Dan86
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Medals
Posts posted by Dan86
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Can i use that as a difficulty setting on dedicated server? Putting it on server addon didnt change nothing actually, still AI a bit too precise (300m mg kill with 3 shots).
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Is any way to fix that or im doing something wrong? :
After placing playable units on map in editor (on ground) then export mission to mpmissions and try to start it, on beggining i get "selected unit is unconsious, press esc and choose other unit" its ok in sp but I cannot change unit in MP mode, and i dont want to (face/identity). This isnt happening when i put units into some vehicle, then its work good. Anyway can I fix that?
player units names are matching those in revive_init.sqf
/*
ARMA2 REVIVE SCRIPT - AI enabled or disabled
© JUNE 2009 - norrin (norrin@iinet.net.au)
Version: 0.2 ArmA2
*******************************************************************************************************
See release notes for details on contributors and instructions for incorporating revive scripts into your own missions
************************************************************************************
Start revive_init.sqf
*/
// =====================================================================================================================
// DO NOT MODIFY THIS CODE
// =====================================================================================================================
// sickboy's code modified by _xeno
T_INIT = false;
T_Server = false;
T_Client = false;
T_JIP = false;
T_MP = (if (playersNumber east + playersNumber west + playersNumber resistance + playersNumber civilian > 0) then {true} else {false});
if (isServer) then
{
T_Server = true;
if (!isNull player) then {T_Client = true};
T_INIT = true;
} else {
T_Client = true;
if (isNull player) then
{
T_JIP = true;
[] spawn {waitUntil {!isNull player};T_INIT = true};
} else {
T_INIT = true;
};
};
waitUntil {T_INIT};
// =====================================================================================================================
// THE FOLLOWING CODE CAN BE MODIFIED
// =====================================================================================================================
// GENERAL REVIVE OPTIONS (Off = 0, On = 1)
_mission_end_function = 0; //array no.0 - mission ends when all players are unconscious
_call_out_function = 1; //array no.6 - whether a unit calls out while unconscious
_water_dialog = 1; //array no.45 - whether a dialog appears when a unit dies in water so that it can auto wash ashore
_unconscious_drag = 1; //array no.39 - whether a unit can drag the bodies of unconscious players
_load_wounded = 1; //array no.61 - allows you to load unconscious units on vehicles
_altUnc_animation = 0; //array no.54 - use alternate unconscious animation
_JIP_spawn_dialog = 0; //array no.2 - whether a dialog appears when a player JIP so that he can be transported to a spawn point near the action
_time_b4_JIP_spawn_dialog = 10000; //array no.17 - time before the respawn dialog appears for JIP players
_perpetual_server = 0; //array no.62 - NOT IMPLEMENTED
// ==================================================================
// LIST OF PLAYABLE UNITS
NORRN_player_units = ["plr1","plr2","plr3","plr4","plr5","plr6","plr7","plr8","plr9","plr10","plr11"];
// ==================================================================
// WELCOME SCREEN
//titleText ["Joining the Revive Test Mission\n\n(Make sure you check the mission notes for details on how the scripts work\nand the revive_readMe in the attached pdf file for the full notes on implementing \nthe scripts in your own missions and the options available)", "BLACK FADED", 0.6]; // This next line can be commented out or removed if it interferes with intro movies
// ==================================================================
// REVIVE OPTIONS
_max_respawns = param2; //array no.38 - Number of lives per unit
_JIP_respawns = [2,30]; //array no.63 - 0 - off or the number of lives players receive when they join in progress , JIP time after the mission starts
_revive_timer = 1; //array no.7 - Whether you want to limit the amount of timer a player has while unconscious
_revive_time_limit = 300; //array no.27 - Amount of time a player remains unconscious before respawning or dying
_revive_damage = 0; //array no.37 - Unit's level of damage following revive
_unconscious_markers = 1; //array no. 4 - Whether a marker appears on the game map at the location of the unconscious unit
_caseVAC = [1, ["MASH"]]; //array no.64 - Allows units to be taken to a hospital etc to be revived
_mediVAC = []; //array no.65 - NOT IMPLEMENTED
_chance_ofDeath = [0,0]; //array no.66 - Two parameters in the array the first switches off/on (0/1) chance of death when shot, increases dues to hit location and number of times revived and the second parameter switches on/off the decreasing respawn timer based on how many times you have been revived, if using set respawn-time to at least 300 seconds.
