sbsmac 0 Posted July 13, 2009 (edited) Description: The PVP script pack is a framework of scripts that allow you to quickly and easily create missions. No knowledge of scripting or triggers is required and a map can be created just by adding a few markers in the ArmA2 editor and changing a line in an external text file. A basic PVP map can be created in just a few minutes using this pack. The scriptpack was originally designed to support multi-player PVP (player vs player) games but can just as easily be used for SP (single-player) or CO-OP mission design since it provides many useful features such as minefields, vehicle-respawn zones, a spectator script, no-fly-zones and capturable objectives. Features * Supports CO-OP,SP,CTF,FF,DM,TDM,KoH,C&H,AAS modes as well as hybrid variants and asymmetric game-types such as ESCORT or A&D. * Powerful spectator script allows referees or players to view the game. * Flexible objectives system includes hold, destroy, locate, and hostage. * Border, minefield and no-flyzone support as well as exclusion zones for flag-runners. * Respawn limiting by player and/or team. Vehicle respawn and repair zones. * Artillery barrages and fly-pasts. * Automatic body-removal and optional anti-gimping and spawn-protection. * Automatic generation of intro and outro sequences. * Support for invulnerable AI guards to project areas * Paradrop support so players can join the action quickly. Usage The pack comes with an extensive manual that walks beginners through the process of creating missions and also includes a number of template and example missions. There are also a number of video tutorials available. Please use this thread to report bugs and request features. I'll also regularly post updates as I work on them. Read the manual here. I am also starting to work on some video tutorials The good folks over at dev-heaven have been kind enough to host a project space for me. You can get the latest downloads, report bugs or discuss ideas in the forum there. Of course I'll also continue to monitor this forum. HELP WANTED If you want to help, check out the Help Wanted page! Want the script pack to do something a bit different ? Of course, you're free to edit the scripts yourself but I'm hoping to avoid too much forking of the codebase. If you have made changes, please let me know and I'll look at folding them into the main codebase. Thanks to... Q-SeNs for helping with the manual! [uRC]Specter, Zordak,Mosh,deadsmell for beta-testing V2 [uRC]Fatman for work on the A&D mode and contributing his superb templates to the project. kadinX, [uRC]Fatman and AceofSpades for beta-testing V3 ArmaHolic download mirror =============================================== 13/12/09 V3.02 now released * Fixed a serious bug which stopped CTF scoring working after a player had returned a flag * CTF_iff can now be used to provide identification of friendly forces. * Demo video at * All game-mode with flags now provide a feature to automaticaly return or pickup the flag even if the default action does not appear. * CTF_allowBINO turns on/off binoculars * DLG_RESPAWNLIMIT now uses text '#lives' to make it less confusing * Flag markers now accept the 'flagheight' keyword =============================================== 21/11/09 V3.00 now released * IMPORTANT - the manual is now an open google-doc at http://docs.google.com/View?id=dg9863vb_8cmnwqh26 and can be edited by anyone who wishes to improve the documentation. * IMPORTANT - guns/rockets/allWeapons markers no longer work and have been replaced with a more flexible 'ammo' marker scheme. See the manual for details. * IMPORTANT - paradrops have been significantly reworked and allow halo, as well as ground-level teleporting to objectives, dropzones or other areas with flexible configuration. See the manual for details. * In rugby mode multiple scoring flags can be used. The 'score' keyword can be used to assign different scores to them and they can be named. * CTF_antiShake can be used to stop players aim deteriorating when the are wounded. * CTF_antiCamp can be used to put tags above campers heads. * Quick-grenade select feature allows grenades to be chosen with a tap of the 'salute' key, smoke-grenades are selected with a double-tap of the salute key. * Spawnkillers are now blinded rather than blown-up. * CTF_disableFriendlyFire can be used to blind Tk'ers and resurrect their victims. * Time of day dialog now available in MP lobby. * Splashscreen now uses entire screen size. * PreventDamage markers now work on vehicles and objects. * Safezones are created between the edges of minefields and and dropped flags so that they can be retrieved. * Flags are automatically returned/picked up if a player stands over a flag-runners body for 10 seconds. * Border and minefield markers are now invulnerable and are placed accurately. * Fixed bug where spectator script could lock up if watching a body that was deleted. * 'Hidden' keyword can be used to hide objectives from map and hud. * TDM team scores are now based purely on kills and persist even if players leave the game. * CTF_deathPenalty can be used to subtract points from a player every time they die. * flagheight keyword can now be used in objectives to place flags on top of buildings. * CTF_objectiveCaptureScore can be set to 0 to stop players gaining score when holding objectives. * Timer in HUD now shows 'unlimited time' or 'waiting for players' as appropriate. * CTF_flagTouchDelay can now be used to set the delay between taking the flag and scoring a touch. * DLG_RESPAWNLIMIT can be used to limit the number of player respawns. * CTF_disableCommandMode can now be set false if you really do want to be able to use command-mode in a game. * The flag now returns to the pole when players leave the playzone in KoH mode. * Player loadout is now preserved when they take weapons from an ammo crate. * KoH and FF modes now show flag-status in HUD * =============================================== 30/9/09 V2.08 now released HOTFIXES..... Single-key grenade select... http://dev-heaven.net/attachments/download/2690/disableCommandMode.sqf Fix for time-of-day lobby dialog defaulting to midnight... http://dev-heaven.net/attachments/download/2691/dlgs.h Changes since 2.05... * View distance, terrain detail, and mission time-of-day can now be set from the lobby using DLG_TERRAINDETAIL, DLG_VIEWDISTANCE and DLG_TIMEOFDAY * Hugely improved loading-screen images and templates - thanks to Tom Anger * CTF_notes section added, all example missions have appropriate example text * Spectator-cam 'previous' arrow now works correctly * TDM HUD scoring fixed * preventDamage areas now work for vehicles, 'things', and buildings. * Fixed bug where borders and minefields didn't work ! * Make sure the game ends when tickets run out * Games with one side (DM,KOH,FF) should now end when only one player is left * Players who have run out of lives have a negative score added to ensure they do not appear on the leaderboard in DM/KOH * CTF_terrainGrid and CTF_viewDistance variables added * Objectives system now halts on game-over * Score is not shown at end of game if CTF_hudNoSCore is set * TDM and KOH now show up in browser as TEAM and CTF respectively 21/9/09 V2.05 now released What's new ? * Intro sequence should now take the same amount of time regardless of framerate. * The method for adding spectators has changed. Any playable unit placed within a 'spectators' marker will be treated as a spectator and can view other players. * The "zombie" problem with the "away" DeathCam camera mode has now been fixed. "away" now focusses the camera on the player in respawn. * Fixed a problem where if there was only one player 'in-play' on a side and that player was killed, the game would end even if there were respawn tickets left. * The flag-state reporting is now working in CTF mode. * DM, KOH, and FF game-modes were probably not working correctly as a result of the ticket/in-play system. * Logics can no longer be treated as spectator targets. * Spectators can no longer respawn themselves into the player respawn area. =============================================== 20/9/09 V2.04 now released What's new ? * CTF_gameStartThreshold can be used to configure the number of players that need to be present on each side before the game will start. By default this is 1. This prevents games ending immediately when only one player joins them. * CO-OP mode now supports objectives. The CO-OP example mission is now fully working. * Simple auto-generation of tasks from objectives has been added (this is an early implementation)> * Fixed a bug where players who were dead and respawning were not recognised as being in the game. * Cleaned up spectator script to make it's use by CTF_deathCam a lot more reliable. * CTF_deathCam now recognises the "away" option. * The new 1.04 lobby dialog system is now supported - any number of dialogs can be used. * The 'isReferee=true;' method of adding spectators has now been changed. You must add 'CTF_referee=player;' to a unit's init slot to ensure that spectator slots will work. IMPORTANT - due to the new lobby-dialog system, the ctfConfig.sqf file has changed and old dialogs are no longer supported. You must be careful when updating to this version of the scriptpack. =============================================== 13/9/09 V2.03 now released What's new ? * Manual updated * CTF_fightToTheLastMan can be used to ensure the game doesn't end until all tickets are taken AND one side has no more active players. * East and west teams can now have different numbers of tickets with CTF_ticketLimitEast and CTF_ticketLimitWest * HUD is configurable in C&H with CTF_hudNoScore and CTF_hudNoObjectives * CTF_deathCam can be used to change the default camera mode whilst respawning (including spectator mode) * CTF_spectateAll can be used to allow spectators to watch both east and west (by default they can watch