Mike84
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Posts posted by Mike84
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This might be a good question to ask this! I'm having some problems getting certain functions executing from the init field of units, while they work fine in triggers. Any idea why? (Specifically it was the BIS function to remove items from a units inventory)The code in the init lines is executed before the functions are "compiled".
Easiest thing to do is to execVM a script which has a waitUntil { BIS_fnc_init }; on top, so it will wait until the bis function module is done "compiling" before it attempts to use the functions.
Example:
init line:
nul = [this] execVM "someScriptInYourMissionFolder.sqf";
someScriptInYourMissionFolder.sqf:
waitUntil { BIS_fnc_init }; _unit = _this select 0; blah blah blah, etcYou can now use the _unit var to manipulate the unit where you execVM'ed the script in the init line.
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press spacebar when aiming at a teammate
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How to make task hints[objNull, ObjNull, tskExample1, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
how do i get this taskHint.sqf ?
if i use this code in the activation field of the trigger, the editor returns an error: "Typ Script, expect nothing"
Use:
nul = [objNull, ObjNull, tskExample1, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
because the editor always wants to save the script handle (i still dont get why, but whenever you get that error, just put "nul = " in front of it).
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Well, you're using "setSimpleTaskDescription" wrong. You only give the array you're passing 1 element, while the howto says to give 3.
For the tasks not showing up, I have no clue. I copied over the code and it worked fine, bar the task descriptions of course.
Anyhow, check your rpt file for errors, because there is something else wrong here.
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big thumbs up @ bis for keeping this hoop for us to jump over
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For example: in the briefing it says "Take the town of Stary Sobor" and the Stary Sobor part is clickable and centers on the correct map location. Cheers.Create an empty marker called obj1, and put it on Stary Sobor, and put this in your briefing:
<marker name='obj1'>Objective 1</marker>
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@Blaunarwal
I did it in the debugger
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The documentation for taskHint is wrong.
It should be:
taskHint [stringToOutput,[r, g, b, a], iconName];
iconName can be:
taskNew
taskCurrent
taskDone
taskFailed
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- animals can not be grouped with "human" units ? (tested)
test again
moo = "cow04" createUnit [getpos player, group player]
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You can do newlines with <br/>
Changing of font type or colour has never been supported in ofp/arma1 i think, so I doubt it's possible in arma 2
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the firewall probably blocks icmp
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That's why I didn't mention that in the first place isn't it? ;)true, but i'm 100% sure someone is going to use it, and gonna confuse the shit out of people. But I guess it can't be removed, so let's keep it on the DL then :rolleyes:
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How to make task hints
taskHint is relatively useless itself (because it requires too much effort), but there is a script that makes it easier to use. So instead of executing a hint, do this:
[objNull, ObjNull, tskExample1, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
The first 2 arguments are useless so i just send objNull, the 3rd is the task that you've created, and the 4th is the status.
Supported task states:
"CREATED"

"CURRENT"

"CANCELED"

"SUCCEEDED"

"FAILED"

