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MeesterCobra

Choose Missions Coop?

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I'm new with Arma2,

I was wondering if this was possible?

Creating a Coop Campaign like the original Arma SP Campaign, where you have a map where you and your unit can choose which mission to perform while in the lobby?

I know I could do this as task assignments, but I would like the map to load up differently to suit the Mission, and depending on the success/fail, add/remove new/old missions to the choices.

I tried a search on this but its too vast, any material out there on how to accomplish this?

Thx all.

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You must create a campaign. You can look how BIS did it if you open the "missions.pbo" in your ArmA2\AddOns folder.

Basically, you'll need three files:

1) A description.ext, here's mine for my SP campaign (it's not finished yet):

class MissionDefault
{
	lives = -1;

lost = ;
end1 = ;
end2 = ;
end3 = ;
end4 = ;
end5 = ;
end6 = ;
};

class Campaign
{
name = "Operation Red Star";
firstBattle = Beginning;

class Beginning
{
	name = "Prologue";
	cutscene =;
	firstMission = M00;
	end1 = ;
	end2 = ;
	end3 = ;
	end4 = ;
	end5 = ;
	end6 = ;
	lost = ;

	class M00: MissionDefault
	{
		end1 = M01;
		lost = M00;
		template = ORS_00_War.Chernarus;
	};

	class M01: MissionDefault
	{
		end1 = M02;
		lost = M01;
		template = ORS_01_Gearing_Up.utes;
	};

	class M02: MissionDefault
	{
		end1 = M03;
		end2 = M03;
		end6 = M02;
		lost = M02;
		template = ORS_02_Reconnaissance.Chernarus;
	};

	class M03: MissionDefault
	{
		end1 = M04;
		lost = M03;
		template = ORS_03_Invasion.Chernarus;
	};

	class M04: MissionDefault
	{
		end1 = M05;
		end6 = M04;
		lost = M04;
		template = ORS_04_Regroup.Chernarus;
	};

	class M05: MissionDefault
	{
		end1 = M06A;
		end2 = M06A;
		end3 = M06B;
		lost = M05;
		template = ORS_05_Assassination.Chernarus;
	};

	class M06A: MissionDefault
	{
		end1 = M07;
		lost = M06A;
		template = ORS_06_Chernogorsk_A.Chernarus;
	};

	class M06B: MissionDefault
	{
		end1 = M07;
		lost = M06B;
		template = ORS_06_Chernogorsk_B.Chernarus;
	};

	class M07: MissionDefault
	{
		end1 = M08A;
		end2 = M08B;
		lost = M07;
		template = ORS_07_Known_Terrorist_Threat.Chernarus;
	};

	class M08A: MissionDefault
	{
		end1 = M09;
		end2 = M09;
		end3 = M09;
		lost = M08A;
		template = ORS_08_Dublin_A.Chernarus;
	};

	class M08B: MissionDefault
	{
		end1 = M09;
		end2 = M09;
		end3 = M09;
		lost = M08B;
		template = ORS_08_Dublin_B.Chernarus;
	};

	class M09: MissionDefault
	{
		end1 = ;
		end2 = ;
		lost = M09;
		template = ORS_09_Black_Friday.Chernarus;
	};

};
};

I think most of the stuff is self-explaning. Name = "Operation Red Star" must be your campaign name and template = ORS_00_War.Chernarus is the name of your mission folder.

2) Overview.html - you can use if you want but it's not necessary. This is mine, it shows a picture if you select the campaign in the game menu:

<html>

<head>
<title>Overview</title>
</head>

<body bgcolor="#FFFFFF">
<p align="center"><img src="main.jpg" width="240" height="238"></p>

</body>
</html>

3) Picture - the picture you want to show in the game menu! Note: the picture MUST be 2^n. E.g. 1024x1024 or 512x512 and so on. The format can be JPG.

Put these files in a folder with your campaign name. Also create a sub-folder called "missions" where you put all your missions in. Then make a PBO of the campaign folder with a PBO creator(can be found on many ArmA fansites, i'm pretty sure you can find such a program on Armaholic).

Now you only have to put the PBO into your ArmA2\campaigns folder (you have to create the folder). If everything's right you can select/host your campaign in the "Campaign" menu.

See how it looks like:

pic1paa.jpgpic2tkf.jpg

IndeedPete

Edited by IndeedPete

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I see you have a couple of missions that allow two options, or they are activated by what you did in the previous missions. Version A and B. Can you explain how that works a bit more?

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What should i explain more? In one mission i use e.g. two triggers, one triggers "END1" and the other "END2". And the next mission depends on the end of the previous one.

Well, take a look at the mission "Assasination". The main objective of this mission is to eliminate an enemy officer who recruits men from the villages for the defence of Chernogorsk. If the the player fails to kill the guy, end 3 will be triggered and in the next mission(the assault on Chernogorsk) the player will face armed civilians in the city's outskirts. But if he managed it to kill the officer those extra guards won't be in the mission.

Basically, i use this option to give the player multiple choices. E.g. kill someone or help him. So the player influences the story with his decisions.

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Okay, I see how it works. Looking closer at the script above I can see how it chooses the next mission by what end you get. THanks.

---------- Post added at 05:36 PM ---------- Previous post was at 05:30 PM ----------

P.S. Campaign looks good. Is it available yet?

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No, i'm currently working on the last mission. Then i have to make three more endings and i have to test it completely. So it'll take some time...

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I'm having trouble with my campaign structure. That's what the error says after a CTD. I can get to the campaign start screen but when I advance I get a CTD.

Here is the Campaign folder's description file:

class MissionDefault
{
	lives = -1;

lost = ;
end1 = ;
end2 = ;
end3 = ;
end4 = ;
end5 = ;
end6 = ;
};

class Campaign
{
name = "My Campaign";
firstBattle = Intro;
disableMP = true;

class Intro
{
	name = "Prologue";
	cutscene =;
	firstMission = M1;
	end1 = ;
	end2 = ;
	end3 = ;
	end4 = ;
	end5 = ;
	end6 = ;
	lost = ;

	class M1: MissionDefault
	{
		end1 = M2;
		end2 = M1;
		end3 = M2;
		lost = M1;
		template = @Almost_Ready_Final.Takistan;

	};

	class M2: MissionDefault
	{
		end1 = M3;
		end2 = M2;
		end3 = M3;
		lost = M2;
		template = @Part2_new_Arty_in.Takistan;
	};

	class M3: MissionDefault
	{
		end1 = ;
		end2 = M3;
		lost = M3;
		template = @ACE2_Camp_3.Zargabad;
	};


};

};

There's 3 missions so far than an ending. I have the missions in a missions folder inside the campain folder and also have the overview and picture file in the campaign folder.

I'm assuming it's my description file.

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i think your problem is the @symbol on your mission names, i believe they cause problems for the description.ext to process the folders correctly and hence, when you click on a mission, you get a CTD

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