their own side only) * Contested objectives now revert to neutral at a constant rate * Objectives now support 'safezone' keyword meaning that civilians can capture them * Objectives now support 'threshold' keyword meaning that at least 'n' players must be in the objective to capture it * CTF_allowNeutralisationWin allows a team to win when all objectives belong to them or are neutral * Added testmode to automatically skip intro in SP editor - CTF_skipIntro is no longer used * Ticket system can be used for all gamemodes to limit team respawns * Improved HUD for CTF now shows status of each flag * Fixed bug where illegally killed players coudl sometimes respawn in spawn area with incorrect weapons * 'Sign' keyword can be used for objectives * Players who run out of respawns will have access to the spectator script * Game will now end when either team runs out of respawns/players * Players with sidearms shoudl now respawn with magazines for them when CTF_preserveLoadoutOnDeath is used * Players with rocket launchers shoudl now respawn with a sensible number of rockets * FlagRunners need to be slightly closer to home flag to score * CTF_flagRespawnDelay added * CTF_flagRespawnDelay now hides flag completely instead of just changing texture * Debug diag_logs removed * 'sign' keyword can now accept value of 'none' * Borders now understand 'sign' keyword * Playzone marker support added * Flag runners in flag-based games now need to be closer to the home flag to score * Paradrop entry vehicles are now correctly created * CTF_defaultWeapon="" now works correctly * New 'hostage' keyword for destroy-objectives * Ticket system is now side-based * Players can now be interned when tickets run out - allows game to run until last player is killed * date and time is synchronised when JIP players join * Interned players are no longer killed for being outside borders * CTF_preserveLoadoutOnDeath now allows players to respawn with missiles for their launchers * InPlay monitor allows games to be terminated when all players on a side have run out of respawns * Flagrunners who were illegally killed should now respawn with the flag =============================================== 28/8/09 V2.02 now released What's new ? * Prototype Insurgency mode (see wiki page for preliminary notes) * New 'hidden' keyword allows 'destroy' objectives to be unmarked until neutralised. * New 'uncertainty' keyword for objectives randomly displaces marker position by the amount specified. * New 'caches' keyword for objectives chooses 'n' ammo crates from all those within the objective. * Map is now hidden during mission briefing * Vehicle and player respawn code now uses posAsl so as to be able to cope with USS Khe Sahn * It was possible for vehicles to become so damaged they turned into wrecks which would then not respawn * Vehicles were only respawning if they had been moved from their original position so vehicles destroyed in spawn would not respawn. * NoFlyZones no longer kill players in trucks * Minefields now kill players in trucks * Borders now work correctly against aircraft * CTF_defaultWeapon can now take the value "none" which will disarm players at start of game. * HOTFIX available: CTF_flagRespawnDelay=123 can now be used to enforce a period of neutrality after a flag-score. =============================================== 22/8/09 V2.01 now released What's new ? * CO-OP gamemode allows the script pack to be used within a CO-OP game * A brand new keyword system for markers means that items can be easily configured * Artillery - call down artillery either randomly or at periodic intervals * Noflyzones - stop players flying in defined areas. * Noflag zones - stop players carrying flags through defined areas * ECL gamemode added - like CTF but teams must hold an objective to be able to score * RUGBY gamemode added - only one flag which the team must deliver the other team's endzone to score. * Vehicle respawn zones (now called vehicles rather than carparks) can selectively repair different kinds of vehicles * AIguardZones can now be used to give invulnerability to AI border or spawn 'guards'. * Minefields now have individually configurable lethality * Special fly-overs are now supported * Error checking is performed for missing markers/unrecognised keywords * CTF_defaultWeaponEast/West allow teams to spawn with different weapons * Flyroute intros much smoother * C&H objectives now include 'destroy' and 'mobile destroy' types * Make sure score is displayed at end of TDM (available as hotfix) * allWeapons crates now contain pistols * CTF_preventSuicide now instantly respawns players who try to use ESC respawn or who blow themselves up * Pistols are now preserved in loadout * damage and armour are now correctly restored when a vehicle is returned to a carpark * Stronger enforcement of disableCommandMode * Mission makers can now provide a splashscreen (logo.jpg) * Player input is disabled during intro * Intro/outro Music