_dualTimer = 0; //array no.67 - NOT IMPLEMENTED - normal units can only revive for eg 30 seconds whereas medics can heal players up to 120 secs - array - [0/1 - off/on, revive timer for normal unit, timer for medic]
_deadSpectator_cam = 1; //array no.92 - leave as 0 - whether a unit can spectate other friendly units when it has run out of lives
// ==================================================================
// RESPAWN OPTIONS
_no_respawn_points = 4; //array no.12 - no of respawn points (Max number 4)
_Base_1 = "Mobile"; //array no.13 - spawn position names
_Base_2 = "Insertion"; //array no.14
_Base_3 = "Chopper"; //array no.15
_Base_4 = "USS Khe Sanh"; //array no.16
_Base_free_respawn = [1,1,0,0]; //array no.36 - select whether to allow respawning at spawn points even if enemy troops are present (options OFF = 0, ON = 1)
_respawn_at_base_addWeapons = 1; //array no.11 - unit respawns with waepons it commenced the mission with
_respawn_at_base_magazines = []; //array no.34 - If using the respawn_at_base_addWeapons option then place the magazine and weapon
_respawn_at_base_weapons = []; //array no.35 types in the following arrays, if left blank respawns with weapons from mission start
_respawn_position = 2; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies
_respawnAtBaseWait = [0,10]; //array no.68 - Two parameters: 1st if = 1 makes players that respawn at base wait for (parameter 2) seconds before being able to see surroundings
_objectiveBasedRP = []; //array no.69 - NOT IMPLEMENTED
// Mobile Spawn Settings
_mobile_spawn = 1; //array no.51 - set to 1 if you want to use mobile spawn
_mobile_base_start = "Insertion"; //array no.52
_mobile_base2_start = ""; //array no.70 - NOT IMPLEMENTED
_mobile_type = 1; //array no.60 - set as 0 - for vehicle and 1 for man
_mobile_man = plr1; //array no.53 - place name of unit here or if not used make sure set as objNull
_mobile_man2 = objNull; //array no.71 - NOT IMPLEMENTED
// ==================================================================
// UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED
_can_revive = "soldierWB"; //array no.18
_can_revive_2 = ""; //array no.19
_can_revive_3 = ""; //array no.72 - NOT IMPLEMENTED
_can_revive_4 = ""; //array no.73 - NOT IMPLEMENTED
_can_be_revived = "soldierWB"; //array no.20
_can_be_revived_2 = ""; //array no.21
_can_be_revived_3 = ""; //array no.74 - NOT IMPLEMENTED
_can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED
_medic_1 = "USMC_Soldier_Medic"; //array no.76 - Used in conjunction with medpacks and bleeding
_medic_2 = ""; //array no.77 - Used in conjunction with medpacks and bleeding
_medic_3 = ""; //array no.78 - NOT IMPLEMENTED
_medic_4 = ""; //array no.79 - NOT IMPLEMENTED
//========================================================
// MEDPACK AND BLEEDING OPTIONS
_medpacks = 1; //array no.80 - Whether you want to give the units a limited number of revive kits 0/1 - no/yes
_stabilisation = 0; //array no.81 - NOT IMPLEMENTED
_bleeding = 1; //array no.82 - Make units bleed and require bandages
_medic_medpacks = 10; //array no.83 - No of medpacks for units specified in the _medic variables - they are required for reviving units
_unit_medpacks = 1; //array no.84 - No of medpacks for units specified in the _can_revive variables - they are required for reviving units
_medic_bandages = 20; //array no.85 - Bandages stop bleeding
_unit_bandages = 3; //array no.86 -
_medic_stable = 0; //array no.100 - NOT IMPLEMENTED
_unit_stable = 0; //array no.101 - NOT IMPLEMENTED
_stabTime_tillDeath = 0; //array no.87 - NOT IMPLEMENTED //Time until death following revive without stabilisation
// ==================================================================
// ENEMY SIDE TO PLAYABLE UNITS
_no_enemy_sides = 1; //array no.22 - No of Enemy sides (0, 1 or 2).
