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#1 Posted at 2013-10-08 12:53        
     
Hi!

My name is Jonny and I've been scripting and making missions since the start of Alpha. What drives me is to see all those boxes and numbers come to life once you hit "Preview" and at the moment I've taken on my biggest challenge yet.
I've mostly been messing around, setting up small missions just too test out features that I've stumbled upon here and there and got a fairly good feedback on how I build the mission.

So, here is my current plan;
A group is to take over an established FOB where the main goal is to secure supply lines and transport the equipment into base, to make it into a firebase. There I've used BTC Logistics and it's great for what it does.

That is a raw sketch of my first mission, but I want to make it...i guess you call it a dynamic mission? Meaning once they are done gathering the 5 supplypoints they get tasked again with i.e clearing out the nearest town to establish a force-perimeter. But to make sure I don't crush the FPS by having too many units on the map, I need to have them spawn inside a set marker once they are done with the first task/mission.

This will all happen in a dynamic enviroment, meaning that it will shift from sunny to rain, strong winds and so on till day and nigh. With other words, the weathersystem will be randomized but following the clock.

I've googled the google out of google and it's all down to know what to look for. I've bookmarked alot of usefull scripts from different forums but still have yet to find something that can, in a good way, describe and learn me how to make what I want.

Also been looking for a way to change the names on the "classes" - Meaning Helicopter Pilot would be named Logistics Pilot in the menu, but again, I have no idea what to search after. It is in some file in the mission folder, but where?


All the best and have a good day on!

Yours
Jonny

P.S; Once the missions is done I will post it, but be aware that this is done in my native language (Norwegian) so if anyone finds it good enough and wants to translate it, feel free ;)


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#2 Posted at 2013-10-08 12:55        
     
Hi Jonny!


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#3 Posted at 2013-10-08 12:56        
     
# big_wilk : Hi Jonny!

Hi :)


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#4 Posted at 2013-10-08 13:06        
     
i would advise searching for dynamic weather and spawning units with a trigger and on a marker shouldn't be difficult .. try searching through armaholic here

i've seen a number of posts containing guides how to spawn units on triggers .. just have a look around


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#5 Posted at 2013-10-08 13:13        
     
# Delta 1 Actual : i would advise searching for dynamic weather and spawning units with a trigger and on a marker shouldn't be difficult .. try searching through armaholic here

i've seen a number of posts containing guides how to spawn units on triggers .. just have a look around

Thanks for the tip, it's all down to knowing what to search for :)

Jonny

Added 1 hour 17 minutes later:

I've been looking at EOS script (Enemy Occupation System) and tried it out occasionally, but the videotutorial is kinda outdated, anyone here that could be so kind and give me a quick rundown?

This post was edited by Pro (2013-10-08 14:31, ago)


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#6 Posted at 2013-10-08 18:19        
     
That's one of the biggest problems I've found when it comes to Arma 3. 70% of the tutorial videos/scripts were made in Alpha, 20% were made in Beta, and only 10% were made after release. So its been really hard for me to figure out how to fix a broken script. It kind of puzzles me why the community jumped in head first to make tutorial videos for a phase of the game dev that would only last a few months and become out dated. Wouldn't it have made more sense to wait for release when there would be less changes to break a script lol.

Anyway, your mission sounds awesome man. I look forward to playing it!


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#7 Posted at 2013-10-08 20:35        
     
# Dakotah : That's one of the biggest problems I've found when it comes to Arma 3. 70% of the tutorial videos/scripts were made in Alpha, 20% were made in Beta, and only 10% were made after release. So its been really hard for me to figure out how to fix a broken script. It kind of puzzles me why the community jumped in head first to make tutorial videos for a phase of the game dev that would only last a few months and become out dated. Wouldn't it have made more sense to wait for release when there would be less changes to break a script lol.

Anyway, your mission sounds awesome man. I look forward to playing it!

I guess it will take some time before we have updated Release tuts, but, most do work, but the problem is that the developers of the different addons, mods and scripts is not having the guide up to date. Seems EOS have gotten a updated version with a PDF readmefile, if only all could have done that :)

So my to do list would be;
Add EOS to all areas
Add triggers to tasks (should be easy)
Find a updated dynamic weather tutorial/script that works without much hassle


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#8 Posted at 2013-10-08 21:07        
     
Yea you're speaking gibberish to me man. I'm still trying to find where I can learn the syntax required to properly script in the first place. As of right now, my ability to customize and design missions entirely relies on the in game mission editor. I don't know how to script =(. Every time I run a search, I get tutorials that expect you to already know the bare basics.

I'm an infant in the scripting world. And infants eat baby food before growing up to eat a cheeseburger if you know what I mean. What is common sense to most of these guys, is martian to someone with 0 experience. But they don't seem to understand that, and they usually have an arrogant attitude towards those who don't know.