is now faded in over 5 seconds * CTF_defaultWeapon no longer requires correct case for weapon name * Players who take or return the flag in CTF are now rewarded with points (and points mean prizes!) * Workaround setDate stutter bug introduced in 1.03 patch * Players who help capture or contest objectives in C&H get points for it. * Objectives in C&H are now taken faster if there are more players in the area. * Use orange markers for flag-tracker in CTF/FF/KOH * Use neutral flag texture for FF/KOH * Handgrenades, smokegrenades and mines are now included in allWeapons crates * noParaDrop zones now use modifiers * destroy objectives can have individual damageThreshold modifier * AIguardZone markers can now be created to allow for invulnerable AI guards and vehicles. =============================================== 7/8/09 V1.19 V1.19 now released Fixed in this release:- * Make sure that area objectives don't have missing/duplicate labels * Fix problem where players could respawn with no ammo. * Fix scoring for TDM (thansk to SpecterM for reporting this). * Fix scoring for DM. =============================================== 6/8/09 V1.18 V1.18 now released Fixed in this release:- * IMPORTANT - C&H/AAS objectives are now created slightly differently from before. Old maps may need to be modified slightly - read the manual for details. * Vehicles now respawn in the correct direction rather than always facing North. * By default, players now respawn at their original location and direction. * Objective type mechanism completely reworked (see manual) * HUD now automatically shown at beginning of game * "Flagtaken" sound now played in C&H/AAS when objectives change ownership. * "Flagtaken" sound now played in KOH when flag is taken from another player. * "allWeapons" markers create an ammo create containing all rifles and rocket launchers (regardless of settings of CTF_allowGrenadeLauncher/Silenced/Sniper etc) * Vehicles will now be repaired, refueled and rearmed if taken back to a carpark and left stationery for CTF_vehicleRefreshDelay seconds. * CTF_playerRespawnLimit can now be used to limit number of respawns * End of game hints now enabled (10,5,1 minutes by default but use CTF_endWarnings to change). * Hold (return to neutral if no friendlies present) and Destroy (damage all vehicles in area) objectives now supported * CTF_allowNVG equips players with NVgoggles =============================================== 2/8/09 V1.17 V1.17 now released Fixed in this release:- * AAS mode (or C&H with domination enabled) might end early or not at all * Added a DLG_MAXSCORE_DM =============================================== 2/8/09 V1.16 V1.16 now released Fixed in this release:- * noParaDrop(East/West) zones can now be used * Fixed problem with boolean lobby dialogs * Fixed quotation marks in manual (cutting and pasting example configs from pdf would cause errors). * Made the 'domination' (all objectives held simultaneously) win a bit more obvious. =============================================== 31/7/09 V1.15 V1.15 now released Fixed in this release:- * IMPORTANT - CTF_gameLength is now defined in minutes rather than seconds ! Use CTF_gameLength=30 for a 30 minute game rather than CTF_gameLength=1800 as previously. * Manual updated * Template/example missions supplied for all game-modes * Lobby-dialogs supported and wide-range of canned options available * HUD is automatically hidden when game is over * Pack no longer ships with introsong and outrosong oggs since default is to use internal tunes * Body removal time is configurable with CTF_bodyRemovalDelay * CTF_scoreToWin defines maximum score before game-over * CTF_reverseScore causes objectives held by your team to drain points from the enemy. The team whose points are all drained first is the loser. Use CTF_scoreToWin to set starting points. * Flag-tracker in CTF incorrectly reported west flag as "<null> flag" * VSS_Vintorez and MP5A5 are now correctly classified as silenced weapons * Fixed bug where JIP players did not see objective or flag markers correctly * Markers for ammo-dumps, preventDamage,LevelBuildings, paraDrops and carparks are now removed once the game starts to avoid cluttering up the map * New intro type "FlyRoute" flies between objectives on C&H or flags on CTF =============================================== 29/7/09 V1.14 now released Fixed in this release:- * Missions now end (V1.14 supercedes V1.13) * Manual updated again * ParaDrop feature now fixed so it doesn't spawn a plane for every player * CTF_paraDropVehicle can be used to choose which vehicle to spawn * CTF_paraDropHeight can be used to configure how high up the player parachutes from * paraDrop vehicles are aligned with marker * Fixed bug in DM/TDM/FF/KOH modes where kills were marked as friendly * FF,DM, KOH now show top player(s) in HUD as well as own points * items in inventory are now preserved when respawning from for illegal kills * CTF_preserveLoadoutOnDeath