oldpz 10 Posted July 1, 2009 when i double ckick on the map nothing happens , unit , group, trigger everything works but not waypoints , do you know the cause? Share this post Link to post Share on other sites
Big Dawg KS 5 Posted July 2, 2009 Waypoints need to be assigned to groups. Select a unit first (single mouse click) and then try adding waypoints. Share this post Link to post Share on other sites
Alex72 0 Posted July 2, 2009 Yep. MARK (single click) on the squadleader and then double click somewhere else to add a WP. Or single click (MARK) squadleader and then double click ON him to set for example walking speed/formation etc and they do it immediatelly (starting with selected formation etc). Share this post Link to post Share on other sites
Big Dawg KS 5 Posted July 2, 2009 Creating a waypoint on a the unit doesn't make them do anything differently than placing it 10000m away (aside from physically moving). It still takes a few seconds or so for them to "reach" the waypoint. Share this post Link to post Share on other sites
Alex72 0 Posted July 2, 2009 Ah yes your right. My mistake. Share this post Link to post Share on other sites
NightLaments 10 Posted July 2, 2009 I'm still having problems having my fellow players see waypoints in MP missions; I set the squad leader to see it, but the other joiners don't. Does the leader need to be a higher rank, or just the first placed unit named player? (Thank you!) Share this post Link to post Share on other sites
hund 0 Posted July 2, 2009 highest ranking member of a group becomes the leader. If there is a tie, the first-place member takes the lead (rank, then seniority, if you will). Share this post Link to post Share on other sites
NightLaments 10 Posted July 2, 2009 Hind (or someone else), would you mind looking at my map? For some reason, the waypoints only showed up the first time it launched; now they won't appear for either plane (and the AI is spawning in the woods for no discernable reason). I was trying to set it up for them to go to waypoint, then after that waypoint is destroyed (which i was going to script through the trigger i guess; haven't figured that out either), they'd move onto another one. Thanks in advance! It's at http://sharebee.com/f4c91963 Share this post Link to post Share on other sites
hund 0 Posted July 2, 2009 (edited) It looks to me like the aeroplanes are starting on the ground, you can get them to start in the air by putting their special to 'flying'. I'd probably also give them a bit more of a head start, since it takes about four seconds to reach the AO. Also, I would alter your "mission conditions updated" trigger to this: condition: !alive nameoftunguska (remove the 'this' that is already listed in the conditions box) activation: hint "Mission conditions updated" remember to give the target tunguska a name, so the trigger will know when it is no longer alive (!alive) The reasoning is that your tunguska might move around once it sees the enemy, thus leaving the trigger area and setting it off. If you make the trigger check if the tunguska is alive, it won't fire until that condition is met. You can link several conditions by using &&, AND, OR and so on. So for instance, if you're checking the tunguska and the radar and some guy's outhose, it would be: condition: !alive nameoftunguska && !alive nameofradar && !alive someguysshitter Overall, I'd stay away from aircraft as a first mission attempt. They are notoriously fickle. Stay on the ground, do a simple clean and sweep mission. You'll learn the same but have a greater shot at a working mission. Edited July 2, 2009 by Hund Share this post Link to post Share on other sites
NightLaments 10 Posted July 2, 2009 Hmm, I took your advice and changed the planes to flying, and the trigger's been changed. The waypoint still isn't showing up, though (to me as group leader). Also, will 2nd waypoint trigger automatically when the tunguska is destroyed? (Thank you Hund for your patience!) Share this post Link to post Share on other sites
hund 0 Posted July 2, 2009 (edited) Since you're actually flying the plane, a waypoint wouldn't have any effect on you (players tend to do what they want and ignore waypoints). I guess you're trying to use the waypoint as a visual cue on where to go. For this I would probably assign a task instead, since it much more persistant and visible. Look up this thread for info on how to make briefings and tasks: http://forums.bistudio.com/showthread.php?t=73424 That being said, you could put down a civilian as the player and watch the whole thing unfold from the sidelines. If your waypoint is working (which it is, at least in theory - nothing is for certain with aeroplanes), the planes should be swooping around trying to shoot everyone. Try sticking this into the init line of your civilian dude, for a better perspective: this exec "camera.sqs" The trigger should automatically fire when the tunguska (which you remembered to name both in its name field and in the conditions line of the trigger) is no longer alive. Edited July 2, 2009 by Hund Share this post Link to post Share on other sites
NightLaments 10 Posted July 3, 2009 Okay, so I tried to make the briefing and tasks, which was working well, till I went to test it. Now there's zero playable units, and I can't explain why. I think I set up the briefing/init/mission correctly, but I may not have. Any ideas? (updated map/files are at http://sharebee.com/195bc0cd) Share this post Link to post Share on other sites
hund 0 Posted July 3, 2009 (edited) You're calling a briefing script called "briefing.sqf" in your mission init file, but the actual script is called "mission.sqf". Change that so it fits and the mission should work. I would probably rename the script to something else, since theres already a mission.sqm (the proper mission file with all the units, markers and other stuff you put into the editor) and another called briefing.html (which is actually your debriefing, complete with a winning and a losing outcome). But then again that is me being picky - just change the file name in the init.sqf and it will work. Now, are you using the multiplayer editor at this stage, or still the singleplayer one? I can recommend using the MP editor if you plan on making any kind of MP mission. You set one up by moving your mission folder from the missions section to the mpmissions section (these two should be where you can find your profile and custom face and assorted goodies). Once so moved, open up a new server (use LAN uf you dont want unwelcome visitors) and select the edit tab for you mission. EDIT: Actually I just tried out the mission and the briefing does not seem to work for me. I'll look into it, but I realy have no great clue how the new briefings work. EDIT2: Right, put this into your mission.sqf (not the mission.sqm - see the confusion?): player createDiaryRecord["Diary", ["Assault", "The enemy has set up air defences near the village of Bor. We are going to attack and eliminate the lead Tunguska"]]; tskAttack1 = player createSimpleTask["atk1"]; // adds a task w/o desc or marker tskAttack1 setSimpleTaskDescription["Attack the Tunguska North-West of Bor", "Attack", "Attack"]; tskAttack1 setSimpleTaskDestination (getMarkerPos "obj1"); //puts a marker which will light up when you select the task Ok, I've changed the name of your task to tskAttack1, so be sure to update your trigger to reflect this. I'd also add a little hint saying that you've completed the objective or something. tskAttack1 setTaskState "SUCCEEDED"; hint "You have completed the objective or something"; You're getting closer to completing your mission, good work there! Edited July 3, 2009 by Hund Share this post Link to post Share on other sites
NightLaments 10 Posted July 3, 2009 Mission.sqf is now: player createDiaryRecord["Diary", ["Assault", "The enemy has set up air defences near the village of Bor. We are going to attack and eliminate the lead Tunguska"]];tskAttack1 = player createSimpleTask["atk1"]; tskAttack1 setSimpleTaskDescription["Attack the Tunguska North-West of Bor", "Attack", "Attack"]; tskAttack1 setSimpleTaskDestination (getMarkerPos "obj1"); init.sqf's been changed to: execVM "mission.sqf" and trigger1's On Act. has been changed to: tskAttack1 setTaskState "SUCCEEDED"; hint "You have completed the objective and this is placeholder text"; But when I set up to preview/play, this is all I see: http://i152.photobucket.com/albums/s175/ThePeace/NoHeroes/DSCF1392.jpg Any ideas? The A10 in lead is set for Player and the one in back is set for Playable; as far as I know, it should be launching without a hitch. (I'll be more than happy to throw another sharebee up with it all.) Thanks for any suggestions. Share this post Link to post Share on other sites