Acid 0 Posted February 7, 2002 Im pretty new to mission editing, im currently working on a two way mission called Airport Assualt. its set on Everon and its basically two combined missions, in one you play as the Russians that must defeat the American armour attack, and lead a Spetz Natz team to the airport, and coordinate your attack with a T80 platoon and a pair of Mi24 Hinds. Main objective is to destroy the NATO aircraft before they get off the ground, and seize the airport. If the Americans do get the Air units in the air, they will attempt to destory all assualt forces and bases, if this happens an additional team of three ZSU's can be called in to defend. The other mission gives you the role of an American Black Ops soldier, and the map is laid out identical to the other, just with a role reversal. the objectives in this mission are to defend the airport againt Russian attacks, eliminate the russian ZSU's to allow air suport to move in, and to overall defeat the russian forces. also the possibility of flying either a chopper or A-10. I have included a couple of cut scenes in the missions, but theres a few things i want to do, which might seem simple and basic, but im still not sure how. 1.) how do you make soldiers carry their weapons on their back by default? 2.) how do you make enemy infantry patrols that carry their weapons on their back and keep patrolling on a constant loop? 3.) how do you have a camp fire already lit at the start of the mission? 4.) how to make units sitting down at the start? 5.) how to deactivate triggers? 6.) making intro/outro? 7.) making and linking to the additional info/intel report section of a briefing? Like i said, some are basic, but since im relatively new to mission editing im not sure how its done. i tried extracting the campaign missions from the pbo to see how some of the things are done, but naturally they are encrypted, and even though i used the unpack-sqm tool i just got an erorr of the file being read onyl so it wouldn't open in the editor. any help would be much appreciated and credited in the readme file of the two missions pack when its complete. Share this post Link to post Share on other sites
Intruder 0 Posted February 7, 2002 1. set unit behaviour to SAFE (drop down menu in unit dialogue box) 2. Give them a CYCLE waypoint, they will reache the cycle WP and then turn around and continue to the previous one, and on till the cycle WP is broken. 3. In the init field of an empty->object->fire type: this inflame true Share this post Link to post Share on other sites
Bloodmixer 0 Posted February 7, 2002 I have a FAQ at my site, and it might contain some helpful stuff...It for sure answers question 3 . * This is the answer to number 4 : a3 playmove "EffectStandSitDown" Where "a3" is the name of your unit (insert any unitname there) * Answer to 1 : You can make units put their guns behind their backs with this command (init field or otherwise) unitname setbehaviour "safe" You should set units to this behaviour for some animations to work. * Answer to 2 Create a "move" waypoint for a unit somewhere on the map, and the create a second waypoint near the ORIGIN (where the unit starts) and make it "cycle" waypoint (scroll down the drop box) this should effectively make it loop between waypoints. If you need more help, try some of the tutorials at OFPEC (especially for your briefing question) http://www.ofpeditingcenter.com Share this post Link to post Share on other sites
Intruder 0 Posted February 7, 2002 Briefing and Overview Tutorial Share this post Link to post Share on other sites
Acid 0 Posted February 7, 2002 Thanks for the help. though the brieifng ajnd overview tutorial only told me stuff i already know. i can do good brieifngs and overviews with no problems, i just dont know how to add the extra page like an intel report or additional notes etc, and link to it in the notes section or somethin. anyone know how? and if possible i could really use some help on questions 5 and 6 if anyone knows. for example i have set up a trigger that will start playing the basic base alarm, and order the tank crews to get in their tanks and bmps to engage the approaching enemy, that part of the mission is set up so that your friendly forces lose, as they are over whelmed by american armour, meaning that you must take out the tanks en route to their next target, st phillipe, by placing mines/satchel charges on the roads, the thing is that when all the friendly forces have been desroyed and the base conquered, the alarm continues to sound, so i want to be able to deactivate the alarm trigger when the base has been conqueredby the enemy. which is why i need to know how to deactivate triggers. oh btw i also have one more question which i would REALLY like to know the answer to: 8.) how do you include radio voice/coversations/commands in missions? i have been able to make triggers that are activated by sedning code alpha or whatever and the trigger works fine, the only problem is that theres no actual sound of the radio command being given. i habve the sound files for the radio speech in .ogg format, but i dont know what i need to do to include them in the mission. Share this post Link to post Share on other sites
Intruder 0 Posted February 7, 2002 I'm gonna point you to another sound tutoria, it's quite a bit of stuff: http://www.opflashpoint.org/features.php?f=11 To add extra pages, I beleive that its just simple html links to other parts of the html file (not sure though). Share this post Link to post Share on other sites
