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Padjur

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Posts posted by Padjur


  1. The cycle waypoint does work. Is this an sqs file your using? I only know sqf so I took the liberty of writing a sqf script. I've re named the markers so I could see it easier and I've added a waypoint. Put the 5 markers down were you want them as long as the "wp" and "wp3" markers are fairly close to one another and call the script with

     nul = [East1] execVM "spawn.sqf";

    where East1 is the name of the group and the script name is spawn.sqf

    if (isServer) then {
    _grp = _this select 0;
    
    _grp= Creategroup EAST;
    
    _Unit1= _grp createUnit ["RU_Soldier_Officer",[(getMarkerPos "Itest") select 
    
    0,(getMarkerPos "Itest") select 1,0],[],0,"FORM"];
    
    _Unit2= _grp createUnit ["MVD_Soldier_GL",[(getMarkerPos "Itest") select 
    
    0,(getMarkerPos "Itest") select 1,0],[],0,"FORM"];
    
    _Unit3= _grp createUnit ["MVD_Soldier_GL",[(getMarkerPos "Itest") select 
    
    0,(getMarkerPos "Itest") select 1,0],[],0,"FORM"];
    
    _unit1 setunitrank "MAJOR";
    _unit1=leader _grp;
    
    _waypoint0 = _grp addWaypoint [getmarkerpos "wp0",0]; 
    _waypoint0 setWaypointType "Move";
    _waypoint0 setWaypointBehaviour "COMBAT";
    _waypoint0 setwaypointcombatmode "RED"; 
    _waypoint0 setWaypointSpeed "NORMAL"; 
    
    
    
    _waypoint1 = _grp addWaypoint [getmarkerpos "wp1",0];
    _waypoint1 setWaypointType "Move";
    _waypoint1 setWaypointBehaviour "UNCHANGED";
    _waypoint1 setwaypointcombatmode "NO CHANGE"; 
    _waypoint1 setWaypointSpeed "UNCHANGED"; 
    
    
    
    _waypoint2 = _grp addWaypoint [getmarkerpos "wp2",0]; 
    _waypoint2 setWaypointType "Move";
    _waypoint2 setWaypointBehaviour "UNCHANGED";
    _waypoint2 setwaypointcombatmode "NO CHANGE"; 
    _waypoint2 setWaypointSpeed "UNCHANGED";
    
    
    _waypoint3 = _grp addWaypoint [getmarkerpos "wp3",0]; 
    _waypoint3 setWaypointType "Cycle";
    _waypoint3 setWaypointBehaviour "UNCHANGED";
    _waypoint3 setwaypointcombatmode "NO CHANGE"; 
    _waypoint3 setWaypointSpeed "UNCHANGED";
    }; 


  2. I put this in the init file, as the first entry in that file, to maker markers invisible on the map:

    "markername" setMarkerPos [-(getMarkerPos "markername" select 0),-(getMarkerPos "markername" select 1)];

    I use this hide the markers I've put down when using the UPS script. Otherwise if I need a marker for waypoints etc I would use an empty marker (as they are invisible on the map in game) with axis a and b set to 0 , so as to keep the editor map cleaner and put the name in the text box as well so I can find it again later :)


  3. Ah right I'm with you, sorry I miss understood and thought there was some sort of glitch loading it at the start. Would the attachto command be of any use? Something like filling an ammo box and using attachto to put it in the CRRC? Maybe lift it up a fraction to make it easier to get at and remove the weapons cargo from the boat to avoid confusion when opening it, which would I guess have to be done outside the boat. Probably not a very practical idea though.


  4. hmmm I use the multiplayer editor not the single player editor so I didn't know that for single player you need an HTML document to load the briefing before the game starts (just read a post by kylania about that). Its not the same for multiplayer so I don't know the answer. My methods are for the muliplayer only. :confused: why they should be different god only knows.

    Its like I said in my post the picture file sizes 256x256 or 512x512 work for me.


  5. Yes you can execute with a trigger or waypoint or unit init line as well (also the init.sqf and decription.EXT but don't worry about those yet if you don't know what they do, save those for later ;) )

    Yes save the sqf file in my documents\arma2\ missions (or MPmissions if your editing for multiplayer) \ folder with your mission name\which should have a mission.sqm file in it.