_enemy_side_1 = "EAST"; //array no.23 - Enemy sides can be "EAST", "WEST", "GUER" etc
_enemy_side_2 = ""; //array no.24
_enemy_side_3 = ""; //array no.88 - NOT IMPLEMENTED
_enemy_side_4 = ""; //array no.89 - NOT IMPLEMENTED
// ==================================================================
// FRIENDLY SIDE TO PLAYABLE UNITS
_allied_side_1 = "WEST"; //array no.42 - Friendly sides can be "EAST", "WEST","RESISTANCE" etc.
_allied_side_2 = "WEST"; //array no.43 - If all players are from the same side make sure you set the same side for both variables eg "WEST", "WEST"
_allied_side_3 = ""; //array no.90 - NOT IMPLEMENTED
_allied_side_4 = ""; //array no.91 - NOT IMPLEMENTED
// ==================================================================
// UNCONSCIOUS CAMERA OPTIONS
_follow_cam = 1; //array no.5 - option to allow viewing of friendly units while unconscious
_follow_cam_distance = 250; //array no.32 - the range that unconscious players can spectate friendly units
_follow_cam_team = 0; //array no.44 - set to 1 if you wish unconscious players only to spectate players within NORRN_player_units array
_top_view_height = 70; //array no.55 - allows you to set the top down camera height
_visible_timer = 1; //array no.41 - view a cound-down timer while unconscious
_unconscious_music = 0; //array no.46 - music must appear as unc_theme in music.hpp
// ==================================================================
// RESPAWN DIALOG OPTIONS
_nearest_teammate_dialog = 0; //array no.3 - whether a respawn dialog appears when there are no players within this distance
_all_dead_dialog = 1; //array no.1 - whether a respawn dialog appears when all players are unconscious (_all_dead_player = 1)
_respawn_button_timer = 10; //array no.25 - Time until respawn button appears (0 = approx. 12 seconds), NB: Set to a high number like 100000 seconds if you do not want
_distance_to_friend = 250; //array no.26 - If the closest friendly unit is further than this distance away trigger respawn dialog
_all_dead_player = 0; //array no.56
_all_dead_distance = 10000; //array no.57 - whether a respawn dialog appears when all players within a specified distance are unconscious (_all_dead_player = 1)
// ==================================================================
// Bonus life for aiding team mates function
_reward_function = 1; //array no.96 - specify whether a unit receives bonus lives for reviving other players
_revives_required = 1; //array no.97 - Number of revives required before recieving a bonus life
// ==================================================================
// Team kill function
_team_kill_function = 1; //array no.98 - specify whether a unit loses a life for killing team mates
_no_team_kills = 1; //array no.99 - Number of teamkills before punishment
// ==================================================================
// CONFIGURABLE OPTIONS FOR HEAL YOURSELF FUNCTION
_heal_yourself = 0; //array no.8 - whether a unit can heal damage to itself
_no_of_heals = 1; //array no.29 - Number of heals that each player gets during a mission
_lower_bound_heal = 0.1; //array no.30 - The damage level range between which the heal action becomes available
_upper_bound_heal = 0.8; //array no.31
// ==================================================================
// AI REVIVE BEHAVIOUR OPTIONS
_goto_revive = 1; //array no. 9 - closest AI automatically moves to revive a downed team mate
_AI_smoke = 1; //array no. 40 - if available reviving AI throws smoke on downed AI position
_AI_aware = 1; //array no. 49 - AI will clear an enemy units it is aware of before auto reviving
_AI_cover = 1; //array no. 50 - second AI unit moves with AI reviver to give cover
_AI_dismount = 1; //array no. 58 - toggles ability of reviving AI units to dismount vehicles (1 = dismount)
_call_for_AI_help = 1; //array no. 59 - allows AI units to call for help
_goto_revive_distance = 500; //array no. 33 - distance AI units will move to revive a downed team mate
// ==================================================================
// OPTIONS FOR PLAYER'S DEAD BODIES AND EQUIPMENT - Additional revive functions with many thanks to alef (0 - off, 1 - on except for _bury_timeout)
_drop_weapons = 1; //array no.93 - should the respawned player drop his weapons where he died?
