What am I likely to need to do as subsequent versions come out? Will any missions I'm working on now get broken by future versions? Actually, it shouldn't be to much of an issue for you. Here's a general guide to updating: New component: A new component will usually consist of one or more SQF files which belong in the f sub-folder, and a new block of settings code in the init.sqf file. The manual will always tell you what the files are, and what the block of settings code is called. To add such a component to a mission simly copy across the relevant files to the same location, and paste the new block of code into your existing init.sqf file. Updated component: The safest way to apply an updated component is to follow exactly the same approach as described above - just remember to re-edit the settings block in the init.sqf file to refelect your choices (usually the syntax is exactly the same, but check the manual to be safe in case we have changed the way the component should be called). Hopefully that shouldn't be too daunting! I got no shack markers after the first respawn Does that mean you get no marker at all - or do the markers appear static? Unfortunately, I have not tested these markers with respawn because ShackTactical does not use respawns, and I am away from an ArmA rig today. Just off the top of my head, have you tried re-activating the component in any re-arming / on-respawn script you may be running? I have been looking around in your script and noticed that the remove body script deletes the body which IMO does not look very nice. I think it would look better using hidebody command instead. If you did not know removes the body once it has sunk into the ground.Anyways I really like this framework GREAT JOB!!! Glad you are enjoying the framework - Terox has made some other useful suggestions regarding the body removal component, so perhaps we can combine these in an updated version soon. @ all: If you are developing missions with BAS f I would be really interested to see examples, so please feel free to PM me with copies. Share this post Link to post Share on other sites
Tankbuster 1746 Posted June 9, 2007 Fer, thanks for that. If the update installs are described as well as the manual is written, I'm sure it'll be fine. You don't want to see the mission I'm making, it'd destroy any credibility I have left! In truth, I'm only testing stuff and making sure I understand it before I actually put all the pieces together to make a mission. I know what I want to do, I'm waiting on one or two addons to make it a reality (C130 and a commercial airliner (think Entebbe)). Share this post Link to post Share on other sites
Tankbuster 1746 Posted June 14, 2007 Question (first of many) 1. Is there a forum at the BAS site you'd rather I use to ask these questions? 2. Group names. Page 8 of the manual mentions that each of BLUFORs players have f_GrpBLU11A = group this; I don't fully understand why we have to have the group named so explicitly, but that's not my real query; If I have a second player group, can you suggest a name for them? 3. OPFOR groups. Should they be named in a similar fashion? Thanks guys, Tanky -Paul- Share this post Link to post Share on other sites
fer 21 Posted June 15, 2007 1. Is there a forum at the BAS site you'd rather I use to ask these questions? No - unless something drastic happens with the amount of discussion, I think it's better to keep things focused on this thread for now (you never know, others may be interested in both your questions and the answers). 2. Group names. Page 8 of the manual mentions that each of BLUFORs players have f_GrpBLU11A = group this; I don't fully understand why we have to have the group named so explicitly, but that's not my real query; In the standard mission.sqm file, there is only one BLUFOR group pre-placed. The name of the group could have been anything - we used f_GrpBLU11A, but it could just as well have been DrunkenFools! However, there is an important reason for putting the line f_GrpBLU11A = group this; in the INIT line of every unit in the group. If you name a group by putting something like f_GrpBLU11A = group this; in the INIT line of just the group leader, the group will not be named if that particular unit is not used in the mission (imagine you have only a few players, they pick other slots and then switch off all AI). So naming the group in every unit's INIT ensures that the group is always named. If I have a second player group, can you suggest a name for them? If you want to use the same convention, and the second player group is also BLUFOR, try f_GrpBLU11B. However, don't feel you have to use our naming approach - you may develop one of your own (personally, I like to use names like GrpBLU01 and GrpBLU07. It's totally up to you. 3. OPFOR groups. Should they be named in a similar fashion? You don't have to name OPFOR - or any - groups (particularly if they are 100% AI), but it's a good practice. Named groups can be referenced, and therefore controlled, by scripts; so if you can, when you create an AI OPFOR group you should name it. Again, don't feel you have to follow any particular convention, but my advice is that you are consistent (it will help you if and when you start using scripts); you might try names like: GrpOPF01 and GrpOPF02. Note that because such groups are 100% AI, but contain no selectable slots, you only have to name the group once: in the INIT line of the group leader. This is because this unit will always appear when the mission is run. Hope those points help! - Fer Share this post Link to post Share on other sites