NB,
- This command does not set the state of the task, so you still need to do this command, and the setTaskState command in your trigger.
- It creates the hint in the middle of the screen, not at the right side (this means that taskHint and hint can be used at the same time)
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EDIT2:
Figured it out. But now the tasks will get marked as complete but no Objective complete message appears on the screen.
add a hint message
tskObj1 setTaskComplete "SUCCEEDED"; hint "You've completed obj1!";
Use that for now, I just found the taskHint command which might be better, but the documentation on the comref is faulty, so it will take some time to figure it out.
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@manzilla
Try it with a radio trigger first (for example radio alpha, and press 0-0-1 ingame). If that works, something else must be wrong.
@Jezuro
Thnx (although I would've preferred 2 L's in canceled/cancelled) :)
And a possible bug Jezuro, "ASSIGNED" is a valid taskState as well, but it will only cause confusion if players set their own tasks active, or when mission makers use setCurrentTask.
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i dont think you need the comparision operator, a waitUntil waits until it's true anyway
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I was thinking of making something like this as well when reading the comref (I haven't seen buildingPos before, although it was in arma1). Anyhow, I haven't gotten far yet, only the algorithm to find enterable buildings and save the number of positions in a building so far. Maybe you can find us for it as well:
_radius = 250; buildingArray = []; { if (((_x buildingPos 0) select 0) != 0) then { _i = 0; while { ((_x buildingPos _i) select 0) != 0 } do { _i = _i + 1; }; buildingArray = buildingArray + [[_x, _i]]; }; }forEach (nearestObjects [player,["House"], _radius]);and it will spit out (1st element = house object, 2nd element = number of positions):
[[10827000# 10909: mil_house.p3d,2],
[1094dc00# 10880: ss_hangar.p3d,10],
[107a6000# 10660: mil_controltower.p3d,21],
[10944800# 10887: mil_guardhouse.p3d,3]]
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im pretty sure there was a changelog in the patch zip archive (where else would it be?)
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[] spawn { while {true} do { hint str(diag_fps); sleep .1; }; }; -
well, if you put a destination to the task it will create a marker. So if you dont want the game-engine to add a marker there, just omit the setSimple taskDestination command
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createVehicle a "aav_cutscene" and enjoy
Haven't tested it in mp yet though
(this probably should be moved to arma2 editing)
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How to make a basic Briefing in ArmA 2
In ArmA 2 BIS has decided redo the briefing system. The well known 'briefing.html' is still being used, but only for the debriefing.
The actual briefing is added by script commands, which I advise you to put in a 'briefing.sqf', and give you the ability to add 'Notes' and 'Tasks' to the briefing menu.
Ok, let's start with the simple stuff. Make a file called 'briefing.sqf' and make sure this gets executed through the 'init.sqf'. Add the following to your init.sqf:
execVM "briefing.sqf";
Now we can add the briefing commands to the briefing.sqf file, and keep the other files of your mission clean.
Adding Notes:
player createDiaryRecord ["Diary", ["Title 1", "Message 1"]];
This adds a note called 'Title 1', and when you click on that a bigger message screen comes up with 'Message 1'. This is great, but we really need some formatting and ability to add links and pictures.
Linebreak/newline: <br/>
Ampersand: &
Link to marker: <marker name='obj1'>Link to Marker</marker>
Show an image: <img image='somePic.jpg'/>
Show an image and manipulate the image width and height: <img image='somePic.jpg' width='200' height='200'/>
Some examples:
player createDiaryRecord ["Diary", ["Title 2", "Isn't whitespace awesome? <br/><br/><br/>Yes it totally is!"]];
player createDiaryRecord ["Diary", ["Title 1", "We have an objective <marker name=mkrObj1'>here</marker> and one <marker name='mkrObj2'>there</marker>]];
Ok, you should now understand how to make a note, and what the possibilities are in the briefing message window, so let's add some tasks.
Adding Tasks
You can make tasks whenever you want (at mission start, or at any time you like duing a mission), and you can customize them a lot, but let's start with a simple one:
tskExample1 = player createSimpleTask ["Task Title 1"];
This add only adds a task called 'Task Title 1', but the message box is empty. We fix this with the following command:
tskExample1 setSimpleTaskDescription ["Task Message 1", "Task Title 1", "Task HUD Title 1"];
This sets a description to the task. The first array element is the message (like the message from the notes), the second element is the title (yes, we already defined that, but we have to redefine it here), and the third element is what gets shown on the HUD.
Note: The formatting tags that I've shown you earlier work with tasks as well.
So now that we have a task with a title and message, we can also add an objective marker to the task so we know where the objectives actually are:
tskExample1 setSimpleTaskDestination (getMarkerPos "mkrObj1");
Make sure you have an empty marker called 'mkrObj1', and you'll see a semi-transparant circular marker which will light up when you set the task as active.
Other commands
Well,now you know how to make notes and tasks, but we also need to control those tasks during the mission.
We force a task upon a player by executing this on his machine:
player setCurrentTask tskExample1;
This will highlight the objective marker, and show him the through the HUD where the objective is.
Now all that there's left, is setting the task status:
tskExample1 setTaskState "SUCCEEDED";
tskExample1 setTaskState "FAILED";
tskExample1 setTaskState "CANCELED";
tskExample1 setTaskState "CREATED";
"SUCCEEDED" = Makes the checkbox green
"FAILED" = Puts a red cross in the checkbox
"CANCELED" = Puts a grey diagonal line through the checkbox
"CREATED" = Clears the checkbox (makes it look like you've just created it)
You can also show the state of the task with the taskHint command, but since that command is kinda hard to use, we're gonna use a function that I've made to make a lot easier to show the task state.
How to make task hints
If you wanna make taskHints that look like this:

then go and grab my taskHint function at http://www.ofpec.com/forum/index.php?topic=33768.0
And that's pretty much it for a basic briefing. I'll try to add more advanced stuff to it when I have some more time.
Templates
I've made briefing.sqf and briefing.html templates. Grab them at ofpec:
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When I played the MP campaign with a friend in 1.00, there were literally 100's of script error messages popping up, so I assume BIS just disabled error output in the game to make it look like they fixed a lot of error in the campaign.
Thanks for suggesting LogExpert there spooner :)
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Anyone found any drivable trains yet? The ones I've found are only static non-playable objects.
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Yup, on alphabetized lists Arma will always be first :cool: