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strike0277

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Posts posted by strike0277


  1. Thank you so much for your time. I'm having a heck of a time though. I'm not sure where to include this to my Description.ext

    sounds[] = {};

    // Needed for Mando Missile ArmA

    #include "mando_missiles\mando_sounds.h"

    // End of Needed for Mando Missile ArmA

    };

    Now mind you I'm trying to add this to an evo Desription.ext file. I'm assuming it should go in here somewhere, but no matter what I try it crashes my game when I include it in.

    class CfgSounds

    {

    sounds[] = {none,r_incoming,explo_large,Incoming,rocketaway,Fanfare,Recall,Jay,Disco,recall_old,

    Brian_Im_hit, Brian_Im_bleeding,Brian_Medic,Brian_Bastards,Brian_Shit_Man_down,Brian_Oh_no,

    Brian_Fuck,Brian_Fuck_it,Brian_Shit,Brian_Need_help,Brian_A_little_help_here};

    class none

    {

    name = "none";

    sound[] = {"none.ogg", db-5, 1.0};

    titles[] = {};

    };

    class Incoming

    {

    name = "Incoming";

    sound[] = {"Sound\incoming.ogg", db-5, 1.0};

    titles[] = {};

    };

    class rocketaway

    {

    name = "rocketaway";

    sound[] = {"Sound\rocket_away.ogg", 1, 1.0};

    titles[] = {};

    };

    class r_incoming

    {

    name = "r_incoming";

    sound[] = {"Sound\r_incoming.ogg", 1, 1.0};

    titles[] = {};

    };

    class explo_large

    {

    name = "explo_large";

    sound[] = {"Sound\explo_large.ogg", 1, 1.0};

    titles[] = {};

    };

    class Paycall

    {

    name = "Paycall";

    sound[] = {"Sound\Paycall.ogg", db-1, 1.0};

    titles[] = {};

    };

    class Recall

    {

    name = "Recall";

    sound[] = {"Sound\Fanfare.ogg", db-1, 1.0};

    titles[] = {};

    };

    class Goodjob

    {

    name = "Goodjob";

    sound[] = {"Sound\goodjob.ogg", db-1, 1.0};

    titles[] = {};

    };

    class Jay

    {

    name = "Jay";

    sound[] = {"Sound\aawar.ogg", db+5, 1.18};

    titles[] = {};

    };

    class Disco

    {

    name = "Discos";

    sound[] = {"Sound\Disco.ogg", db-11, 1.0};

    titles[] = {};

    };

    class Brian_Im_hit

    {

    name="Brian_Im_hit";

    sound[]={"revive_sqf\sound\UNIV_v05.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Im_bleeding

    {

    name="Brian_Im_bleeding";

    sound[]={"revive_sqf\sound\UNIV_v06.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Medic

    {

    name="Brian_Medic";

    sound[]={"revive_sqf\sound\UNIV_v07.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Bastards

    {

    name="Brian_Bastards";

    sound[]={"revive_sqf\sound\UNIV_v10.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Shit_Man_down

    {

    name="Brian_Shit_Man_down";

    sound[]={"revive_sqf\sound\UNIV_v11.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Oh_no

    {

    name="Brian_Oh_no";

    sound[]={"revive_sqf\sound\UNIV_v18.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Fuck

    {

    name="Brian_Fuck";

    sound[]={"sound\UNIV_v24.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Fuck_it

    {

    name="Brian_Fuck_it";

    sound[]={"revive_sqf\sound\UNIV_v25.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Shit

    {

    name="Brian_Shit";

    sound[]={"revive_sqf\sound\UNIV_v31.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Need_help

    {

    name="Brian_Need_help";

    sound[]={"revive_sqf\sound\UNIV_v50.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_A_little_help_here

    {

    name="Brian_A_little_help_here";

    sound[]={"revive_sqf\sound\UNIV_v51.ogg",0.05,1.0};

    titles[]={};

    };

    };


  2. Ahh, okay thanks.

    As minimum, RscTitles section is defined twice.

    Move #include "mando_missiles\mando_missiletitles.h" into to the other RscTitles section, or move that one into the first one.

    class RscTitles

    {

    #include "R3F_ARTY_AND_LOG\desc_rsct_include.h"

    so if I understand the instructions correctly, by using the script suite niether the client or the server needs the mod for this to function. Is that correct?

