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#1 Posted at 2012-06-04 01:37        
     
Hello, I'm sort of new to the whole editing thing, but I've persevered to make my first mission. It isn't the best out there by far, but I've tried all I can to make it as "complete" so-to-speak as I could.

My first issue is ammoboxes; I have a few dotted around the map with this in their init field
_Handle = this execVM "FillAmmoBox.sqf";

and in the FillAmmoBox.sqf file, I have
_amountWeapon = 20;
_amountAmmo = 100;
_refreshTime = 360; // refill every 5 minutes

// Clear box
clearWeaponCargo _this;
clearMagazineCargo _this;

// Fill box


_this addWeaponCargo ["AKS_74_UN_kobra", _1]; _this addMagazineCargo ["30Rnd_545x39_AKSD", _10];
_this addWeaponCargo ["bizon_silenced", _2]; _this addMagazineCargo ["64Rnd_9x19_SD_Bizon", _7];
_this addWeaponCargo ["MakarovSD", _4]; _this addMagazineCargo ["8Rnd_9x18_MakarovSD", _16];
_this addMagazineCargo ["pipebomb", _9];

// Wait the duration of _refreshTime
sleep _refreshTime;

the problem here is that none of the ammoboxes on the map do what I need them to do; most of the time they are simply empty.

Another problem I am having is with Norrin's revive script; I have followed everything that was written in the instructions included with the download, but I can't for the life of me figure how to make this bloody thing work.

Any help will be appreciated, and I will happily provide the mission files if needed.

Thanks
J.osh


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#2 Posted at 2012-06-04 06:31        
     
You've done to many '_'.

It shouldn't be
_this addWeaponCargo ["AKS_74_UN_kobra", _1];

It should be
_this addWeaponCargo ["AKS_74_UN_kobra",1];


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Posts: 27
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#3 Posted at 2012-06-04 11:15        
     
# Oksman : You've done to many '_'.

It shouldn't be
_this addWeaponCargo ["AKS_74_UN_kobra", _1];

It should be
_this addWeaponCargo ["AKS_74_UN_kobra",1];

Thanks man, I'll bear that in mind when I test it later today. Do the ammoboxes have a limit to the amount they hold (I know it exists, but I don't quite know the actual amount).

Any advice on the revive script?

Thanks in advance :)


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#4 Posted at 2012-06-04 18:25        
     
They do have a limit, don't know the exact one neither so I wouldn't know, test it out.

Revive script?

Search function works ^^


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#5 Posted at 2012-06-04 22:34        
     
# Oksman : They do have a limit, don't know the exact one neither so I wouldn't know, test it out.

Revive script?

Search function works ^^

Yes, the search function does work; very well I must add.

Too bad I couldn't find a thread concerning my problems, which is why I asked :/

Looked at this thread

Doesn't work.


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#6 Posted at 2012-06-04 22:37        
     
I'll look into the revive scripts, I'll probably post a tutorial on my youtube account.

OksmanToH or OksmanTV. Check it out sometime tomorrow or something.


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#7 Posted at 2012-06-04 23:06        
     
# Oksman : I'll look into the revive scripts, I'll probably post a tutorial on my youtube account.

OksmanToH or OksmanTV. Check it out sometime tomorrow or something.

Thanks a lot, I really appreciate the help :)

+Rep for you :)


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#8 Posted at 2012-06-08 16:26        
     
# Oksman : I'll look into the revive scripts, I'll probably post a tutorial on my youtube account.

OksmanToH or OksmanTV. Check it out sometime tomorrow or something.

Thanks for posting the video mate, much appreciated :)


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#9 Posted at 2012-06-10 15:34        
     
# Oksman : I'll look into the revive scripts, I'll probably post a tutorial on my youtube account.

OksmanToH or OksmanTV. Check it out sometime tomorrow or something.

New problem: I have watched your video, and have followed everything you said. Revive works, but the mission takes place at night, while when the revive script is implemented, the mission takes place at day. Not sure how this works, but I have tried looking in the init, description, and revive_init files with no luck. Another problem is that when a player respawns, they spawn over the respawn marker at 300/400metres which then kills them. Last problem is that the text in the "Notes" tab in the in-game briefing cannot be seen.

