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fer

BAS f

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Thanks for the update. A very useful framework you've created.

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Perhaps a package of cutscene scripts? smile_o.gif

Can you expand on that idea with more detail, please?

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I have a question about the Group names. Am I able to rename the groups to anything I use (ex wman1 as a unit name or wgroup1 as a squad name). do the scripts need the default name given in the framework in order to work properly?

are there any plans to implement Kegetys spectator script with this so instead of the seagull we can follow or fellow solders from their point of view. or even adding the Save your weapons script from Sudden Death?

Ok thanks for the info in advance

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Fer asked me to pass this along.

=========

<span style='color:red'>FYI - The Russian language version of v0-0-25 (beta) is now available for download from the BAS site.</span>

I have a question about the Group names. Am I able to rename the groups to anything I use (ex wman1 as a unit name or wgroup1 as a squad name). do the scripts need the default name given in the framework in order to work properly?

You can rename the groups to anything you like wink_o.gif

are there any plans to implement Kegetys spectator script with this so instead of the seagull we can follow or fellow solders from their point of view. or even adding the Save your weapons script from Sudden Death?

It already is smile_o.gif If you download the latest version of BAS f (build v0-0-25 Beta), you will find that Kegetys' Spectator Script for ArmA is now included. Check the last two pages of the manual for instructions for using this excellent component!

Happy editing! Please let us know how you get on with using this framework to create missions, and share ideas for other components which you would like to see in future builds.

- Fer <TZW> smile_o.gif

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Fine work guys

Is there a chance to get the spectating script only while waiting to be respawned ?

So if i have 90 seconds respawntime olayer could look in for this 90 seconds to make waittime a little bit friendlyer ;-) because respawn times under this amount of seconds do not really stop rambos tounge2.gif

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Is there a chance to get the spectating script only while waiting to be respawned ?

Nice idea, MCPXXL. FYI, a respawn component is currently being developed for BAS f - not sure it will be in the next release, but it should be along soon.

BTW, if you are using BAS f to develop your missions, please send examples in to us. Also, any comments you have that can help us improve the framework and/or the manual would be welcome.

- Fer <TZW> smile_o.gif

PS German version of v0-0-25 now posted (and a French version is also in the works). Get the German version at:

http://www.ballisticaddonstudios.com/downloa...._de.rar

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When I try the default BAS_f_v0-0-25.Sara and die the mission ends abrupt. No bird... When I try to use Kegetys spectator-script its the same abrupt ending.

If I change description.ext to group or instant its working as it should.

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When I try the default BAS_f_v0-0-25.Sara and die the mission ends abrupt. No bird... When I try to use Kegetys spectator-script its the same abrupt ending.

If I change description.ext to group or instant its working as it should.

Er, that's more or less as expected - particularly if you are playing alone on your local machine (in which case ArmA ends the mission as soon as you die).

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Ooh... So Kegetys spectator script doesnt work in MP when I`m alone and hosting the game?

But spectating script aside, why doesnt I spawn as a bird? I played another mission that I made where you spawn as a bird to see if it was BAS f mission or Arma. When I died I did spawn into a seagull, in BAS f mission the game ended abrupt...

edit: After reading my earlier post I realise that I didnt emphasice that is was in MP. All my testing was in MP, hosting the game and alone. I know that Kegetys script doesnt work in SP. But I also know that abrupt ending isnt normal. It really cuts of. When I kill myself with a grenade I doesnt even hear the sound from the grenade. This only happens with the default, not changed, BAS_f_v0-0-25.Sara.

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@ andersson - I see what you mean, and yes, you are right. It looks like Kegetys' Specatator Script for ArmA is not totally disabled in the default version of BAS_f_v0-0-25.Sara.

Assuming you are not using Kegetys' Specatator Script for ArmA, you can stop the abrupt endings by changing the filename of onPlayerRespawnAsSeagull.sqs to onPlayerRespawnAsSeagull.<span style='color:red'>xxx</span> (or even delete the file).

Thank you for reporting this issue - I will ensure the next version of BAS f reflects this new information.

smile_o.gif

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I have problem with Authorised Crew tool. It doesn't work. I have code in init.sqs:

su1 addEventhandler ["GetIn", {[_this,[pilot1, pilot2, pilot3, pilot4, pilot5, pilot6]] execVM "f\common\f_isAuthorisedCrew.sqf"}];

su2 addEventhandler ["GetIn", {[_this,[pilot1, pilot2, pilot3, pilot4, pilot5, pilot6]] execVM "f\common\f_isAuthorisedCrew.sqf"}];

ali1 addEventhandler ["GetIn", {[_this,[pilot1, pilot2, pilot3, pilot4, pilot5, pilot6]] execVM "f\common\f_isAuthorisedCrew.sqf"}];

ali2 addEventhandler ["GetIn", {[_this,[pilot1, pilot2, pilot3, pilot4, pilot5, pilot6]] execVM "f\common\f_isAuthorisedCrew.sqf"}];

mi1 addEventhandler ["GetIn", {[_this,[pilot1, pilot2, pilot3, pilot4, pilot5, pilot6]] execVM "f\common\f_isAuthorisedCrew.sqf"}];

mi2 addEventhandler ["GetIn", {[_this,[pilot1, pilot2, pilot3, pilot4, pilot5, pilot6]] execVM "f\common\f_isAuthorisedCrew.sqf"}];

Names of vehicles and soldiers are correct, but every class can mount to Su-34, Ka50 or Mi17. What i do wrong??

