Jump to content
Sign in to follow this  
fer

F2 Mission Development Framework (BAS f for ArmA 2)

Recommended Posts

Yes thanks I use this consistently it is a real time-saver for mission makers. One question - is this latest version ACE2 compatible? I see on the website the last version to appear ACE-compatible was 2.41 or else I'm reading it wrong.

Share this post


Link to post
Share on other sites
Yes thanks I use this consistently it is a real time-saver for mission makers. One question - is this latest version ACE2 compatible? I see on the website the last version to appear ACE-compatible was 2.41 or else I'm reading it wrong.

For the current version, v2-6-0, there is only one build: F2 OA Folk - and this uses vanilla units, vehicles and weapons. I can't recall if ACE2 automatically provides its own substitutes/values for vanilla content, but assuming it does you should be okay. However, if you want to use ACE2-specific units and weapons, I suggest you run a search-and-replace on the mission.sqm file (for unit classnames), and edit the relevant Gear scripts.

Share this post


Link to post
Share on other sites

F2_logo_135x135.gif

New Release: F2 v2-6-1 (for Combined Operations)

Highlights:

Note: this release fixes a bug with the medic loadouts in v2-6-0.

1. The platoons in the F2 OA Folk build have been re-organised, grouping 9 fireteams into 3 squads with dedicated squad leaders and medics. Each of the 6 faction-specific platoons now features 90 pre-placed units. All elements have dynamic markers and customised group IDs. Making large-scale infantry and combined arms missions is now faster than ever!

2. As before, the following attachments and crewed vehicles are available in each platoon:

  • Medium MG
  • Heavy MG
  • Medium AT
  • Heavy MG
  • SAM
  • Mortar
  • Engineers
  • Infantry Fighting Vehicle (x3)
  • Tank
  • Transport Helicopter (x2)
  • Attack Helicopter

Big thanks to everyone in the Folk and ARPS communities.

From the ReadMe.txt file:

2-6-1 | 02 JUL 2012

Fixed OA Folk Platoons.

2-6-0 | 07 JUN 2012

Updated OA Folk Platoons.

Updated OA Folk Assign Gear Script.

Updated OA Folk Group IDs.

Updated OA Folk Group Markers.

Updated Briefing File Template component.

Updated manual: Various changes.

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 ArmA2 and ArmA2:OA, 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:

Huge thanks to all team members and contributors to F2 (and BAS f), as well as the testers from Folk and ARPS.

Share this post


Link to post
Share on other sites

I'm using the Arma 2 ACE one as I'm making an ACE mission, I have Combined Ops but i thought I should be using the older Arma 2 ACE one and not the OA folk one, is that alright? Thanks btw.

Share this post


Link to post
Share on other sites
I'm using the Arma 2 ACE one as I'm making an ACE mission, I have Combined Ops but i thought I should be using the older Arma 2 ACE one and not the OA folk one, is that alright? Thanks btw.

Although it requires some additional work, you should begin with F2 OA Folk v2-6-1 and then make the following (optional) edits:

1. Run a search-and-replace on mission.sqm to swap any vanilla units for ACE-specific ones.

2. Edit the scripts used by the OA Folk Assign Gear script to swap vanilla weapons and ammunition for ACE-specific ones.

There may be other edits relating to placed modules, but I'm afraid I do not work with ACE addons anymore, so cannot say.

Share this post


Link to post
Share on other sites

What Fer said (obviously you should listen to him before listening to me, as he knows his way around F2 "a little bit" better).

You might also want to remove the first aid modules, battlefield clearance modules, and place in the editor an ACE Wounding System module (if you want to use ace wounds, that is).

If you did, do not forget to add something like

{_unit addmagazine "ACE_Bandage"} forEach [1,2];{_unit addmagazine "ACE_Bandage"} forEach [1,2];{_unit addmagazine "ACE_Bandage"} forEach [1,2];

to every kind of unit you want to have medical equipment, or to the universal equipment (right after the NVGoggles)

If you want to make a full use of the ACE rucksacks, i recommend you add those lines to your init.sqf file:

cfgACE_IsEnabled = isClass (configFile >> "CfgPatches" >> "ace_main");
f_addMagToRuck = compile preprocessFileLineNumbers "f\common\f_addMagToRuck.sqf";
f_addWepToRuck = compile preprocessFileLineNumbers "f\common\f_addWepToRuck.sqf";
[color=#ff0000]ace_sys_tracking_markers_enabled = false;[/color]

and adding in the f\common folder those scripts from the Shacktac version: f_addMagToRuck.sqf, f_addWepToRuck.sqf.

