fer 21 Posted August 12, 2009 Did anything change in 1.03 or have you guys figured out how to synch it across all clients? No relevant changes that I'm aware of. The conditions which are provided in the current release of F2 do work across clients in MP; it's only storm effects like rain and lightning that don't - and this those options are not available. Share this post Link to post Share on other sites
bangtail 0 Posted August 12, 2009 No relevant changes that I'm aware of. The conditions which are provided in the current release of F2 do work across clients in MP; it's only storm effects like rain and lightning that don't - and this those options are not available. Yes, it's the storm and rain that I want. I tested a little last night but while it started raining for me, my buddy didn't see the rain until about 5 minutes later. I guess it's still not working :( Eth Share this post Link to post Share on other sites
fer 21 Posted August 13, 2009 Yes, it's the storm and rain that I want. I tested a little last night but while it started raining for me, my buddy didn't see the rain until about 5 minutes later. Sorry, dude. You'll have to ask BI to fix that aspect of the game. Share this post Link to post Share on other sites
bangtail 0 Posted August 13, 2009 Sorry, dude. You'll have to ask BI to fix that aspect of the game. Yah, I wasn't implying you should fix it. I just wondered if you had found a workaround but it looks like we will have to wait until 1.04 or beyond :( Eth Share this post Link to post Share on other sites
white angel 0 Posted August 20, 2009 Yes please, we'd be very interested to see it. OK Fer, I send you a PM with a F2 strinftable.xml link to download it. ;) Share this post Link to post Share on other sites
CaptainBravo 0 Posted August 20, 2009 any update High Command Module groups implmentation into F2? Thanks. Share this post Link to post Share on other sites
Mike84 1 Posted August 22, 2009 2 things I noticed in f2: 1. It uses all 3 first aid modules, which is known to cause desync problems 2. onPlayerRespawnAsSeagull.sqs has sqf-style comments, which causes rpt errors Share this post Link to post Share on other sites
fer 21 Posted August 23, 2009 New Release: v2-0-2 About the new release From the ReadMe.txt file: 2-0-2 | 24 AUG 2009Added Disable BIS Conversations component. Replaced stringtable.csv with stringtable.xml. Removed First Aid: Action pre-placed game logics from mission.sqm file (Preplaced Game Logics component). Updated manual: Various changes (EN and RU versions). About F2 The F2 Mission Development Framework (F2) is the successor to the popular BAS f mission development framework for ArmA (discussed in this thread). The new framework contains many of the features you know from BAS f, updated to work with ArmA 2, plus some new components which take advantage of the new game's special features. For downloads and to find out more please see our online manual: http://www.ferstaberinde.com/f2/en/ (English version*) http://www.ferstaberinde.com/f2/ru/ (Russian version) Huge thanks to all team members and contributors to F2 (and BAS f), as well as the testers from Shack Tactical. * We're looking for a German translator, please PM Fer if interested. ---------- Post added at 12:57 AM ---------- Previous post was at 12:53 AM ---------- Just some more thoughts to accompany the release of v2-0-2 (see OP): OK Fer, I send you a PM with a F2 strinftable.xml link to download it. ;) Thanks White Angel - your XML version has (in slightly modified form) been incorporated into v2-0-2 of F2. You'll find yourself in the credits too. 1. It uses all 3 first aid modules, which is known to cause desync problems Correct; in the new version (v2-0-2) the First Aid: Action module has been removed, as an instance is automatically created by the First Aid: Simulation module. This should cut down on desynch issues. BTW - the desynch issue was flagged in the manual when v2-0-1 was released. onPlayerRespawnAsSeagull.sqs has sqf-style comments, which causes rpt errors Thanks - please can you PM me with a sample from you RPT file? We'll take a look and see what can be done. Share this post Link to post Share on other sites
Inkompetent 0 Posted August 24, 2009 Thanks - please can you PM me with a sample from you RPT file? We'll take a look and see what can be done. Nice with the update! And as for the quote above, just replace the double forward slashes with a semicolon, to make it: onPlayerRespawnAsSeagul.sqs ; F2 - Kegetys Spectator Script ; Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/) ; ==================================================================================== ; ; Initialize spectating script when player dies: _this execVM "f\common\f_spect\specta.sqf"; Quick and easy solution for people to sort themselves while waiting for the next release :) Share this post Link to post Share on other sites