Acid 0 Posted February 7, 2002 Well the pre-lit fire and weapon on back stuff worked, but the sitting down thing isn't. They just stay standing. I also now have a few more problems: 1.) I have setup a support team of two Hinds to assist in the destruction of the enemy armour at the airport, i gave each Hind a waypoint right infront of it as close as possible with the variable: airsupport==1 created the trigger that activates this variable to allow the Hinds to follow their waypoint path and attack the airport. The problem is that the Hinds are taking off and just hovering above their LZs until the trigger is activated. What do i need to do so thatn they dont even start their engines until the trigger is active? 2.) I have set up additional support teams, that also have the first waypoint (Move waypoint btw) with the needed variable in the condition field before they can advance, and have made the ending waypoint a "Seek and Destroy" waypoint at the airport, but when the tanks follow their waypoints and head to the airport, they only attack SOME of the enemies in the immediate area, they dont hunt for others in the area, or even attack other units such as pilots that are nearby. how do i fix this? 3.) how do you make it so that you cxan have a choice of primary, and secondary weapons and items in the gear section of the briefing? Share this post Link to post Share on other sites
Intruder 0 Posted February 8, 2002 Talk about jumping in the deep end It seems you need to know the basics first, I suggest working through a tutorial mission, to get the hang of things. Try robs & co's manual, its good for newbies. Any who 1. Personally I first give the hind a get out WP (WP1), that way the pilots will get out of the chopper. Then i give them a get in WP (WP2), and then other following WP's to the action zone or what ever. In the condition field of WP1 type: airsupport In the activation field of the trigger type: airsupport=1 When the trigger is activated the pilots will jump in and take off. OR forget the GET OUT WP's, and set the fuel of the chopper to 0 with the slider. In the activation field of the trigger type: helo_name setfuel 1.0 Share this post Link to post Share on other sites
Intruder 0 Posted February 8, 2002 2. Tanks have a harder time hunting down individual soldiers. The best thing to do is to make a trigger that covers the area, and set it to EAST NOT PRESENT or something similar. 3. There is a tutorial here about the description.ext file. You need to add code to this file to allow the player to select weapons during the briefing. If you use Mission Assistant to make your briefings, this has a function that will make a weapons selection in description.ext file available. Share this post Link to post Share on other sites
Acid 0 Posted February 8, 2002 I'm not exactly what you call "jumping in the deep end" as you call it. I have gott the hang of the basics of missions editing and the majority of what i need for the mission im currently working on, its just a few things that im not sure of. I have already created one mission, its not very long though. basically you play as the leader of a resistance squad. The main resistance base is under attack from russians forces and cant fight them off alone, so you need to lead your squad back to the base and help to beat off the russians. It includes a briefing, overview and a short cutscene during the mission of the russian forces attacking the resistance base the only objective is to defend the resistance base and eliminate the russians. anwyay thanks for the tip for the hinds. what kind of code do you need to add to the description.ext file to make weapons selection? i will be using a description.ext file anyways as im adding speech and radio to the missions. also is there another way of getting the infantry in the mission to be sitting down at the start of the mission? as the previous suggestion didn't work. Share this post Link to post Share on other sites
Intruder 0 Posted February 9, 2002 Click here you will see a link called Description.ext file description, this will explain eveything about the description.ext file, how to make weapons available to the player. To make a unit sit down: In an activation field type: unitname playmove "EffectStandSitDown" You can also use unitname switchmove "EffectStandSitDown" but the unit must be set to safe or careless. It sould work in a script. Share this post Link to post Share on other sites
Acid 0 Posted February 11, 2002 Ok great, thanks. I've got answers to all but two questions now. So all thats left for me to find ut is deactivating triggers and how to make intros/outros anyone know where i can find out how to do these? Share this post Link to post Share on other sites
Intruder 0 Posted February 11, 2002 there is a very good cameral tutorial here Share this post Link to post Share on other sites
mahuja 12 Posted February 11, 2002 To deactivate triggers, use (in the condition field) this && enabletrigger Whenever you want the trigger to be active, set enabletrigger to true, else set it to false. Share this post Link to post Share on other sites