In the gear scripts, you can now spawn those functions:

[player, "SmokeShell", 6] spawn f_AddMagToRuck; [player, "AK_107_kobra", 1] spawn f_AddWepToRuck;

Note that that red coloured line has nothing to do with the backpacks, although it might be better to include it anyway, so that the folk markers and ACE markers don't overlay.

That would be all i know.

Edited by BlackMamb

Share this post


Link to post
Share on other sites
{_unit addmagazine "ACE_Bandage"} forEach [1,2];{_unit addmagazine "ACE_Bandage"} forEach [1,2];{_unit addmagazine "ACE_Bandage"} forEach [1,2];

I take it that is meant to say bandage morphine and epinephrine and not bangages three times? I am using ACE wounds so I'd like to do this, how do I add them as universal for every unit?

1. Run a search-and-replace on mission.sqm to swap any vanilla units for ACE-specific ones.

What is a search and replace? Just manually looking for things in the text file and typing in ACE ones to replace them, what kind of things should I be looking for to replace?

Thanks

Edited by clydefrog

Share this post


Link to post
Share on other sites

'xactly. My bad. Copy-Paste-and-forget style.

In each faction gear script (for example folk_assignGear_us.sqf), at some point the script defines the equipment everybody from that faction have.

You should add these lines right there, say after the

_unit addweapon "NVGoggles";

that would be line 106 in this particular script. Don't bother messing with the factions you're not gonna use.

For the search-and-replace, i'm pretty sure you don't actually need to do anything. Opening the mission in the editor with ACE on and saving it will do. If you want, though, you can manually change the units you gonna use in the editor. Just make sure not to mess with the name and init lines. (actually, you can add stuff to the init, just don't remove anything)

Share this post


Link to post
Share on other sites

Ok thanks, things I know I'll have to change are adding my briefing file for USMC as it looks like that's not in there, should I be replacing all of the other files (e.g. the ones in f/common etc.) from the Arma 2 ACE one with the folk ones? I guess I should be.

Share this post


Link to post
Share on other sites

Nah i don't think so. Everything should work from now on. Let me know if you stumble upon unexpected issues.

One thing you might have to change is the use of Kegetys Spectator script. Just change it to the ACE spectator, which is supposedly the same iirc.

So just remove everything in the onPlayerRespawnAsSeagull.sqs file, and add this in there:

_this call ace_fnc_startSpectator;

As for the briefing, i suppose the FOLK build only uses OA factions. Just add this tou you briefing:

if (_unitfaction == "USMC") exitwith {
#include "f\common\f_briefing_usmc.sqf"
};

Then copy, say, the US briefing script and modify it so it concerns USMC, and rename it to f_briefing_usmc.sqf

The fact that you use Marines may be a problem too for the gear scripts. So you might have to follow the exact same procedures with those.

Share this post


Link to post
Share on other sites

Ok, what am I mainly going to get from using this instead of the Arma 2 ACE one? Or why shouldn't I be using the Arma 2 ACE one?

Share this post


Link to post
Share on other sites

You would have to wait for Fer's answer about that. I have not been messing around with F2 for long enough to know what exactly has been upgraded in the last versions.

As a general rule i tend to always use the latest possible stuff, i assume the code has been optimised, mainly.

The lastest versions have been created to be run with OA (or CO), which always offers more possibilities than Arma 2.

Share this post


Link to post
Share on other sites

Alright thanks for your help, later on I'll make a new save of my mission and replace the files with the Folk ones (and add the ACE lines into the init.sqf) and see what happens.

---------- Post added at 14:52 ---------- Previous post was at 13:31 ----------

Ok I'm nearly done with swapping it all over and editing it, 1 thing left. When I enter {_unit addmagazine "ACE_Bandage"} in the gear assign how do I do it so it gives 2 of each? Also will the filename "folk_assignGear_usmc.sqf" definitely be recognised and work?

Ok I just edited the main gear assign file and added this along with the others:

// GEAR: USMC

// The following block of code executes only if the player is in a USMC slot; it

// automatically includes a file which contains the appropriate equipment data.

if (_faction == "USMC") then {

#include "folk_assignGear_usmc.sqf"

};

// ====================================================================================

so that should hopefully work, just need to know how to add multiple med supplies now.

I'm actually not sure if it's worth doing all this stuff for gear assign, the units I'm using are USMC Force Recon and they all have different names etc. to the US one that I'd need to edit.

