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Redfield, thanks a lot! I will try that out today and see if it works for me.

EDIT: That worked like a charm, now I just gotta figure out what to edit and where. Thanks again!

No problem, glad I could help. Kylania was a big help for me. All I did was take his template and translate it to a begginer explanation.

EDIT: BTW this has never worked for me.

tsk4 setTaskState "SUCCEEDED";
[objNull, objNull, tsk4, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";

Im not sure why, thats why I just use hints.

EDIT2: OK nvm I got it to work. it should be:

tsk4 setTaskState "SUCCEEDED"; 
nul = [objNull, objNull, tsk4, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";

Edited by Redfield-77

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For clarity's sake I'll point something out that I didn't realize because I'm stoopid:

Even though briefing.html no longer contains any information used in the actual briefing, if you don't have at least a template of it in your missions folder, the pre-mission briefing won't display.

I was testing out the new tasks and notes system and creating a mission that would sorta serve as a template for later use. I put all that stuff in and I figured I'd put a placeholder gear selection in just to have all this stuff ready to roll when I need it for a real mission. I figured that if briefing.html only contains the de-briefings, I could take care of it last. I fill out the description.ext, hold Shift + "Preview" and I'm standing on the map...hmmmm. I pasted the briefing template from the OP in, tried again, and voila, there was the pre-mission briefing and gear selection.

So, even though briefing.html doesn't have anything to do with the briefing anymore, it must be in there for the briefing/gear selection/tasks/etc. to show up. Hopefully that saves somebody a few minutes of head-scratching.

And for new players, hold shift and click "preview" in the editor to see your briefing in-game.

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I never learned any programming language other than some BASIC about 15 years ago, it´d be right to say that i don´t know shit about this stuff.

Now that BI have chosen to destroy all of our hard earned knowledge in .html briefing´s (assuming you´re equally stupid like me) it´s hell all over again. Briefing.sqf = WTF !

I´ve spent hours & days to somehow steal my way through other missions, also reading the tutorials from here and the german community to make a working brieifng.sqf ... and on the first glance it appears to be working.

But, how do you keep the briefing.sqf from disappearing after a playerunit respawned or got revived?

It´s not like all gamers are geniouses in .sqf goddammit! How are mortals like us supposed to have fun with the editor when there´s stumbling stones and road bumps all over it. Took me since OFP to understand at least enough to make basic but entertaining missions, and now i cannot even do a simple briefing anymore :confused:

To make a long story short: Anyone found out a foolproof way to keep briefing after players respawned/revived?

PS: Yes, i am pretty pissed :mad:

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Why they don't have a simple screen to type in a briefing in the editor in the first place is beyond me.

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Ok, problem is gone.. ;)

Edited by Wiggum

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That´ll help! thx mate :bounce3:

Still, BI should be ashamed that we basically have to hack solutions :mad:

edit: Didn´t work.

Mr Burns goes into meltdown mode



..and wants the [me] tag back :turn:

server execVM "revive_init.sqf";
nil = [] execVM "briefing.sqf"
skiptime Param1;
if(true) exitWith {};

waitUntil { !isNil {player} };
waitUntil { player == player };

switch (side player) do 
{	
case EAST: // REDFOR briefing goes here
{
_diary4 = player createDiaryRecord ["Diary", ["Objective 4", "Fall back to the <marker name=""ta4"">church</marker> in Pustoshka.<br/><br/><img image='p\c.paa'/><br/><br/>Set up defenses and defend yourselfes until a 13th Mot.Reg. patrol arrives to get you out of there."]];
_diary3 = player createDiaryRecord ["Diary", ["Objective 3", "Find and destroy a downed MI-8 <marker name=""ta3"">somewhere near Myshkino</marker>. The insurgents must not get their filthy hands on our hardware."]];
_diary2 = player createDiaryRecord ["Diary", ["Objective 2", "We have reports of an insurgent mortar section <marker name=""ta2"">in Lopatino</marker>. Find it and destroy the mortar tubes."]];
_diary1 = player createDiaryRecord ["Diary", ["Objective 1", "Seize <marker name=""ta1"">the old factory</marker> at Lopatino and hold off any counterattacks.<br/><br/><img image='p\f.paa'/><br/><br/>The rebels are popular in this region. You might encounter strong and well organized mobile forces aswell as hostile civilians."]];

task1 = player createSimpleTask ["Objective 1"];
task1 setSimpleTaskDescription ["Seize the factory and defeat any possible counter attacks.","Objective 1","Seize & Hold"];
task1 setSimpleTaskDestination markerpos "ta1";

player setCurrentTask task1;
[objNull, ObjNull, task1, "CREATED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
waitUntil { taskState task1 == "Succeeded"; };
[objNull, ObjNull, task1, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
sleep 4;

task2 = player createSimpleTask ["Objective 2"];
task2 setSimpleTaskDescription ["Destroy the Mortar section in Lopatino.","Objective 2","Destroy Mortars"];
task2 setSimpleTaskDestination markerpos "ta2";
task2 settaskstate "Created";

player setCurrentTask task2;
[objNull, ObjNull, task2, "CREATED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
waitUntil { taskState task2 == "Succeeded"; };
[objNull, ObjNull, task2, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
sleep 4;