_cadaver = 0; //array no.94 - should the respawned player's body remain there?
_bury_timeout = 1200; //array no.95 - if drop weapons OR player body, how long before the body is buried?
// 0=maximum (1200s) , n=seconds up to 1200s (hard coded)
// ==================================================================
// USER CODE - eg. NORRNCustonexec1="execvm ""myscript.sqf"";hint ""myoutput"";"
NORRNCustomExec1 ="if (_name == player) then {execVm 'briefing.sqf'};"; // Exec1 occurs following being revived
NORRNCustomExec2 =""; // Exec2 occurs when you team kill
NORRNCustomExec3 ="[_name,'USS Khe Sanh','chopper']execVm 'respawnSpecial\respawnSpecial.sqf';
if (_name == player) then {execVm 'briefing.sqf'}"; // Exec3 occurs when you spawn at base
NORRNCustomExec4 =""; // Exec4 occurs when you try and spawn at base but it is still occupied
NORRNCustomExec5 =""; // Must use variables: MAP_r_rejoin (false - first time,
// true - rejoining the server, and
// MAP_r_no_lives - number of lives if you rejoin server)
// =====================================================================================================================
// DO NOT MODIFY THE FOLLOWING CODE
// =====================================================================================================================
NORRN_revive_array = [];
NORRN_revive_array = [_mission_end_function,_all_dead_dialog,_JIP_spawn_dialog,_nearest_teammate_dialog,_unconscious_markers,_follow_cam,_call_out_function,_revive_timer,
_heal_yourself,_goto_revive,_unconscious_invincibility,_respawn_at_base_addWeapons,_no_respawn_points,_Base_1,_Base_2,_Base_3,_Base_4,_time_b4_JIP_spawn_dialog,
_can_revive,_can_revive_2,_can_be_revived,_can_be_revived_2,_no_enemy_sides,_enemy_side_1,_enemy_side_2,_respawn_button_timer,_distance_to_friend,
_revive_time_limit,_respawn_position,_no_of_heals,_lower_bound_heal,_upper_bound_heal,_follow_cam_distance,_goto_revive_distance,_respawn_at_base_magazines,
_respawn_at_base_weapons, _Base_free_respawn, _revive_damage, _max_respawns, _unconscious_drag,_AI_smoke,_visible_timer,_allied_side_1,_allied_side_2,_follow_cam_team,
_water_dialog, _unconscious_music, _enemy_units_1, _enemy_units_2, _AI_aware,_AI_cover,_mobile_spawn,_mobile_base_start,_mobile_man,_altUnc_animation,_top_view_height,
_all_dead_player,_all_dead_distance,_AI_dismount,_call_for_AI_help,_mobile_type,_load_wounded,_perpetual_server,_JIP_respawns,_caseVAC,_mediVAC,_chance_ofDeath,_dualTimer,
_respawnAtBaseWait,_objectiveBasedRP,_mobile_base2_start,_mobile_man2,_can_revive_3,_can_revive_4,_can_be_revived_3,_can_be_revived_4,_medic_1,_medic_2,_medic_3,_medic_4,
_medpacks,_stabilisation,_bleeding,_medic_medpacks,_unit_medpacks,_medic_bandages,_unit_bandages,_stabTime_tillDeath,_enemy_side_3,_enemy_side_4,
_allied_side_3,_allied_side_4,_deadSpectator_cam,_drop_weapons,_cadaver,_bury_timeout,_reward_function,_revives_required,_team_kill_function,_no_team_kills,_medic_stable, _unit_stable];
// start related revive functions
[] execVM "revive_sqf\init_related_scripts.sqf";
if (true) exitWith {};
//Last edited 12/06/09
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Some of the features of Group Link are already in arma2, unfortunatly only basics, some extra features from "GL" was ripped off from arma2 so i think we have to wait until they port it from arma to arma2.