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I have problem with Authorised Crew tool. It doesn't work. I have code in init.sqs:

su1 addEventhandler ["GetIn", {[_this,[pilot1, pilot2, pilot3, pilot4, pilot5, pilot6]] execVM "f\common\f_isAuthorisedCrew.sqf"}];

su2 addEventhandler ["GetIn", {[_this,[pilot1, pilot2, pilot3, pilot4, pilot5, pilot6]] execVM "f\common\f_isAuthorisedCrew.sqf"}];

ali1 addEventhandler ["GetIn", {[_this,[pilot1, pilot2, pilot3, pilot4, pilot5, pilot6]] execVM "f\common\f_isAuthorisedCrew.sqf"}];

ali2 addEventhandler ["GetIn", {[_this,[pilot1, pilot2, pilot3, pilot4, pilot5, pilot6]] execVM "f\common\f_isAuthorisedCrew.sqf"}];

mi1 addEventhandler ["GetIn", {[_this,[pilot1, pilot2, pilot3, pilot4, pilot5, pilot6]] execVM "f\common\f_isAuthorisedCrew.sqf"}];

mi2 addEventhandler ["GetIn", {[_this,[pilot1, pilot2, pilot3, pilot4, pilot5, pilot6]] execVM "f\common\f_isAuthorisedCrew.sqf"}];

Names of vehicles and soldiers are correct, but every class can mount to Su-34, Ka50 or Mi17. What i do wrong??

@ ejay - the code you posted looks correct to me, and I managed to successfully use the first line just now. Are you using the whole BAS f mission folder and / or have you moved the location of the scripts? If you want, please feel free to send a ZIP/RAR of your mission folder to me at:

fer AT ballisticaddonstudios.com

smile_o.gif

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wow i never noticed this thx, ill be checking this out soon

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<span style='color:red'>NEW RELEASE</span>

BAS f v0-0-28 Beta

Introduction

This is the third beta release of the BAS f mission framework for ArmA, which includes <span style='color:red'>24</span> core and optional components (some of which have been developed with premier gaming community, ShackTactical), and a 49-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 and Spanish <span style='color:red'>(new)</span>.

What's New?

New in this release:

- Spanish is now supported by core components

- AI Skill Selector (Attack & Defend Version)

- BAS f Common Local Variables

- Multi-side Briefing File Template

- Hide Enemy Objectives

- Casualty Cap (ends missions when % of troops are dead)

- ShackTactical: Baseline Mission File Template

- ShackTactical: Markers

For more information and download links, please check the top post in this thread, here:

http://www.flashpoint1985.com/cgi-bin....t=59444

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very nice work an help @ fer

thanks!

when can we expect the german version of 0.0.28?

or do we get suprised with an 0.0.30 version in german and us? biggrin_o.gif

Greetings, Kev

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when can we expect the german version of 0.0.28? or do we get suprised with an 0.0.30 version in german and us? biggrin_o.gif

The German and Russian versions of v0-0-28 are both in production now, so I hope these will be uploaded in the next week.

smile_o.gif

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Been watching the project, but haven't seen any improvement in the suggested readme.txt layout. I'd be quite disappointed to see all readme's follow the suggested format as is.

Although it contains the relevant "boring" topics (eg: disclaimer, etc), which is great, it fails to provide any structured detail on the format of the mission. Also these boring topics precede the actual Notes, Installation & Addons sections, which is not very practical to use. This make selecting missions and categorising them (eg: by server admins or file hosters) quite difficult.

Check out this readme.txt mission template, for some extra ideas. It still needs a few more changes and improvements, but contains the core info and is a good start.

Also, note the section about: "Modifying the Script Files". It could prove useful and prevent a lot of confusion.

Keep up the good work.

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Check out this readme.txt mission template, for some extra ideas. It still needs a few more changes and improvements, but contains the core info and is a good start.

Also, note the section about: "Modifying the Script Files". It could prove useful and prevent a lot of confusion.

Thanks for the feedback and suggestions, Dr_Eyeball. Although I'm not sure that it is feasible to include all the elements from your example, I will look at upgrading the template ReadMe file in BAS f to reflect your points. Remember also that the file / mission-naming conventions noted in BAS f should also ensure that server admins get a lot of information before even opening the mission file / folder.

Thanks for keeping an eye on the topic of readmes - I agree with you that this really matters!

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There was a problem with the Casualties Cap component included in BAS f v0-0-28. The problem was that if any of the tracked groups start empty (such as when AI is switched off), the script would not work, and would not trigger the ending. I'm sorry this made it through - since it may be a little while before v0-0-29 is released, here is a hotfix:

1. Download this file:

http://www.ballisticaddonstudios.com/downloa....Cap.sqf

2. Replace the original copy in your BAS f folder, found in:

/f/server

That's it. You should not have to change anything else, so it is easy to apply to any missions you have already built with v0-0-28.

Note: I have updated the copy of BAS f v0-0-28 on the BAS server.

On a seperate note, if anyone is using BAS f I would be grateful to get some sample missions. In the meantime, we're pushing ahead with v0-0-29. Watch this space!

smile_o.gif

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<span style='color:red'>UPDATE:</span> The Russian version of v0-0-28 is now available from the BAS website. Check the top post in this thread for a link.

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<span style='color:red'>NEW RELEASE</span>

BAS f v0-0-30 Beta

Introduction

This is the fourth beta release of the BAS f mission framework for ArmA, which includes <span style='color:red'>24</span> core and optional components (some of which have been developed with premier gaming community, ShackTactical), and a 50-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 <span style='color:red'>French (new)</span>.

What's New?

New in this release:

- All components now have enhanced support for join-in-progress (JIP)

- French is now supported by core components

For more information and download links, please check the top post in this thread, here:

http://www.flashpoint1985.com/cgi-bin....t=59444

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I have 1 question and 1 suggested addition...

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?

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.

Good work BAS, keep it up.

edit: On a completely off-topic subject has BAS considered revisiting JAM for ArmA?

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