xx-Cougar-xx
Member-
Content Count
7 -
Joined
-
Last visited
-
Medals
Everything posted by xx-Cougar-xx
-
I know a few scripting languages, back in the day I wrote the GTF's for Ghost Recon and released a mod called "Evolution" , I also did work on an UT2K4 Conversion, to bring Atari's BattleZone game to the Unreal Engine, I am also currently involved in a project making a new game Engine. When my teammates came accross this game, I was hoping to pump out a few missions, heck it is advertised to have it's own mission editor, so for the last few days I have been tooling around to see what it can do. The Information is scattered accross every part of the Web, conflicting with each other, even on the Wiki, an example is camCreate, it has a global Icon, but yet in the additional info, under multiplayer it says it is only Local. Some of the Multiplayer information say Unknown! The whole Local and server determination on a mission level is obscene, when an engine has a function(called command here), it should be predetermined that it is a server or client. The mission maker should never have to check "isServer". Something like making a vehicle should only be a server side event, triggers that are global but lose their args? Nuts! Then testing, they have a preview, but it only works for some of the functions? You have to start a MP server to really test....DUH that means you should have had a seperate Gui app in the first place to edit, and create.Then I started to think of making my own GUI App to create missions, but I would still have to do all the testing and figure out the mombo jumbo of information out there. It really seems as though they just added to the OFP eng, where as they should have takin some of the functions and adopted it into core eng (prob c++), rather than in the lang they devolped, this would also result in faster execution, cpu ticks etc, they should have also takin care of alittle more of the work, rather than leave it to the mission devs. In short: My hat goes off to the people who write missions in this game, you must spend hours upon hours testing and rewriting , just to get something a little more complicated than the editor can provide to work...a luxury I do not have.
-
Trigger/Conditon Logic not working
xx-Cougar-xx posted a topic in ARMA - MISSION EDITING & SCRIPTING
I have followed the Merciles, refrence guide, and searched this forum for the answer as well. I made a simple CTF, swapping textures for the flags much like the guide. I have 4 triggers, 2 to set vars, one is for east one for west, true if the are near the flag, set back to false if not. 1st Trig On Act: alpha_w = true; On dea: alpha_w =false; 2nd On Act: alpha_e = true; On Dea: alpha_e =false; Now when it comes to the 3rd trigger if i just make the condition: alpha_w and i am in the area all is fine, but this would not work if both teams were in the flag area, and as the guide says i tried: alpha_w and not alpha_e; didn't work I also tried: !(alpha_w && alpha_e); alpha_w && !(alpha_e); and a few others.... what gives ? why can I only check the one Bool, as soon as I start to put some logic to it it doesn't work. Thnx in Advance -
Out of curiosity, which do you think would be easier to learn for someone who has never done any programing before. C++ or the Arma\OFP script language? P.S You would'nt by any chance, have been previously banned from these forums? It is certainly the BIS programmers he means who should have put more functionality directly into the game engine itself, rather than left implemented in the scripting side. So this means, user scripters would not need to know anything about C++. He is saying things that need to be done by the mission designers, could have been implemented directly into the game engine. I am neither against or for his opinion. This is a flexibility versus ease-of-use question. As it is now, we have more freedom. But it is harder to use for the basic stuff, especially as the documentation given to us by BIS is appalling, as I see it. Maybe one way to tackle the locality problem could be to put the scripting engine do things by default more like what xx-Cougar-xx is saying. In my mind this could mean that for example all vehicle creation would have to be done from the server and the client would not have a word in that. The clients could not create anything by default. Then a mission designer could change this behaviour if he wants by setting a server-side variable like allowCreateFromClient = true; in a mission initialization file. Then a createVehicle command would work from any computer in the session, but not before. This could even have some effect into the 'cheats' in which some very stupid and immature people spawn vehicles as they wish into multiplayer sessions. I think what we would need from BIS regarding documentation, would be a scripting reference and a manual. But not in the Wiki! In a Wiki there are always people who are going to "fix what are errors in their opinion", and the trustfulness of the information is thus compromised. I would gladly take a scripting reference and a manual, two separate documents, from BIS, in for example Portable Document Format (PDF). The task of making a scripting reference and a manual has been left to the community by BIS, which is a disappointing move from BIS in my opinion. I hope it changes some day. finally someone who understands what i am saying
-
Trigger/Conditon Logic not working
xx-Cougar-xx replied to xx-Cougar-xx's topic in ARMA - MISSION EDITING & SCRIPTING
Not completely true. Boolean variables doesn't need to be initialized, since a non-existing variable can't be "true", therefor it will be handled as "false". <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> (alpha_w) && (! Alpha_e) might work. Myke out I tried to test the logic for that and it didn't work, I did have to set them both to false in order for it to work the way i wanted -
@myke np it's not that I have problems, it's not that you need to be smart, it is that you shouldn't have to go through all the BS to make a mission for a game, the editor is laxed, I started two days ago and already need to write my own scripts, you should have a better tool to script. It is only a mission, not an application. The lang is powerful, and wide open, but they did leave to much out of the core, there should be no way for a mission dev to have to worry about if he is going to spawn a unit/object/event for each player on the server or if it is only going to be seen by one as an effect, the core should handle that, then you should have a function with options for the choice you desire, one unit/object/event, or an effect for one player, this being an param of each function.
-
there was no question (that's why it's called a rant dumbas*), and if i had the time i could do it... the point was that BI should have better tools and info... and i take my hat off to those that work with this lang.... why you flaming with the "win win " comment, just wanted to commend the people who work in this lang and you gotta go be a JO.
-
Trigger/Conditon Logic not working
xx-Cougar-xx replied to xx-Cougar-xx's topic in ARMA - MISSION EDITING & SCRIPTING
thanks, I didn't know sq* was more of a strong typed Lang, yesterday was first day working with it, from guide you think it is more like php where you can just have var's all over.