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nominesine

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Everything posted by nominesine

  1. nominesine

    Blue Skies I

    Thanks for the hosting and the updated links. Most of the original links vanished when Ofpec/Ofp.info went down simultaneously.
  2. nominesine

    Detect Flare

    If you are talking about the FDF tripwires it's very easy. When they are triggered, they will automatically start a script onflare.sqs. So, what to to? Make a script with all the activites you want to follow a flare launch. Name the script onflare.sqs, and place it in your mission folder.
  3. nominesine

    if {singlePlayer} else {MP-Problem}

    Thank's. Thats what I did, finally.
  4. I have a Radio Alpha trigger that behaves mysteriously in Multi Player. This is what it is supposed to do: 1) If the variable radioOnline is false it should play one sound (a distorted radio static sound) 2) If radioOnline is true it should play another (the actual radio message) It's set up like this (ad hoc syntax): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Condition: this On Activation: if (radioOnline) then {unitName sideRadio "soundFile"} else {unitName sideRadio "staticSound"} Never mind the syntax, I wrote that from memory, and the actual trigger works in the editor. But when I export the mission to MP-missions it doesn't. There is no sound what so ever, and if I include a hint for testing purposes in the syntax, it doesn't show either. Can anyone shed some light on this problem? Is there any known MP problems connected with if-then-else statements?
  5. Make a normal WEST present trigger. In the condition field you put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ("LAND" counttype thislist) > 0 If you also want to exclude ground vehicles - exchange "LAND" for "MAN". The number following the "greater than"-symbol is the number of western units that needs to be present inside the trigger area for the sensor to fire.
  6. nominesine

    if {singlePlayer} else {MP-Problem}

    Okay, but Im testing it in MP with one player only = me. That is I act as the server as well as the only client in the game. And it works if I remove the "else" part of the commnd. So I still suspect that there is a problem with if-then-else commands and MP.
  7. nominesine

    Multiple side breifings

    To make markers appear for only one side in a three sided mission, put this in init.sqs (or any script started on every machine) Ad Hoc syntax:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(side player == west): goto "westBriefing" ?(side player == east): goto "eastBriefing" ?(side player == whatever): goto "whateverBriefing" #westBriefing "eastMarker1" setMarkerType "EMPTY" "eastMarker2" setMarkerType "EMPTY" "whateverMarker1" setMarkerType "EMPTY" "whateverMarker2" setMarkerType "EMPTY" exit #eastBriefing "westMarker1" setMarkerType "EMPTY" "westMarker2" setMarkerType "EMPTY" "whateverMarker1" setMarkerType "EMPTY" "whateverMarker2" setMarkerType "EMPTY" exit #whateverBriefing "westMarker1" setMarkerType "EMPTY" "westMarker2" setMarkerType "EMPTY" "eastMarker1" setMarkerType "EMPTY" "eastMarker2" setMarkerType "EMPTY" exit Of course there is not a side named whatever, but you get my point, right? Also, check the syntax for set marker type. I wrote it from memory, and my memory aint good
  8. nominesine

    if {singlePlayer} else {MP-Problem}

    It's not a desync problem. The variable is changed from a trigger, and I was testing the mission alone (acting as server and player on one machine). The problem is not that trigger fires on one machine. The problem is that it doesn't fire at all in MP, but it works in the editor. EDIT: One thing struck me... there is no game logic named "server" placed on the map yet. Could this affect the situation? Does the server game logic have any function besides enabling server side loops???
  9. nominesine

    African Jazz

    Ended in the middle of the fight? How embarrasing But congratulations. That probably means that EAST won and also that I forgot to update the end trigger in the BETA (the BETA mission ends when the number of units in the first WEST group is 0, it should end with a short outro when all WEST units all a groups that contains a player is eliminated). Thanks for pointing it out. The IKB clan prefers GROUP respawn, that's why I included it (we're a team of average, middle aged gamers and we die all the time). I might release two alternate versions, because it's so easy to change. But it's also quite easy for people to change this themselves. I don't mind if people modify my missions, as long as they mention what's different if they distribute the mission afterwards. Thank's for the heads up, though.
  10. nominesine

    if {singlePlayer} else {MP-Problem}

    Will try that and report back ASAP. But since the test hint didn't work either I suspect there's something that prevents my if-then-else command from executing. I use an almost identical trigger in another mission, but then it's only an if-then command. And it works in perfectly in MP (there is no radio static if the radio is off line in that one). The simpler if-then technique could of course be used in a chain of triggers, that makes each other fire to produce a static representing a no response. But that's way to unsexy and noobish for my taste. I want a neat and attractive code snippet in a single trigger.
  11. nominesine

    if {singlePlayer} else {MP-Problem}

    From the init.sqs: radioOnline = false; publicVariable "radioOnline" Do I need to do more?
  12. nominesine

    African Jazz

    Thank's for your battle report. It was exactly what I wanted. Good point. I meant to correct that, but forgot. It's still a public BETA. The point is, your men must be set to "Hold Fire" when they enter a populated area. It's the same for WEST, and the mission becomes more difficult if you kill too many bystanders. I included it to raise the difficulty and increase the realism (my own experience is: in real life soldiers don't shoot at everything, as is too often the case in OFP), but I admit I should have been clearer about this in the briefing. For WEST it's pointed out quite clearly, though. My guess is: Your team was spotted by the helicopter patrolling the area. If it happens all WEST players recieve a hint and a marker on the map, revealing your last known position. Glad to hear that. Who won? East or West? If you need help to modify the mission, just ask and I'll provide you with any designer knowledge I have. An updated version will follow in a month or so (I'm a little too busy in RL right now)
  13. nominesine

    Multiple side breifings

    I'm far from an expert, but I have a vague feeling that there is some problem connected with RESISTANCE/GUER side, when you are making two sided briefings. At least I never got it to work, but I have managed to make two sided briefings for east-west (by copying the BIS mission Hold City). If you look at my mission African Jazz (look in User Missions) there's an example of how I solved similar problems. African Jazz was initially a west-guer mission, but I changed it to west-east. Some of the problems I encountered: -If there are more than one objective on each side they don't always tick off on completion (don't know why) -The initial briefing page must not exceed one page (maybe that's why there's a limit to the availiable number of objectives). Links to other pages in the briefing works, though. These "findings" are in no way scientific. It's merely my experience from two failed attempts to make a double sided briefing. Maybe it can help you.
  14. nominesine

    African Jazz

    Couldn't find a working link to JAM3 It doesn't make any difference, however. I built it with JAM3, but anyone who wants can still play it with JAM2. There´s no incompatibility between them, as far as I know.
  15. nominesine

    African Jazz

    Thanks for the mirror. I playtested the BETA version during the weekend with the IKB LAN-Group. All triggers and scripts behaved as they should. Some minor tweaking (mainly unit placement) will follow in an updated version, but as far as I can see the mission is fully operational as is. A second opinion anyone?
  16. nominesine

    African Jazz

    Thank's. I hope all the Multi Player scripting works out as it should. It was tested a couple of times in early stages, but the BETA version is untested as it is. A set of server side loops randomizes the missions behaviour during set up. Thus assuming the layout of the mission (enemy forces, etc) will always be the same might be dangerous to you charachter's health But unless I screwed up while making the fine tuning it should be working. A short battle report from a completed MP-session would be valuable if anyone tries it. Sorry, never met the guy and I don't know him.
  17. nominesine

    Project 941 Akula Ver 1.2

    What will the "Shark" be able to do? Is it static (like the carriers that you can move inside) or a OFP vehicle that can drive around? It looks interesting and a little more info would be apreciated. Also the version number 1.2 suggests earlier stages of development. Where (if at all) can I find these?
  18. nominesine

