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karphead

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  1. THIS IS A SINGLEPLAYER MISSION THAT MUST BE PLAYED IN MULTIPLAYER SO THE USER CAN SELECT VARIOUS MISSION PARAMETERS AT STARTUP (Go to Quick Play > Host Server > Choose Tanoa > Choose Mission > Choose Parameters > Choose Units) Steam Workshop [Link] SP_10_CYPHER_SYNDIKAT.zip [Zip] CHANGELOG V 0.1 - uploaded to Steam Workshop V 0.1b - removed GC_FSNV dependency error SUMMARY Cypher is a dynamic mission generator based on and inspired by Cipher , which was a custom user mission for Arma 2 created by Wiper. The original mission was based in Chernarus - you started with a 10-man Blufor task group that had to take on a small Opfor squadron randomly staked out in a random building on the map. Your goal was to obtain information from the enemy leader and then do a chopper extract. Although the goal of each mission was the same, each mission had a unique start and often played out epicly, win or lose. This was, in large part, due to Wiper's excellent scripting. Hopefully this version captures some of that feel. PARAMETERS Mission Modes: [Squad w/Recon, Squad (No Recon), Solo] - Squad size is 7 units, Recon adds 3 units, Solo is just you Starting Vehicles: [None, Wheeled (Unarmed), Wheeled (Armed), Wheeled and Little Bird, Helicopter (Heavy), Armored, Random] - Choose what vehicles will spawn at your rendezvous point Insertion Type: [Chopper, Airborne, FUBAR, Random] - Choose your insertion option, more details below Recon Type: [Land Units, Diver Units, Random] - If you choose Squad w/Recon above, then you can choose what types of Recon units here Time of Day: [Dawn, Early Morning, Morning, Noon, Afternoon, Dusk, Evening [Full Moon], Late Night [New Moon], Random] - Choose time of day Starting Weather: [Clear, Cloudy, Foggy, Raining, Stormy, Random] - Choose weather Enemy Force Size: [Low, Normal, High, Random] - Choose enemy force size Reveal Suitcase: [Never, 15 Minutes in Red Zone, Within 75 Feet of Suitcase] - Choose end game reveal options Civilian Presence: [Yes/No] - Turn civilian presence on or off Blind Overwrite: [Yes/No] -Blindly overwrites all of the above options randomly, except for civs Debug On/Off: [On/Off] - Turns debugging on or off BRIEFING Increasing unrest in the region has given Syndikat an opportunity to strike on Tanoa! A week ago, farm laborers protesting the curfew imposed by US forces, seized and blocked the main national highway on Tanoa in La Rochelle. The Gendarmerie were told to immediately restore order. They began firing at the unarmed demonstrators, who fled into the fields and took cover. For 25 minutes the police fired volley after volley of shots into the fields where unarmed families were hugging the earth. Two laborers were killed and others wounded. The State is sending a clear message. Now Syndikat will send our own. Let this mark the beginning of effective cooperation between Syndikat and the other independent movements on the Islands. Armed revolution for the masses! INSERTION TYPES Chopper - Standard chopper insertion. If you chose the squad option then you will automatically be team-switched to the team leader to order the units to disembark once the chopper sets down - the chopper will fly off to wait for the extraction call. If the insertion chopper does not touch down (due to AI issues) then the mission scripting will be broken - restart. If you chose the squad option then ordering your units to disembark will sometimes get the AI to force land. Airborne - Drop in with parachutes to the insertion point - chutes are scripted and will automatically deploy at around 200 meters. This option should be more covert than the others. F.U.B.A.R. - This option finds your chopper shot down and your squad scattered around the crash site (if they survived at all). Equipment loadouts are random and minimal. A few items may be found near the crash site. Once you have a radio in your possession the other units in your task force that also have a radio will join your group. Units with no radio but that have a map or GPS will head towards the rendezvous point. Units with no radio or nav gear will set off any IR/Chemlight/Smoke Nades they have and hunker down. If you can locate these lost units (and you are the leader) then they will have an addAction that you can select to have them join the group. The crash site is dangerous (watch out for explosions around the wreck itself) but it may be worth checking out to see if anything (or anyone) survived. Don't take too much time looking, any nearby enemy sentries will focus in on the site. Also, if the enemy helicopter spawned it will soon be on it's way. The FUBAR option is a challenge and you'll probably spend a bit of time getting your group together before you can even go for the main objective. EXECUTION Our contacts in Tanoa have sparked the uprising known as Black Saturday. The local government, bought and paid for by the US, have reacted harshly to a farmer's strike in La Rochelle, and have ensured that they have little to no allies left on the islands. In the wake of the unrest, the US battalion stationed on Tanoa has been ordered to evacuate and only a small remnant remains. Even more importantly, VIPER has revealed that a CIA task force is still within the area and that they are using a new piece of technology that can decrypt all known radio traffic. Your main objective is to obtain the code from this module, then extract from the island before the US can counter-attack. We will have to maintain radio silence until you have the module in your hands. Turn on Comms once you've retrieved the data and we can coordinate your extraction. Phase 1 - Approach. Enter the hostile area carefully. Watch for patrols. Search and destroy. There may be armed independent units in urban areas. They are allies and will attack US troops on sight. Phase 2 - Locate. The CIA team are located in a building somewhere inside the Red Zone. Find them and the suitcase to retrieve the decryption module. Note that this task has priority over everything else, although you are free to use your discretion on how to achieve it. Phase 3 - Extraction. Once the module is in our hands use Radio Channel Alpha on your radio to call the extraction chopper to your location. You will want to make sure you are far away from any enemy AA. Again, we have total support from the civilian population. CREDITS Thanks to these coders for their scripts used: Shuko (SHK_pos Positioning Scripts) Kronzky (Urban Patrol Script) Highhead, Wolffy, ARJay (ALiVE Functions) Bangabob (Civilian Occupation System) Beerkan (Simple Paradrop Script) Tophe (Random House Patrol Script) And, of course, Wiper, for the original Cipher mission and inspiration for this one. HINTS HOSTILE FORCES COS ERRORS: I was able to make the Civilian Occupation System script more stable but not error-free when running on Tanoa. If you see an error during the game it is most likely tied to COS. Some of the errors will only cause the patrol script in COS to fail but continue to run while others will cause it to error out completely. Overall, this only means that civilian spawns will stop occuring and has no impact on the mission scripting as far as I've tested. There is a parameter option to turn COS on or off as you like.
