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kanotson

BAS f MP question

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Hi, I'm a newbie with mission edition (I tried a little with ofp, but now I'm retaking it with ArmA), I'm using the BAS f framework to make a coop mission with group respawn, and I cannot get the gear working. I don't know why, but the group list in the briefing is empty, so I can't select the gear.

I deleted the example group because my mission is for the OPFOR, so I created a new group with the "f_GrpBLU11A = group this;" in the Init field. Maybe I missed something?

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No, its f_GrpBLU11A, just like in the template (is defined in the init of each unit). Maybe I have to set it up in some other place?

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No, its f_GrpBLU11A, just like in the template (is defined in the init of each unit). Maybe I have to set it up in some other place?

The name you give to a group should not influence whether or not its members' names appear in the gear interface. I just tried this test for you:

1. Deleted the original BLUFOR group.

2. Added an OPFOR Basic Infantry Squad (using the GROUPS tool in the editor).

3. Made all of the soldiers in the new squad playable.

4. Added the following line to the init field of every soldier:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">f_GrpBLU11A = group this;

When I ran the mission all squad members appeared in the gear selection screen, as expected.

If this does not help, please post the mission folder as a ZIP or RAR file, and I will try to have a look (as it may be something completely different that is interfering with your plans).

Best wishes,

Fer <TZW> smile_o.gif

PS You could use any name for the group you wanted, such as:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">f_GrpOPF11A = group this;

or even

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">AngrySheep = group this;

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Thanks for the reply, you can download the mission here.

I didn't change the group name because i wasn't sure if it was used in the scripts, next time I know it can be anything thumbs-up.gif

I move the group at start into a bmp, maybe that could be the problem?

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Yep, i've removed the moveInCargo command and it works. So I suppose it cannot be done if I want the players to start inside a vehicle.

Now the question is: is it possible to start a multiplayer mission with the players inside a vehicle? I've just read in the wiki that moveInCargo only works in local players. I have not had the opportunity of test this mission with another players, does that means that it won't work? (all friendly infantry troops starts inside bmps in this mission ) confused_o.gif

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kanotson, sorry I was not able to reply last night, I was away from my ArmA PC. You did exactly the test I would have done, and it appears you have found a 'feature' of ArmA wink_o.gif

Here is a possible workaround:

1. Remove the 'moveInCargo' command from the INIT lines of the soldiers in your playable group. This means that at the very start of the MP mission, they will not be in a BMP - and so will be able to select gear during the briefing.

2. Implement a script or trigger that counts down for 1-2 secs at the start of the mission, and on execution uses the 'moveInCargo' and 'forEach' commands to quickly put all the soldiers into the BMP. You will want to hide these first two seconds of your mission, either using a 'BLACK IN' camera command, or with a very short cutscene. You can also disable keyboard input for the first few seconds, just to be safe.

BTW, if a command is labelled as 'local' you can still use it in MP. Very simply (although it does get more complicated), you have to ensure every machine executes the command. The trigger in step 2 (above) should fire safely on all machines.

Hope that helps - and thanks for using the BAS f framework. When you get a moment, it would be great to get your feedback on it (was it useful? what did you like? hate?).

- Fer <TZW> smile_o.gif

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Yeah, now it works! Adding a trigger that move them into the bmp, just like you advised. I had a mini cutscene yet, so it fits perfectly.

I like the BAS f very much. Maybe for some advanced users it's not so useful, but for me it brings the possibility of making more complete mp missions. It's very easy to add the difficulty settings, time of day, type of respawn...It's very well documented (I've used it almost like a tutorial, this was my first mission in ArmA). And i've just seen there's a new version with spectating script. That will make my missions like pro missions notworthy.gif

In the new version you fix a bug with end mission in 1.05, so i think it's time to update my mission! (I haven't tested it in mp, so I cannot tell if it works or not).

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In the new version you fix a bug with end mission in 1.05, so i think it's time to update my mission! (I haven't tested it in mp, so I cannot tell if it works or not).

You will not need to change any of the BAS f scripts to fix the bug - just follow the instructions in the updated manual (the error was in the instructions, not the actual code).

To migrate to v0-0-25 of BAS f, follow these steps:

1. Copy these files from the v0-0-25 folder to your mission folder (and put in the same locations / sub-folders):

/onPlayerRespawnAsSeagull.sqs

/f/common/f_spect/common.hpp

/f/common/f_spect/specta.sqf

/f/common/f_spect/specta_events.sqf

/f/common/f_spect/specta_init.sqf

/f/common/f_spect/spectating.hpp

/f/common/f_spect/spectating_script_readme.txt

2. Replace your original copies of ...

/description.ext

/init.sqf

.. with the ones from v0-0-25. You will need to re-configure things like available weapons, but hopefully you will figure out how to do that very quickly (block copy/paste etc.).

3. Follow instructions in the v0-0-25 manual for switching on and configuring Kegetys' Spectator Script for Arma (it's the last section at the end of the document).

Hope that helps - very glad to hear someone is finding BAS f useful (it's hard to know because it is not obvious from where we are sitting).

- Fer <TZW> smile_o.gif

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