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Dan86

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Posts posted by Dan86


  1. 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


  2. 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!";
    		};
    	};
    


  3. 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:


  4. 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?!


  5. 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?


  6. 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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