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#1 Posted at 2009-02-12 11:20        
     
Hi everyone, i need some help around here, as i cant post this in the spanish and in the english Forums twice, i posted this here, if somebody can explain me how to create a .HTML file, set the briefing, notes, weapon equipment availble and pop ups(if thats the name of clicking the blue words in the briefings to move automactly to certain point in the map), please post it here!!! do not recommend me the Briefings tutorial from snYpir, i have tried to see how its composed and i could

This post was edited by Foxhound (2009-02-13 16:12, ago)


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#2 Posted at 2009-02-12 11:52        
     
Use Arma edit to make briefings.

To make the links in the briefing clickable (so when you click on it the map moves to the correct positions) make sure the name of the marker is correct in the briefing.

This post was edited by Foxhound (2009-02-12 12:19, ago)

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#3 Posted at 2009-02-12 12:15        
     
It seems to be, like the americans say "A PEASE OF CAKE", or something like that, thanks Foxhound i dont know how they write "a specific part of something" if you know how it is written, say it, anyway thanks Foxhound. :)


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#4 Posted at 2009-02-12 19:52        
     
Armaedit (get it at: http://www.armaholic.com/page.php?id=1455) is a most useful tool for creating briefings. It has a wizard that allows one to create the skeleton of a briefing in an easy manner. You can go to File, then move the cursor to Wizard Created Files and press Briefing Wizard. This presents you with a screen that allows you to define up to eight objectives and up to three distinct endings (Note that more can be defined manually later, if required). My personal preference is to use this screen to create a bare skeleton and then flesh it out later on. Once this skeleton has been created and saved, open it again in Armaedit to fill in the gaps.

An example of how the basic skeleton starts out, after I filled in three objectives and defined three different

<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
<!--------------------------------------------------------->
<!-- Briefing file for Armed Assault                     -->
<!-- Created with ArmA Edit - Version 1.3.4000           -->
<!--                                                     -->
<!-- DO NOT edit this file manually to guarantee it can  -->
<!-- be re-opened by the Briefing Wizard. Click the      -->
<!-- "Edit Briefing" button on the toolbar to edit.      -->
<!--------------------------------------------------------->
</head>
<body>

<!-- [BRIEFING_WIZARD_30] -->

<!---------------------------------------------------->
<!-- Plans                                          -->
<!---------------------------------------------------->
<p><a name="plan"></a>
<!-- [PLAN] -->
Mission
<!-- [END] -->
</p><hr>

<!---------------------------------------------------->
<!-- Notes (in handwriting)                         -->
<!---------------------------------------------------->
<h6><a name="main"></a>
<!-- [NOTES] -->
Background
<!-- [END] -->
</h6><hr>

<!---------------------------------------------------->
<!-- Objectives                                     -->
<!---------------------------------------------------->
<!-- Objective 1 -->
<p><a name="obj_1"></a>
<!-- [OBJ_1] -->
Go from A to B
<!-- [END] -->
</p><hr>

<!-- Objective 2 -->
<p><a name="obj_2"></a>
<!-- [OBJ_2] -->
Achieve C
<!-- [END] -->
</p><hr>

<!-- Objective 3 -->
<p><a name="obj_3"></a>
<!-- [OBJ_3] -->
Wait for D
<!-- [END] -->
</p><hr>

<!---------------------------------------------------->
<!-- Debriefing                                     -->
<!---------------------------------------------------->
<!-- End #1 -->
<h2><a name="debriefing:end1"></a><br>
<!-- [TITLE_1] -->
You are a cheater!
<!-- [END] -->
</h2><br><p>
<!-- [TEXT_1] -->
The Endmission cheat was used.
<!-- [END] -->
</p><br><hr>

<!-- End #2 -->
<h2><a name="debriefing:end2"></a><br>
<!-- [TITLE_2] -->
Mission Accomplished
<!-- [END] -->
</h2><br><p>
<!-- [TEXT_2] -->
You won.
<!-- [END] -->
</p><br><hr>

<!-- End #3 -->
<h2><a name="debriefing:end3"></a><br>
<!-- [TITLE_3] -->
Mission Failed
<!-- [END] -->
</h2><br><p>
<!-- [TEXT_3] -->
You lost.
<!-- [END] -->
</p><br><hr>

</body>
</html>

Note that I use the first ending to refer to cheating: if the endmission cheat is used, it automatically selects the first defined ending, so be sure not to define a victorious ending at the start in order to discourage use of cheats.

After creating the bare skeleton, I then cut and paste the text from another mission file into the skeleton and overwrite the text to make it fit the mission I am creating the briefing for.

