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Thanks, that certainly worked. I got another problem, the game didnt start at the briefing, it goes straight to the game. What could possibly go wrong? here's my init.sqf

nul=[] execVM "briefing.sqf";
nul=[] execVM "ACM\ACM_init.sqf";
nul=[] execVM "ACM\ACM_USMC_init.sqf";
nul=[ldr0,["1-1","1-1A","1-1B","1-1C","1-1MG"]] execVM "cent_HCS\cent_HCS_init.sqf";

Obj_Spetz=false;
camp_1=false;
camp_2=false;
camp_3=false;
camp_4=false;

{_x moveInCargo bus} forEach units (group ldr1);
{_x moveInCargo bus} forEach units (group ldr2);
{_x moveInCargo bus_1} forEach units (group ldr3);
{_x moveInCargo bus_1} forEach units (group ldr4);
{_x moveInCargo bus_1} forEach units (group ldr0);

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Try ths one

[] execVM "briefing.sqf";
[] execVM "ACM\ACM_init.sqf";
[] execVM "ACM\ACM_USMC_init.sqf";
[ldr0,["1-1","1-1A","1-1B","1-1C","1-1MG"]] execVM "cent_HCS\cent_HCS_init.sqf";

Obj_Spetz=false;
camp_1=false;
camp_2=false;
camp_3=false;
camp_4=false;

{_x moveInCargo bus} forEach units group ldr1;
{_x moveInCargo bus} forEach units group ldr2;
{_x moveInCargo bus_1} forEach units group ldr3;
{_x moveInCargo bus_1} forEach units group ldr4;
{_x moveInCargo bus_1} forEach units group ldr0;

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Could be a couple of things. It might be a lack of a briefing.html, teh briefing might have been disabled in the description.ext (briefing=0), or something in your HCS might be messing something up.

If that doesn't work, try to comment everything out, and uncomment a line at every try until something breaks.

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Okay, I dont have description.ext, maybe thats it?

[edit] off topic a bit, but where is my exported mission goes? I looked at Missions folder in ARMA2 folder but its not there, yet ingame, at the scenario menu, its there and playable...

On topic:

just tested with Description.ext in, still no go

Edited by Mr_Centipede

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Sorry posted in wrong topic lol...

Edited by Gaffa

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Uhm what is this for beginning post? This is so vague on many points I made the following code:

player createDiaryRecord ["Diary", ["Objective 1", "Your task is to kill the General of the Russian army post here 
<br/><br/><br/>Don't fail us or we will lose the WAR!"]]; 
player createDiaryRecord ["Diary", ["Location", "We have an objective <marker name='Start'>Start</marker> and one <marker name='Kill Officer'>Kill Officer</marker>"]];

KillOfficer = player createSimpleTask ["Kill Officer"]; 
KillOfficer setSimpleTaskDescription ["Kill the General", "Generals Location", "Generals Position"]; 
KillOfficer setSimpleTaskDestination (getMarkerPos "Kill Officer"); 
player setCurrentTask Kill Officer;
KillOfficer setTaskState "SUCCEEDED";
KillOfficer setTaskState "FAILED";
KillOfficer setTaskState "CANCELED";
KillOfficer setTaskState "CREATED";

The name of the officer is General , but how can i make it so that if you kill the General you get a succes?

And i am reading about some sort of trigger i need to make? What is it then?

---------- Post added at 09:40 PM ---------- Previous post was at 08:47 PM ----------

Bump, anyone?

Edited by Darvo

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Triggers condition:

!alive general

Triggers on act:

killofficer settaskstate "succeeded"; hint "mission complete"

also i noticed you have flaw here

player setCurrentTask Kill Officer;

the kill officer part is supposed to be the same as the task name, so in your case it should be

player setCurrentTask killofficer;

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Triggers condition:

!alive general

Triggers on act:

killofficer settaskstate "succeeded"; hint "mission complete"

also i noticed you have flaw here

player setCurrentTask Kill Officer;

the kill officer part is supposed to be the same as the task name, so in your case it should be

player setCurrentTask killofficer;

Thanks, it works like a charm :) And did not notice that :)

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I'm having no luck with tasks and the briefing after patching to 1.02. I can set notes with no problem but tasks won't show up and the briefing won't show up at all. I've tried the step-by-step from this post. I've copied the great script that is posted here as well. I get no errors but tasks and the briefing just won't show up at all.