vipermaul 246 Posted August 24, 2009 (edited) Yep Thanks Inko, We should find this already corrected in the today's v2-0-2 release. Edited August 24, 2009 by ViperMaul Share this post Link to post Share on other sites
fer 21 Posted August 24, 2009 New Release: v2-0-3 About the new release From the ReadMe.txt file: 2-0-3 | 24 AUG 2009 Updated Kegetys Spectator Script component. 2-0-2 | 24 AUG 2009 Added Disable BIS Conversations component. Replaced stringtable.csv with stringtable.xml. Removed First Aid: Action pre-placed game logics from mission.sqm file (Preplaced Game Logics component). Updated manual: Various changes (EN and RU versions). About F2 The F2 Mission Development Framework (F2) is the successor to the popular BAS f mission development framework for ArmA (discussed in this thread). The new framework contains many of the features you know from BAS f, updated to work with ArmA 2, plus some new components which take advantage of the new game's special features. For downloads and to find out more please see our online manual: http://www.ferstaberinde.com/f2/en/ (English version*) http://www.ferstaberinde.com/f2/ru/ (Russian version) Huge thanks to all team members and contributors to F2 (and BAS f), as well as the testers from Shack Tactical. * We're looking for a German translator, please PM Fer if interested. Share this post Link to post Share on other sites
gunterlund21 10 Posted August 24, 2009 (edited) Construction Interface Presets??? Nothing in wiki on this. Also Automatic First Aid game logic. How does this work. Can we remove all the first aid game logics that are on the map? Or does this just handle respawning units? Edited August 24, 2009 by gunterlund21 Share this post Link to post Share on other sites
fer 21 Posted August 24, 2009 Construction Interface Presets??? Nothing in wiki on this. Apologies. This is still in development. SHould have been removed from the init.sqf file; however, by default it's commented-out, so it shouldn't create any issues for you. Also Automatic First Aid game logic. How does this work. Can we remove all the first aid game logics that are on the map? Or does this just handle respawning units? The only GLs that are part of F2 right now are the ones listed in the Preplaced Game Logics component. These appear in the editor and apply to the units in the preplaced ShackTac platoons. Share this post Link to post Share on other sites
Katrician 0 Posted August 25, 2009 I'm in the making of a SP mission is F2 recommended, or it is specifically designed for creating MP missions?, in case it is a great platform for making SP missions too, which modules I can remove safely that will not be of any use for SP missions. Share this post Link to post Share on other sites
fer 21 Posted August 25, 2009 I'm in the making of a SP mission is F2 recommended, or it is specifically designed for creating MP missions?, in case it is a great platform for making SP missions too, which modules I can remove safely that will not be of any use for SP missions. Although F2 was designed for MP mission development, there are many components which you might find useful for SP missions as well: Core components Naming Your Mission Respawn Settings F2 Common Local Variables Debug Mode (you'll need to use a trigger/radio/addAction to enable) ShackTactical Platoons (used as AI groups) ShackTactical Group IDs (if using ShackTactical Platoons for friendly AI groups) ShackTactical Group Markers (if using ShackTactical Platoons for friendly AI groups) ShackTactical Fireteam Member Markers (for the player's group) ShackTactical Assign Gear Script Preplaced Game Logics Multiplayer Ending Controller (instead of ending triggers placed on the map) Sample Markers Briefing File Template ReadMe File Template Optional components Gear Snippets Automatic Body Removal Automatic Body Removal (FIFO) Authorised Crew Check Authorised Crew Type Check Dynamic View Distance Casualties Cap Casualties Cap (Advanced) Hope that helps. Share this post Link to post Share on other sites
galzohar 31 Posted August 26, 2009 What about having some automatic object removal? While at first it seems cool that stuff will remain forever, some respawn-based missions can simply result in way too much clutter (such as undetonated satchels, mines). Would also be useful for vehicles in missions where they don't get deleted upon respawn. Share this post Link to post Share on other sites