  2. karphead

    SP 10 CYPHER: SYNDIKAT

    Malden/Livonia for sure, but it will probably be a month or two before I start on it. Coop, probably not, I did zero testing besides singleplayer and it's pretty much all I play nowadays.
  3. karphead

    SP 10 CYPHER: SYNDIKAT

    GC_FSNV was from a mod I was running. Didn't realize it saved it into the scenario. Anyways, it's fixed and the links are updated, thanks for the heads up 馃槃
  4. i failed. upon continued testing i started running into errors again. notably around Tobakoro, La Foa, Cerebu and Vagalala and Oumere. probably others. reducing spawn numbers again seemed to help but not enough to make Tanoa error-free. sorry, i initially only tested this for a day and i thought i had nailed it with the .p3d crap, but there's definitely more going on that's causing it to fail. here's an updated mission file with reduced spawn numbers - i will say that it is reliable enough for myself to include it as a quick and easy way to add civilian life to my own Tanoan missions - but that's me being subjective: COS_Tanoa_v0.5b - turned aerielActivation to false (turn to true if you want flying over towns to spawn civs) - reduced _slack to zero - reduced # of spawned civs i should distinguish that i see two types of errors, one that causes COS to stop running (the .p3d issues?) and another that I think just affects the patrol script (the connectedRoad issues?), good luck to anyone that can kill them
  5. oh yeh, i think if you still run into connectedRoad issues it's because you have two major roads in your marker that aren't connected to each other by a road that COS recognizes. so when creating your whiteList markers make sure all the roads within are connected. duh.
  6. COS_Tanoa.zip COS v0.5a - TANOAN SPECIFIC UPDATE by me, karphead Added a few lines to remove road positions that cause COS to fail. nearRoads is pulling in objects like "101052: invisibleroadway_square_f.p3d" to the _roadlist variable which is why I think the script is failing down the road (I don't know why, it's above my paygrade). Harcourt is a Tanoan location that causes COS to fail regularly. When I dumped _roadlist to the log I saw various entries that had .p3d filenames and that seemed to be the common denominator when it came to COS crashes on Tanoa. Here's is an ARRAY OF OBJECTS that gets returned when using nearRoads on Harcourt: [1683361: ,1683363: ,1683364: ,1683365: ,1683366: ,1683367: ,1683368: ,101050: invisibleroadway_square_f.p3d,1683800: ,1683801: ,1683802: ,1683803: ,1683370: ,1683369: ,101052: invisibleroadway_square_f.p3d,101051: invisibleroadway_square_f.p3d,1684124: ,1683804: ,1683371: ,101053: invisibleroadway_square_f.p3d,1684125: ,1683372: ,1683614: ,101183: invisibleroadway_square_f.p3d,101182: invisibleroadway_square_f.p3d,1684126: ,1684127: ,1683373: ,1683617: ,1683618: ,1683616: ,1683615: ,1683613: ,1683612: ,1683611: ,1684128: ,1683374: ,1683610: ,1684129: ,1683376: ,1683375: ,1683609: ,1684119: ,1684118: ,1684113: ,1684117: ,1684116: ,1684115: ,1683608: ,1684114: ,1683377: ,1685013: ,1684112: ,1684111: ,1683607: ,1683606: ,1694605: ,1694606: ,1694607: ,1683378: ,1683379: ,1685009: ,1685011: ,1685010: ,1685012: ,1694608: ,1684108: ,1684110: ,1684109: ,1684107: ,1684106: ,1683605: ,1684105: ,1683604: ,1683603: ,1683601: ,1683602: ,1685008: ,1683380: ,1684133: ,1684134: ,1684135: ,1683383: ,1683384: ,1683385: ,1683386: ,1683387: ,483252: bridgesea_01_ramp_down_f.p3d,483251: bridgesea_01_ramp_f.p3d] Harcourt is located on an outlier island, separated by a bridge to Tanoa - I believe the invisibleroadway_square_f.p3d objects are for the bridge. It also has a boat ramp, which is what I think all the "bridgesea" objects are about. The script I added goes through the _roadlist array to remove any items that respond false to isOnRoad. The only way I've been able to distinguish the .p3d files from the other objects is by using isOnRoad (getObjectType and typeName were of no use because they all returned the same result). However, not all of the .p3d filenames return false, for example, most of the "invisibleroadway" files respond false to isOnRoad but the "bridgesea" files do not. I believe, but I haven't verified yet, that the "bridgesea" files will cause COS to fail. The good news is there were only two locations (Harcourt and Saint-Julien) that I discovered that had .p3d filenames that returned true to isOnRoad: 483247: bridgesea_01_ramp_f.p3d ("Harcourt") 483252: bridgesea_01_ramp_down_f.p3d ("Harcourt") 483251: bridgesea_01_ramp_f.p3d ("Harcourt") 483249: bridgesea_01_ramp_f.p3d ("Harcourt") 456862: bridgesea_01_ramp_down_f.p3d ("Saint-Julien") So, I've blacklisted those two cities by default. I've also blacklisted Sosovo and Nasua because they didn't have enough road locations and would cause the spawn search to go crazy. When adding you're own markers, just make sure you're keeping them away from bridges and boat landings. It's likely there are other objects that will cause the script to fail but I don't know what they are yet. Keep an eye out for weird road objects I guess. In any case, the script I added should make COS work on Tanoa without erroring out. Don't quote me on that. It's a band-aid. What someone needs to do is write some code that can remove all the .p3d entries from _roadlist reliably. Other stuff: - removed "sagonisi" from blacklist - made _showmarker = true by default, update to false to turn off - made debugCOS = true by default, update to false to turn off - the number in this forEach line is tied to map size. Updated it to 8000 for Tanoa (radius). foreach (nearestLocations [getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition"), ["NameCityCapital","NameCity","NameVillage","CityCenter"], 8000]) +whiteListMkrs; - added map teleport if debug is true - added roadcheck script after road position array is generated (_roadlist). It removes any road positions that come back false to isOnRoad which could cause COS to error out: { _roadcheck = isOnRoad _x; if !(_roadcheck) then { _roadlist = _roadlist - [_x]; }; } forEach _roadlist; - reduced # of civilian spawns to half - reduced COS spawn distance to 300 (from 500) - reduced max COS groups to 36 (from 72) - reduced _slack to 1 - reduced radius search to 25 (from 50) - added TESTMARKER to whitelist Since the Tanoan map is smaller than Altis I reduced a lot of the spawn numbers to half. It doesn't seem out of place for the island and helps performance. It actually felt like overkill using the default spawn numbers. My fix is rather slow, using an if/then statement to remove the problem array items. I couldn't get deleteAt to work and didn't really have much luck with the Object Array because of the weird long names with punctuation and spaces. It could definitely be optimised by someone that is more familiar with working with Arma arrays. I hate them.