Example of an existing briefing that I can cut and paste from:

<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
<!--------------------------------------------------------->
<!-- Briefing file for Armed Assault                     -->
<!-- Created with ArmA Edit - Version 1.3.4000           -->
<!--                                                     -->
<!-- DO NOT edit this file manually to guarantee it can  -->
<!-- be re-opened by the Briefing Wizard. Click the      -->
<!-- "Edit Briefing" button on the toolbar to edit.      -->
<!--------------------------------------------------------->
</head>
<body>

<!-- [BRIEFING_WIZARD_30] -->

<!---------------------------------------------------->
<!-- Plans                                          -->
<!---------------------------------------------------->
<p><a name="plan"></a>
<!-- [PLAN] -->
<b>Mission</b>
<br>
<br>
A team of the RACS commando unit is to infiltrate by boat on the SRF held island of <a href="marker:porto">Porto</a> in order to remove the threat of enemy air defences in preparation for an <a href="marker:attack">air assault</a> by friendly forces. The special forces need to locate and destroy a number of <a href="marker:aamg2">heavy machineguns</a> and <a href="marker:tower">caches</a> of Stinger shoulder launched surface to air missiles to allow the <a href="marker:lz">safe deployment</a> of an airmobile contingent.
<br>
<br>
<br>
<a href="#main">Background</a>
<br>
<br>
<a href="#Information">Operational Orders</a>
<br>
<br>
<br>
<b>Mission Objectives</b>
</p>
<br>
<br>
<hr>
<p>
<h2><a name="Information"></a>OPERATIONAL ORDERS:</h2>
<h4>
<br>
<br>
<br>
<b>LOCATION</b>:  Porto
<br>
<b>SITUATION</b>: Raid to eliminate enemy air defences.
<br>
<br>
<br>
<b>Weather:</b>
<br>
Weather forecast for the next week is overcast with light fog.
<br>Day temperature is +- 25 &#186;C.
<br>Night temperature is +- 18 &#186;C .
<br>
<br>
<br>
<b>Enemy:</b>
<br>
<a href="marker:porto">Porto</a> is estimated to be garrisoned by two light infantry platoons of SRF guerilla fighters with some crew served weapons and armed light terrain vehicles in support. Enemy forces have established a number of <a href="marker:largo">fixed positions</a> to guard against attack by air or sea. Patrols are moving around areas not under surveillance from <a href="marker:radarmast">fixed positions</a>. Armament is largely of Soviet design and manufacture with the exception of a limited number of FIM-92 Stinger MANPADS.
<br>
<br>
<br>
<b>Civilians:</b>
<br>
The civilian population has largely fled the town of <a href="marker:porto">Porto</a> before the arrival of the SRF forces. To limit collateral damage and casualties among the remaining civilians indirect fire support will not be available for this mission.
<br>
<br>
<br>
<b>Friendly Forces:</b>
<br>
* 1st Squad, Boat Troop, No 1 Commando (RACS).
<br>
* 3rd platoon, 1st Airmobile Coy (RACS).
<br>
* C Flight, 2nd Air Cavalry Squadron (RACS).
<br>
<br>
<b>Mission:</b>
<br>
Eliminate enemy air defences at <a href="marker:porto">Porto</a> to allow <a href="marker:lz">deployment</a> of <a href="marker:attack">airmobile reinforcements</a>.
<br>
<br>
<br>
<b>Execution:</b>
<br>
1st Squad will land on the island of <a href="marker:porto">Porto</a> and destroy the weapons caches with Stinger MANPADS located at <a href="marker:largo">Largo</a>, <a href="marker:porto">Porto</a> and the <a href="marker:radarmast">radio mast</a> as well as all heavy machinegun positions. 1st Squad will use concentrate its efforts on destroying the assigned objectives. Inflicting casualties on the enemy ground forces is secondary to elimination of enemy air defences. 1st Squad will employ stealth and suppressed weaponry to achieve its objectives covertly whenever possible. Overwhelming firepower from crew served weapons on the RHIB will be employed support demolition teams in destroying the heavy machineguns and AA weapon caches when a stealthy approach is not feasible.
<br>
<br>
3rd Platoon will conduct an <a href="marker:attack">air assault</a> on <a href="marker:lz">Porto</a> and use fire and maneuver to close with and destroy SRF ground forces on the <a href="marker:tower">island</a>. C Flight will disembark airmobile troops on the designated <a href="marker:lz">LZ</a> and proceed to provide fire support to the ground element with machinegun fire against targets of opportunity.
<br>
<br>
<br>
<b>Logistics:</b>
<br>
A. Rations and Water: 24 hour supply in basic load, 48 hour supply stowed in RHIB.
<br>
B. Ammunition and Equipment: basic load supplemented from stowage on RHIB.
<br>
C. Casualty Evacuation: MEDEVAC is by helicopter to Paraiso base hospital.
<br>
D. Evacuation of Captured Personnel and Equipment: EPW's will be turned over to 3rd Platoon for evacuation to the rear.
<br>
<br>
<br>
<b>Command and communications:</b>
<br>
* Command: chain of command is the Commander, XO and Troop Sergeant of Boat Troop, No 1 Commando.
<br>
* Communication: radio silence on all nets except for BATCO net from 02:00 Zulu time.
<br>
<br>
<br>
<b>Confirmation of receipt:</b>
<br>
Cpt. A. Riboli.
<br>
No 1 Commando (RACS).
<br>
<br>
<br>
<b>MISSION ORDERS:</b>
<br>
Eliminate enemy air defences at <a href="marker:porto">Porto</a> to allow <a href="marker:lz">deployment</a> of <a href="marker:attack">airmobile reinforcements</a>.
</p>
<!-- [END] -->
</p><hr>