  3. Looks like OFPEC is down. is there another way to get this? The link from Armaholic is non responsive as well.

    I down loaded the Arma 2 version on the last page. Using the script suite when I go to preview it in the editor the game shuts doen with an error in the description.ext RscTitles:Member already defined. Here is the Description.ext

    onLoadMission= [ TFKW ] WWW.TFKWOA.COM;

    loadScreen = "ca\Missions_e\scenarios\SPE1_OneShotOneKill.Takistan\loading_oneshotonekill_co.paa";

    class Header

    {

    gameType = COOP;

    minPlayers = 1;

    maxPlayers = 32;

    playerCountMultipleOf = 1;

    };

    #include "evoUI.hpp"

    // Needed for Mando Missile ArmA

    #include "mando_missiles\mando_missile.h"

    // End of Needed for Mando Missile ArmA

    class RscTitles

    {

    // Needed for Mando Missile ArmA

    #include "mando_missiles\mando_missiletitles.h"

    // End of Needed for Mando Missile ArmA

    };

    class CfgSounds

    {

    sounds[] = {};

    // Needed for Mando Missile ArmA

    #include "mando_missiles\mando_sounds.h"

    // End of Needed for Mando Missile ArmA

    };

    class CfgRadio

    {

    };

    class CfgSounds

    {

    sounds[] = {none,r_incoming,explo_large,Incoming,rocketaway,Fanfare,Recall,Jay,Disco,recall_old,

    Brian_Im_hit, Brian_Im_bleeding,Brian_Medic,Brian_Bastards,Brian_Shit_Man_down,Brian_Oh_no,

    Brian_Fuck,Brian_Fuck_it,Brian_Shit,Brian_Need_help,Brian_A_little_help_here};

    class none

    {

    name = "none";

    sound[] = {"none.ogg", db-5, 1.0};

    titles[] = {};

    };

    class Incoming

    {

    name = "Incoming";

    sound[] = {"Sound\incoming.ogg", db-5, 1.0};

    titles[] = {};

    };

    class rocketaway

    {

    name = "rocketaway";

    sound[] = {"Sound\rocket_away.ogg", 1, 1.0};

    titles[] = {};

    };

    class r_incoming

    {

    name = "r_incoming";

    sound[] = {"Sound\r_incoming.ogg", 1, 1.0};

    titles[] = {};

    };

    class explo_large

    {

    name = "explo_large";

    sound[] = {"Sound\explo_large.ogg", 1, 1.0};

    titles[] = {};

    };

    class Paycall

    {

    name = "Paycall";

    sound[] = {"Sound\Paycall.ogg", db-1, 1.0};

    titles[] = {};

    };

    class Recall

    {

    name = "Recall";

    sound[] = {"Sound\Fanfare.ogg", db-1, 1.0};

    titles[] = {};

    };

    class Goodjob

    {

    name = "Goodjob";

    sound[] = {"Sound\goodjob.ogg", db-1, 1.0};

    titles[] = {};

    };

    class Jay

    {

    name = "Jay";

    sound[] = {"Sound\aawar.ogg", db+5, 1.18};

    titles[] = {};

    };

    class Disco

    {

    name = "Discos";

    sound[] = {"Sound\Disco.ogg", db-11, 1.0};

    titles[] = {};

    };

    class Brian_Im_hit

    {

    name="Brian_Im_hit";

    sound[]={"revive_sqf\sound\UNIV_v05.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Im_bleeding

    {

    name="Brian_Im_bleeding";

    sound[]={"revive_sqf\sound\UNIV_v06.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Medic

    {

    name="Brian_Medic";

    sound[]={"revive_sqf\sound\UNIV_v07.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Bastards

    {

    name="Brian_Bastards";

    sound[]={"revive_sqf\sound\UNIV_v10.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Shit_Man_down

    {

    name="Brian_Shit_Man_down";

    sound[]={"revive_sqf\sound\UNIV_v11.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Oh_no

    {

    name="Brian_Oh_no";

    sound[]={"revive_sqf\sound\UNIV_v18.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Fuck

    {

    name="Brian_Fuck";

    sound[]={"sound\UNIV_v24.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Fuck_it

    {

    name="Brian_Fuck_it";

    sound[]={"revive_sqf\sound\UNIV_v25.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Shit

    {

    name="Brian_Shit";

    sound[]={"revive_sqf\sound\UNIV_v31.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_Need_help

    {

    name="Brian_Need_help";

    sound[]={"revive_sqf\sound\UNIV_v50.ogg",0.05,1.0};

    titles[]={};

    };

    class Brian_A_little_help_here

    {

    name="Brian_A_little_help_here";

    sound[]={"revive_sqf\sound\UNIV_v51.ogg",0.05,1.0};

    titles[]={};

    };

    };

    class CfgIdentities

    {

    class thedood

    {

    name = "thedood";

    face = "Face20";

    glasses = "None";

    speaker = "Dan";

    pitch = 1.1;

    };

    };

    class Border

    {

    idc = -1;

    type = 0;

    style = 0;

    colorBackground[] = {0.00, 0.00, 0.00, 0.20};

    colorText[] = {0.00, 0.00, 0.00, 1.00};

    font = "TahomaB";

    sizeEx = 0.023;

    h = 0.02;