I have execVM "briefing.sgf"; in my init.sqf so it should be execing. This is my briefing.sqf, maybe I'm dumb and missed something obvious:

player createDiaryRecord ["Diary", ["Title 2", "Isn't whitespace awesome? <br/><br/><br/>Yes it totally is!"]];

player createDiaryRecord ["Diary", ["Title 1", "We have an objective <marker name=tsk1'>here</marker> and one <marker name='tsk1'>there</marker&gt]];

tskExample1 = player createSimpleTask ["Task Title 1"];

tskExample1 setSimpleTaskDescription ["Task Message 1", "Task Title 1", "Task HUD Title 1"];

tskExample1 setSimpleTaskDestination (getMarkerPos "tsk1");

tskExample1 setTaskState "SUCCEEDED";

tskExample1 setTaskState "FAILED";

tskExample1 setTaskState "CANCELED";

tskExample1 setTaskState "CREATED";

The only thing that I changed was I created a marker called tsk1, which works in the notes.

Any help please? Yes, they are in the mission folder.

---------- Post added at 04:23 PM ---------- Previous post was at 03:38 PM ----------

Please disregard, I had no idea briefings didn't show up in the editor preview unless you hold Shift when clicking preview.

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Why on Earth are you setting the state of the task in briefing?

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Anyone had problems with this in 1.03? Every time I respawn they are all re-written. So, three objectives, four deaths, I now have those three objectives four times each in tasks. I've tried removing the killed handler. Not sure whether to start on fixing it or just go break something.

Ed: also tried removing it from init.sqf and execing it from an in-game trigger with 'local player' as condition. I'm gonna go cry...

Edited by Cellus

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Anyone had problems with this in 1.03? Every time I respawn they are all re-written. So, three objectives, four deaths, I now have those three objectives four times each in tasks. I've tried removing the killed handler. Not sure whether to start on fixing it or just go break something.

Patch notes:

* Fixed: After respawn in MP, player's tasks, diary content and skills are transferred to the new entity

Haven't done any testing, but I guess you dont need to retask anymore

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I haven't really tested this yet, but if the briefing comes up after respawn automagically in 1.03, then you can delete the part where I add the killed event handler.

If this works as advertised, then yay BIS :yay:

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@ Mike84 thanks, with your help I did have my Briefing and Task working before 1.03 Patch. I remove every thing below // run this file again when respawning (only setup the killed EH once though) // to stop it from adding a new Briefing after death, but now I get no briefing after death (or Multi-Briefing if I keep things as they where).

So am I missing something?

Dose anyone have this working right after Patch 1.03?

Do I need to add the briefing to all group members or is there some other trick.

Driving me Mad as all the working missions I had are now broke lol.

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Gents, I took out the event handler at the end of the briefing.sqf and it works perfectly. Looks like BIS fixed it!

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I thought I had remove the Event Handler? Still not working for me... any chance of you uploading me your template Dale0404?

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Here you are mate:

  *	Notes: 
 *		- Use the tsk prefix for any tasks you add. This way you know what the varname is for by just looking at it, and 
 *			aids you in preventing using duplicate variable names.
 *
 *
 *		Required briefing commands:		
 *		- Create Note:			player createDiaryRecord ["Diary", ["*Defend this position!", "*Eliminate enemy forces attacking your location, defend your sector!*"]]; 
 *		- Create Task:			tskExample = player createSimpleTask ["*The Task Title*"];
 *		- Set Task Description:	tskExample setSimpleTaskDescription ["*Task Message*", "*Task Title*", "*Task HUD Title*"];
 *
 *		Optional briefing commands:
 * 		- Set Task Destination:	tskExample setSimpleTaskDestination (getMarkerPos "mkrObj1");  // use an existing marker!
 *		- Set the Current Task:	player setCurrentTask tskExample;
 *		
 *		Formatting:
 *		- To add a newline: 		<br/>
 *		- To add a marker link:	<marker name='mkrObj1'>Defend this area!!!</marker>
 *		- To add an image: 		<img image='somePic.jpg'/> 
 *		   - custom width/height:	<img image='somePic.jpg' width='200' height='200'/>
 *		
 *		Commands to use in-game:
 *		- Set Task State:		tskExample setTaskState "SUCCEEDED";   // states: "SUCCEEDED"  "FAILED"  "CANCELED" "CREATED"
 *		- Get Task State:		taskState tskExample;
 *		- Get Task Description:	taskDescription tskExample;   // returns the *task title* as a string
 *		- Show Task Hint:		[tskExample] call mk_fTaskHint;  // make sure tskExample and the mk_fTaskHint function exist
 *							
 *
 *	Authors: Jinef & mikey
 */