    When spawning a unit by script you must create a group first even if there is only one unit in the group so the code would look something like this

     Grp1=createGroup WEST;
    
    _Cpl1 = Grp1 createUnit ["USMC_Soldier_TL", [(getMarkerPos "m1") select 0,(getMarkerPos "m1") select 1,0], [], 0, "form"];
    
    Grp2=createGroup WEST;
    
    _Cpl2 = Grp2 createUnit ["USMC_Soldier_TL", [(getMarkerPos "m2") select 0,(getMarkerPos "m2") select 1,0], [], 0, "form"]

    and so on for each unit.

    This is not correct, some people say this but it is not correct, you can see the Briefing from the preview, at least from the multiplayer editor (I don't use the SP editor so wouldn't Know) You have to load the game as from the main menu screen, to load an init.sqf (if you want to load a newly saved init.sqf. for example) The Briefing.sqf is called from the init.sqf (the init sqf is the first to load) you can therefore save a briefing.sqf in the editor screen and go straight to preview and see your changes. This is the same with your other scripts as well.


  6. This is how I do my briefing mate works every time with out fail. In the init.sqf make sure you call the briefing like this

     [] execVM "Briefing.sqf";

    I notice in post 10 you have it as

    nul = [] execVM "Briefings\Briefing.sqf";

    it shouldn't have the nul = (though I see you have it right in post 20), its not been mentioned in this thread so I thought I should make it clear to anyone who might be reading this thread.:)

    You should have this in your briefing.sqf

     waitUntil { !isNull player };
    waitUntil { player == player };
    
    player createDiaryRecord["Diary", ["note2 ", "<br/><br/>note2message"]];
    player createDiaryRecord["Diary", ["note1 ", "<br/><br/>note1message"]];
    
    tskExample2 = player createSimpleTask ["task2"];
    tskExample2 setSimpleTaskDescription ["task2message", "task2", "task2"];
    tskExample2 setSimpleTaskDestination (getMarkerPos "Attack this area As Well!!!");
    
    tskExample1 = player createSimpleTask ["task1"];
    tskExample1 setSimpleTaskDescription ["task1message", "task1", "task1"];
    tskExample1 setSimpleTaskDestination (getMarkerPos "Attack this area!!!");

    the tasks go in reverse order (task2, task1) in the briefing.sqf so they apear in the briefing screen as (task1, task2)

    Save both files in the mission folder my documents (Description.EXT is not required for the briefing so don't worry about that)

    ( the marker in the game with the above example will be seen as task1 if you want it to say Attack this Area then call your marker task1 and script it like this

    tskExample1 setSimpleTaskDescription ["task1message", "task1", "Attack this area!!!"];
    tskExample1 setSimpleTaskDestination (getMarkerPos "task1");

    load the game, select multiplayer>host session>select lan click ok> your mission name >edit>preview>select unit in the multiplayer lobby>continue.select task in the briefing screen wait a second or two for it to load and you will see the briefing.

    I've just tested this and it works.:bounce3:


  7. In the briefing.sqf put

    player createDiaryRecord["Diary", ["Info", "<br/>Blah Blah<br/><br/><img image='NameOfPicture.jpg' width='200' height='200'/><br/><br/>Blah Blah"]];

    (put what ever text you want instead of blah)

    Put the picture file in the missions file. the tricky bit is getting the picture file the right size as the game alters it when its loaded. But for example you could size the picture file as 256x256 or 512x512 to start with.

    N.B

    I don't know why you should have to use an HTML document mate for your briefing to work, as it is not required. As I say my works perfect without.

    sorry I do now its needed in single player mission's :ups:


  8. What save it to a PBO? Can't preview your briefing from the Editor? Why?

    If I use preview from the editor I can see my briefing perfectly well. I create my Briefing sqf, I put in my init.sqf,

    [] execVM "Briefing.sqf";

    hit preview select one of the roles in the multiplayer setup, click ok and it loads into the briefing screen . It takes a moment or two to load, click notes and its there. The only thing I make sure of is that I call the briefing.sqf first in the init file.

    holding shift and clicking preview in the editor
    doesn't work for me either, I preview using the above method. HTML is not needed in ARMA2 except for the debriefing at the end. I don't use an HTML at all and I can see the Briefing.