    };

    class Border2

    {

    idc = -1;

    type = 0;

    style = 0;

    colorBackground[] = {0.00, 0.00, 0.00, 0.50};

    colorText[] = {0.00, 0.00, 0.00, 1.00};

    font = "TahomaB";

    sizeEx = 0.023;

    h = 0.02;

    };

    class Border3

    {

    idc = -1;

    type = 0;

    style = 0;

    colorBackground[] = {0.00, 0.00, 0.00, 0.00};

    colorText[] = {1.00, 1.00, 1.00, 1.00};

    font = "TahomaB";

    sizeEx = 0.023;

    h = 0.02;

    };

    class RscTitles

    {

    #include "R3F_ARTY_AND_LOG\desc_rsct_include.h"

    titles[] =

    {

    "Evo","Evoadd","screen"

    };

    class Evo

    {

    idd=-1;

    movingEnable = true;

    duration=6;

    fadein=5;

    fadeout=0;

    name = "Evo";

    controls[]=

    {

    Picture

    };

    class Picture : RscPicture

    {

    x = 0.25;

    y = 0;

    w = 0.4;

    h = 0.4;//0.05

    text = "data\evo.paa";

    sizeEx = 0.04;

    style=48;

    };

    };

    class Backpacks

    {

    class US_Patrol_Pack_EP1 {count = 4; };

    class US_Assault_Pack_EP1 {count = 4; };

    };

    class Evoadd

    {

    idd=-2;

    movingEnable = true;

    duration=5;

    fadein=0;

    name = "Evoadd";

    controls[]=

    {

    Picture

    };

    class Picture : RscPicture

    {

    x = 0.25;

    y = 0;

    w = 0.4;

    h = 0.4;//0.05

    text = "data\evo_blue.paa";

    sizeEx = 0.04;

    style=48;

    };

    };

    class screen

    {

    idd=-1;

    movingEnable=1;

    duration=10e10;

    fadein=0;

    fadeout=1;

    name="Screen";

    onload = "uinamespace setvariable ['str_screen',_this select 0];";

    class controlsbackground

    {

    class vignette: RscPicture

    {

    idc = -1;

    text="ca\missions_ew\img\vignette_ca.paa";

    x=safezoneX;

    y=safezoneY;

    w=safezoneW;

    h=safezoneH;

    colortext[] = {1,1,1,0.7};

    };

    };

    class controls

    {

    class screen_0: RscPicture

    {

    idc = 1000;

    text="ca\missions_ew\img\screen_dirt_ca.paa";

    x=safezoneX;

    y=safezoneY;

    w=0;

    h=0;

    };

    class screen_1: screen_0 {idc = 1001; text="ca\missions_ew\img\screen_blood_1_ca.paa";};

    class screen_2: screen_0 {idc = 1002; text="ca\missions_ew\img\screen_blood_2_ca.paa";};

    class screen_3: screen_0 {idc = 1003; text="ca\missions_ew\img\screen_blood_3_ca.paa";};

    class screen_4: screen_0 {idc = 1004; text="ca\missions_ew\img\screen_blood_1_ca.paa";};

    class screen_5: screen_0 {idc = 1005; text="ca\missions_ew\img\screen_blood_2_ca.paa";};

    class screen_6: screen_0 {idc = 1006; text="ca\missions_ew\img\screen_blood_3_ca.paa";};

    };

    };

    };

    titleParam1="Respawn type";

    valuesParam1[]={1,0,2};

    defvalueParam1=1;

    textsParam1[]={"Revive/Base","Revive only","Base only"};

    titleParam2 = "Number of Revives";

    valuesParam2[] = {2000,1000,20,10,7,5,4,3,2,1};

    defValueParam2 = 1000;

    textsParam2[] = {"No Revive","Unlimited","20","10","7","5","4","3","2","1"};

    class Params

    {

    class Missiontime

    {

    //paramsArray[2]

    title="Time Of Day";

    values[]={3,5,7,9,12,15,18,21,0};

    texts[]={"04:00","06:00","08:00","10:00","13:00","16:00","19:00","22:00","01:00"};

    default = 5;

    };

    class Grass

    {

    //paramsArray[3]

    title = "Grass";

    values[] = {0,1,2,3,4};

    texts[] = {"No Grass", "Default MP", "Default SP", "More", "Max"};

    default = 1;

    };

    class View

    {

    //paramsArray[4]

    title = "View distance";

    values[] = {500,800,1000,1300,1500,1800,2000,2300,2500,2800,3000,3300,3500,3800,4000,4300,4500,4800,5000,6000,7000,8000,9000,10000};

    texts[] = {"500 m","800 m","1000 m","1300 m","1500 m","1800 m","2000 m","2300 m","2500 m","2800 m","3000 m","3300 m","3500 m","3800 m","4000 m","4300 m","4500 m","4800 m","5000 m","6000 m","7000 m","8000 m","9000 m","10000 m"};

    default = 5000;