can be used in DM's to make sure loadout is preserved even if there is no spawn--protection zone. * CTF_grenades can be used to override the default number of grenades in the initial loadout * CTF_carparkRespawnDelays can be used to control respawn times of individual carparks * Attempt to fix race-conditions leading to occasional loss of HUD. * Intro is now faded in to hide initial setup * Spawn-protection zones can be overflown as can minefields * Players who overfly borders will have different text to those who enter on foot * Implement a 'flag-tracker'. CTF_flagTrackDelay controls how long before this is turned on. CTF_flagTrackInterval controls how often it reports. * Added anti-gimp mode, particularly useful for DM's where crawling around isn't much fun. Set CTF_antiGimp to true to enable this. =============================================== 27/7/09 V1.12 now released Fixed in this release: * IMPORTANT NOTE for C&H authors - the CTF_Flags variable has now been replaced by CTF_objectives * Manual updated * An in-game HUD can now be turned on (using the radio) to show score and time remaining in all game modes * C&H/AAS objectives system reworked to support both flag and area objectives * CTF_allowGPS now controls GPS/mini-map * player loadout now preserves secondary weapon and miscellaneous items * initial weapon can be set with CTF_defaultWeapon, changing it to "" will skip initial loadout * crates containing rocket-launchers can be placed using "rockets' markers. * Objectives in C&H/AAS can have different values using the CTF_objectiveScores variable * flag-returner in CTF should now be correctly identified all the time * flag-taken and scored sounds now play correctly in CTF * Default music is now internal tune but CTF_introMusic and CTF_outroMusic can be used to override this. * CTF_RESPAWN_DELAY has now been replaced by CTF_respawnDelay config variable * It is now possible to fly across minefields without the annoying warning * Vehicles that were damaged in carparks are now correctly respawned. * Flying above a border will result in death * Placing 'paraDrop' markers allows players to click on the map to choose where to parachute to. =============================================== 24/7/09 V1.11 now released Fixed in this release:- * Reworked flags and markers based on input from Blackdog. Flag markers now change red/white/blue in C&H/AAS to indicate ownership and marker areas look much tidier. * Ammo crates spawned with 'guns' markers are now invulnerable * Flags in C&H/AAS can now have more meaningful names through CTF_flags configuration variable * Fixed bug where vehicles would only respawn once each * Added configurable vehicle respawn delay for abandoned vehicles (default is 30 seconds) * 'preventDamage' markers can be used to make selected buildings invulnerable * 'levelBuildings' markers can now be used to automatically level buildings placed on uneven ground. * Had another go at fixing up the disableCommandMode unreliability * Intro and outro music is hardcoded to internal tunes (this is a temporary measure). =============================================== 22/7/09 V1.10 now released Fixed in this release:- *Reworked the ammo and weapons list to include Arma2 weapons * Ammo crates can now be spawned by placing 'guns' markers * Sniper rifles, silenced weapons, grenade launcher and machine gun availability is now easily configurable * Starting weapon is configurable through the CTF_defaultWeapon variable. * Documentation upgraded to list config variables. =============================================== 20/7/09 V1.9 now released Fixed in this release:- * IMPORTANT - gamemode is now controlled through a #define GAMEMODE_XXX in ctfconfig.sqf rather than the previous CTF_gameType variable. Users upgrading from earlier versions must set this define correctly. See the file for details. * Minefields now base probability of death on how far you have moved through them. Mine density and border markers are configurable. * Intro 'flyround' is now considerably smoother and cinema borders are used. * Automatic ammo-crate filling is temporarily disabled * Weapon choice dialogs are now removed and default weapon is G36. * Many of these changes are in preparation for gamemode-specific dialogs coming in near term release. =============================================== 19/7/09 V1.8 now released Fixed in this release:- * Spurious debug sidechat removed * Weather synchronisation was fubar'd and set weather to worst possible within a few seconds =============================================== 19/7/09 V1.7 now released Fixed in this release:- * Implemented scheme to prevent players using 'spacebar scanning' (thanks to Le_cultos.) * Implemented Advance-and-secure (AAS) mode. * Added synchronisation of weather for JIP players =============================================== 18/7/09 V1.6 now released Fixed in this release:- * Serious performance problem in earlier versions has been fixed