  7. hi, mp scenario, i have a script that dumps off a task force from a chopper and i've given the user the option to NOT be the leader when that happens. everything goes ok, all the units disembark, chopper starts to take off and the goddam AI leader wants to order everyone back on board. what is the best way to prevent him from doing this? keep in mind sometimes the user will be that team lead. just looking for ideas, i can probably figure out the coding if someone can point me in the right direction. please god, let there be a command i missed.
  8. i believe i found the commands i need under disableAI or disableConversation, sorry, carry on
  9. I had the continuous dog barking issue as well and figured out the problem. It was a failure to copy the config file per the installation instructions: I had an older config file in place which was causing the issue. Once I copied the current config file over the dog barking issue stopped.
  10. Hey D - thanks for the offer but I should be able to set up a dedicated server myself and see if I can come up with a fix...fingers crossed.
  11. That's an error I haven't run into before. Are you actually playing with online with other people in co-op mode? That's the one thing I couldn't test for. One other thing - are you waiting for the mission to load once you're in the debriefing screen? It takes a few seconds for the scripts to execute and the units to get placed. You'll know it's good to go once "Tasks" come up in the sidebar.
  12. Scripting is what makes or breaks the randomness of the mission and you'd have to do a lot of editing of those scripts so that you're referencing Zargabad locations instead of Chernarus ones. Not impossible, but it would also require a lot of testing/troubleshooting to ensure that your random spawn locations were generating properly. In my update I pretty much didn't touch any of the scripting that dealt with location spawning because I didn't want to break anything.
  13. Okay - I figured out why you all were getting the "Resource Dlg-cipher-options no found" error. It's because you're trying to play the mission in singleplayer mode and it's a multiplayer mission. Move your .pbo files into your arma 2 operation arrowhead\MPMissions folder and then start the game through multiplayer (create a new game with a LAN connection if you just want to try it out solo). Depending on how easy it is to transfer missions from Arma2 to Arma3 I'll probably give it a shot (unless Wiper was planning on doing it).
  14. All of those options should now be available through Parameters during the player selection screen (before you go into the briefing) - there's no longer a separate option screen. One thing I think I should reiterate is that you should let the mission load in the briefing screen before you hit start - usually takes a minute - you'll know it's good to go once Tasks come up. And just to be double sure, you guys are using A2:OA Combined Ops correct?
  15. Thanks, I'll see if I can hunt down that briefing bug. There is no difficulty select once you're in the briefing. You should be making that choice before you start the game (in the mission select screen). However, there is a difficulty parameter that adjusts the number of enemies (which you get to from the unit select screen). I'm hesitant to get rid of the pistols unless there's a lot of requests for it. I assume if you drop the pistols for those units in the game it frees them up? Not sure about the copy my stance issue but I don't think there's any scripting that is directly making them not follow yours. I've always found that to be kind of buggy anyway. If it's fixable I think it's out of my depth coding-wise...
  16. I'll look into it. Pretty sure I can add respawn as an option in the parameters with the default being off. As far as I know, yes. I've played tested these using ACE without any issues. Thanks for the bug list. Questions: 1. What level of difficulty were you playing on? If it was anything less than veteran then I think that's just an aspect of the game engine. I've played this mission many many times and have had no difficulty in getting shot :P (I typically play on Expert). 2. Can you tell me at what point you got the "Resource Dlg-cipher-options no found" error? Was it game breaking? I should mention that you do need to give a minute or so for the scripts to load when you're in the briefing screen - you want to wait until the Tasks load into the sidebar and the markers have moved to their positions. 3. I didn't realize pistols were the reason behind the AI Stuck issue. Is this documented somewhere? Is it now the norm for people to build missions w/o pistol loadouts? 4. Team Red initially is scripted to go prone at the beginning of the mission. Since they're advance recon they might get shot otherwise :) I have not had many issues with them not responding to to commands from the main squad team leader which is why that position always needs to be filled. It's hit or miss if they'll actually follow the Team Red Leader but again, that's an engine issue. If I'm playing the mission solo I usually navigate team red while in map mode.