    };

    class Mhqbeam

    {

    //paramsArray[5]

    title = "Base to MHQ teleport";

    values[] = {0,1};

    texts[] = {"Disabled", "Enabled"};

    default = 0;

    };

    class Basebeam

    {

    //paramsArray[6]

    title = "MHQ to base teleport";

    values[] = {0,1};

    texts[] = {"Disabled", "Enabled"};

    default = 0;

    };

    class Farpbeam

    {

    //paramsArray[7]

    title = "Base to FARP teleport";

    values[] = {0,1};

    texts[] = {"Disabled", "Enabled"};

    default = 0;

    };

    class Vehiclelock

    {

    //paramsArray[8]

    title = "Rank version";

    values[] = {0,1,2,3};

    texts[] = {"Locked", "Unlocked", "Vehicles Locked Only", "Equipment Locked Only"};

    default = 1;

    };

    class Difficulty

    {

    //paramsArray[9]

    title = "Troop Size Defense";

    values[] = {60,30,10,5};

    texts[] = {"Minimum", "Normal", "Hard", "Extreme"};

    default = 5;

    };

    class Loadout

    {

    //paramsArray[10]

    title = "Weapon Loadout";

    values[] = {0,1};

    texts[] = {"Original ArmA II", "Evolution"};

    default = 1;

    };

    class Town

    {

    //paramsArray[11]

    title = "Start at Town";

    values[] = {1,2,3,4,5,6,7,8,9,10};

    texts[] = {"Nagara", "Nur", "Bastam", "Zavarak", "Garmsar", "Timurkalay", "Feruz Abad", "Shukuralay", "Chak Chak", "Loy Manara"};

    default = 1;

    };

    class Performance

    {

    //paramsArray[12]

    title = "Performance";

    values[] = {1,2};

    texts[] = {"Sky + Environment ON", "Original EVO"};

    default = 1;

    };

    class weathersystem

    {

    //paramsArray[13]

    title = "Sandstorm";

    values[] = {1,2};

    texts[] = {"ON", "OFF"};

    default = 1;

    };

    class contermeassure

    {

    //paramsArray[14]

    title = "Conterattacks";

    values[] = {1,2};

    texts[] = {"enemy attacks base", "no Conterattacks"};

    default = 2;

    };

    /*

    class enemyairsupport

    {

    //paramsArray[16]

    title = "Enemy Air Support";

    values[] = {1,2,3};

    texts[] = {"OFF", "ON", "Extreme"};

    default = 1;

    };

    class ranksystem

    {

    //paramsArray[17]

    title = "Ranksystem";

    values[] = {1,2,3};

    texts[] = {"Easy", "Normal", "Hard"};

    default = 1;

    };

    */

    };

    estimatedTimeLeft = 600;

    respawn = "BASE";

    respawndelay = 4;

    debriefing =1;

    disabledAI=1;

    showGPS=1;

    showRadio=1;

    briefing=1;

    // #include "revive_sqf\dialogs\config.cpp"

    #include "revive_sqf\dialogs\define.hpp"

    #include "revive_sqf\dialogs\rev_cam_dialog.hpp"

    #include "revive_sqf\dialogs\respawn_button_1.hpp"

    #include "revive_sqf\dialogs\respawn_button_2.hpp"

    #include "revive_sqf\dialogs\respawn_button_3.hpp"

    #include "revive_sqf\dialogs\respawn_button_4.hpp"

    #include "revive_sqf\dialogs\respawn_button_1b.hpp"

    #include "revive_sqf\dialogs\respawn_button_1c.hpp"

    #include "revive_sqf\dialogs\respawn_button_2b.hpp"

    #include "revive_sqf\dialogs\respawn_button_3b.hpp"

    #include "revive_sqf\dialogs\respawn_button_4b.hpp"

    #include "revive_sqf\dialogs\respawn_button_1map.hpp"

    #include "revive_sqf\dialogs\respawn_button_2map.hpp"

    #include "revive_sqf\dialogs\respawn_button_3map.hpp"

    #include "revive_sqf\dialogs\respawn_button_4map.hpp"

    #include "revive_sqf\dialogs\OK_map.hpp"

    #include "revive_sqf\dialogs\dead_cam_dialog.hpp"

    #include "R3F_ARTY_AND_LOG\desc_include.h"


  4. Well here is the init. I'm not sure how to use the -showscripterrors

    ---------- Post added at 11:22 PM ---------- Previous post was at 11:22 PM ----------

    diag_log format ["########################## %1 ################################", missionName];

