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A2 & OA BIS Warfare - Mission Editing Tutorial Videos
opusfmspol posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For those who still enjoy playing original BIS Warfare missions in Arma 2 and OA, I've begun putting some tutorial videos together on how to set up Warfare missions of your own in editor, and then customize them to your own liking. They pertain to editing missions using the Warfare and Warfare (OA) modules in editor, not modded editions such as Warfare BE. The playlist thus far includes: - Creating Basic Warfare Missions in Arma 2 & Operation Arrowhead - Adding Respawn and Parameters to Warfare Missions - Setting Up Base and Capture Sites in Warfare Missions As I can get more videos created to share, the list here will be kept updated. My set goal (the Lord allowing, each video takes time) is to eventually share six videos minimum, with no max limit, covering basic setup, adding SecOps, and scripting to customize Warfare missions. Then hopefully after that, some targeted scripting tutorials on how to customize various things in WF missions, like swapping out factions in the factories, adding Air teams, and what not. I began creating these videos after finding that many of the community resources that were relied on most for editing and customizing Warfare, which did exist for quite some time, have gone away. I'm hoping these videos will carry on as a useful available resource for those "Warfare Warriors" out there who still continue to play. Note: The resource websites in each description are unfortunately cut short by YT and not clickable (I am aware), but at the end of each video the web links can be viewed in full. -
Newbie here: Where is basic training for creating addons etc?
opusfmspol replied to George_Smiley's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
What I can provide: BI Public Data BI Game Content Usage Rules BI Licenses Overview BI Licensed Data Packs BIKI ALDP (includes links identifying contents of each BI licensed data pack) BankRev (PBO extractor, part of Arma 3 tools) Mondkalb's Basic Addon Tutorial (old, many links are now dead) These videos are old and might be outdated as well: Installing Arma 2 Editing Tools with Gnat666x on YouTube (but maybe Arma 3 Tools Addon Builder, Object Builder, Terrain Builder could work ??? (not known)) Oxygen2 Tutorial #1 with Gnat666x on YouTube Oxygen2 Tutorial #2 with Gnat666x on YouTube Oxygen2 Tutorial #3 with Gnat666x on YouTube Oxygen2 Tutorial#4 with Gnat666x on YouTube Oxygen2 Tutorial #5 with Gnat666x on YouTube Oxygen2 Tutorial #6 with Gnat666x on YouTube Oxygen2 Tutorial #7 with Gnat666x on YouTube -
[MP] Warfare . CTI Mission
opusfmspol replied to kisloemaslo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In A2 Warfare, fixed wing aircraft are available from capturable airports, which are not factories a Commander builds but fixed structures to capture, like towns and camps. They're empty objects added into a mission. The multiplayer mission "Superpowers" and single-player scenario "Bear Rising" both provide good examples how to set them up. Place an Empty -> Warfare Buildings -> Airport object alongside where you want planes to spawn (like an airport taxiway, or end of a runway). In the Name field, give the airport a name, i.e. Airport1. (This is important to prevent a script error from occurring.) Have it run the update script for Warfare airports. Put this code in the init field: nul = [this,Localize "str_wf2_gl_airport"] ExecVM "ca\Warfare2\Scripts\Server\Server_UpdateAirport.sqf"; this SetVariable ["markerName","Airport1"]; When facing the object's direction, the hangar doors are at the bottom of the object, so face it away from the taxiway/runway spawn point. Create the marker for the Airport. Name: Airport1, type: Icon, color: default, icon: Circle, text: @str_wf2_gl_airport Then move the marker right on top of the airport object. Save mission and preview. When your unit runs into the hangar, the airport captured message should show, marker should change color, and planes should be available to purchase. Some extra notes: The Airport object is part of A2 content, it's not part of standalone OA. That's likely why the "Mountain Warfare" missions in OA don't include capturable airports, the hangar is only available in Arma 2 and Combined Ops. Standalone Arrowhead doesn't have it; but a Combined Ops player can create capturable airports on OA maps because they do have the object. If anyone plays Resistance side, there won't be any aircraft to purchase. Default Resistance side has no fixed-wing aircraft. In multiplayer, JIP players won't see the updated marker color for friendly captured airports. To have their markers update when joining, add this code to an "initJIPcompatible.sqf" file in the mission folder: -
[MP] Warfare . CTI Mission
opusfmspol replied to kisloemaslo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Warfare factories produce units from the default factions until customized by scripts. The A2 default West faction is USMC. In multiplayer, the mission team leaders also receive a default weapons loadout unless customized by script. The default A2 West loadout is M-16 with grenades. But in singleplayer, the mission team leaders receive whatever weapons their units have from the editor. The multiplayer mission "04: Civil War" has CDF fighting against Insurgent forces. It provides a good example how West factories and such can be switched to CDF, but doesn't switch the team leader loadout from default, they still have M-16. So to customize your mission, set a custom init script. In editor, put this in the Warfare init field: this SetVariable ["customInitMissionScript","InitMission.sqf"]; Then create a custom init script. Go into you mission folder and create a file "InitMission.sqf". In the file, put this: BIS_WF_Common SetVariable ["customInitCommonScript","Common\Init\Init_Common.sqf"]; // Using a custom common script. BIS_WF_Common SetVariable ["customInitServerScript",""]; // Using core server script (Must always be included even when no custom server script is used.) Two custom common init scripts are needed. One to switch general things (faction, AI units, support vehicles, loadout), and the other to switch the factories and defenses. In your mission folder, create a folder "Common". In the Common folder, create a subfolder "Init". In the Init subfolder, create a file "Init_Common.sqf". In the file, put all of this: In the Common folder, create a subfolder "Config". In the Config subfolder, create a file "Config_Structures.sqf". In the file, put all of this: Save file, save mission, and preview. If done correctly, West should be CDF factories producing CDF units, weapons and vehicles. Mission team leaders should have CDF weapons instead of M-16. My A2 Warfare mission editing videos thus far: Creating Basic Warfare Missions in Editor Adding Respawn and Parameters to Warfare Missions Hope this helps. -
How to change location color on map?