  17. EDIT: It appears that the mission will only work if you're playing it localized, so co-op play is not an option. Consider this a singleplayer mission (that you need to start through multiplayer). Doing some testing to see if I can get the scripting working on a dedicated server. Hi all, I've done an extensive update to Cipher to bring it up to date with Combined Ops. I've included two different files, one features BAF units and the other has US (in case people don't have the BAF addon). Location is still in Chernarus. No other addons required but it does play well with ACE. You can download it from here: www.crepusculum.org:3711/domus/Cipher_CombinedOpsv0-1.zip INSTALL NOTE: YOU NEED TO INSTALL THE PBO FILES IN YOUR "arma 2 operation arrowhead\MPMissions" FOLDER AND START THE GAME THROUGH MULTIPLAYER - IT WILL NOT WORK THROUGH SINGLEPLAYER MODE (Of course, you can play it solo within MP mode). Some of the changes (but not all): 脗路 US or BAF unit missions 脗路 3 mission modes: Task Force w/Recon Unit (10 Players, 7 in the main squad and 3 in an advance recon unit placed randomly outside the perimeter of the general's location). Task Force w/o Recon (7 Players). Solo (1 player with slightly lower enemy units) 脗路 Default random time start (can be day or night) default (as well as selectable day/night options) 脗路 no Addons needed (does work with ACE if you like) 脗路 Units/vehicles/weapons have been updated to reflect Combined Ops types. Hooray for engineers! 脗路 Randomized enemy units have been updated. 脗路 Starting unit loadouts edited in detail to reflect optimal loadouts based on unit assignments 脗路 Starting vehicles are selectable 脗路 Ammo cache location now has a random support vehicle 脗路 Storyline/briefing has been expanded on a bit. You're now working with Chernarus National Forces who provide you with your starting vehicles and caches, so the types of vehicles/weapons/ammo you have available at the start point and ammo drop now reflect that. 脗路 New starting vehicle options (helicopters/armored/random) 脗路 Initial gear selection in the briefing screen should now reflect units you've selected (BAF/US loadouts) 脗路 Team leader now has a mortar call option in their action menu. HE or WP depending on what you choose in the parameters. To use, select the option, open the map and select where your target. One time use only. 脗路 4 different debriefings depending on your task completions (code fetched, general killed, chopper extraction) 脗路 Extract chopper is no longer indestructable once you make the radio call - you need to be a bit more careful when calling for extraction. A bad chopper extraction will effect your score. Remember that enemy soldiers can carry AA. If the chopper goes down after you've completed the primary or secondary objective the game will end. 脗路 Bunch of typo fixes and other small changes... Big thanks to Wiper - as a fan of the mission I already had a lot of respect for what he accomplished in this mission with it's high level of replayability. Digging into the coding exponentially increased that respect. Let me know if you run into any errors...
  18. What's the magazine names for the L85 and L86? edit: Thanks! VVVVVV
  19. This is a really great script, thanks. Hope you keep updating it for OA and beyond. Give it a classy name and start a new thread.
  20. thanks very much, shk. I'll give it a shot later on today. edit: worked! thanks again
  21. I'm having an issue where I have an Adversarial mission (Arma/OA Combined Arms) that has split briefings for East/West with multiple objectives. When players are in MP both sides can see each other's objectives when I want them to be to be hidden from each other. I've tried resolving it three ways. The first having a switch/do command in the init.sqf file that references two seperate briefings: init.sqf if ((!isServer) && (player != player)) then {waitUntil {player == player};}; if (isServer) then {call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf";}; execVM "timeofday.sqf"; execVM "markers.sqf"; switch (side player) do {case EAST:{execVM "briefing_east.sqf";};case WEST:{execVM "briefing_west.sqf";};}; processInitCommands; execVM "titles.sqf"; The next having the switch/do command in the init.sqf file and then another player check in each of the seperate briefings: briefing_west.sqf private["_markersuitcase","_markerdrugbase","_markerminister","_markerchopper"]; if (side player == WEST) exitwith { }; player createDiaryRecord ["Diary", ["Admin/Changelog","<br/>Super Takistan Fighter Turbo v1.2<br/>20 Player Team vs Team w/Objectives <br/><br/>Changelog 1.2<br/>- briefing fix (hopefully)<br/><br/>Changelog 1.1<br/>- turned off Ambient Civilians<br/>-modified init.sqf<br/><br/>"]]; player createDiaryRecord["Diary", ["Endgame","<br/>There are five endgame scenarios:<br/><br/>1. All Russian players are eliminated<br/>2. All US players are eliminated<br/>3. All Russian objectives are completed<br/>4. All US objectives are completed<br/>5. Time limit expires. Optional. Default time limit is 40 minutes.<br/>"]]; player createDiaryRecord["Diary", ["Task Specifics","<br/>1. How Do I Shot Ham - This is a joint mission that both sides share. Strategically speaking, you should hold off on this task in the beginning as the other team may do it for you. Or Ham might crash by himself. The flight path is a circuit around the <marker name='MK_FERUZABAD'>Feruz Abad</marker>.