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Oeps, didnt know i will "hijack thread", tought is a good place to give some more "IF" questions.Gonna clean it up...
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Make a trigger, in effects choose text and "Black out" effect (this will fade screen to black). After that create a end trigger with some delay like 15s (min,mid,max=15) in effects choose text and "Black Faded"(this will end up a game).
This how it looks in mission.sqm
class Item9 { position[]={8093.1563,162.58844,12060.431}; activationBy="WEST"; interruptable=1; type="END1"; age="UNKNOWN"; class Effects { titleType="TEXT"; titleEffect="BLACK FADED"; title="MISSION COMPLETED!"; }; }; class Item10 { position[]={8128.1426,160.63309,12051.062}; a=90; b=90; activationBy="WEST"; interruptable=1; age="UNKNOWN"; class Effects { titleType="TEXT"; titleEffect="BLACK OUT"; title="MISSION COMPLETED!"; }; }; -
Looks like parseText working for adding the image, so it should be working.
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Ok that helped me a lot, now its almost working
player createDiaryRecord ["Diary", ["Photo", "Yesterday <br/><br/> Intel <br/><img image='uav1.paa'/>"]];
but i encounter next problem, when img is loading to display in brief message coming up that "cannot load mipmaps..."
what options did you set in paa plugin to have it working, i tried with mipmaps/no mipmaps-still error, change img res-still nothin, dxt5/auto-same error...:confused:
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Well i tried it like that:
player createDiaryRecord ["Diary", ["Photo", "Yesterday", <img src="uav1.jpg" width="135" height="75">]];
is a part of briefing.sqf, but everything is working and the picture is not there where its supposed to be.
On the http://community.bistudio.com/wiki/Overview_Picture they wrote:
"Define the overview.html (we not use it anymore in a2)
In your overview.html you need to call the image via an HTML tag"
will HTML code work in sqf?!
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Damn this looks nicee, it is very hard to tune heat sources/cold areas etc. using in game FLIR (ppeffects tuning) to match real IRView but i see you did a mile step forward. The cobra heat trail tells me you are very close, to make a good stuff for a2. Keep up good work!
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ok i have found something like that in weapons file:
class B_556x45_Ball: BulletBase {
hit = 8;
indirectHit = 0;
indirectHitRange = 0;
cost = 1;
airFriction = -0.001425;
caliber = 0.500000;
model = "\ca\Weapons\Data\bullettracer\tracer_red";
tracerScale = 1;
tracerStartTime = 0.050000;
tracerEndTime = 1;
nvgOnly = 1;
and now, how to add a tracer to all guns, not modify existing config, just make replacing config ( like they did for AI dispersion addon ) consisting information about adding tracers to small arms ie.
Already tryied to set nvgOnly = 0 but no luck with that,
any ideas on config replacment?
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Any one tried to add some more tracers to small weapons like M4, ak's ?
Also is there a way to mod the dust/smoke to have it last longer?
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Great, exactly what i was looking for. Looks pretty simple and clear. Will check it ASAP i get to my home.
Thanks Buliwyf
Ok i have another question:
Any idea on placing Images in Brief?
I cannot use old style Arma html codes to place an image in sqf offcourse. Is there any workaround?
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Does any one know to create multi-language briefing? I looked for it but i didnt found any thing.
Revive Script
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Yep that fixed that issue, thanks Norrin for a great "must have" revive script and for your help.