Edited by clydefrog

Share this post


Link to post
Share on other sites

As i wrote before, if you need two of them, just use this:

{_unit addmagazine "ACE_Bandage"} forEach [1,2];

Share this post


Link to post
Share on other sites

Oh sorry I thought that was referring to unit names, not amount. What I could maybe do is skip the gearassign and just remove weapons from all playable units and add universal GPS, Map, Watch, Compass, Radio, Bandages, Morphine and Epinephrine. How would you go about doing that? I already have an ammo box at the start of the mission with all the stuff I want in it and keep weapons on respawn is enabled.

---------- Post added at 15:45 ---------- Previous post was at 15:16 ----------

Nevermind I found this file (@ShackTac_assignGear.sqf), looks like I can set stuff in there then add "nul = ["type",this] execVM "f\common\@ShackTac_assignGear.sqf";" to units to equip them.

Share this post


Link to post
Share on other sites
Ok, what am I mainly going to get from using this instead of the Arma 2 ACE one? Or why shouldn't I be using the Arma 2 ACE one?

A few reasons, but pretty much what Black Mamba says here:

always use the latest possible stuff, i assume the code has been optimised, mainly. The lastest versions have been created to be run with OA (or CO), which always offers more possibilities than Arma 2.

There's an example coming right up here:

[/color]Nevermind I found this file (@ShackTac_assignGear.sqf) ...

That's an old version (compared to the OA Folk version), which has a number of shortcomings - not least of which is that it won't show the correct loadouts at the briefing screen. I'd recommend using the gear scripts from v2-6-1 OA Folk, even if you have to tweak the names of rifles / magazines. Note: the new gear scripts require the presence in the editor of two dudes with special commands in their INITs - either start making your mission with F2 OA Folk v2-6-1, or open a copy of that in the edtior, locate the two dudes (far, far, bottom-left the map) and paste them into your mission in a safe location.

On Factions

As you've worked out by now, a lot of features in F2 depend upon factions. Usually you just have to tweak a value in one of the scripts, but here's a list of the features that you'll want to change to support USMC:

Sorry we don't currently have a dedicated ACE2 build of F2 - the team is now very small and I personally don't play with ACE etc. anymore.

Share this post


Link to post
Share on other sites
A few reasons, but pretty much what Black Mamba says here:

There's an example coming right up here:

That's an old version (compared to the OA Folk version), which has a number of shortcomings - not least of which is that it won't show the correct loadouts at the briefing screen. I'd recommend using the gear scripts from v2-6-1 OA Folk, even if you have to tweak the names of rifles / magazines. Note: the new gear scripts require the presence in the editor of two dudes with special commands in their INITs - either start making your mission with F2 OA Folk v2-6-1, or open a copy of that in the edtior, locate the two dudes (far, far, bottom-left the map) and paste them into your mission in a safe location.

On Factions

As you've worked out by now, a lot of features in F2 depend upon factions. Usually you just have to tweak a value in one of the scripts, but here's a list of the features that you'll want to change to support USMC:

Sorry we don't currently have a dedicated ACE2 build of F2 - the team is now very small and I personally don't play with ACE etc. anymore.

Ok, thanks for the info. Can I ask why you don't use ACE anymore?

Share this post


Link to post
Share on other sites

Well I just spent hours going through all those files editing stuff and it doesn't work. Here's what I edited:

added following to: folk_assignGear.sqf

// GEAR: USMC
// The following block of code executes only if the player is in a USMC slot; it 
// automatically includes a file which contains the appropriate equipment data.

if (_faction == "bis_usmc") then {
#include "folk_assignGear_usmc.sqf"
};