<br/><br/>2. Investigate Downed Chopper - This is just a search and tag mission. All you need to do is get near the <marker name='MK_DOWNEDCHOPPER'>chopper</marker> to trigger the objective successful. There are four random spawn locations.<br/><br/>3. Assassinate the Minister - The <marker name='MK_MINISTER'>Vloha limo</marker> that the Minister is driving in is bugged but he is not. If you botch the attack he may exit on foot which will make him harder to track. Here's a snapshot of the Minister with his limo.<br/><img image='images\minister.paa'/><br/><br/>4. Destroy Drug Cache - Not much to this mission. Just need to <marker name='MK_DRUGBASE'>clear the area and then blow the cache</marker>. Light resistance and possibly a 1-2 light vehicles.<br/><br/>5. Retrieve Mining Reports - The documents are located in a <marker name='MK_SUITCASE'>suitcase in a warehouse</marker> at the mine. Use the Action menu to take the documents and complete the objectives. There are a lot of Taliban operatives here - a coordinated attack by both squads will increase your chance of success.<br/><br/>It should be noted that this is the only mission that can technically fail, which will prevent a win by completing all objectives. That means that if you get the Fail message for this task your only other option is to to eliminate the other team.<br/>"]]; player createDiaryRecord["Diary", ["Strategy","<br/>Teams will spawn in random locations and not always together. Squad leaders should coordinate with each other to complete objectives before the other side does. Set up rendezvous points within the territory if more manpower is needed to take an objective.<br/>"]]; player createDiaryRecord ["Diary", ["Situation","<br/>Your teams has been given an advanced recon role with several objectives to complete in hostile Taliban occupied territory.<br/><br/>Expect heavier resistance within the larger towns and roaming patrols outside of them. You've also received word of active Russian forces within the vicinity. Take them out if they get in your way.<br/>"]]; USTASK5 = player createSimpleTask["US 5"]; USTASK5 setSimpleTaskDescription["US Objective 5","US Objective 5",""]; USTASK4 = player createSimpleTask["US 4"]; USTASK4 setSimpleTaskDescription["US Objective 4","US Objective 4",""]; USTASK3 = player createSimpleTask["US 3"]; USTASK3 setSimpleTaskDescription["US Objective 3","US Objective 3",""]; USTASK2 = player createSimpleTask["US 2"]; USTASK2 setSimpleTaskDescription["US Objective 2","US Objective 2",""]; USTASK1 = player createSimpleTask["US 1"]; USTASK1 setSimpleTaskDescription["US Objective 1","US Objective 1",""]; _markersuitcase = createMarker ["MK_SUITCASE", position MINERALREPORT]; "MK_SUITCASE" setMarkerType "Strongpoint"; "MK_SUITCASE" setMarkerSize [1, 1]; "MK_SUITCASE" setMarkerColor "ColorOrange"; "MK_SUITCASE" setMarkerText "Taliban Stronghold"; "MK_SUITCASE" setMarkerPos getMarkerPos "MK_SUITCASE"; _markerdrugbase = createMarker ["MK_DRUGBASE", position DRUGCACHE]; "MK_DRUGBASE" setMarkerType "Attack"; "MK_DRUGBASE" setMarkerSize [1, 1]; "MK_DRUGBASE" setMarkerColor "ColorRed"; "MK_DRUGBASE" setMarkerText "Drug Cartel Hideout"; "MK_DRUGBASE" setMarkerPos getMarkerPos "MK_DRUGBASE"; _markerminister = createMarker ["MK_MINISTER", position VLOHALIMO]; "MK_MINISTER" setMarkerType "selector_selectedEnemy"; "MK_MINISTER" setMarkerSize [1, 1]; "MK_MINISTER" setMarkerColor "ColorRed"; "MK_MINISTER" setMarkerText "Minister's Limo"; "MK_MINISTER" setMarkerPos getMarkerPos "MK_MINISTER"; _markerchopper = createMarker ["MK_DOWNEDCHOPPER", position MI8DOWN]; "MK_DOWNEDCHOPPER" setMarkerType "mil_unknown"; "MK_DOWNEDCHOPPER" setMarkerSize [1, 1]; "MK_DOWNEDCHOPPER" setMarkerColor "ColorRed"; "MK_DOWNEDCHOPPER" setMarkerText "Downed Chopper"; "MK_DOWNEDCHOPPER" setMarkerPos getMarkerPos "MK_DOWNEDCHOPPER"; RUTASK5 = player createSimpleTask["5. Retrieve Mining Reports"]; RUTASK5 setSimpleTaskDescription["Recent intel has pointed towards massive mineral deposits in Takistan. Command wants the recent mineral reports from the <marker name='MK_SUITCASE'>mine north of Feruz Abad</marker>. Unfortunately, the Taliban are currently using the mine as a stronghold. Coordinate an attack on the stronghold and grab the documents which are located in a suitcase in the warehouse.", "Retrieve Mining Reports", "Retrieve Mining Reports"]; RUTASK5 setSimpleTaskDestination (getMarkerPos "MK_SUITCASE"); RUTASK4 = player createSimpleTask["4. Destroy Drug Cache"]; RUTASK4 setSimpleTaskDescription["A local drug cartel has been funding Chechan terrorist activities in the north. Intel has located the location of their <marker name='MK_DRUGBASE'>current drug cache</marker>. Hit them where it hurts and blow it up - the heroin is located in the wooden crates. Light to medium resistance is expected. You can expect a weapons cache at the location.", "Destroy Drug Cache", "Destroy Drug Cache"]; RUTASK4 setSimpleTaskDestination (getMarkerPos "MK_DRUGBASE"); RUTASK3 = player createSimpleTask["3. Assassinate the Minister"]; RUTASK3 setSimpleTaskDescription["Word has come down from command that we are to take out the Minister of Mines to clear the way to put our man into his position. We've bugged his black Vloha limo which he frequently travels in which you can track on your map. See