Jump to content

domcho

Member
  • Content Count

    133
  • Joined

  • Last visited

  • Medals

Posts posted by domcho


  1. My whole life I've been wondering how to use custom callsigns for my squads and my side HQ in OFP. I just came back to game editing to instantly figure it out by opening and analyzing BIS' CONFIG.BIN. I created my own addon where I defined various callsigns. Here's how to do it:

     

    Make a config.cpp. Type in:

     

    class CfgPatches {
     class MYCustomGroups {
      units[] = {};
      weapons[] = {};
      requiredVersion = 1.28;
     };
    };
    class CfgHQIdentities {
    	class EAGLE {
    		name = "EAGLE";
    		speaker = John;
    		pitch = 1.10;
    	};
    	class EAGLE_BASE {
    		name = "EAGLE_BASE";
    		speaker = John;
    		pitch = 1.10;
    	};
    	class NOGOVA {
    		name = "NOGOVA";
    		speaker = John;
    		pitch = 1.10;
    	};
    	class GERONIMO {
    		name = "GERONIMO";
    		speaker = John;
    		pitch = 1.10;
    	};
    	class TASMANIAN_DEVIL {
    		name = "TASMANIAN_DEVIL";
    		speaker = John;
    		pitch = 1.10;
    	};
    };
    class CfgWorlds {
    	class GroupNameList {
    		letters[] = {"Roman","Nogova","Geronimo","Tasmanian"};
    	};
    	class GroupNames {
    		class Roman {
    		name = "Roman";
    		image = "";
    	};		
    	class Nogova {
    		name = "Nogova";
    		image = "";
    	};
    	class Geronimo {
    		name = "Geronimo";
    		image = "";
    	};
    	class Tasmanian {
    		name = "Tasmanian";
    		image = "";
    	};
    };
    	class GroupColorList {
    	 colors[] = {"GroupCustom1","GroupCustom2"};
     };
     class GroupColors {
      class GroupCustom1 {
       name = "Custom1";
       image = "";
      };
     class GroupColors {
      class GroupCustom2 {
       name = "Custom2";
       image = "";
      };
     };
    };

    In CfgHQIdentities we define our custom HQ callsigns. For example instead of using:

    [east, "base"] sideChat "some text"

    I can now use my custom callsign:

    [east, "EAGLE_BASE"] sideChat "some text"

    You will see EAGLE_BASE displayed instead of PAPA_PEAR.

     

    As for the custom group callsigns we first define a list of them and then we define each one.

    player setGroupId ["Tasmanian", "GroupColor0"]; player sideChat "some text"

    will display Tamsnian (Playername): some text instead of the usual Alpha Black 1 (Playername): some text

    You can also add custom colours, though you are not limited to putting a color inside the string, you can put anything you want in it. This is done in the GroupColorList and GroupColors sections.

     

    Finally put your config.cpp inside a folder, name the folder the same way you named your class after CfgPatches, turn it into a .pbo file, put it in the addons folder and you're good to go and call your own defined callsigns.

    • Like 2

  2. After half a day spent in oxygen 2 I found out what UV Mapping is so the answer to

    are certain uniform/vest/equipment etc parts of the p3d file bound to certain parts of the paa files so they correspond to them?
    is yes

    and

    If I delete the vest will it's texture from the paa file still appear in game on top of his normal clothing that's below the deleted vest?
    is no.

    Now I am stuck on the config.cpp: http://forums.bistudio.com/showthread.php?188677-Need-help-with-config-cpp-for-an-addon&p=2877800#post2877800


  3. Hello. I've searched the forums and opened existing config.cpps but the more I read the harder it gets. Every config.cpp is different. Some have cfgSomething for example, others don't.

    My current objective is: add 1 custom unit in the editor. When I open the editor I want to go to OPFOR -> My Faction -> My Men -> My Soldier

    I use this as a template taken from Binkowski's sample US soldier model since it's the only config that is not as long as the bible:

    #define true	1
    #define false	0
    
    class CfgPatches {
    class BINK_soldier_p3d {
    	units[] = {"bink_test_soldier"};
    	weapons[] = {};
    	requiredVersion = 1.0;
    	requiredAddons[] = {};
    };
    };
    
    class CfgVehicleClasses {
    class BINK_Test_Soldier {
    	displayName = "Test Soldier";
    };
    };
    
    class CfgVehicles {
    class All {};
    
    class AllVehicles : All {};
    
    class Land : AllVehicles {};
    
    class Man : Land {};
    
    class Soldier : Man {};
    
    class Civilian : Man {};
    
     class USMC_Soldier_Base : Soldier {};
    
     class USMC_Soldier : USMC_Soldier_Base {};
    
     class USMC_Soldier_Light : USMC_Soldier {};
    
    class bink_test_soldier : USMC_Soldier_Light {
    	vehicleClass = "BINK_Test_Soldier";
    	displayName = "Test Soldier";
    	model = "\soldier_p3d\soldier";
    
    	class Wounds {
    		tex[] = {};
    		mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "soldier_p3d\data\us_soldier_body.rvmat", "soldier_p3d\data\us_soldier_body_wound1.rvmat", "soldier_p3d\data\us_soldier_body_wound2.rvmat"};
    	};
    };
    };

    This creates a soldier under BLUFOR -> USMC -> Test Soldier -> Test Soldier

    What do I have to change so mine looks like OPFOR -> My Faction -> My Men -> My Soldier

    To start I don't even know how to change the faction. I was thinking of using cfgFactionClasses but this only added more text and thus created chaos in the config.cpp. Also what are those #define commands used for in the beggining, what is cfgPatches, what are those under cfgVehicles:

      class USMC_Soldier_Base : Soldier {};
    
     class USMC_Soldier : USMC_Soldier_Base {};
    
     class USMC_Soldier_Light : USMC_Soldier {};

    The only things that I understand are the model paths.

    Once again:

    Side: OPFOR

    Faction: My Faction

    Class: My Men

    Unit: My Soldier

    I know I am asking simple questions, but this is completely new to me, when I did mission editing I always opened missions and learned from there, back in OFP when I wanted to do something in my mission and didn't know how I would remember on which mission in the campaigns it's done, open the campaign mission observe, study and finally do it in my mission, however it's not the same with the config.cpp, I open one and it's a wall of text I start to study it, then I open another config only to find out it's completely different wall of text with both having the same result in the editor, just different addons. Oh and everytime I do a change, pbo the folder and put it into @myaddon/addons it takes a lot of time for ArmA 2 to load to inspect something after every change (not to mention the countless errors I make inside the config.cpp making the game unable to run). Those things that I am asking are not explained in tutorials and yes I did read this https://community.bistudio.com/wiki/Mondkalb%27s_Addon_Tutorial#Config.cpp I only learned that class CfgVehicleClasses will create the name of my class which will be "My Men". Call me a retard but the information provided for cfgPatches does not help me understand what the cfgPatches command is used for except that the command should have the same name as the @myaddon folder (if I understood this correctly).

    Thank you I will really appreciate it if you can break those simple things down!

    Oh and mods (and other people too) please don't be mad for asking simple things, I am struggling hard but it's very confusing, none of the tutorials I read explains each line what it stands for. I can't simply copy-paste an existing cpp and expect it to work, how do I know what to change so it matches to my units.


  4. No... no... NOOOOOOO!!!

    this exec "suicide.sqf";

    I have a few more questions though. How are the paa files such as the skin_co.paa and skin_nohq.paa created for every unit? The BIS sample soldier (which is a normal Russian soldier from ArmA 2) wears a lot of stuff on his body like vest, straps, etc... and he also has some kind of pockets (I don't know how they are called) on his left leg. If I want my soldier to have none of these they will still be present because they exist in the p3d file and also they exist in the skin_nohq.paa and skin_co.paa file. How do I remove them without messing up the normal body? I started studying Oxygen 2 and was able to remove most of the pieces from his chest, but the unique leg pockets are part of the leg and I can't simply delete them, it messes up the whole leg. However, what bothers me most are the paa files which raises the next question: are certain uniform/vest/equipment etc parts of the p3d file bound to certain parts of the paa files so they correspond to them? If I delete the vest will it's texture from the paa file still appear in game on top of his normal clothing that's below the deleted vest?

    Thanks a lot!