added file: folk_assignGear_usmc.sqf and edited loadouts

added following to: folk_setGroupIDs.sqf


// GROUP IDs: USMC
// Automatically assigns intelligible names to groups

GrpUS_CO setGroupId ["USMC CO -","GroupColor0"];
GrpUS_DC setGroupId ["USMC DC -","GroupColor0"];
GrpUS_ASL setGroupId ["USMC ASL -","GroupColor0"];
GrpUS_A1 setGroupId ["USMC A1 -","GroupColor0"];
GrpUS_A2 setGroupId ["USMC A2 -","GroupColor0"];
GrpUS_A3 setGroupId ["USMC A3 -","GroupColor0"];
GrpUS_BSL setGroupId ["USMC BSL -","GroupColor0"];
GrpUS_B1 setGroupId ["USMC B1 -","GroupColor0"];
GrpUS_B2 setGroupId ["USMC B2 -","GroupColor0"];
GrpUS_B3 setGroupId ["USMC B3 -","GroupColor0"];
GrpUS_CSL setGroupId ["USMC CSL -","GroupColor0"];
GrpUS_C1 setGroupId ["USMC C1 -","GroupColor0"];
GrpUS_C2 setGroupId ["USMC C2 -","GroupColor0"];
GrpUS_C3 setGroupId ["USMC C3 -","GroupColor0"];
GrpUS_MMG1 setGroupId ["USMC MMG1 -","GroupColor0"];
GrpUS_MAT1 setGroupId ["USMC MAT1 -","GroupColor0"];
GrpUS_ST1 setGroupId ["USMC ST1 -","GroupColor0"];
GrpUS_HMG1 setGroupId ["USMC HMG1 -","GroupColor0"];
GrpUS_MTR1 setGroupId ["USMC MTR1 -","GroupColor0"];
GrpUS_HAT1 setGroupId ["USMC HAT1 -","GroupColor0"];
GrpUS_SAM1 setGroupId ["USMC SAM1 -","GroupColor0"];
GrpUS_ENG1 setGroupId ["USMC ENG1 -","GroupColor0"];
GrpUS_IFV1 setGroupId ["USMC IFV1 -","GroupColor0"];
GrpUS_IFV2 setGroupId ["USMC IFV2 -","GroupColor0"];
GrpUS_IFV3 setGroupId ["USMC IFV3 -","GroupColor0"];
GrpUS_TNK1 setGroupId ["USMC TNK1 -","GroupColor0"];
GrpUS_TH1 setGroupId ["USMC TH1 -","GroupColor0"];
GrpUS_TH2 setGroupId ["USMC TH2 -","GroupColor0"];
GrpUS_AH1 setGroupId ["USMC AH1 -","GroupColor0"];

added following to: folk_setLocalGroupMarkers.sqf

// MARKERS: USMC
// Markers seen by players in USMC slots.

case "BIS_US":
{
	["GrpUS_CO", 0, "CO", "ColorYellow"] execVM "f\common\folk_localGroupMarker.sqf";
	["GrpUS_DC", 0, "DC", "ColorYellow"] execVM "f\common\folk_localGroupMarker.sqf";
	["GrpUS_ASL", 0, "ASL", "ColorRed"] execVM "f\common\folk_localGroupMarker.sqf";
	["GrpUS_A1", 1, "A1", "ColorRed"] execVM "f\common\folk_localGroupMarker.sqf";
	["GrpUS_A2", 1, "A2", "ColorRed"] execVM "f\common\folk_localGroupMarker.sqf";		
	["GrpUS_A3", 1, "A3", "ColorRed"] execVM "f\common\folk_localGroupMarker.sqf";		
	["GrpUS_BSL", 0, "BSL", "ColorBlue"] execVM "f\common\folk_localGroupMarker.sqf";
	["GrpUS_B1", 1, "B1", "ColorBlue"] execVM "f\common\folk_localGroupMarker.sqf";
	["GrpUS_B2", 1, "B2", "ColorBlue"] execVM "f\common\folk_localGroupMarker.sqf";
	["GrpUS_B3", 1, "B3", "ColorBlue"] execVM "f\common\folk_localGroupMarker.sqf";
	["GrpUS_CSL", 0, "CSL", "ColorGreen"] execVM "f\common\folk_localGroupMarker.sqf";
	["GrpUS_C1", 1, "C1", "ColorGreen"] execVM "f\common\folk_localGroupMarker.sqf";
	["GrpUS_C2", 1, "C2", "ColorGreen"] execVM "f\common\folk_localGroupMarker.sqf";
	["GrpUS_C3", 1, "C3", "ColorGreen"] execVM "f\common\folk_localGroupMarker.sqf";
	["GrpUS_MMG1", 2, "MMG1", "ColorOrange"] execVM "f\common\folk_localGroupMarker.sqf";
	["GrpUS_MAT1", 3, "MAT1", "ColorOrange"] execVM "f\common\folk_localGroupMarker.sqf";
	["GrpUS_ST1",  4, "ST1", "ColorOrange"] execVM  "f\common\folk_localGroupMarker.sqf";	
	["GrpUS_HMG1",  2, "HMG1", "ColorOrange"] execVM  "f\common\folk_localGroupMarker.sqf";
	["GrpUS_MTR1",  5, "MTR1", "ColorOrange"] execVM  "f\common\folk_localGroupMarker.sqf";	
	["GrpUS_HAT1",  3, "HAT1", "ColorOrange"] execVM  "f\common\folk_localGroupMarker.sqf";
	["GrpUS_SAM1",  3, "SAM1", "ColorOrange"] execVM  "f\common\folk_localGroupMarker.sqf";
	["GrpUS_ENG1",  6, "ENG1", "ColorYellow"] execVM  "f\common\folk_localGroupMarker.sqf";
	["GrpUS_IFV1",  7, "IFV1", "ColorRed"] execVM  "f\common\folk_localGroupMarker.sqf";
	["GrpUS_IFV2",  7, "IFV2", "ColorBlue"] execVM  "f\common\folk_localGroupMarker.sqf";	
	["GrpUS_IFV3",  7, "IFV3", "ColorGreen"] execVM  "f\common\folk_localGroupMarker.sqf";
	["GrpUS_TNK1",  7, "TNK1", "ColorRed"] execVM  "f\common\folk_localGroupMarker.sqf";	
	["GrpUS_TH1",  8, "TH1", "ColorOrange"] execVM  "f\common\folk_localGroupMarker.sqf";
	["GrpUS_TH2",  8, "TH2", "ColorOrange"] execVM  "f\common\folk_localGroupMarker.sqf";
	["GrpUS_AH1",  8, "AH1", "ColorRed"] execVM  "f\common\folk_localGroupMarker.sqf";
	["UnitUS_CO_M", 0, "COM", "ColorBlack"] execVM "f\common\folk_localSpecialistMarker.sqf";
	["UnitUS_DC_M", 0, "DCM", "ColorBlack"] execVM "f\common\folk_localSpecialistMarker.sqf";
	["UnitUS_ASL_M", 0, "AM", "ColorBlack"] execVM "f\common\folk_localSpecialistMarker.sqf";		
	["UnitUS_BSL_M", 0, "BM", "ColorBlack"] execVM "f\common\folk_localSpecialistMarker.sqf";
	["UnitUS_CSL_M", 0, "CM", "ColorBlack"] execVM "f\common\folk_localSpecialistMarker.sqf";
};

