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ves86

Need help with editing campaign missions!

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I added this topic on another section but it seems that more OFP/ArmA Gurus are here...So...Here goes:

Can someone make a mod/addon so that when u are on the "Group" menu before the mission starts, we can select what we issue to our squad and ourselves? Or at least someone can teach me how to get it done? I'm very new to ArmA and maybe this is how OFP/ArmA works. But I'd like to issue weapons to my squad so that everyone balance out...

It only works during some missions, other than that, it's quite redundant. So why not bring it up and running? Being able to equip ur squad with anything from ArmA's arsenal..

I've tried doing something like this:

class Weapons

{

class M16A2

{

count = 2;

};

inside the description.ext of the missions, and even tried replacing this line on some maps that allows u to select weapons, but it still has original/no weapon selection. I hope someone helps...It's quite boring seeing everyone using M4 in every mission...

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this could be because of the way the mission is set up could you outline the mission and i might be able to help

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Outline? What do u mean?

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for example i had the same problem in one of my missions because i had initialised the players character inside in a vehicle using the moveincargo script so the game set the vehicle driver as the leader and wouldnt let me access the gear i had put in the description.ext so what way have you written your mission or what is it about thats what i mean by outline

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Okay, looking into BIS' format that allows players to select weapons before the missions, I've used the description.ext to do the same thing to other missions. Adding this line

class Weapons

{

class M16A2

{

count = 2;

};

Exactly the same way BIS makes it work. But it didnt work for me. In another mission that BIS allows the player to choose their own weapons: M01Sniper_S02

I changed the line

class AK74

{

count = 1;

};

to

class M107

{

count = 1;

};

But it still comes back as AK74 after i change the data...So, it didnt work after the changed the line, even though this is how BIS makes it work...

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Well i hope this helps:

In your description.ext put this line:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#include "rscWeaponGear.hpp"

rscWeaponGear.hpp

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// War on the Saint - Gear Snippets

// Version: N/A

// Author(s): =\SNKMAN/=

// Note: Thanks to Biki contributors for compiling the ArmA core information.

class Weapons

{

// ArmA - Weapons PBO - West Weapons

class M16A2 {count = 10;};

class M16A2GL {count = 10;};

class M4 {count = 10;};

class M4GL {count = 10;};

class M4AIM {count = 10;};

class M4SPR {count = 10;};

class M4A1 {count = 10;};

class M4A1GL {count = 10;};

class M4A1SD {count = 10;};

class G36K {count = 10;};

class G36C {count = 10;};

class G36a {count = 10;};

class MP5A5 {count = 10;};

class MP5SD {count = 10;};

class M249 {count = 10;};

class M9 {count = 10;};

class M9SD {count = 10;};

class M136 {count = 10;};

class Javelin {count = 10;};

class Stinger {count = 10;};

class Strela {count = 10;};

class Binocular {count = 10;};

class NVGoggles {count = 10;};

};

class Magazines

{

// ArmA - Weapons PBO - West Magazines

class 20Rnd_556x45_Stanag {count = 50;};

class 30Rnd_556x45_Stanag {count = 50;};

class 30Rnd_556x45_StanagSD {count = 50;};

class 30Rnd_556x45_G36 {count = 50;};

class 30Rnd_9x19_MP5 {count = 50;};

class 30Rnd_9x19_MP5SD {count = 50;};

class 200Rnd_556x45_M249 {count = 50;};

class 100Rnd_762x51_M240 {count = 50;};

class 5Rnd_762x51_M24 {count = 50;};

class 15Rnd_9x19_M9 {count = 50;};

class 15Rnd_9x19_M9SD {count = 50;};

class PipeBomb {count = 50;};

class TimeBomb {count = 50;};

class Mine {count = 50;};

class MineE {count = 50;};

class FlareWhite_M203 {count = 50;};

class FlareRed_M203 {count = 50;};

class FlareYellow_M203 {count = 50;};

class 1Rnd_HE_M203 {count = 50;};

class FlareWhite_GP25 {count = 50;};

class FlareGreen_GP25 {count = 50;};

class FlareRed_GP25 {count = 50;};

class FlareYellow_GP25 {count = 50;};

class 1Rnd_HE_GP25 {count = 50;};

class SmokeShellRed {count = 50;};

class SmokeShellGreen {count = 50;};

class SmokeShell {count = 50;};

class HandGrenadeTimed {count = 50;};

class HandGrenade {count = 50;};

class M136 {count = 50;};

class Javelin {count = 50;};

class Stinger {count = 50;};

class Strela {count = 50;};

};

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Which description.ext do i have to add this

#include "rscWeaponGear.hpp"

Should i add it in the .ext in the missions that i want weapons selectable? Or the ca.pbo main folder's description.ext?

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Simply create "description.ext" in your Mission folder and put this line into it.

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I get an error that says

Include file campaign\ca\rscWeaponGear.hpp not found

And i'm editing campaign missions, so do i only add it in e .ext of missions that i want weapons to be selectable?

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if it's a campaign mission you put in your mission file, the mission has probably inherited dependencies to the original campaign pbo's file structure. so your new description.ext is probably overruled by the campaign's description.ext

what does your mission say in the init.sqs?

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Nono, i'm just plainly editing the campaign mission. I dont have another mission of my own...And so i edited the campaign missions in ca.pbo but still it doesnt work...

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No one wants to help or nobody knows how to do it? huh.gif

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I'm having the same problem now, but with default units and equipment. Hope it is okay to "hijack" the thread since it remains the same problem.

Adding as suggested, the line, #include "rscWeaponGear.hpp", to description.ext only results in an instant crash with the mentioned error message.

I've unPbo'ed the default singleplayer noncampagnmission (where weapons selections work), used its description.ext and briefing.html files, and still it won't work sad_o.gif

My units are not moved into any vehicles, but waiting for them to arrive. Probably has something to do with something within the mission.sqm, but I have no idea where to look.

So, what are the do's and dont's of weapon selection in description.ext?

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