task3 = player createSimpleTask ["Objective 3"];
task3 setSimpleTaskDescription ["Find & destroy a downed MI-8 somewhere near Myshkino. The insurgents must not get their filthy hands on our hardware! We have reports of a local bike vendor, see if you can find something useful in his <marker name=""bikes"">garden</marker>","Objective 3","Destroy Mi-8 wreck"];
task3 setSimpleTaskDestination markerpos "ta3";
task3 settaskstate "Created";

player setCurrentTask task3;
[objNull, ObjNull, task3, "CREATED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
waitUntil { taskState task3 == "Succeeded"; };
[objNull, ObjNull, task3, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
sleep 4;

task4 = player createSimpleTask ["Objective 4"];
task4 setSimpleTaskDescription ["Fall back to the church in Pustoshka and wait for 13th Mot.Reg. coming to your extraction.","Objective 4","Fall back to Church"];
task4 setSimpleTaskDestination markerpos "ta4";
task4 settaskstate "Created";

player setCurrentTask task4;
[objNull, ObjNull, task4, "CREATED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
waitUntil { taskState task4 == "Succeeded"; };
[objNull, ObjNull, task4, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
sleep 4;			
};
};



if ( isNil{player getVariable "mk_killedEHadded"} ) then 
{
player addEventHandler ["killed", 
{ 
	[] spawn {
		waitUntil { alive player }; // waitUntil player has respawned
		execVM "briefing.sqf"; 
	};	
}];
player setVariable ["mk_killedEHadded", true];
};

Any ideas?

I´d nag Terp instead of you guys, but he´s also like > . < that close before going into meltdown too :notify:

Edited by Mr Burns

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I have some problems with tasks that are created during mission with a trigger.

I have two tasks:

task1 is in the briefing.sqf

// since we're working with the player object here, make sure it exists

waitUntil { !isNil {player} };

waitUntil { player == player };

switch (side player) do

{

case WEST: // BLUFOR briefing goes here

{

player createDiaryRecord["Diary", ["Lage", "Utes ist eine kleine, seit mehreren Jahren unbewohnte, Insel. Zentral gelegen ist ein Flugfeld das von den Aufständischen genutzt wird. Vor kurzem haben die Russen zwei moderne TUNGUSKA Flugabwehrpanzer an die Aufständischen geliefert, diese sind aber laut unseres Geheimdienstes noch nicht einsatzbereit."]];

player createDiaryRecord["Diary", ["Auftrag", "Sie werden um 5:30 Uhr auf Utes landen. Zerstören Sie die beiden TUNGUSKA Flugabwehrpanzer und töten Sie so viele Aufständische wie möglich. Sie können jederzeit einen Hubschrauber zur Evakuierung anfordern."]];

//>---------------------------------------------------------<

// Secondary Objective

//>---------------------------------------------------------<

// Primary Objective

task1 = player createsimpletask["Flugabwerhpanzer zerstören"];

task1 setSimpleTaskDescription["...muss man dazu noch etwas sagen ?", "Flugabwehrpanzer zerstören", "Flugabwehrpanzer zerstören"]; task1 setSimpleTaskDestination (getMarkerPos "zone1");

};

case EAST: // REDFOR briefing goes here

{

};

case RESISTANCE: // RESISTANCE/INDEPENDENT briefing goes here

{

};

case CIVILIAN: // CIVILIAN briefing goes here

{

};

};

// run this file again when respawning (only setup the killed EH once though)

if ( isNil{player getVariable "mk_killedEHadded"} ) then

{

player addEventHandler ["killed",

{

[] spawn {

waitUntil { alive player }; // waitUntil player has respawned

execVM "briefing.sqf";

};

}];

player setVariable ["mk_killedEHadded", true];

};

task2 is created with a trigger

task2 = player createSimpleTask ["Radaranlage zerstören"]; task2 setSimpleTaskDescription ["Ups, das hätten wir fast vergessen. Befehligen Sie einen Luftschlag auf die Radaranlage.","Radaranlage zerstören","Radaranlage zerstören"]; task2 setSimpleTaskDestination markerpos "zone2"; task2 setTaskState "Created"; nul = [objNull, ObjNull, task2, "CREATED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf ";

Task2 can only show of if task1 is completed !

But if task2 shows of i no longer see task1...

And if task2 is completed i see both BUT task 1 is no longer shown as completed !

What did i do wrong ?

Or is there a better way to let task2 show of if task1 is completed ?

Edited by Wiggum

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Hi all,

I seem to be having a problem with my mission and tasks...

The mission and tasks work great once you have completed them however, here's the problem:

I have a main trigger that activates 4 triggers which create smoke for a evac.

Main trigger -

Activation: none

Condition: taskCompleted tskEvidence1 and taskCompleted tskEvidence2 and taskCompleted tskEvidence3 and taskCompleted tskEvidence4

On act: trigger1=true

Now each of the 4 triggers have this -

Activation: none

Condition: trigger1

on act: this just creates a smoke grenade

Now, the problem I'm having is that the 4 triggers are activating as soon as the mission starts? Surely all 4 triggers should wait for trigger1 to become true?

I also have a evac chopper that