copied the 2 guys and the function and server thing from the F2 OA Folk mission and pasted into mine. I then put

nul = ["m",this] call f_fnc_assignGear;

in the init field of my USMC medic. Also tried

nul = ["m",this] execVM "f\common\folk_assignGear.sqf";

and neither worked.

What have I done wrong or missed out?

I also have Group ID's and group markers activated in my init.sqf but they don't seem to be there either.

Edited by clydefrog

Share this post


Link to post
Share on other sites

I apologize in advance if this a frequent question, but even after reading the documentation and lurking on the search results, I couldn't find a conclusive answer.

My problem is, I'm using the framework on a TvT mission I'm making, and I need that JIP players instead of spawning in the game, start as spectators until the round is over. So far I have managed to get the script working for dead players, but JIPs just briefly show up as a butterfly and then become stuck on a black screen.

Just to make sure, the respawn lines of the description.ext are:

respawn = "BIRD";
spawnDelay = 3;
disabledAI = 1;

Every and any bit of help highly appreciated, and thank you for your time.

Share this post


Link to post
Share on other sites

I've tried using this framework twice now and both times it has stopped ACE functions working for anybody but myself when I host, and everybody when it is hosted on a dedicated server. I've used the Arma 2 ACE 2 version and the latest OA Folk version with and without the extra ACE lines from the F2A2 version. When I remove a lot of stuff from the init and description files along with most of the files from the f/common/ folder it has got rid of the problem and ACE keys and functions work again. Do you have any idea what part of the framework is causing this issue? Thanks.