    //////////////////////////////////////////

    //////////////////////////////////////////

    // TFKW Unit Meber U.I.D's for coppers

    //masterUIDArray = ["UID","UID","UID",];

    //masterClassArray = ["AH64D_EP1","C130J_US_EP1","UH60M_EP1","MH60S","C130J","UH60M_MEV_EP1","AH1Z"];

    ////////////////////////////////////////

    //Enemy accuracy

    //{

    // if (side _x == east) then {

    // _x setskill ["aimingAccuracy",0.15];

    // _x setskill ["spotDistance",0.85];

    // _x setskill ["spotTime",0.85];

    // _x setskill ["courage",0.85];

    // _x setskill ["commanding",0.85];

    // _x setskill ["aimingShake",0.15];

    _x setskill ["aimingSpeed",0.65];

    // };

    ///////////////////////////////////////

    spawntype = param1;

    EVOhour = paramsArray select 2;

    grasslevel = paramsArray select 3;

    if (grasslevel == 0) then {setTerrainGrid 50};

    if (grasslevel == 1) then {setTerrainGrid 25};

    if (grasslevel == 2) then {setTerrainGrid 12.5};

    if (grasslevel == 3) then {setTerrainGrid 6.25};

    if (grasslevel == 4) then {setTerrainGrid 3.125};

    viewparam = paramsArray select 4;

    ranklock = paramsArray select 8;

    diffparam = paramsArray select 9;

    loadoutparam = paramsArray select 10;

    townparam = paramsArray select 11;

    performanceparam = paramsArray select 12;

    EVO_weathersystem = paramsArray select 13;

    EVO_contermeassures = paramsArray select 14;

    enemyairsupport = paramsArray select 16;

    ranksystem = paramsArray select 17;

    enableSaving [false, false];

    enableEnvironment false;

    // Respawn settings

    publicVariable "spawntype";

    if (spawntype == 0 or spawntype == 1) then {server execVM "revive_init.sqf"};

    if (spawntype == 2) then {"Respawn_west" setMarkerPos [(getMarkerPos "base" select 0),(getMarkerPos "base" select 1)]};

    //debug=true

    if (performanceparam == 1) then {enableEnvironment true};

    if (performanceparam == 2) then {enableEnvironment false};

    [] execVM "Briefing.sqf";

    // Score required to attain each rank.

    BIS_EVO_rank1 = 1;

    BIS_EVO_rank2 = 2;

    BIS_EVO_rank3 = 3;

    BIS_EVO_rank4 = 4;

    BIS_EVO_rank5 = 5;

    BIS_EVO_rank6 = 6;

    BIS_EVO_GlobalSleep = 0.1; // Global sleep is used after spawning a unit.

    if (townparam == 1) then { BIS_EVO_MissionProgress = 0;};

    if (townparam == 2) then { BIS_EVO_MissionProgress = 1;};

    if (townparam == 3) then { BIS_EVO_MissionProgress = 2;};

    if (townparam == 4) then { BIS_EVO_MissionProgress = 3;};

    if (townparam == 5) then { BIS_EVO_MissionProgress = 4;};

    if (townparam == 6) then { BIS_EVO_MissionProgress = 5;};

    if (townparam == 7) then { BIS_EVO_MissionProgress = 6;};

    if (townparam == 8) then { BIS_EVO_MissionProgress = 7;};

    if (townparam == 9) then { BIS_EVO_MissionProgress = 8;};

    if (townparam == 10) then { BIS_EVO_MissionProgress = 9;};

    BIS_EVO_MissionProgress = 0;

    // Sub mission conditions

    BIS_EVO_Onmission=false;

    BIS_EVO_sobj1=false;

    BIS_EVO_radios = [city1,city2,city3,city4,city5,city6,city7,city8,city9,city10]; // Each radio in each town

    BIS_EVO_MissionTowns = ["mobj1","mobj2","mobj3","mobj4","mobj5","mobj6","mobj7","mobj8","mobj9","mobj10"];// Each mission objectives town marker.

    // Set difficulty

    // Easy

    if (diffparam == 60) then

    {

    BIS_EVO_Infantry = [[4,8],[5,10],[6,12],[7,14],[7,14],[8,16],[8,16],[9,18],[10,20],[10,20]];//[Actual number of groups,Base number of groups]

    BIS_EVO_Mechanized = [[4,5],[4,5],[6,7],[6,7],[6,7],[7,7],[7,8],[7,8],[8,9],[8,10]];//[Actual number of groups,Base number of groups]

    };

    // Normal

    if (diffparam == 30) then

    {

    BIS_EVO_Infantry = [[6,12],[6,12],[8,16],[10,20],[12,24],[14,28],[16,32],[18,36],[20,40],[20,40]];//[Actual number of groups,Base number of groups]//Razor