in V1.6 * Automatic vehicle respawn and crew-removal for any vehicle placed in 'carpark' markers. (see manual) * Fixed scoring for flag-fight mode * 'Zombie' problem caused by crew-removal now worked around. * 'King of the Hill' game mode added * 'Capture and Hold game mode added * Intro sequence should now be a little less jerky =============================================== 15/7/09 V1.4 now released Fixed in this release:- * Borders are now 'semi-planes', ie they divide the map into two regions along an infinitely long line. This makes them more convenient to use. The documentation has been updated to explain this. * Fixed a bug where elliptical spawnzones and minefields would not work correctly if they were circular or if the b-axis was longer than the a-axis. * The scoring string has been modified slightly to fit more neatly in the hint window. * Scoring has been made more robust and now relies on the side of the flag rather than the side of the player which could change after a player TK'ed. =============================================== 11/7/09 V1.3 now released Fixed in this release:- * Music now plays at end of mission * Reporting score by flags/flagtouches is changed to reporting score by side. * Borders, spawnzones, and minefields are now solid areas and can be elliptiical or rectangular depending upon the shape of the marker used. Used markers called 'minefield', 'minefield_1' etc to create solid minefields. * It is possible to have multiple spawn-protection zones so that more complicated safezones can be constructed * Minefields and bordesrs now use the 'keep out' sign rather than gravecrosses. =============================================== 10/7/09 V1.2 release * Weapon selection dialog now works correctly * Building levelling now disabled by default * Introductory text now states this is an Arma2 script pack =============================================== Remaining issues and things to do: See the issues list Any other ideas and suggestions most welcome. Edited December 14, 2009 by sbsmac Share this post Link to post Share on other sites
Inkompetent 0 Posted July 13, 2009 This stuff looks really, really nice! Very nice manual, and just as nice with iniatives likes this to make basic mission-making so much easier :) Share this post Link to post Share on other sites
Defunkt 431 Posted July 13, 2009 Looks great, is it JIP capable? Share this post Link to post Share on other sites
mosh 0 Posted July 13, 2009 I spent the last few days trying to make a simple CTF map and failed miserably. I know nothing about scripts, editing, or any of that crap... I can butcher someone else's mission to the point it stops working, that's about it. THANKS!!! This is just what I needed. :) Share this post Link to post Share on other sites
deadsmell 10 Posted July 14, 2009 (edited) Hey this looks pretty cool, i didnt realize the Arma2 editor wasnt equipped to just make fast fun pvp ctf missions. I downloaded the zip file, and have been reading through the pdf, theres just one question I have first, am i supposed to put this ctfscriptpack file in one of the arma2 program files? im not sure what to do with the ctfscriptpack file, it seems like i should have to place it somewhere. Thx. Edited July 14, 2009 by deadsmell Share this post Link to post Share on other sites
sbsmac 0 Posted July 14, 2009 Thanks for the feedback everyone. A couple of quick replies before I head off to work.... >Is it JIP capable. Yes - JIP should work just fine although if you leave a game and rejoin, your score is not preserved. (But players who hop in and out of 30 minute PVP's are my pet hate ;-) >Where are you supposed to put the file? Hmm, I thought I'd described this reasonably well in the documentation but it sounds like this could be improved. First of all, you need to find the folder which contains your new mission. This is normally in the documents\...arma2 other profiles\<yourPlayerName>\Missions folder. You then need to _extract_ all the files in the rar archive (preserving the folder structure) into the new mission folder so that you end up with a copy of them there. Just copying the archive itself will not work. Hope this helps but let me know if you're still confused and I'll post some more detailed instructions. Share this post Link to post Share on other sites
.kju 3245 Posted July 14, 2009 Good job sbsmac. I suggest you to make a wiki pages in the BIKI from the documentation. One step further would make this a base project to invite anyone improve the system. Like a project space at dev heaven with either all scripts as wiki pages to let anyone improve them easily or a code repository - viewable easily via the repro browser. Share this post Link to post Share on other sites
Razorman 10 Posted July 14, 2009 Excellent work, Thank You! Share this post Link to post Share on other sites