opusfmspol replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Terrain locations (those in the map config) can only be modified by creating a scripted terrain location, as in createLocation example syntax 3. Or you can create a custom map location of your own, called a scripted location. Scripted locations can be fully modified or deleted in a mission using Location commands. To create a custom map location, place a game logic where you want the icon or the name to be located on the map, and in the logic init field put: myLocation = createLocation ["NameCity",this,100,100]; myLocation setText "My Location"; deleteVehicle this; myLocation is the variable used to modify or delete the location created in game. "NameCity" is the class name (type of location, which controls the font color, type of text, and icon that appears if it has one). this represents the location position (the location will be created at position of "this" logic). 100,100 represents the location's range, E-W and N-S. In scripts, you can check to see if an object's position is IN a location's range. Setting 0,0, the location has no range. setText "My Location" sets the name label that appears on the map. Default text is an empty string "" which is nothing, there is no name, only an icon shows if the location has an icon. deleteVehicle this removes the logic from the map (if no longer needed). You only need a variable if you intend to modify or delete the location during the mission. If you don't need the variable and just want the location created, that's it, use this: createLocation ["NameCity",this,100,100] setText "My Location"; deleteVehicle this; -
Radio Trigger on Dedicated
opusfmspol replied to Prado's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try to avoid using player command in conditions on a dedicated server when possible, since player is objNull there. Making the condition: this && local sq ought to work fine. When sq is not played (unit belongs to server), the server won't be calling on the radio trigger. Trigger would only be called by sq as a player. -
Found Warfare BE ACE Edition (v 2.067[1.2]) and Warfare BE - ACE (v 2.059) at Armed Assault Info.
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How to find/use Warfare maps
opusfmspol replied to long lost lobster cake's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You might be using groups or vehicles, which causes issues in game. This video on YouTube can help you with properly setting up a basic Warfare mission in the editor. And this video on YouTube can help you with adding a description.ext file that includes the unique parameters Warfare uses, plus how to add a few custom parameters of your own for extra options. I'm just starting to put together a third video on Warfare editing now, but don't know how long that one will take. The videos are set unpublished on YouTube for now, meaning a search won't find them. You have to click the link above to view them, but that could change later. (I still have things to figure out about properly setting up my YT account, so that hyperlinks in video descriptions work, and what not. I'm old, it's confusing). I started putting these videos together a little while back, after finding out that Darren Brant's blog (which was the go-to site for Warfare how-to stuff) had gone away, as did Armaholic. As for finding maps, all those I have were obtained from Armaholic before it went away, so don't really know where one would go now. -
Cannot disable map clicked move command for player vehicle
opusfmspol replied to Ramsen V's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It is possible. Commander clicking on map to tell the driver where to go is default engine behavior. onMapSingleClick uses a true/false flag at the end of the code to tell the engine whether the map click code completes the click sequence or not. By default it passes false, indicating not complete, so default engine behavior will follow. You pass true, and it prevents the engine from carrying out default map click behavior. See example 4 on the page. -
flyInHeight doesn't work for support
opusfmspol replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Verify the command is being run on the machine where the aircraft is local. -
{triggerActivated _x} count [tg1,tg2,tg3,tg4,tg5] >= 3
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Due to Array Reference you would not want to simply cross-reference the array with "=" alone, since any changes to unused_markers would then also change all_Markers. You would instead want to copy the array with "= +" so that all_Markers and unused_Markers become separate arrays of their own: all_markers = ["rm01","rm02","rm03","rm04"]; unused_markers = +all_markers; if(unused_markers isEqualTo [])then{ unused_markers = +all_markers//if list is empty, repopulate it for next time };
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Is there any Arma2 vanilla models MLODs to be found?
opusfmspol replied to hitman1987's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Licensed Data Packages -
Need help with extended debug console and custom (9) complex command menu.
opusfmspol replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Multiplayer Custom Sounds Tutorial -
Helicopter will not land and load troops in multiplayer
opusfmspol replied to fernandolvferreira's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi QuiGon, Not known when I made that post (2017), is that a waypoint's condition only gets checked by the Group Owner machine. The waypoint's OnAct code will get run on all machines, but only the group owner machine will check whether a waypoint's condition is completed: (Waypoints wiki page) And I believe that's what leads to the locality issue, in that my testing back then showed the synced LOAD and GETIN waypoints seem to rely on unitReady commands in their handlers to detect when the units to board have all mounted. But unitReady only gives an accurate return when the unit being checked is local. A machine that checks unitReady on a remote unit will always receive a return true (unit is ready) even when the unit is not ready. The waypoints work in SP and for MP Host-Only because the transport group and the boarding group are all local to the server, the waypoint unitReady checks give them an accurate return. But In multiplayer client and dedicated server it fails, because the transport and boarding groups are each local to different machines. The transport hits the LOAD waypoint, and checks status of the remote group boarding. Being remote, it receives unitready true from all the units to board (even though they haven't yet boarded), so it continues on to next waypoint. That's what I believe occurs. The post from 2017 was an attempt at working around the locality issue, while not understanding that only group owner would check on waypoint condition. It worked, but is a burdensome work-around. Instead, try using waypoint conditions to check that the units have actually boarded before the waypoints can complete. Keep in mind that for your mission, server checks waypoint condition for the transport, client checks waypoint condition for the boarding team.