Share this post


Link to post
Share on other sites

hello guys,

I have a little briefing problem in my mission (based on F2 folk template mission for Arma 2 CO)

Because I dont need the complex briefing F2 features I deleted most of it and replaced it by the US briefing from the f/common folder so my mission looks like that

Init.sqf:

// F2 - OA Briefing

// Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/)

[] execVM "briefing.sqf";

and my briefing.sqf
// ====================================================================================

// TASK

// Rückzug zur LZ

tskEnd = player createSimpleTask["End"];

tskEnd setSimpleTaskDescription["After you completed your mission return to base", "Return to base", "Return to base"];

tskEnd setSimpleTaskDestination (getMarkerPos "M1");

// Supply Gramsar done

tskSupply2 = player createSimpleTask["Supply Gramsar"];

tskSupply2 setSimpleTaskDescription["Transport the needed supplies to Gramsar.", "Supply Gramsar", "Supply Gramsar"];

tskSupply2 setSimpleTaskDestination (getMarkerPos "obj2");

// Supply Feruz-Abad

tskSupply1 = player createSimpleTask["Supply Feruz-Abad"];

tskSupply1 setSimpleTaskDescription["Transport the needed supplies to Feruz-Abad.", "Supply Feruz-Abad", "Supply Feruz-Abad"];

tskSupply1 setSimpleTaskDestination (getMarkerPos "obj1");

// ====================================================================================

// NOTES: CREDITS

// The code below creates the situation sub-section of notes.

_sit = player createDiaryRecord ["diary", ["Credits","

<br/>

Mission © by Radioshack

<br/><br/><br/>

Thanks to the ArmA Communitiy and especially F2,GDT Mod and UPSMon

<br/>

"]];

// ====================================================================================

// NOTES: SITUATION

// The code below creates the situation sub-section of notes.

_sit = player createDiaryRecord ["diary", ["Intel","

<br/>

Intel shows strong infantrie activity concentrated on the most of the citys, combined with random patrols on car.

The NATO airport is the only secure area at the moment. The airport to the north is hold by independent russian forces in case

of border violation by NATO forces they will probably "defend" there territory. Good luck!

<br/><br/><br/>

ENEMY FORCES

<br/>

Strong militia forces concentrated but not limited to the towns, mostly infantry and light combat vehicle also use of IED´s.

<br/>

Independent russian forces on the airport to the south and local area, infantry, heavy armour and combat helicopters.

<br/><br/><br/>

FRIENDLY FORCES

<br/>

UN guards at the supply depo in Feruz-Abad and Gramsar.

<br/><br/><br/>

FIRE SUPPORT

<br/>

There are no additional units to assist you.

"]];

// ====================================================================================

now when I test it shows only the credits and the tasks twice but no idear why. Is there a error in the code? Thank you in adavance.

Share this post


Link to post
Share on other sites

You have two variables named _sit

I think there might be a conflict there. Rename the first (e.g _cre instead of _sit).

And I believe tasks should be local variables. I don't use them much, though, but never had any problem with F2.

Edited by BlackMamb

Share this post


Link to post
Share on other sites
I apologize in advance if this a frequent question, but even after reading the documentation and lurking on the search results, I couldn't find a conclusive answer.

My problem is, I'm using the framework on a TvT mission I'm making, and I need that JIP players instead of spawning in the game, start as spectators until the round is over. So far I have managed to get the script working for dead players, but JIPs just briefly show up as a butterfly and then become stuck on a black screen.

Just to make sure, the respawn lines of the description.ext are:

respawn = "BIRD";
spawnDelay = 3;
disabledAI = 1;

Every and any bit of help highly appreciated, and thank you for your time.

My knowledge regarding respawn missions is very limited but afaik you'd be better off looking for documentation on adapting kegety's spectator script to a respawn mission or the more complex scripts like norrin's.

@Clydefrog

if (_faction == "bis_usmc") then {
#include "folk_assignGear_usmc.sqf"
};

has to be

if (_faction == "[b]usmc[/b]") then {
#include "folk_assignGear_usmc.sqf"
};

// MARKERS: USMC
// Markers seen by players in USMC slots.

case "BIS_US":

has to be

case "[b]USMC[/b]":

Regarding Group IDs:

The USMC units all have GrpUS_CO = group this;, GrpUS_DC = group this; etc in their inits?

Also make sure the function module and the two "don't delete me" units are placed in your mission and loaded BEFORE anything else.

Share this post


Link to post
Share on other sites

@ Radioshack - Additionally, in your briefing file, this section:

Intel shows strong infantrie activity concentrated on the most of the citys, combined with random patrols on car. 
The NATO airport is the only secure area at the moment. The airport to the north is hold by independent russian forces in case 
of border violation by NATO forces they will probably "defend" there territory. Good luck!

Should read:

Intel shows strong infantrie activity concentrated on the most of the citys, combined with random patrols on car. 
The NATO airport is the only secure area at the moment. The airport to the north is hold by independent russian forces in case 
of border violation by NATO forces they will probably 'defend' there territory. Good luck!

Note the change from " marks to ' around the word defend. The former will break your script.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×