  9. I'm not in anyway an expert and I've looked at your format for the briefing and it seems OK but I don't understand why you have a PBO file in your missions folder, I don't know maybe that's OK but I thought that the briefing and init.sqf should be included in the PBO "tower%2foverwatch.Chernarus.pbo", I mean the briefing and the init should be in the arma2 folder in my documents that you save in the editor (my missions). Is that right you have them there Yes?


  10. Well this is weird, they won't patrol any more with norrin's UPS respawn script, they respawn but won't patrol. UPS is working on its own as normal......wait one.....:icon_rolleyes: its the norrin POW script :scratchchin: why does that conflict.

    Tried calling the POW script many different ways there would seem to be some sort of conflict going on, I don't have the brain to understand what, but when its called it stops the UPS. I'll ask norrin about it. Unless anyone else has an answer to it.


  11. This doesn't seem to work any more! I had it working no problem, but today it won't. The only thing I've changed is installing 1.03 patch, I've tried downloading again from the link posted by norrin but its not happening :386: anyone else getting this, or answers anybody?

    :banghead: also this doesn't work any more

     _leader = leader  GroupAlpha1;
    [_leader,"Kom"] execVM "ups.sqf";

    when I spawn a squad with a script!


  12. @ cobra4v320 I have had this also when, in testing for shanawa problem I noticed that when I placed a squad in the editor and moved them into the plane using

     {_x moveInCargo c1} foreach units this;

    I was getting the problems you mentioned; five or six deaths or more ( shanawa's problems also) . But when I moved them into the plane with

    {_x moveInCargo c130j} foreach units squad1;

    It solved Shanawa's problems and greatly reduced the deaths you mentioned, only about one or two, which seem to mainly occur on sloping ground and rarely on clean flat ground (something that needs to be considered in selecting a drop zone perhaps).

    All of this lead me to think if it may be connected to placing them on the ground at the start (in the editor) and then moving them into the aircraft. I don't know if you do this or use scripts for creating the aircraft, squads and waypoints etc. It has always served my purpose to use scripts and have not noticed these problems before. Maybe they're there and I just haven't noticed them and I wouldn't be able to give a technical explanation for it, its just an observation but maybe a better result is gained overall by using a script rather than placing them in the editor. My suggested reason for this is that a script calls for each unit to be placed inside a given position in a given aircraft etc etc and the game engine reads the whole event better (just a thought, could be total rubbish of course). I would be interested to hear anybody's thoughts on the matter.


  13. well you could try this,

    http://forums.bistudio.com/showthread.php?t=80146&page=3

    two things though, I learnt to do this by reading the thread that kylania posted here and secondly you don't want to use sqs! you want sqf.

    as for map click a quick search throws up http://forums.bistudio.com/showthread.php?t=81958&highlight=onmapsingleclick

    to get rid of the planes use deletevehicle in triggers.


  14. Well Tinker what can I say. :confused: I don't understand how you say you can do it sorry. I have tested it all the ways, including the ways you suggest, unless I'm missing something here but I can't think what (as removeAllWeapons is very familiar to me already). I'm pretty certain I've not missed anything, so my conclusion can only be that IndeedPete is indeed correct. An M136 takes up 6 slots. Your load out gives my man everything but the M136 rounds. if I give him a M136 launcher and four rounds in the editor (or 5,or 6 or whatever ), when I preview he has only two (which is a total of 12 slots). You could give him something more balanced like this though

    removeAllWeapons B1; {this addmagazine "30Rnd_556x45_Stanag";} forEach [1,2,3,4,5,6];
    this addWeapon "M16A2GL"; this addWeapon "M136";
    this addmagazine "M136";
    {this addmagazine "8Rnd_9x18_MakarovSD";} forEach [1,2,3,4];
    this addWeapon "MakarovSD";
    {this addmagazine "1Rnd_Smoke_M203";} forEach [1,2];
    {this addmagazine "1Rnd_HE_M203";} forEach [1,2];
    this addweapon "binocular"; this addweapon "NVGoggles"

    Because the HE and Smoke rounds for the M203 launcher are carried in the Pistol Mag Pouches it would still give you some grenade capability.

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