  5. Thank you, I will get on learning the config.cpp right away, however I still don't understand the skin_co.paa and skin_nohq.paa files. Here is something I want to do: I want to put a custom insignia on the left shoulder of my unit by editing the myskin_co.paa but how do I tell which part of the myskin_co.paa picture belongs to the left sleeve of the unit because I have opened various texture files and everyone is different. Some have skin for helmets and hats, others don't etc... I just want to know how is the greyscale and co.paa files made so they match the certain unit's body and how to distinguish the body parts in the myskin_co.paa file because my skin contains lots of straight lines and I have to flip the picture sideways for the hand sleeves and some other body parts in order for them to match properly.

    00145.jpgbulgaria_frogskin_pattern.jpg


  6. Hello everyone. I decided to make my own addon for units. I have been searching forums and reading FAQs about addon making for almost 2 days now. I just want to ask a few things.

    So, the addon that I want to make is simply units with custom camouflage uniforms. Nothing else. No vehicles, no weapons. I already saw how to do a basic retexture using a graphic editor program and then use setObjectTexture command but that's just changing the look on existing units.

    So here is my first question: when making such addon, do I need to make my own custom unit in oxygen? Can I for example use BIS soldier sample and if I can (which I hope because I have no experience with drawing) how can I customize his looks. Basically what has been bothering me mostly is if I have the soldier (BIS sample) how can I configure the way he looks. I don't want him to have a pouch on his waist for example. My second question is about the PAA files containing the skins. Do I have to draw the greyscale myself? The sample one has too many things such as wraps and belt pockets and I don't want mine to have those. How do I know which part of the PAA file containing the camouflage is applied to what body part.

    When I open up a randomskin_co.paa file there are camouflages all over the place and I don't know which goes where. How is it defined that the top right piece goes to the chest for example or the bottom left one goes to the leg(s)? Those paa pictures, rvmat files and their combination with oxygen are really, really confusing me. Also I read a few tutorials on how to apply the skin to existing model in oxygen but I wasn't able to do it.

    Please note that I have 0 experience with oxygen and I have no clue on how to draw a human body (I watched Gnat's oxygen tutorials already), this is why I want to use a ready sample of a soldier and only edit minor things (if possible).

    I apologize if my questions have been answered in previous threads/FAQs, I am completely new to those things and I feel like I am asking how to solve a complicated equation without me even knowing how to count.

    Thank you very much!


  7. In your config check that you have the reportingIP entry only once in there, and that the maxPlayers setting is below 128 (I restricted that setting to 1 - 128 on the master server). Those two were issues for other hosters in the past.

    None of these is the issue :(


  8. Well, no. It did not. By doing 2) you just added your server to your local server list in OFPMonitor, but that does not enlist it on the master server, so that others can see it too.

    But as you managed to add it locally, you may tell us now if your server has loaded the config file. Just compare the server settings that OFPMonitor reports about it, with the ones in the config file.

    Everything is the same. I can join my game through OFPMonitor or LAN. The hostname, motd, admin password, maximum player slots are the same. Here is what my bat file looks like:

    REM OPERATION FLASHPOINT RESISTANCE STANDALONE DEDICATED SERVER LAUNCHER
    REM
    REM
    OFPR_Server.exe -nomap -server -config=server.cfg -cfg=server_flashpoint.cfg
    REM                    ^^^^^^^^^^
    REM
    REM Name your config file here.


  9. 2) add it manuall in ofpmonitor (Settings -> Servers -> Add) and enter localhost:2302 - (I assume you run the server on the same computer), and check its settings there)

    This worked! Thanks!


  10. I have played crCTI like 6 or more years ago :D Thank you all!

    Do you guys know how can I make my own server visible on OFP Monitor? I have a OFPR_Server.exe and a batch file to launch it. I also set reportingIP="213.92.154.12"; but my server does not show on OFP Monitor.


  11. I see now. Thanks. But I am using CWA with Steam. Is that a problem for OFP Monitor? I know I should have patched my original OFP to 1.99 but I like to use is through Steam.


  12. Well after working on the code that DarkWanderer gave me I was able to do what I wanted to. Here it is:

    3 fadeSound 1;
    enableRadio true;
    titleCut ["", "BLACK IN", 3];
    waitUntil{!(isNil "BIS_fnc_init")};
    if (group player == Pilotgroup) then {
    ["Soviet airbase", "Western Nogova", "May 26, 1985 - 04:30"] spawn BIS_fnc_infoText;
    } else {
       if (group player == Spetsnazgroup) then {
        ["Nevelkov", "Southern Nogova", "May 26, 1985 - 04:30"] spawn BIS_fnc_infoText;
       };
    };

    This creates a different info text at the start of the game. Since the pilot starts at the airport he'll see the first text and the Spetsnaz group that starts in the village of Nevelkov will see the second text. Haven't tested it in multiplayer but I believe it should work. Thank you very much.