// since we're working with the player object here, make sure it exists
waitUntil { !isNull player }; 
waitUntil { player == player };



switch (side player) do 
{

case WEST: // BLUFOR briefing goes here
{

player createDiaryRecord ["Diary",["Objectives","Carry out the Objectives in order.  Once an objective is done move to the next one.  There may still be enemy around however..."]];
player createDiaryRecord ["Diary",["Overview","The Russians are being a pain in the backend.  They are trying to setup a foothold on the East side of the Country around the area of <marker name='p2'>Dolina.</marker>"]];


tskEvidence6 = player createSimpleTask ["Get the Hell out of there!"];
tskEvidence6 setSimpleTaskDescription ["Gents, get home <marker name='end'>now!</marker>", "Time for Coffee", "Coffee Time!"];
tskEvidence6 setSimpleTaskDestination (getMarkerPos "end");
player setCurrentTask tskEvidence6;


tskEvidence5 = player createSimpleTask ["Kill the Commander"];
tskEvidence5 setSimpleTaskDescription ["Gents, kill this bloke in the town of <marker name='boss'>Berezino </marker>and we are home free.  Vladimir_Fickoffski is the local Commander.  Once we kill him the rest of the Russian forces will be dealt a severe morale blow which is good for us.  He is somewhere in the town of Berezino.  Where exactly?  We dont know.", "Time to kill the Twit!", "Twit needs to die."];
tskEvidence5 setSimpleTaskDestination (getMarkerPos "boss");
player setCurrentTask tskEvidence5;


tskEvidence4 = player createSimpleTask ["Destroy the Artillery Radar."];
tskEvidence4 setSimpleTaskDescription ["The Radar is in this <marker name='p3'>area.</marker>  Ok, this is a biggie.  We may need satchels to destroy the Radar.  Also the area is heavily defended.", "Destroy the Radar", "Destroy radar."];
tskEvidence4 setSimpleTaskDestination (getMarkerPos "p3");
player setCurrentTask tskEvidence4;


tskEvidence3 = player createSimpleTask ["Destroy the Light Vehicle Factory."];
tskEvidence3 setSimpleTaskDescription ["The Factory is in the town of <marker name='p2'>Dolina.</marker>  Unless we want a whole lot of UAZs on our arse we have to disable the factory by destroying it.", "Destroy the Factory", "Destroy factory"];
tskEvidence3 setSimpleTaskDestination (getMarkerPos "p2");
player setCurrentTask tskEvidence3;


tskEvidence2 = player createSimpleTask ["Destroy the UAV Terminal."];
tskEvidence2 setSimpleTaskDescription ["The Terminal is in the town of <marker name='p1'>Msta.</marker>   To stop the enemy from getting the drop on us, we must take it out.  According to the plans we recovered the UAV will be operational soon.", "Destroy the UAV Terminal", "Destroy Terminal"];
tskEvidence2 setSimpleTaskDestination (getMarkerPos "p1");
player setCurrentTask tskEvidence2;


tskEvidence1 = player createSimpleTask ["Find evidence."];
tskEvidence1 setSimpleTaskDescription ["In the Town of <marker name='evi'>Pusta.</marker> the Local Commander has left some Top Secret Plans, we must retrieve them.  The area is not heavily defended so we may be able to sneak in and get the plans without alerting the enemy.", "Find the Secret Plans.", "Search for the Secret Plans and retrieve them."];
tskEvidence1 setSimpleTaskDestination (getMarkerPos "evi");
player setCurrentTask tskEvidence1;
};


case EAST: // REDFOR briefing goes here
{


};


case RESISTANCE: // RESISTANCE/INDEPENDENT briefing goes here
{


};


case CIVILIAN: // CIVILIAN briefing goes here
{


};
};

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Thank Dale0404,

I tried slipping your template into my mission with no luck, so i went as Basic as possible with just briefing.html, briefing.sqf, description.ext, init.sqs. and 2 Players on group respawn.

Still no luck, Starting to think I might need to re-install the game or something.

heres a link to the Test Mission http://rapidshare.com/files/264835207/JustPlayer.Chernarus.zip (that dose not show briefings after death). Maybe someone can try this thing and see if they get Briefings after death :-)

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I see that your using a init.sqs instead of init.sqf?

Also in my init.sqf I have:

execVM "briefing.sqf";

and in your init.sqs you have:

nul=[] execVM "briefing.sqf";

Maybe thats the difference?

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People really need to stop using sqs. Or at least writing code in sqf format into sqs files. ;)

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I have not been able to test this but what about task completion especially with JIP. Does the game update the status of a task in those situations or are scripts/eventhandlers needed still for this?

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Gents, in my mission the tasks update but only for the person who completes the task. If your not the player who completes the task then the tasks dont update. Any help?

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People really need to stop using sqs. Or at least writing code in sqf format into sqs files. ;)

Hi, I seam to be having a problem to get init.sqf file to run at start-up, so I just used init.sqs because it seam to work.

Still not got things working right, but I was getting tired of the problem so kinda give up with it.

Looks like I need to understand JIP and why I cant used Init.sqf before I can even think about getting my briefings working again.

Off topic alittle but JIP is new to me, I did alittle SP/Host Mission writing in OFP but some of the new things like JIP and getting Init.sqf to work I am finding hard to get my head around.

Be nice if someone as a very basic mission with working briefings, Task, init.sqf and JIP (unsure why I need JIP) for us to have alook at. But I will try and do alittle more research.

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