For example, I know that null [] = execVM "script.sqf" calls on a script. But i have no idea what null means, or why [] follows it, i know that = means "do this", i have no idea what execVM means, other than my guess is execute w/e VM means, and script.sqf is a file in the mission folder.

So when someone gives me a code like null [] = execVM "script.sqf" and tells me to put it in the init field of something, I do as I'm told, and I follow directions, which results in getting the result that I want from a script that someone else has made. The problem with this is that I didn't learn a damned thing lol... someone just did the work for me and thought they were being helpful. Which they were, but I want to be educated, not left clueless >_<

I should mention that I am smart enough to reference to this for scripting knowledge. But even that doesn't tell you what or why everything works, it just gives you the code, and an example of how to use it, which usually only brings up 100 new questions.


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#9 Posted at 2013-10-08 21:57        
     
nul = execVM "file.sqf"; just exec a file.
nul = ["this"] execVM "file.sqf"; is the same but with and array so now I can use "this" in my script as bellow:

// file.sqf starts here!
_caller = _this select 0;
hint format["Hey look %1 cool shits happening!",_caller];

nul is in place of a name and it says I dont care what I call this. For example I could write something like this:

nul = player addAction ["A Useless Action", "file.sqf"]; or just player addAction ["A Useless Action", "file.sqf"];

but what happens if I want to delete it its not called anything they only way to do it is to delete all addictions from "player".

so if I wrote it like this:

_act1 = player addAction ["A Useless Action", "file.sqf"];

I can now delete it useing the name I've given it:

player removeAction _act1;

This stuffs just off the top of my head I dont claim to be an authority but its quite easy once youve seen a few examples. I have no program experience and am not "good" in any sence of the word at scripting but really anyone can make an Arma scirpt (hint "hello world")... Easyet thing to do really is download this http://www.armaholic.com/page.php?id=1434 find a mission you like and see how its done. Just try stuff.

These are also useful links:
http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA
http://www.arma2.com/comref/comref.html

Also dont look at arma3 tutorails or scripts look at arma2 stuff as a default for a while theres a lot more of it and typeing arma2 rather than arma3 along with your problem will give you better results in google.

This post was edited by big_wilk (2013-10-08 22:14, ago)


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#10 Posted at 2013-10-08 21:58        
     
I've been following alot of guides from Jester who contributes alot to this community.
When it goes down to coding i'm in no class at all, but when it comes to planning and execution i'm in the top.

I am learning the meaning of each code eventually and it all comes down as you learn


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#11 Posted at 2013-10-08 23:29        
     
I really appreciate your advice big_wilk. Though some of it still made no sense, I have no doubt it'll contribute to my understanding once I can sit down and really analyze what you've said =). Thanks!


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#12 Posted at 2013-10-10 14:00        
     
I consider my mission 100% done and just rounding up some nifty features while debugging it.

Few things;
    The HEMTT Transportvehicles: Is it possible to load and unload containters from the? And one of the HEMTT vehicles misses the "tail", meaning it can be detached to something.

    UAV; I placed 2 UAV operators for recon-purposes; But I can only connect to the Darter from the backpack but not from the Greyhawks, why? They are placed as BLUEFOR and not as empty and been trying to get it work for the last 2-3 hours.

Any help would be deeply apreciated :)

Yours
Jonny


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#13 Posted at 2013-10-10 14:33        
     
You would need a script for the HEMTT
or just make your own action .. load container (container attachto HEMTT [0,0,5]) <-- that prob wont work but thats just about the right syntax .. google it and then unload container (detatch)

The uav op has to manually walk up to the greyhawk and select connect to terminal to use the greyhawk.
or i think theres a way to remotely do it before the mission
not sure but search it :P


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#14 Posted at 2013-10-10 14:43        
     
# Delta 1 Actual : You would need a script for the HEMTT
or just make your own action .. load container (container attachto HEMTT [0,0,5]) <-- that prob wont work but thats just about the right syntax .. google it and then unload container (detatch)

The uav op has to manually walk up to the greyhawk and select connect to terminal to use the greyhawk.
or i think theres a way to remotely do it before the mission
not sure but search it :P

I've looked at several videos and they did connect from distance and being close to it. I got several mods enabled but that should not disturb any of the interaction. Tested out on an armory server, there I could least control one. Tested it on a clean editor and my current mission and..yea.. I got few grey hairs over a simple things like this.

For the HEMTT, would be container actual be placed on ground? (HEMTT BOX)


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#15 Posted at 2013-10-16 11:52        
     
yep place a HEMTT
then a box next to it or something and then put the code in

i'll test the UAV in the next hour

If you're a UAV Op you can connect to a UAV/UGV anywhere by going into the scroll action "Open UAV Terminal" then right clicking on the UAV/UGV flying/driving around and click connect then take control

This post was edited by Delta 1 Actual (2013-10-16 12:30, ago)