<!---------------------------------------------------->
<!-- Notes (in handwriting)                         -->
<!---------------------------------------------------->
<h6><a name="main"></a>
<!-- [NOTES] -->
<b>Background</b>
<br>
<br>
Following the war of reunification the communist inspired Sahrani Revolutionary Front (SRF) has been conducting a terrorist campaign on mainland Sahrani supported from their sanctuary at the island of <a href="marker:porto">Porto</a>. Devoid from any control by the government of the Kingdom of Sahrani, this small island has served the SRF as a logistics base, being a hub for both arms smuggling and the narcotics trade, and as a training facility where their fighters could acquire basic combat skills in a more secure environment than would be possible on Sahrani itself. It has also served as a launching point for strikes at shipping bound for Sahrani.
<br>
<br>
After a difficult start and with military assistance from other nations the Royal Army Corps of Sahrani has slowly begun to turn the tables on the guerilla's of the SRF, extending effective government control over much of Sahrani. However to ensure the continued success of the counterinsurgency effort on the mainland requires the elimination of the sanctuary provided by the island of <a href="marker:porto">Porto</a>. Hampered by a lack of sufficient amphibious capability the RACS is largely dependent on helicopter transport in order to <a href="marker:lz">land</a> its forces on Porto. The helicopters are however vulnerable to the SRF low level air defences consisting of a mix of heavy machineguns and shoulder launched surface to air missiles. It is necessary to remove this threat before the RACS is able to deploy sufficient forces to seize <a href="marker:porto">Porto</a>.
<br>
<br>
The job of eliminating the air defence threat on <a href="marker:porto">Porto</a> has been assigned to the RACS commando unit. A team of eight troopers has been selected to land on the island, locate and destroy the <a href="marker:aamg1">heavy machineguns</a> and <a href="marker:largo">Stinger caches</a> and clear the way for Blackhawk transports that will deliver <a href="marker:lz">reinforcements</a> from the airmobile company. Infiltration into the target area will be from the sea using an armed rigid hull inflatable boat. Using a boat instead of parachute insertion offers the advantage of landing the entire team in a single location and also enables the commandoes to bring additional firepower to bear should the team face overwhelming numbers of enemy forces.
<br>
<br>
UAV imagery has indicated that the enemy disposes of a total of six heavy machineguns in stationary positions dispersed around the island. Signal intercepts suggest that these emplaced weapons are supplemented by Stinger launchers and missiles stored in four different locations. It will be necessary to destroy all of these <a href="marker:aamg1">.50 calibre AAMG positions</a> and <a href="marker:tower">Stingers</a> with prepared explosive charges to remove the main threat to an air assault operation. Once these objectives have been achieved a pair of <a href="marker:attack">Blackhawk helicopters</a> will land <a href="marker:lz">airmobile infantry reinforcements</a> to help secure the town of <a href="marker:porto">Porto</a>.
<br>
<br>
The success of this mission will have significant effect on the war effort to stamp out the SRF insurgency. The enemy is confident that the <a href="marker:aamg2">heavy machineguns</a> and <a href="marker:tower">Stinger missiles</a> at the disposal of the Porto garrison provide sufficient deterrent to keep the <a href="marker:attack">RACS</a> away from its <a href="marker:porto">sanctuary</a>. Capturing the island from their forces will therefore hurt the SRF's ability to support their campaign on Sahrani as well as deal a crushing blow against their morale.
<!-- [END] -->
</h6><hr>