    BIS_EVO_Mechanized = [[4,5],[5,6],[5,6],[6,8],[6,8],[8,10],[10,12],[15,16],[16,18],[16,18]];//[Actual number of groups,Base number of groups]//Razor

    };

    // Hard

    if (diffparam == 10) then

    {

    BIS_EVO_Infantry = [[15,30],[20,40],[25,50],[25,50],[30,60],[35,70],[40,80],[40,80],[45,90],[45,90]];//[Actual number of groups,Base number of groups];//[Actual number of groups,Base number of groups]

    BIS_EVO_Mechanized = [[10,12],[12,14],[12,14],[14,16],[14,16],[18,20],[20,22],[20,22],[22,24],[22,24]];//[Actual number of groups,Base number of groups]

    };

    // Extreme

    if (diffparam == 5) then

    {

    BIS_EVO_Infantry = [[20,40],[25,50],[25,50],[30,60],[35,70],[40,80],[45,90],[50,100],[55,110],[55,110]];//[Actual number of groups,Base number of groups];//[Actual number of groups,Base number of groups]

    BIS_EVO_Mechanized = [[10,20],[12,24],[14,28],[16,32],[18,36],[20,40],[22,44],[22,44],[24,48],[24,48]];//[Actual number of groups,Base number of groups]

    };

    // The actual amount of infantry and mechanized enemy groups in a city.|When this number falls lower the the base amount, reinforcements are sent.

    // The base amount of infantry and mechanized enemy groups in a city|If all of a group die the number is decremented.

    BIS_EVO_CivCount = 0; // Number of civilians spawned

    #include "R3F_ARTY_AND_LOG\init.sqf";

    BIS_EVO_vdist=viewparam; // clients saved view distance

    BIS_EVO_avdist=viewparam+1000; // clients saved air vehicle view distance

    BIS_EVO_gdate = [2007,7,4,EVOhour,59]; // Current date and time

    BIS_EVO_Playerlist = []; // List of player names.

    BIS_EVO_Playercount = 0; // Amount of players in the game

    BIS_EVO_lives=500; // Amount of deaths allowed in a game before it ends when paarm is active

    BIS_EVO_PlayerSkill = 0.0;

    BIS_EVO_allvar_packed = ""; // String transmitted to JIP clients containing all vars.

    BIS_EVO_end=false; // Used to trigger the end of the game

    BIS_EVO_sop=objNull; // Sub objective player

    BIS_EVO_sot=objNull; // Sub objective target (radio or officer)

    BIS_EVO_sor=0; // Sub objective reward

    BIS_EVO_sup=objNull; // Player calling support

    CB_sup=objNull; // by psycho

    BIS_EVO_sut=""; // Type of support called

    BIS_EVO_sur="";

    BIS_EVO_fattack=false; // detects if the player was attacked by the enemy for medic rewards.

    BIS_EVO_mpoint=objNull; // Player eligible for a medic reward.

    BIS_EVO_epoint=objNull; // Player eligible for a repair reward.

    BIS_EVO_dunit="none"; // Name of disconnection player.

    BIS_EVO_runit=objNull; // Player who requires an AI recruit

    BIS_EVO_rtype="none"; // Type of AI to be delivered

    BIS_EVO_tunit=objNull; // Target player for a join group request

    BIS_EVO_junit = objNull; // Player who wishes to join the group

    BIS_EVO_jgroup=grpNull; // group junit wants to join

    BIS_EVO_lunit = objNull; // Laser target near the bomb site for shared point laser designation

    BIS_EVO_lpoint = 2; // Points the designator will receive.

    BIS_EVO_punit=objNull; // Player requesting submission.

    BIS_EVO_prew=0; // reward score for mission.

    BIS_EVO_aunit=objNull; // Player who will be promoted

    BIS_EVO_arank="NULL"; // New rank the player will get

    BIS_EVO_EngZone = objNull; //Engineer zone

    BIS_EVO_elock = 0; // Remembers if the engineer has his truck locked

    BIS_EVO_ltrk = objNull; // The truck that is locked

    BIS_EVO_mtar=objNull; // the target that the missile is attacking in AA warning

    BIS_EVO_fmission=false; // Limits support to one request at a time.

    BIS_EVO_latk=objNull; // Person attacking a radio tower

    10 setRadioMsg "NULL";

    BIS_EVO_Objective0 = taskNull; // Idle objective

    BIS_EVO_Objective1 = taskNull; //City 1 to

    BIS_EVO_Objective2 = taskNull;

    BIS_EVO_Objective3 = taskNull;

    BIS_EVO_Objective4 = taskNull;

    BIS_EVO_Objective5 = taskNull;

    BIS_EVO_Objective6 = taskNull;

    BIS_EVO_Objective7 = taskNull;

    BIS_EVO_Objective8 = taskNull;

    BIS_EVO_Objective9 = taskNull;

    BIS_EVO_Objective10 = taskNull; // City10

    BIS_EVO_Objective11 = taskNull;

    // Common function to lock vehicles.