Tankbuster 1746 Posted June 15, 2007 Fer, it does help, thank you very much. I'm more than happy to keep asking here. I'm sure the popularity of BAS f is due to the fact you aimed it at a big section of the community and as such, many people may well be asking, or at least thinking of asking, the same questions. I think I will follow your naming conventions, it makes more sense to do so than to not. I will also name the OPFOR groups for the same reason. Again, many thanks. Tanky -Paul- Share this post Link to post Share on other sites
mr.peanut 1 Posted June 15, 2007 Not sure is this has been addressed or not... A common request in MP editing is how to use radio triggers, especially in a non-coop mission. I would suggest that an MP radio trigger control component be added that makes it easy to assign/hide radio channels to players based on side and manage the MP event handling. Share this post Link to post Share on other sites
Tankbuster 1746 Posted June 16, 2007 Some more questions... Firstly, why do we have to edit the mission in MP/new/create game rather than just in the mission editor from the main menu Secondly, and I suspect it's related to the first question, why do I have to save the game before I can preview it? Thirdly, and not really related to BAS f, this setUnitPos "Down" in the init field doesn't seem to have any affect on my civilian AI's in preview. They are up and about, not lying down. Share this post Link to post Share on other sites
AF-Killer 0 Posted June 17, 2007 To the BAS crew, a big thank you for making the BAS framework. Very easy to understand and implement and a must have for any budding mission designers. I wanted to create an expanded BASf mission template as a basis for any future missions I create and include in it a couple of other scripts which I thought were quite good as well, particularly the Group Link II Plus and the Urban patrol Script. Impressed as I was with the alternate Shack Tactical mission available in the BASf framework, I used that as the basis for my template and then went about incorporating the GLIIPlus and UPS and edited them accordingly. All credit for this template lies with the respective script authors, as I ahve really done nothing more than all the legwork of editing names etc to suit. My own knowledge of scripting at the start was 0% and having got this far I would say it is now 0.001% ( so please if you have any script questions I suggest you ask the respective script authors) I have included the complete mission folder and included in it any necessary addons and documents from each of the respective addons and scripts, which I recommend you read through if you are not familiar with them already. As this mission is a template there are no waypoints set for BLUFOR, they are simply stationed at Paraiso and near Corazol, whilst OPFOR are positioned in and around Corazol under the influence of both GLIIPlus and UPS. BLUFOR has vehicles at its disposal at both locations and it is up to you to make your own way down to Corazol by whatever means you desire and engage the enemy. From here you should experience the randomness of Group Link II Plus and UPS and the random results that follow. Then if you want to move on simply edit this mission by dragiing the units eleswhere and adding/editing whatever other vehicles objects you want. My reason for sharing this is that it is my first real attempt at creating a COOP mission and would appreciate any feedback on the way I have implemented all of the above. Quote[/b] ]A Mission template for creating dynamic BLUFOR vs OPFOR battles with random results. It was created using the BASf framwork and includes both Group Link II Plus as well as Urban Patrol Script functionality. Loaded the default BASf Shack Tactical Mission (renamed "mission_ShackTactical.sqm" to "mission.sqm"), then merged the GroupLink II Plus example mission, copied over the necessary files and folders from the GLIIPlus mission folder and edited the necessary files to reflect the requirements of GLII. I then incorporated the Urban Patrol Script (UPS) files and edited the files appropriately and then incorporated UPS into the mission accordingly. UPS is initialised via the Game Logic Server. The end result is a mission template with ShackTac squad formation on both BLUFOR and OPFOR (46 vs 46) whereby OPFOR will randomly patrol designated areas and call for support when necessary. ShackTac (removed requirement for leader to have LaserBatteries for marker and replaced default Fireteam leader weapon M16A4_GL with M16A4_ACG_GL. I added some vehicles with respawn and set BLUFOR respawn. Extract this file and read the readme enclosed for installation instructions Download mission here Share this post Link to post Share on other sites
fer 21 Posted June 18, 2007 Not sure is this has been addressed or not...A common request in MP editing is how to use radio triggers, especially in a non-coop mission. I would suggest that an MP radio trigger control component be added that makes it easy to assign/hide radio channels to players based on side and manage the MP event handling. @ Mr.Peanut - before commenting on whether it would be feasible to include such a component in BAS f, would you be able to PM me a more detailed description of required functionality? Alternatively, if there are some examples of existing missions or scripts which we could learn from (or even adapt with appropriate permissions), that would be superb. Some more questions...Firstly, why do we have to edit the mission in MP/new/create game rather than just in the mission editor from the main menu Secondly, and I suspect it's related to