TASK SPECIFICS for a recent photo of the minister and the limo.", "Assassinate the Minister", "Assassinate the Minister"]; RUTASK2 = player createSimpleTask["2. Investigate Downed MI-8"]; RUTASK2 setSimpleTaskDescription["A MI-8 was shot down an hour ago at the location <marker name='MK_DOWNEDCHOPPER'>marked on your map</marker>. HQ wants you to take a look to see if there is anything of interest.", "Investigate Downed MI-8", "Investigate Downed MI-8"]; RUTASK2 setSimpleTaskDestination (getMarkerPos "MK_DOWNEDCHOPPER"); RUTASK1 = player createSimpleTask ["1. How Do I Shot Ham"]; RUTASK1 setSimpleTaskDescription ["A deranged Egyptian has stolen a prop plane and is flying a circuit around <marker name='MK_FERUZABAD'>Feruz Abad</marker>. He has declared himself as Pharoah and has stated that the aircraft is carrying a case of hand grenades which he will drop onto anyone who dares defy his rule. We could wait until he eventually crashes into a tree, but let's go ahead and take him down ourselves.", "How Do I Shot Ham", "How Do I Shot Ham"]; The last having just one briefing.sqf file with the switch command. private["_markerwarlord","_markerscuds","_markergrave","_markerdrugbase","_markerminister","_markerchopper"]; switch (side player) do { case EAST: {player createDiaryRecord ["Diary", ["Admin/Changelog","<br/>Super Takistan Fighter Turbo v1.3<br/>20 Player Team vs Team w/Objectives<br/><br/>Changelog 1.3<br/>- condensed the playing area<br/>-changed starting vehicles<br/>-changed vehicle paths/options<br/>- fixed ammo problem w/MVD AT<br/><br/>- added burn script to downed MI-8<br/>- added task 5 failure script<br/><br/><br/>Changelog 1.2<br/>- briefing fix<br/><br/>Changelog 1.1<br/>- turned off Ambient Civilians<br/>"]]; player createDiaryRecord["Diary", ["Endgame","<br/>There are five endgame scenarios:<br/><br/>1. All Russian players are eliminated<br/>2. All US players are eliminated<br/>3. All Russian objectives are completed<br/>4. All US objectives are completed<br/>5. Time limit expires. Optional. Default time limit is 40 minutes.<br/>"]]; player createDiaryRecord["Diary", ["Task Specifics","<br/>1. How Do I Shot Ham - This is a joint mission that both sides share. Strategically speaking, you should hold off on this task in the beginning as the other team may do it for you. Or Ham might crash by himself. The flight path is a circuit around the <marker name='MK_FERUZABAD'>Feruz Abad</marker>.<br/><br/>2. Investigate Downed Chopper - This is just a search and tag mission. All you need to do is get near the <marker name='MK_DOWNEDCHOPPER'>chopper</marker> to trigger the objective successful. There are four random spawn locations.<br/><br/>3. Assassinate the Minister - The <marker name='MK_MINISTER'>Vloha limo</marker> that the Minister is driving in is bugged but he is not. If you botch the attack he may exit on foot which will make him harder to track. Here's a snapshot of the Minister with his limo.<br/><img image='images\minister.paa'/><br/><br/>4. Destroy Drug Cache - Not much to this mission. Just need to <marker name='MK_DRUGBASE'>clear the area and then blow the cache</marker>. Light resistance and possibly a 1-2 light vehicles.<br/><br/>5. Retrieve Mining Reports - The documents are located in a <marker name='MK_MINE'>suitcase in a warehouse</marker> at the mine. Use the Action menu to take the documents and complete the objectives. There are a lot of Taliban operatives here, machine gun nests, snipers on rooftops, and a ZU-23. Approach with caution. A coordinated attack by both squads will increase your chance of success.<br/><br/>It should be noted that this is the only mission that can technically fail, which will prevent a win by completing all objectives. That means that if you get the Fail message for this task your only other option is to to eliminate the other team.<br/>"]]; player createDiaryRecord["Diary", ["Strategy","<br/>Teams will spawn in random locations and not always together. Squad leaders should coordinate with each other to complete objectives before the other side does. Set up rendezvous points within the territory if more manpower is needed to take an objective.<br/>"]]; player createDiaryRecord ["Diary", ["Situation","<br/>Your teams has been given an advanced recon role with several objectives to complete in hostile Taliban occupied territory.<br/><br/>Expect heavier resistance within the larger towns and roaming patrols outside of them. You've also received word of active Russian forces within the vicinity. Take them out if they get in your way.