<!---------------------------------------------------->
<!-- Objectives                                     -->
<!---------------------------------------------------->
<!-- Objective 1 -->
<p><a name="obj_1"></a>
<!-- [OBJ_1] -->
Destroy the <a href="marker:largo">caches</a> of <a href="marker:radarmast">AA missiles</a>
<!-- [END] -->
</p><hr>

<!-- Objective 2 -->
<p><a name="obj_2"></a>
<!-- [OBJ_2] -->
Destroy the <a href="marker:aamg1">AA machineguns</a>
<!-- [END] -->
</p><hr>

<!-- Objective 3 -->
<p><a name="obj_3"></a>
<!-- [OBJ_3] -->
Await the arrival of the <a href="marker:lz">air assault troops</a>
<!-- [END] -->
</p><hr>

<!-- Objective 4 -->
<p><a name="obj_4"></a>
<!-- [OBJ_4] -->
Seize control of <a href="marker:tower">Porto</a>
<!-- [END] -->
</p><hr>

<!---------------------------------------------------->
<!-- Debriefing                                     -->
<!---------------------------------------------------->
<!-- End #1 -->
<h2><a name="debriefing:end1"></a><br>
<!-- [TITLE_1] -->
A cheat has been used
<!-- [END] -->
</h2><br><p>
<!-- [TEXT_1] -->
By using the Endmission cheat you have revealed yourself as a disciple of pure and unadulterated evil.
<!-- [END] -->
</p><br><hr>

<!-- End #2 -->
<h2><a name="debriefing:end2"></a><br>
<!-- [TITLE_2] -->
Mission Accomplished
<!-- [END] -->
</h2><br><p>
<!-- [TEXT_2] -->
All objectives have been achieved. Congratulations on a job well done.
<!-- [END] -->
</p><br><hr>

<!-- End #3 -->
<h2><a name="debriefing:end3"></a><br>
<!-- [TITLE_3] -->
Mission Failed
<!-- [END] -->
</h2><br><p>
<!-- [TEXT_3] -->
The enemy managed to wipe out the entire team.
<!-- [END] -->
</p><br><hr>

</body>
</html>

The links to markers on the map are defined this way. Each of the link has to conform to the following <a href="marker:nameofmarker">textdescribingmarker</a>. These links are a useful aid to help guide the attention of players reading the briefing by moving to the map locations with the markers.

To get distinct sections in briefings, one must employ the basic html tags. Remember to close off each markup, as otherwise the makeup of the briefing can be completely disturbed. The most important part to divide the briefing is making use of:

<hr>
<p>
</p>

For ease of navigation, be sure to define section names:

<a name="Information"></a>

Practice makes perfect, just start with something that is easy to achieve and refine it from that. Setting too ambitious goals at the start and then not being able to get it right straight away is just a recipe for frustration. Keep it simple and add just little bits at a time and you will be able to get where you want.

This post was edited by Sander (2009-02-12 20:16, ago)


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#5 Posted at 2009-02-13 15:31        
     
GOD BLESS YOU SANDER!!!, this is really cool, thanks man, you helped me a lot!!!, now i think i can finish this mision once and for all. perhaps i make a campaign(I still dont know how to:dontgetit) but im shore about uploading missions here, i dont know how to load them too:satisfied, but anyway, thanks to you both Sander and Foxhound for your invaluable help!!!


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#6 Posted at 2009-02-13 15:59        
     
LNTDrakeJackson : but im shore about uploading missions here, i dont know how to load them too:satisfied, but anyway, thanks to you both Sander and Foxhound for your invaluable help!!!


Having a Mod/Addon/Script/Mission hosted at Armaholic.com


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#7 Posted at 2009-03-29 18:27        
     
I have dug around through the forums, but cant seem to find a way to tick off an objectives as "FAILED" (red x instead of a green tick). If anyone knows what I need to do, plaease let me know. In the mean time I will keep digging in hopes of finding it.

Yhank you


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#8 Posted at 2009-03-29 18:32        
     
You use objstatus for that.

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#9 Posted at 2009-03-29 18:54        
     
Foxhound;

I have set it up that way, and it works ok with DONE and HIDDEN, but the FAILED still shows it marked off with a gree tick mark. Here are the lines I used in the two triggers.