the first question, why do I have to save the game before I can preview it? Thirdly, and not really related to BAS f, this setUnitPos "Down" in the init field doesn't seem to have any affect on my civilian AI's in preview. They are up and about, not lying down. @ TankbusterSPAFF - You need to edit in MP mode because otherwise you will not be able to preview the mission correctly. The answer to your second question is probably best answered by BIS. As for your third question, I'm not sure, but it may be worth checking to see if this is a recognised bug. To the BAS crew, a big thank you for making the BAS framework. Very easy to understand and implement and a must have for any budding mission designers. I wanted to create an expanded BASf mission template as a basis for any future missions I create and include in it a couple of other scripts which I thought were quite good as well, particularly the Group Link II Plus and the Urban patrol Script. Impressed as I was with the alternate Shack Tactical mission available in the BASf framework, I used that as the basis for my template and then went about incorporating the GLIIPlus and UPS and edited them accordingly. All credit for this template lies with the respective script authors, as I ahve really done nothing more than all the legwork of editing names etc to suit. My own knowledge of scripting at the start was 0% and having got this far I would say it is now 0.001% ( so please if you have any script questions I suggest you ask the respective script authors) I have included the complete mission folder and included in it any necessary addons and documents from each of the respective addons and scripts, which I recommend you read through if you are not familiar with them already. As this mission is a template there are no waypoints set for BLUFOR, they are simply stationed at Paraiso and near Corazol, whilst OPFOR are positioned in and around Corazol under the influence of both GLIIPlus and UPS. BLUFOR has vehicles at its disposal at both locations and it is up to you to make your own way down to Corazol by whatever means you desire and engage the enemy. From here you should experience the randomness of Group Link II Plus and UPS and the random results that follow. Then if you want to move on simply edit this mission by dragiing the units eleswhere and adding/editing whatever other vehicles objects you want. My reason for sharing this is that it is my first real attempt at creating a COOP mission and would appreciate any feedback on the way I have implemented all of the above. Quote[/b] ]A Mission template for creating dynamic BLUFOR vs OPFOR battles with random results. It was created using the BASf framwork and includes both Group Link II Plus as well as Urban Patrol Script functionality. Loaded the default BASf Shack Tactical Mission (renamed "mission_ShackTactical.sqm" to "mission.sqm"), then merged the GroupLink II Plus example mission, copied over the necessary files and folders from the GLIIPlus mission folder and edited the necessary files to reflect the requirements of GLII. I then incorporated the Urban Patrol Script (UPS) files and edited the files appropriately and then incorporated UPS into the mission accordingly. UPS is initialised via the Game Logic Server. The end result is a mission template with ShackTac squad formation on both BLUFOR and OPFOR (46 vs 46) whereby OPFOR will randomly patrol designated areas and call for support when necessary. ShackTac (removed requirement for leader to have LaserBatteries for marker and replaced default Fireteam leader weapon M16A4_GL with M16A4_ACG_GL. I added some vehicles with respawn and set BLUFOR respawn. Extract this file and read the readme enclosed for installation instructions Download mission here @ AF-Killer - This sounds very interesting indeed - I shall download this and start looking at it as soon as I get my ArmA rig back (I have just moved house, so everything is in boxes). Thank you for sharing! - Fer <TZW> Share this post Link to post Share on other sites
Rhodite 3 Posted June 22, 2007 Just completed migratng some of my campaign missions to the BAS F framework Took some getting used to, but now I feel very confident with it. Saves me worrying about functionality, so I can focus on the details of the mission itself thus (i hope) producing a much better result. An excellent job Fer 10/10 Share this post Link to post Share on other sites
fer 21 Posted June 24, 2007 <span style='color:red'>NEW RELEASE</span> BAS f v1-0 Introduction This is the first official release of the BAS f mission framework for ArmA, which includes <span style='color:red'>26</span> core and optional components (some of which have been developed with premier gaming community, ShackTactical), and a 53-page illustrated manual which is available in English, German and Russian translations. All text strings used in this version have been translated into Czech, German, Polish, Russian, Spanish and French[/color]. What's New? New in this release: - Updated Casualties Cap component (now more accurate and robust) - Updated manual For more information and download links, please check the top post in this thread, here: http://www.flashpoint1985.com/cgi-bin....t=59444 Share this post Link to post Share on other sites
Heatseeker 0 Posted June 25, 2007 Im running out of excuses to put something together now... Gj Fer . Share this post Link to post Share on other sites
KeyCat 131 Posted June 25, 2007 Thanks for the update Fer! IMO this a "must have" (or at least read) for every MP missionmaker. Great work BAS! /KC Share this post Link to post Share on other sites