<br/>"]]; USTASK5 = player createSimpleTask["US 5"]; USTASK5 setSimpleTaskDescription["US Objective 5","US Objective 5",""]; USTASK4 = player createSimpleTask["US 4"]; USTASK4 setSimpleTaskDescription["US Objective 4","US Objective 4",""]; USTASK3 = player createSimpleTask["US 3"]; USTASK3 setSimpleTaskDescription["US Objective 3","US Objective 3",""]; USTASK2 = player createSimpleTask["US 2"]; USTASK2 setSimpleTaskDescription["US Objective 2","US Objective 2",""]; USTASK1 = player createSimpleTask["US 1"]; USTASK1 setSimpleTaskDescription["US Objective 1","US Objective 1",""]; _markerdrugbase = createMarker ["MK_DRUGBASE", position DRUGCACHE]; "MK_DRUGBASE" setMarkerType "Attack"; "MK_DRUGBASE" setMarkerSize [1, 1]; "MK_DRUGBASE" setMarkerColor "ColorRed"; "MK_DRUGBASE" setMarkerText "Drug Cartel Hideout"; "MK_DRUGBASE" setMarkerPos getMarkerPos "MK_DRUGBASE"; _markerminister = createMarker ["MK_MINISTER", position VLOHALIMO]; "MK_MINISTER" setMarkerType "selector_selectedEnemy"; "MK_MINISTER" setMarkerSize [1, 1]; "MK_MINISTER" setMarkerColor "ColorRed"; "MK_MINISTER" setMarkerText "Minister's Limo"; "MK_MINISTER" setMarkerPos getMarkerPos "MK_MINISTER"; _markerchopper = createMarker ["MK_DOWNEDCHOPPER", position MI8DOWN]; "MK_DOWNEDCHOPPER" setMarkerType "mil_unknown"; "MK_DOWNEDCHOPPER" setMarkerSize [1, 1]; "MK_DOWNEDCHOPPER" setMarkerColor "ColorRed"; "MK_DOWNEDCHOPPER" setMarkerText "Downed Chopper"; "MK_DOWNEDCHOPPER" setMarkerPos getMarkerPos "MK_DOWNEDCHOPPER"; RUTASK5 = player createSimpleTask["5. Retrieve Mining Reports"]; RUTASK5 setSimpleTaskDescription["Recent intel has pointed towards massive mineral deposits in Takistan. Command wants the recent mineral reports from the <marker name='MK_MINE'>mine north of Feruz Abad</marker>. Unfortunately, the Taliban are currently using the mine as a stronghold. Coordinate an attack on the stronghold and grab the documents which are located in a suitcase in the warehouse.", "Retrieve Mining Reports", "Retrieve Mining Reports"]; RUTASK5 setSimpleTaskDestination (getMarkerPos "MK_MINE"); RUTASK4 = player createSimpleTask["4. Destroy Drug Cache"]; RUTASK4 setSimpleTaskDescription["A local drug cartel has been funding Chechan terrorist activities in the north. Intel has located the location of their <marker name='MK_DRUGBASE'>current drug cache</marker>. Hit them where it hurts and blow it up - the heroin is located in the wooden crates. Light to medium resistance is expected. You can expect a weapons cache at the location.", "Destroy Drug Cache", "Destroy Drug Cache"]; RUTASK4 setSimpleTaskDestination (getMarkerPos "MK_DRUGBASE"); RUTASK3 = player createSimpleTask["3. Assassinate the Minister"]; RUTASK3 setSimpleTaskDescription["Word has come down from command that we are to take out the Minister of Mines to clear the way to put our man into his position. We've bugged his black Vloha limo which he frequently travels in which you can track on your map. See TASK SPECIFICS for a recent photo of the minister and the limo.", "Assassinate the Minister", "Assassinate the Minister"]; RUTASK2 = player createSimpleTask["2. Investigate Downed MI-8"]; RUTASK2 setSimpleTaskDescription["A MI-8 was shot down an hour ago at the location <marker name='MK_DOWNEDCHOPPER'>marked on your map</marker>. HQ wants you to take a look to see if there is anything of interest.", "Investigate Downed MI-8", "Investigate Downed MI-8"]; RUTASK2 setSimpleTaskDestination (getMarkerPos "MK_DOWNEDCHOPPER"); RUTASK1 = player createSimpleTask ["1. How Do I Shot Ham"]; RUTASK1 setSimpleTaskDescription ["A deranged Egyptian has stolen a prop plane and is flying a circuit around <marker name='MK_FERUZABAD'>Feruz Abad</marker>. He has declared himself as Pharoah and has stated that the aircraft is carrying a case of hand grenades which he will drop onto anyone who dares defy his rule. We could wait until he eventually crashes into a tree, but let's go ahead and take him down ourselves.", "How Do I Shot Ham", "How Do I Shot Ham"];}; case WEST: {player createDiaryRecord ["Diary", ["Admin/Changelog","<br/>Super Takistan Fighter Turbo v1.3<br/>20 Player Team vs Team w/Objectives<br/><br/>Changelog 1.3<br/>- condensed the playing area<br/>-changed starting vehicles<br/>-changed vehicle paths/options<br/>- fixed ammo problem w/MVD AT<br/><br/>- added burn script to downed MI-8<br/>- added task 5 failure script<br/><br/><br/>Changelog 1.2<br/>- briefing fix<br/><br/>Changelog 1.1<br/>- turned off Ambient Civilians<br/>"]]; player createDiaryRecord["Diary", ["Endgame","<br/>There are five endgame scenarios:<br/><br/>1. All Russian players are eliminated<br/>2. All US players are eliminated<br/>3. All Russian objectives are completed<br/>4. All US objectives are completed<br/>5. Time limit expires. Optional. Default time limit is 40 minutes.<br/>"]]; player createDiaryRecord["Diary", ["Task Specifics","<br/>1. How Do I Shot Ham - This is a joint mission that both sides share. Strategically speaking, you should hold off on this task in the beginning as the other team may do it for you. Or Ham might crash by himself. The flight path is a circuit around the <marker name='MK_FERUZABAD'>Feruz Abad</marker>. There are AA launchers in your starting vehicles.<br/><br/>2. Investigate Mass Grave - This is just a search and tag mission. All you need to do is get near the grave to trigger the objective successful. 4 random spawn locations. <br/><br/>3. Destroy Scud Missles - You need to destroy both of the SCUD missle launchers to complete the objective. Extra satchels (if needed) can be found in your starting vehicles.<br/><br/>4. Eliminate Taliban Warlord - The Taliban Warlord is encamped at the marker location on the map. Expect 10-20 men guarding him and possibly a light vehicle. Here's a recent snapshot of the warlord<br/><img image='images\warlord.paa'/><br/><br/>5. Retrieve Mining Reports - The documents are located in a <marker name='MK_MINE'>suitcase in a warehouse</marker> at the mine. Use the Action menu to take the documents and complete the objectives. There are a lot of Taliban operatives here, machine gun nests, snipers on rooftops, and a ZU-23. Approach with caution. A coordinated attack by both squads will increase your chance of success.