  13. It's an MP mission for 6 players. 1 players starts as a pilot at the airport, the other 5 are a group of Spetsnaz who have to clear a village and use laser designator to mark a specific target for the pilot. I want the pilot player to see the following:

    titleCut ["", "BLACK IN", 3];
    waitUntil{!(isNil "BIS_fnc_init")};
    ["Southwestern Airbase", "Nogova", "May 26, 1985 - 04:30"] spawn BIS_fnc_infoText;
    sleep 1;
    playmusic"text";
    sleep 3.2;
    playmusic"text";

    and the Spetsnaz team to see:

    titleCut ["", "BLACK IN", 3];
    waitUntil{!(isNil "BIS_fnc_init")};
    ["Nevelkov", "Southern Nogova", "May 26, 1985 - 04:30"] spawn BIS_fnc_infoText;
    sleep 1;
    playmusic"text";
    sleep 3.2;
    playmusic"text";

    Basically the first line displays the village/location, the second line displays the part of the island and the third line displays the date and time. But the bis_fnc_infoText in the init.sqf is displayed to all units

    This must be executed in some simple trigger, spawned through init.sqf or using BIS_fnc_MP
    I don't know how to spawn triggers and add stuff to them :confused:

    BTW, I don't want to open another thread so I'll ask here - how can I check if a whole group has damage>=0.8? Something like damage count units group1 >= 0.8 but this code doesn't work


  14. THE GREAT ESCAPE

    Arm_A2_OA_2014_05_24_01_38_52_42.jpg

    And lastly there is the oldest and deepest desire, the Great Escape: the Escape from Death. - J. R. R. TOLKIEN

    Hello everyone. It has been a while since I made any missions but recently I came back to mission editing and decided to recreate a mission that me and a friend of mine made back in Operation Flashpoint Resistance (ArmA Cold War Assault). The mission is called "The Great Escape". It's made both for singleplayer where you play alone with no friendly AI and for multiplayer where you can play with AIs or with friends. You start at the village of Cancon with nothing but a handgun. All your friends are dead, no ammo's left behind. You must head Northwest to the US base near the airfield where's the only place that has a flying vehicle - a Mi-24 Hind stolen by the Americans. The whole island is held by the US and the FIA who are working together against the USSR. All Soviet forces withdrew from Malden and what was left behind was either killed or captured except you. Your ultimate objective is to grab the Hind and fly to Kolgujev however before making your retreat home you must go through 5 villages controlled either by the US or by the FIA and destroy everything you find there as an act of vengeance against your foes which slaughtered your comrades in Cancon (and not only) while you were away. If you skip 1 single village you will not be able to complete the mission.

    At first our plan was to ignore the villages and put patrolling squads all over the island but since Malden has no trees and forests like Everon and Kolgujev, it will be kind of impossible to hide once you encounter hostiles. That's why you are forced to go through the villages situated on the road leading to the US base near the airfield. If you are wondering "How am I gonna know if the village is cleared and there aren't any soldiers hiding in the buildings/tents/bushes?" - Well once you kill the last enemy in the village you'll get a hint and a task update.

    There is only 1 huge difference that's not important that much for the mission and gameplay. In Operation Flashpoint Resistance/ArmA Cold War Assault this mission was created on the AEC island created by PMC Snake which consists of the 3 original islands (Malden, Everon, Kolgujev) on 1 place where you can go from one island to the other. Unfortunately no such addon exists for ArmA 2 at least not to my knowledge.

    The only thing you need to play this mission is the CWR² Mod. Downloads:

    CWR² - http://www.armaholic.com/page.php?id=14568

    Singleplayer - http://www.mediafire.com/download/ef7tgvbnoh241q1/The_Great_EscapeSP.abel.pbo

    Multiplayer - http://www.mediafire.com/download/0jjhh8305px612s/The_Great_EscapeMP.abel.pbo

    Special thanks to the CWR² team for making this great mod. I would like to ask anyone who has the time, desire and knowledge for creating islands, to create the AEC islands addon for ArmA 2.

    I hope you enjoy the mission. Please leave feedback.

    • Like 1
×