Inkompetent 0 Posted July 14, 2009 Hey this looks pretty cool, i didnt realize the Arma2 editor wasnt equipped to just make fast fun pvp ctf missions. The editor is 110% capable of it. That's just what the OP has done. He has just created an easy-to use framework to simplify mission-making, but it's still standard mission-making. Share this post Link to post Share on other sites
deadsmell 10 Posted July 14, 2009 >Where are you supposed to put the file? Hmm, I thought I'd described this reasonably well in the documentation but it sounds like this could be improved. First of all, you need to find the folder which contains your new mission. This is normally in the documents\...arma2 other profiles\<yourPlayerName>\Missions folder. You then need to _extract_ all the files in the rar archive (preserving the folder structure) into the new mission folder so that you end up with a copy of them there. Just copying the archive itself will not work. Hope this helps but let me know if you're still confused and I'll post some more detailed instructions. Thanks for the reply, when I had posted my previous message, I had skimmed throught the pdf, and thought that I had done a fairly good scan of it, but obviously I missed the part where you explained what to do with the file. I read back through completely this time, and I apolgize, I should have done a better job the first time, I now see where you explained what to do with it. Im just not used to working with things like scripting and stuff, so i just figured it went into the program files, and worked directly within the editor itself. I now understand that it doesnt work that way. Anyway im sure I will have some questions along the way, I cant wait to start messing with this later tonight. Great Job! and thanks again. I had some fun playing last night, but I wish I I could find a server that runs smaller area of operations. Like say one big battle in one town or city as opposed to several small skirmishes among people that are scattered all over the place between like four different cities. Anway......Thanks again. Share this post Link to post Share on other sites
sbsmac 0 Posted July 14, 2009 @deadsmell No problem mate - I was serious about improving the documentation so please say if there's anything else you get stuck with. @kju Yes, I'm quite keen to open this up to contributors but want to clean it up a bit first. At the moment it's stored under Perforce on my local machine and I'll happily patch in contributions (improvements to the documentation are particularly welcome). I would prefer to avoid it forking too early though - there are still a number of things which need to be fixed. Share this post Link to post Share on other sites
Xeaon 10 Posted July 14, 2009 sbsmac, I have to say excellent work. I have read the manual and played around with the scripts and managed to get a really good mission done in around 10-20 mins. The only thing im a bit worried about is that its not showing the flag scores, only the player frag scores when you press I. Any reason you can think of why they arent showing? Share this post Link to post Share on other sites
sbsmac 0 Posted July 14, 2009 (edited) Ah - another thing I should add to the documentation! :-) Those of use who used to play CTF in OFP 'just know' that you should press 0-0-1 to get the score during a game but it certainly isn't obvious ifyou've never been told. BTW - there is a known bug with flag scoring I am working on at the moment. Sometimes Arma2 seems to get confused about the side that a player is on which can lead to flag-scores not being recorded properly. I should have this fixed in the next couple of days so look out for a V1.4 Edited July 14, 2009 by sbsmac Share this post Link to post Share on other sites
Xeaon 10 Posted July 14, 2009 Ah - another thing I should add to the documentation! :-) Those of use who used to play CTF in OFP 'just know' that you should press 0-0-1 to get the score during a game but it certainly isn't obvious ifyou've never been told.BTW - there is a known bug with flag scoring I am working on at the moment. Sometimes Arma2 seems to get confused about the side that a player is on which can lead to flag-scores not being recorded properly. I should have this fixed in the next couple of days so look out for a V1.4 Ah brilliant, thanks mate. Share this post Link to post Share on other sites
--DST-- Anth 10 Posted July 14, 2009 BTW - there is a known bug with flag scoring I am working on at the moment. Sometimes Arma2 seems to get confused about the side that a player is on which can lead to flag-scores not being recorded properly. I should have this fixed in the next couple of days so look out for a V1.4 Im having this problem on my maps sometimes a flag will score when the flag is returned Share this post Link to post Share on other sites