My init file:
//Briefing
execVM "briefing.sqf";

//Revive
server execVM "revive_init.sqf";

//Mission parameters
//skiptime (paramsArray select 0);
//sleep 5;

//No direct comms (spamming etc)
player setVariable ["BIS_noCoreConversations", true];
if(true) exitWith {};

My description file:
//Header
class Header
{
	gameType = Coop;
	minPlayers = 1;
	maxPlayers = 12;
};

onLoadMission = "Island Infiltration";
onLoadMissionTime = TRUE;
disabledAI=1;
enableSaving = false;


showCompass = 1;
showGPS = 1;
showWatch = 1;
showMap = 1;

//description.ext settings for revive
respawn = "BASE";
respawndelay = 4;

#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 "revive_sqf\dialogs\rev_cam_dialog_blank.hpp"

///////////////////////////////////////////////////////////////////////////////////////////
class Params
{
        
        class Revive
        {
		// paramsArray[1]
                title = "Number of Revives:";
                values[] = {2000,1000,20,10,7,5};
                texts[] = {"No Revive","Infinite - Cadet","20 - Easy ","10 - Normal","7  - Hard","5  - Extreme"};
                default = 10;
        };
};


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#10 Posted at 2012-06-10 17:44        
     
If the times change, that would be params for the mission. You have to take away skiptime params.

If the notes doesn't work please write down the note section of your briefing.sqf


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#11 Posted at 2012-06-13 22:34        
     
# Oksman : If the times change, that would be params for the mission. You have to take away skiptime params.

If the notes doesn't work please write down the note section of your briefing.sqf

Sorry for the late reply

I'll try the params now

Briefing
player createDiaryRecord ["Diary", ["Intel", "Mission made by TacticalExplosive. Utes island is a key strongpoint; securing it will give us the tactical advantage to extinguish the Chernarussian assault.
Unfortunately during the assault the USS Eldrigde was shot, but before it sank, you and the rest of your squad managed to escape with hardly any ammunition. You have been ordered to assault the island under the cover of darkness using stealth to hide your presence.

First of all, find all the ammunition you can, no one knows what the Chernarussians are hiding on the island. Eliminate all RADAR elements and disable any anti-air assets you come across. Rumour has it that there is a HVT within one of the compounds on Utes. Eliminate him. Credits go to Ushiri for helping me with the concept, Koldo, Twatters and Steve for testing, and the wonderful ArmA community for helping me with the scripts."]];

//Objective 1
tskobj_1 = player createSimpleTask["Destroy the enemy mobile HQ"];
tskobj_1 setSimpleTaskDescription ["Use satchels or other explosives to destroy the HQ (a BTR-90) to stunt communications in that area.", "Destroy the enemy mobile HQ", "HQ"];
tskobj_1 setSimpleTaskDestination (getMarkerPos "destroy_hq");

Objective 2
//Objective 2
tskobj_2 = player createSimpleTask["Destroy the enemy anti-air RADAR"];
tskobj_2 setSimpleTaskDescription ["Use satchels or other explosives to destroy the anti-air RADAR to weaken the enemy defences.", "Destroy the enemy anti-air RADAR", "Anti-air RADAR"];
tskobj_2 setSimpleTaskDestination (getMarkerPos "destroy_aa");

Objective 3, and so on
//Objective 3
tskobj_3 = player createSimpleTask["Destroy 1 of 2 Tunguskas"];
tskobj_3 setSimpleTaskDescription ["Use satchels or other explosives to destroy the Tunguska.", "Destroy 1 of 2 Tunguskas", "Tunguska 1"];
tskobj_3 setSimpleTaskDestination (getMarkerPos "destroy_aa_1");

All objectives are triggered; once certain conditions are met, the trigger executes the Objectives one at a time.

EDIT:

I got the briefing to work, but I still have the problem of the mission time. I have checked the mission.sqm file, and the time is specified to night, but when I start the mission once all the scripts have been zipped into a PBO, the timing is day :S

EDIT #2:

Everything works now, thanks a lot my friend :)

This post was edited by jaydotosh (2012-06-13 22:54, ago)