Objective completed - "1" objStatus "DONE"; OBJ_1=1; publicVariable "OBJ_1"

Objective Failed - "1" objStatus "FAILED"; OBJ_1=1; publicVariable "OBJ_1"

both generate the same green tick ? Am I missing something here (probably, Im still very new to this)

Thanks for the fast responce


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#10 Posted at 2009-03-29 21:35        
     
Post your objectives from the briefing here, maybe there is an error.

Also check this tutorial (just an extre reference):
http://www.ofpec.com/ed_depot/index.php?action=details&id=325

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#11 Posted at 2009-03-30 19:06        
     
Here is the objective section from the Breifing file;

<p>OBJECTIVES</p>
<hr>
<p><a name="OBJ_1"></a> Find a <a href="marker:OBJECT_1">Civilian</a> that may have information.
</p><hr>
<hr>
<p><a name="OBJ_2"></a> Hold off Attack from Northern Forces, then eliminate them all.
</p><hr>
<hr>
<p><a name="OBJ_3"></a> Hold off Attack from Southern Forces, then eliminate them all.
</p><hr>
<hr>
<p><a name="OBJ_4"></a> Make your way to Extraction for pickup.
</p><hr>


I want to set OBJ_1 to fail if the civilian is killed before they recieve the info. OBJ_2 and OBJ_3 and OBJ_4 are hidden. OBJ_2 and OBJ_3 become visible if they get information from the civilian (OBJ_1 done), but not if they dont. OBJ_4 becomes viible only after OBJ_2 and OBJ_3 are complete.

The entire mission runs perfectly, with the exception of the red X for mission fail. The Objective triggers are;

When within 20 meters of civilian; Trigger - Contact made

Condition - this AND {alive _x} count units civ1==1 [this is a bluefor pressent within 20m radius]
ON Act - [] exec "informant.sqs";"1" objStatus "DONE"; OBJ_1=1; publicVariable "OBJ_1"
On Deact - OBJ_7=1; publicVariable "OBJ_7"; OBJ_6=1; publicVariable "OBJ_6"

Script runs fine, and OBJ_1 is green ticked. OBJ_7 is just a variable to trigger two enimy groups to move, and works. Once the Bluefor player moves outside the radius of the trigger, OBJ_6 is set and so is OBJ_7 [move the troups] which works.

Trigger - Contact killed

Condition - {alive _x} count units civ1==0 [group, which is civ1 is dead]
On Act - "1" objStatus "FAILED"; OBJ_1=1; publicVariable "OBJ_1"; OBJ_7=1; publicVariable "OBJ_7"

Script runs fine, but OBJ_1 is green ticked. OBJ_7 is just a variable to trigger two enimy groups to move, and works.

Trigger - Make OBJ_2 and 3 visible

Condition - OBJ_6==1;
On Act - "2" objStatus "VISIBLE"; "3" objStatus "VISIBLE"

OBJ_6 set ONLY when OBJ_1 was completed


Everything seems to work they way I want [if the civilian dies, OBJ_2 and OBJ_3 stay hidden] but I just cant get the red x instead of the green tick.

Hope this helps, as its a mystery to me, as I cant see why the objStatus "FAILED" wont create a red x ?


Thank you for the help


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#12 Posted at 2009-03-30 20:06        
     
Well, I see a lot of these "OBJ_6=1 and OBJ_1=1 etc" in what you posted above and I am not sure what they are doing there. You are creating a counter?

But anyway. What you should do is check wether or not the "done" trigger is activated somehow when the "failed" trigger should be activated (or maybe they are both activated).
You can simply check when triggers are activated when you add a sidechat message to it. So, as soon as the trigger gets activated the chat message comes up and you will know it was activated.
If the message comes up when it should not you know something is wrong with the triggers ;)
Make sure to make a different chat message for each trigger so you can easily recognize what trigger gives what message.

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#13 Posted at 2009-03-30 20:23        
     
Thanks a lot for the tip, and i did just that. It seems that all the triggers are working properly, and the "complete" one does NOT fire (thus overriding the failed one)

The reason I used OBJ_x = 1(0) is just due to code i started working with, I could easily change all to OBJ_x = true(false)

I have actually not used them for counters, but for flags (as I have problems making the triggers check for multiple conditions). OBJ_6 is just a "OBJ_1 completed ok" flag (it is not set if OBJ_1 fails). OBJ_7 is just a trigger that allows troups (that are currently waiting a a WP) to move.

I guess that is the wierdest part about the whole thing, all works perfectly except for th red x display. While the green tick I guess really doesnt matter (sure doesnt effect the operation of the fact it failed and different things happen), it just looks weird. I would be much happier if the triggers didnt work, then I would at least have somewhere to start looking