    Rowboat

    Problem: If I enter the boat from the shore I can drive the boat, but the rowing animations doesn't begin. Probably because the water is too shallow when I get in.
  19. In the final trigger yoy repeat the command for both vehicles: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> doStop unit1; doStop unit2; stoptheai = FALSE; publicvariable "stoptheai" Replace unit1 and unit2 with the names of your vehicles. That should stop both of them.
  20. nominesine

    Radio command mp

    I told you so
  21. nominesine

    Stop from seeing the map

    No it is not. You are confusing it with forceMap. Peanut is correct.
  22. nominesine

    Radio command mp

    You need to define showRadio in the description.ext, before you can make any changes in init.sqs. This is the first lines in one of my working MP-missions: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> onloadmission=" " showCompass=1; showGPS=0; showMap=0; showNotepad=1; showWatch=1; debriefing=1; respawn="group"; Include the same, otherwise the toggling between true/false wont work. This means that the player start with a compass, he can read the notes in the briefing, but he will not be able to see the map, unless I give the command showMap true during the mission.
  23. I didn't even know you could set variables using the addAction. I know that you can start a script that sets a variable to true/false and then broadcast it with publicVariable, but I've never seen it done directly in the addAction-syntax like your example. Is this method tested? In that case it would make a lot of things more easy for me.
  24. How do you activate the stop action? From a script?? Via a Radio Trigger???
  25. nominesine

    Creating Missions

    1) I start with a rough story line and a general objective. (What nations will be involved? What is EAST's goal? What's WEST's goal?? etc???). At this stage I might end up with a note saying something like: "American mechanized infantry patrols through 3 villages. No hostile contacts are reported in the area but insurgency is possible in all three villages." 2) I decide about an island and do some trecking on the map. I never scout the area with helicopters (unless it's a helo mission), I walk and drive around in 1st person mode until I find a setting that fits my story. The reason is I want to see the terrain as it will be seen by the players. What happens if I chose this path? What view will I get of the area if my team decides to cross that ridge, etc. To continue the example above: I chose Tonal islands and decided that a US vehicle patrol must drive through three towns east of the main airport to complete the mission. It takes aprox 30 minutes to complete the full tour without any resistance - just driving. 3) I decide about the units and place the player group on the map. Usually I avoid addons at this stage. I place event triggers and end triggers that fits my general story line and play the mission without any resistance. When the basic structure is working I save a back up copy of the raw mission. Example: A 12 man patrol riding in three hummers. When the units/triggers are in position I complete the full tour to make sure everything works as I intended. 4) I start to place oposing forces on the map and try different locations. Then I play the mission again and again and again, gradually raising the oposition as I go along. When I'm satisfied i update my backup. Example: I place a mix of civvie and militia units (they look almost the same) in the towns and gives them a randomized set of waypoints, that makes their wherabouts unpredictable. Some towns will be inhabitetd by peaceful civies, but there might also be a rockthrowing mob waiting, should I leave my patrol car, or a hidden insurgent on a rooftop with an RPG. 5) I change the default units to addon units, play the mission again, and again, and again to make sure everything works. New backup. Example: BIS soldiers is HYK desert soldiers, BIS Hummer is replaced by a desert Hummer, armed with MG. 6) I add some secondary objectives to the main one, makes a rough draft for the briefing and make sure every objective can be ticked off as it should. Example: during the patrol the vehicle patrol must look for a sniper in Town A, check a certain house in Town B, the patrol may only target armed civilians, etc. Then some more triggers that fires if a civvie is killed, if the patrol gets lost, etc 7) I build all cutscenes, record sounds, make intro/outro last. Usually I do this in a separate mission and imports all scripts/triggers/units into the main mission afterwards, with normal cut-and-paste. 8) I add some scripts to randomize the mission (unit placement, enemy movement). Just simple code, using the random-command - nothing fancy. 9) I BETA test my mission.
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