    //BIS_EVO_Lock =

    //{

    // _vec = _this select 0;

    // if(Param1 == 7) then {_vec lock true} else {_vec lock false};

    //};

    // Detects empty enemy vehicles and deletes them.

    BIS_EVO_IdelSVEC =

    {

    _svec = _this select 0;

    for [{_loop=0}, {_loop<1}, {_loop=_loop}] do

    {

    if(not alive _svec or count units _svec == 0) then {_loop=1};

    Sleep 4.0;

    };

    sleep 2.0;

    if(not alive _svec) exitWith {};

    sleep 300;

    if(count units _svec == 0) then

    {

    {_x setpos position _svec} forEach crew _svec;

    sleep 1.0;

    deletevehicle _svec

    };

    };

    BIS_EVO_aaweapons = ["M_Sidewinder_AA","M_R73_AA","M_Strela_AA","M_Stinger_AA"]; // All ammo that will set off a missile warning

    BIS_EVO_pallammo = ["30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","Laserbatteries","MAAWS_HEAT","MAAWS_HEAT","MAAWS_HEAT","17Rnd_9x19_glock17","17Rnd_9x19_glock17","17Rnd_9x19_glock17","17Rnd_9x19_glock17"];// The players default load out

    BIS_EVO_pweapons = ["SCAR_L_STD_HOLO","MAAWS","glock17_EP1","Binocular_Vector","Laserdesignator"]; // The players default load out

    BIS_EVO_PlayerModel = "US_Soldier_EP1"; // The players default Model

    "0" objstatus "Active";

    "1" objstatus "Active";

    "2" objstatus "Active";

    "3" objstatus "Active";

    "4" objstatus "Active";

    "5" objstatus "Active";

    "6" objstatus "Active";

    "7" objstatus "Active";

    "8" objstatus "Active";

    "9" objstatus "Active";

    "10" objstatus "Active";

    "11" objstatus "Active";

    setDate BIS_EVO_gdate;

    _base = [] execVM "data\scripts\BIS_EVO_GetRelDir.sqf";

    _spawnv = [] execVM "data\scripts\BIS_EVO_CreateVehicle.sqf";

    if (isServer) then

    {

    {_x addEventHandler ["hit", {if((_this select 1) != BIS_EVO_latk) then {(_this select 0) setdamage 0}}]} forEach BIS_EVO_radios;

    onplayerconnected "[server] exec ""data\scripts\update.sqf"";if(BIS_EVO_dunit == _name) then {BIS_EVO_dunit = ""none""}";

    onPlayerDisconnected "

    BIS_EVO_dunit = _name;

    _mark = format[""%1mash"",BIS_EVO_dunit];

    deleteMarker _mark;

    _mark = format[""%1farp"",BIS_EVO_dunit];

    deleteMarker _mark;

    [] execVM ""data\scripts\noplayermove.sqf"";

    ";

    };

    XGreyText = {"<t color='#f0bfbfbf'>" + _this + "</t>"};

    XRedText = {"<t color='#f0ff0000'>" + _this + "</t>"};

    XYellowText = {"<t color='#fcf304'>" + _this + "</t"}; //added Razor

    if (isServer and not (local player)) exitWith {};

    // Large marker seen over occupied cites

    BIS_EVO_MainObjective = createMarkerLocal ["MainObj", getMarkerPos "mobj1"];

    BIS_EVO_MainObjective setMarkerColorLocal "ColorBlack";

    BIS_EVO_MainObjective setMarkerShapeLocal "ELLIPSE";

    BIS_EVO_MainObjective setMarkerSizeLocal [500, 500];

    // For jip, client waits for server to run update.sqf

    waitUntil {BIS_EVO_allvar_packed != ""};

    _temp = compile BIS_EVO_allvar_packed;

    _vars = call _temp;

    BIS_EVO_end = _vars select 0;

    BIS_EVO_MissionProgress = _vars select 1;

    BIS_EVO_lives = _vars select 2;

    // ----------below this line edit by psycho----------

    setfire = true;

    //CB_uav_ready = true;

    conter_hint = false;

    publicVariable "conter_hint";

    titleCut ["","black faded", 0];

    //code original from doolitle - matched by psycho

    if (local player) then

    {

    _myIn =

    {

    private ["_return"];

    _return = false;

    {

    if (_x == _this select 0) exitWith {_return = true};

    }

    forEach (_this select 1);

    _return;

    };

    _cfg = configFile/"CfgPatches";

    for [{_i = 0}, {_i < count _cfg}, {_i = _i + 1}] do

    {

    if (isClass (_cfg select _i) and [configName (_cfg select _i), ["ACE_Main"]] call _myIn) then