dustoff 0 Posted July 15, 2009 (edited) I am having a strange problem with this . When I create trucks etc its puts two zombies or undead soldiers beside the trucks . Cant kill em or any thing . when I test localy its ok but once I put it my server they pop up. Each ruck or tank has two . Check out the work in progress and you will see what I mean its call beta CTF server night missions . 66.148.120.48:2314 . it should load up , i have not seen this before Edited July 15, 2009 by dustoff Share this post Link to post Share on other sites
sbsmac 0 Posted July 15, 2009 Vehicle respawn and setup is currently disabled in 1.3 but I'm not quite sure why you're seeing the 'zombie' effect but have some ideas to try. Will look at this later. Can you confirm that you are just adding vehicles by placing them in the editor and not adding any init script ? Share this post Link to post Share on other sites
dustoff 0 Posted July 15, 2009 (edited) I do use the simple vech respawn script but does not give problems else where . I noticed if you come in and then leave and rejoin on the same spot it goes away .seems too effect the east side more. Also spawn proctection seems to not work , I can drive right in to the other spawn pont no problem , Mane them eSpawn wSpawn . It puts up the signs but thats all , the mine field works Edited July 15, 2009 by dustoff Share this post Link to post Share on other sites
sbsmac 0 Posted July 15, 2009 (edited) I notice you've used the UPS and vehicle-respawn scripts. There may be some interaction with the script pack that is causing problems. When I joined your server I couldn't see any zombies, at least none by the first couple of trucks. >lso spawn proctection seems to not work , I can drive right in to the other spawn pont no problem , Mane them eSpawn wSpawn . Well spotted- there seems to be a bug with elliptical spawnzones where the b-axis is >= the a-axis. Should be a simple fix. *Edit* caused by an extra underscore at the beginning of a local variable. Damn BIS and their wretched naming conventions... :-( >I noticed if you come in and then leave and rejoin on the same spot it goes away .seems too effect the east side more. I'm not sure what you mean by this - the player slot goes away ? ---------- Post added at 05:36 PM ---------- Previous post was at 04:45 PM ---------- @Anth >Im having this problem on my maps sometimes a flag will score when the flag is returned Sorry mate, I had a quick look at DV8 V3 but couldn't follow the logic behind all those triggers - particularly as the variables all seem to be in Czech. Is this the BIS CTF template ? Edited July 15, 2009 by sbsmac Share this post Link to post Share on other sites
dustoff 0 Posted July 15, 2009 Thanks I fixed the spawn point problem by making B axis less than A axis. What I ment to say was that the zombies are there for the first person who joins a new mission and stays there untill he goes away. After that no zombies . I am going to kill the veh respawn and see if that helps as it does strange things. Share this post Link to post Share on other sites
sbsmac 0 Posted July 15, 2009 V1.4 now released (see first post in thread). Share this post Link to post Share on other sites
deadsmell 10 Posted July 15, 2009 Hey subs, I made my CTF mission the other day, and I see that you have already addressed the spawn protection issue, but I have another issue as well. For some reason when i go to preview the mission, the intro appears unstable, like it rubberbands and stutters as the camera orbits around the town. Is there something im supposed to change to fix that? Thanks, this is really helping me get a better grasp of the editor and how to use it, great contribution to the community. Share this post Link to post Share on other sites
sbsmac 0 Posted July 15, 2009 (edited) Yes, I've noticed the 'rubberbanding' as well. I have a horrible feeling it's just an unavoidable aspect of the way the camera works but I will have more of a look at it in the next few days. *edit* You can try changing the value of the _steps variable in line 36 of camControl.sqf. Default value is 60 but you may find it smoother with values down to around 20. Beyond that and you'll probably notice the camera 'lurching' in steps as it orbits. Edited July 15, 2009 by sbsmac Share this post Link to post Share on other sites
dustoff 0 Posted July 15, 2009 Nice, getting the update now . Share this post Link to post Share on other sites
deadsmell 10 Posted July 15, 2009 Hey guys excuse my ignorance, but is it possible to create a king of the hill game type? Id really like to create some king of the hill games. I think that could be alot of fun, and may be appealing to more players. Not to mention how much easier the mission making could be. essentially you could just create one mission, and once its made, you can just make more future missions by just moving all the units,markers,borders,etc to another area of the map, and voila, your done and you now have an entirely new mission area for king of the hill. So yeah, if you guys can give me some insight on how to make a King of the Hill gametype id appreciate it. Thanks. Share this post Link to post Share on other sites