<br/><br/>It should be noted that this is the only mission that can technically fail, which will prevent a win by completing all objectives. That means that if you get the Fail message for this task your only other option is to to eliminate the other team.<br/>"]]; player createDiaryRecord["Diary", ["Strategy","<br/>Teams will spawn in random locations and not always together. Squad leaders should coordinate with each other to complete objectives before the other side does. Set up rendezvous points within the territory if more manpower is needed to take an objective.<br/>"]]; player createDiaryRecord ["Diary", ["Situation","<br/>Your teams has been given an advanced recon role with several objectives to complete in hostile Taliban occupied territory.<br/><br/>Expect heavier resistance within the larger towns and roaming patrols outside of them. You've also received word of active Russian forces within the vicinity. Take them out if they get in your way.<br/>"]]; RUTASK5 = player createSimpleTask["RUS 5"]; RUTASK5 setSimpleTaskDescription["Russian Objective 5","Russian Objective 5",""]; RUTASK4 = player createSimpleTask["RUS 4"]; RUTASK4 setSimpleTaskDescription["Russian Objective 4","Russian Objective 4",""]; RUTASK3 = player createSimpleTask["RUS 3"]; RUTASK3 setSimpleTaskDescription["Russian Objective 3","Russian Objective 3",""]; RUTASK2 = player createSimpleTask["RUS 2"]; RUTASK2 setSimpleTaskDescription["Russian Objective 2","Russian Objective 2",""]; RUTASK1 = player createSimpleTask["RUS 1"]; RUTASK1 setSimpleTaskDescription["Russian Objective 1","Russian Objective 1",""]; _markerwarlord = createMarker ["MK_WARLORD", position WARLORDBASE]; "MK_WARLORD" setMarkerType "Attack"; "MK_WARLORD" setMarkerSize [1, 1]; "MK_WARLORD" setMarkerColor "ColorBlue"; "MK_WARLORD" setMarkerText "Warlord Hideout"; "MK_WARLORD" setMarkerPos getMarkerPos "MK_WARLORD"; _markerscuds = createMarker ["MK_SCUDS", position SCUDLEAD]; "MK_SCUDS" setMarkerType "Attack"; "MK_SCUDS" setMarkerSize [1, 1]; "MK_SCUDS" setMarkerColor "ColorBlue"; "MK_SCUDS" setMarkerText "Destroy SCUDs"; "MK_SCUDS" setMarkerPos getMarkerPos "MK_SCUDS"; _markergrave = createMarker ["MK_MASSGRAVE", position MASSGRAVE]; "MK_MASSGRAVE" setMarkerType "mil_unknown"; "MK_MASSGRAVE" setMarkerSize [1, 1]; "MK_MASSGRAVE" setMarkerColor "ColorBlue"; "MK_MASSGRAVE" setMarkerText "Investigate Mass Grave"; "MK_MASSGRAVE" setMarkerPos getMarkerPos "MK_MASSGRAVE"; USTASK5 = player createSimpleTask["5. Retrieve Mining Reports"]; USTASK5 setSimpleTaskDescription["Recent intel has pointed towards massive mineral deposits in Takistan. HQ wants the recent mineral reports from the <marker name='MK_MINE'>mine north of Feruz Abad</marker>. Unfortunately, the Taliban are currently using the mine as a stronghold. Coordinate an attack on the stronghold and grab the documents which are located in a suitcase in the warehouse.", "Retrieve Mining Reports", "Retreive Mining Reports"]; USTASK5 setSimpleTaskDestination (getMarkerPos "MK_MINE"); USTASK4 = player createSimpleTask["4. Eliminate Taliban Warlord"]; USTASK4 setSimpleTaskDescription["Intel has deciphered a transmission that zeros the location of a local <marker name='MK_WARLORD'>Taliban Warlord</marker> in hiding. Get there and take him out. Light to medium resistance is expected. There should be a weapons cache at the location. See TASK SPECIFICS for a snapshot of the warlord.", "Assassinate Taliban Warlord", "Assassinate Taliban Warlord"]; USTASK4 setSimpleTaskDestination (getMarkerPos "MK_WARLORD"); USTASK3 = player createSimpleTask["3. Destroy SCUDs"]; USTASK3 setSimpleTaskDescription["HQ wants <marker name='MK_SCUDS'>this pair of SCUDs</marker> taken out.", "Destroy SCUDS", "Destroy SCUDS"]; USTASK3 setSimpleTaskDestination (getMarkerPos "MK_SCUDS"); USTASK2 = player createSimpleTask["2. Investigate Mass Grave"]; USTASK2 setSimpleTaskDescription["We've received reports of civilian deaths at the hands of the Taliban. Our informant has notified us of a <marker name='MK_MASSGRAVE'>mass grave site</marker> - go investigate.", "Investigate Mass Grave", "Investigate Mass Grave"]; USTASK2 setSimpleTaskDestination (getMarkerPos "MK_MASSGRAVE"); USTASK1 = player createSimpleTask ["1. How Do I Shot Ham"]; USTASK1 setSimpleTaskDescription ["A deranged Egyptian has stolen a prop plane and is flying a circuit around <marker name='MK_FERUZABAD'>Feruz Abad</marker>. He has declared himself as Pharoah and has stated that the aircraft is carrying a case of hand grenades which he will drop onto anyone who dares defy his rule. We could wait until he eventually crashes into a tree, but let's go ahead and take him down ourselves.", "How Do I Shot Ham", "How Do I Shot Ham"];}; }; Each time the correct team objective/markers load and then like a few seconds later the other teams objectives/markers load. I should also mention that when I'm solo and playing in the MP Editor I do not get this error and I see only my teams objectives. I kind of want to abandon the switch command - is there any alternative that I can be using to load the briefing or is there something I can put in the init.sqf file to safeguard that the wrong objectives do not load? What's odd about this is I had missions in Arma2 with this switch and it worked fine...