Acid 0 Posted February 13, 2002 Ok i dont quite get that bit, im assuming that the && of that line is where you place the triggers name, what i dont get is how come it goes into the condition field of the trigger. The idea is that i have a trigger that activates the base alarm when enemy forces are detected, and when the enemy overruns the base and defeats all the troops their, the alarm switches off as its now under NATO control (you play as the russians in this mission). so what i have is: the first trigger with type set to switch activation set to west, and set to presentl. effect is to play alarm. i have given the trigger the name: edetecta the second trigger which will deactivate the alarm. type set to switch, activation set to east and not present, in the on activation field i have: advance=1; this edetecta enabletrigger false the advance part is to activate the waypoint of the NATO forces for when they conquer the base, so that they move on to attempt to atke st phillipe. all im getting from the line to disable the trigger is the error that the triggers name (edetecta) is an unknown operator. the thing is i dont get how it would go into a condition field coz i would've though that you'd need one trigger to disable the other, so what am i doing wrong? And yet again i also now have another question (sorry). i have placed the fortress building on the map, you know the giant sandbag bunker thing, anyway i have placed a couple of soldiers in there so they can fire on any attacks, the thing is that when i looked inside the bunker they wern't there, anyway i was just about the leave the bunker again when i noticed the tips of the soldiers helmets sticking out of the bottom of the floor of the bunker. what do i do to get them out of the floor so they are correctly positioned inside the bunker and not under it? Share this post Link to post Share on other sites
Acid 0 Posted February 14, 2002 Ok now i have a bit of a problem. Ive almost finished the mission, soi copied it to my missions directory and ran the game so i coud test it. anway i selected the mission and chose the option to start it, it got to the screen that says "get ready", and displays th dat and time, and then the game just shuts down competely. why? whats going wrong? Share this post Link to post Share on other sites
Intruder 0 Posted February 14, 2002 When you get thrown back to the desktop do you get an error message? If so, what does it say? It could be a number of reasons, usually errors in scripts. Share this post Link to post Share on other sites
Intruder 0 Posted February 14, 2002 To set the height of soldiers or any object, put this into the ini field of the object or unit: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this setpos [(getpos this select 0), (getpos this select 1), (getpos this select 2)+2]<span id='postcolor'> the 2 on the end is the height in meters. Experiment with the height for the fortress. (I think its 2.75 for the fortress). Share this post Link to post Share on other sites
Acid 0 Posted February 14, 2002 which 2? the 2 after select, or the 2 after the +? and no i dont get an error message when i get thrown back to the desktop. and i dont have any scripts in the mission yet the only things in the mission folder @ the moment are: mission.sqm overview.html briefing.html image.paa description.ext Just incase its something to do with the description.ext file heres whats in it: onloadmission = "" debriefing = Â 1 showWatch = Â 1 showCompass = Â 1 showNotepad = Â 1 showGPS = Â 1 showMap = Â 1 onLoadIntroTime = true class Weapons { class AK74 { count = Â 3; }; class AK74GrenadeLauncher { count = Â 2; }; class AK47CZ { count = Â 3; }; class Bizon { count = Â 3; }; class PK { count = Â 1; }; class SVDDragunov { count = Â 1; }; class RPGLauncher { count = Â 2; }; class AT4Launcher { count = Â 1; }; class 9K32Launcher { count = Â 1; }; }; class Magazines { class AK74 { count = Â 12; }; class GrenadeLauncher { count = Â 6; }; class BizonMag { count = Â 12; }; class AK47 { count = Â 12; }; class PK { count = Â 5; }; class SVDDragunov { count = Â 4; }; class RPGLauncher { count = Â 6; }; class AT4Launcher { count = Â 1; }; class 9K32Launcher { count = Â 1; }; }; Share this post Link to post Share on other sites
Intruder 0 Posted February 15, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this setpos [(getpos this select 0), (getpos this select 1), (getpos this select 2)+n] <span id='postcolor'> change n Does happen to other missions you export, or just that one? Share this post Link to post Share on other sites
Acid 0 Posted February 15, 2002 just this one. I've created amission a little while ago where you command a resistance unit which must return to the main resistance base and defeat the russian attack, and i dont get kciked back to the desktop when starting that. the things is though this same thing has happened when i've downloaded a couple of missions. the mission exported as a pbo file yet as im just doing first stage testing (mission is alpha version if you like) so i know what to correct etc Share this post Link to post Share on other sites
Acid 0 Posted February 15, 2002 what the hell!? now its not even working in the editor! the mission will load up in the editor and let me modify it, but when i go to preview it the same thing happens, it never gets passed the screen with the date and time and kicks me back to the desktop, what the hell is going on, it was working fine in the editor last night before i tried it in the actual game... Share this post Link to post Share on other sites
Acid 0 Posted February 15, 2002 ok i've just tried it again and this time i got an error, heres what the error says: out of reserved memory (118883 KB) Code change required (current limit 52488 KB) Total free 432777 KB Free blocks 13, Max free size 431657 KB any ideas? Share this post Link to post Share on other sites
Intruder 0 Posted February 15, 2002 This is a common problem. Head over to the AV's FAQ and look up reserved memory. Share this post Link to post Share on other sites