    {

    diag_log format ["Initialisation for %1 stoped! ---- Reason: ACE-Mod is not allowed in this Mission. Please disable this Mod for playing %1. --------------------------", missionName];

    _trg = createTrigger ["EmptyDetector", [0,0]];

    _trg setTriggerStatements ["true", "", ""];

    _trg setTriggerType "END6";

    };

    };

    Mod_Check_done = true;

    };

    waitUntil {not isNil "Mod_check_done"};

    if (local player) then {[] spawn {sleep 10; hintSilent "Modcheck Succeeded --- all your Mods are allowed...";}};

    ---------- Post added at 11:24 PM ---------- Previous post was at 11:22 PM ----------

    Now I did rem out the code, but that was after I tried it. I couldn't get evo the throw up it's first task with the AI Skill in the init.sqf so I remed out everything to fix it.


  5. @ Chacne

    Just put that code in the init.sqf

    I currently use this code:

    {
     if (side _x == east) then {
       _x setskill ["aimingAccuracy",0.15];
       _x setskill ["spotDistance",0.85];
       _x setskill ["spotTime",0.85];
       _x setskill ["courage",0.85]; 
       _x setskill ["commanding",0.85]; 
       _x setskill ["aimingShake",0.15];
       _x setskill ["aimingSpeed",0.65];
     };
    } foreach allunits;

    That makes the enemy AI spot you easier, attack you faster and with more courage but makes them bad shooters...i like this "Shooter-Feeling" !

    Will this work in Evo, Warfare or Domination?


  6. While others have had good luck getting this to work, I have not. I've added this to my init.sqf:

    masterUIDArray = ["UID","UID","UID",];

    masterClassArray = ["AH64D_EP1","C130J_US_EP1","UH60M_EP1","MH60S","C130J","UH60M_MEV_EP1","AH1Z"];

    And have added to a repeatedly activated trigger:

    Condition field: vehicle player != player (This is verbatim.)

    Activation Field: if (typeOf (vehicle player) in masterClassArray) then {if ((vehicle player emptyPositions "driver" == 0) && (player != driver vehicle player)) exitWith {};if (getPlayerUID player in masterUIDArray) then {hint "TFKW member confirmed -- Good Hunting!"} else {player action ["getOut",(vehicle player)];hint "Only TFKW members are authorized to use this vehicle!"}}

    I've tested it on my dedicated server with out my UID added to the Init.sqf and it still allows me to get in the chopper.

    I know I've mucked something up, but no idea where.

    Thanks for any help guys.


  7. An alternative would be to use an event handler, for example:

    this addEventHandler ["GetIn", { if ((_this select 1 == "driver") && (_this select 2 != pilot1)) then { (_this select 2) action ["EJECT", _this select 0] }; }]

    That would check if the driver is pilot1 else eject him, also it would only run when someone gets in so you dont have to keep track of lots of spawned code.

    Could you also do this using player UID numbers?


  8. How do I go about setting up AI difficulty to be selectable in mission params? I understand the titles and such go into the Description.ext but I'm confused.

    Do I set the max number of AI available on the map so the parameters can scale them back based on the settings?

    Better yet this is what I'm looking to do. Every mission I build I would like to have the ability to set the AI strength and difficulty at the start of the mission as It would depend on how many of my members have shown up for that OP.

    Thanks for any and all help guys.


  9. Simple. In the editor, double click on the unit you want to spawn as, and in the unit box find the "Control" option. Click on it, and set the unit as "playable". Then while ingame, press "T" to bring up the team switch window, and then click on the AI unit's name to spawn as him.

    Or... have I missinterpreted your question?

    I was referring to spawing in enemy ai groups.

    Kylania is there any way you can clarify how to use what you put down? I'm not sure how to make it work. Do I put down a trigger and the commands in it's init line? And how do I put in the center?


  10. I've searched to forums and am unable to find a straight forward answer as to how to implement Join in progress into my MP missions. What I would like to do is the following:

    Have players beable to join in progress like in the Evo maps. where you don't have a bunch of AI bodies standing around waiting to be filled. They'll have a list of options to take as far as unit is concerned, IE Rifleman, Medic ect..ect.

    If any one could please help.

    Thanks


  11. I'd like to create a dynamic mp mission by having us contacted while on patrol to take part in missions. I DL a mission a long time ago and had an hd crash and lost it, but it showed how to implement it. I think it was done with modules.

    If any one could help I'd really appreciate it.

    Never mind. It's the SpecOps module. DUH !!!


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    TS IP ts45.clanservers.com port 9152

    In your filter put in TFKW to find our 32 slot game server .

    We look forward to seeing you there !

    WWW.TFKWOA.COM

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