fer 21 Posted August 26, 2009 What about having some automatic object removal? While at first it seems cool that stuff will remain forever, some respawn-based missions can simply result in way too much clutter (such as undetonated satchels, mines). Would also be useful for vehicles in missions where they don't get deleted upon respawn. That's a good suggestion. One of the challenges for me is that I never play missions with respawn, so it's a whole area of the game that I know little about. From a scripting perspective respawn brings its own challenges. If you yourself have some experience/skills in this area, perhaps you (or someone else reading this post) can consider submitting such a component for inclusion? Share this post Link to post Share on other sites
galzohar 31 Posted August 26, 2009 Nah, the reason I asked for it is because it's one of the things I have absolutely no clue about. Though if I knew how to spawn a script for every object I want to remove, it'd obviously be easy. In coop I definitely prefer no respawns as well, but in PvP the game modes you can make with no respawns is very limited, and the one I did make (based on a successful no-respawn gametype from another game) had very few people showing interest in, so due to lack of feedback I can't really improve it. Share this post Link to post Share on other sites
garbol87 10 Posted September 2, 2009 Hi, I have a question I'm using this formework whit my mission and the problem I have is that every time a unit dies/respawns the yellow fireteam markers are gone and will not show up or follow the unit. How can I make the marker to update it's position even if a unit is dead and respawns? Share this post Link to post Share on other sites
fer 21 Posted September 3, 2009 Hi,I have a question I'm using this formework whit my mission and the problem I have is that every time a unit dies/respawns the yellow fireteam markers are gone and will not show up or follow the unit. How can I make the marker to update it's position even if a unit is dead and respawns? Are you running a script to re-arm/equip players when they respawn? Share this post Link to post Share on other sites
garbol87 10 Posted September 3, 2009 yeah something like this: while {true} do { waitUntil {!alive player}; _weapons = weapons player; _magazines = magazines player; waitUntil {alive player}; _p = player; removeAllItems _p; removeAllWeapons _p; {_p addMagazine _x} forEach _magazines; {_p addWeapon _x} forEach _weapons; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); _p selectWeapon (_muzzles select 0); }; }; Share this post Link to post Share on other sites
galzohar 31 Posted September 3, 2009 Why aren't you saving the weapons and magazines in global variables so that you can actually save them at the weapon box* and thus not have to run to the box every time you spawn (which is the entire point of having such a script)? * _ammobox addAction ["Save Loadout" ,"saveLoadout.sqf", ["SAVE"] ,1,false,true,""]; // saveLoadout.sqf magazines = magazines player; weapons = weapons player; Share this post Link to post Share on other sites
kylania 568 Posted September 3, 2009 You're gonna end up having to run loadLoadout.sqf every respawn anyway. Basically what that's doing is saving the weapons you had when you died and giving them back when you respawn. I used a similar code, but took the Evolution method of checking for the "check gear" animation state to save the weapon loadout and just run the load script when you respawn. That way there's no 'save loadout' action taking up space on your action menu all the time when you basically only need it once. Share this post Link to post Share on other sites
galzohar 31 Posted September 4, 2009 It doesn't take space all the time, it's added to the ammo box so it's only visible when you're arming at the start. That way you also can't save loadout with enemy weapons (unless you travel all the way back to the base with it). The whole point of saving loadout is to save you from having to use the ammo box every time you respawn. Saving weapons when you die does not achieve that goal. That's how it's done in AAS and the newest domination version, and for me and many others is the favorite method of saving loadouts. Share this post Link to post Share on other sites
fer 21 Posted September 4, 2009 @ Garbol87 You can restart the ShackTacticla Fireteam Member Markers component by putting this line into whatever script you run after a player has respawned: null = [] execVM "f\common\ShackTac_setlocalFTMemberMarkers.sqf"; When the player respawns, is he going to be part of the orginal group, alone, or in a new group? It's best to restart the component when he is safely in a new group (or else all that he'll see is a single marker for himself). Share this post Link to post Share on other sites