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#1 Posted at 2009-08-14 23:19        
     
I've looked at a few different guides on how to create a briefing, and they all say slightly different things. I created my briefing according to one that I found on Foxhound's Noob list, it looks like this:


In my Briefing.sqf is this

waitUntil {!(isNull player)};
waitUntil {player==player};
switch (side player) do
{
case WEST:
{
};
case EAST:
{
};
case RESISTANCE:
{
player createDiaryRecord ["Diary",["Team Profile","Name: Sgt. John "Saint" Paul<br/>Age: 28<br/>Hometown: New Orleans, Louisiana<br/>Infantry Designation: Operator<br/>Weapon of choice: RPG-7 or SMAW<br/>Comment: Discharged from the U.S.M.C. for firing on friendly tank during the invasion of Rasahina.... after he fired off over 20 Javelin Missiles in under 5 minutes<br/><br/><br/>Name: Sgt. Carlos "Hammer" Vasques<br/>Age: 27<br/>Hometown: Barcelona, Spain<br/>Infantry Designation: Shotgun<br/>Weapon of Choice: Saiga 12K or M249 SAW<br/>Comment: Operates in the battlefield with cold logic and steady hands. Quickly rose the ranks of the U.N. Peacekeepers but later left to work as a private contract after becoming fed up with the U.N. chain of command... smart man...<br/><br/>Name: Crpl. Anthony Miller<br/>Age: 25<br/>Hometown: New York City, New York<br/>Infantry Designation: Specialist<br/>Weapon of Choice: M16A4<br/>Comment: Miller is green as they come, just joined the company.... Word is he's the CEO's brother-in-law's uncle's nephew, twice removed... Yeah, I know what you're thinking, but regardless, he's your marksman for this mission, make sure he doesn't get lost in the woods or something..."]];
player createDiaryRecord ["Diary",["Summer Camp","Welcome to Summer Camp, Captain. Today you and your team will be qualifying for the annual Military Contractor Competition, also known as Summer Camp. We, Ballistyx Mercenary Co. are hosting this years tournament. Our competitors this year are Blue Sword Inc., Strategic Enterprises, and a newcomer, The Artemis & Dane Union.<br/><br/>Your biggest worry is Strategic Enterprises. They've been top dog for the past 4 years running.<br/><br/>Blue Sword = push over<br/><br/>Central is worried about The Artemis & Dane Union though. They're a small company and very shady when carrying out their operations. Watch your back..."]];
tskObj3=player createSimpleTask ["Eliminate the Target"];
tskObj3 setSimpleTaskDescription ["<marker name='Enemy'>Your opponents</marker> today are 3 Fireteams from Blue Sword Inc. one of our rival contracting agencies. You will be facing 3 to 1 odds, but you do have the element of suprise. Central suggests that you land your chopped to the south of Strelka and attack from there.","Eliminate the Target","Eliminate the Target"];
tskObj2=player createSimpleTask ["Fly to Strelka and engage enemy"];
tskObj2 setSimpleTaskDescription ["The boys are all chilln <marker name='Group'>over by the chopper</marker> waiting for you... ","Fly to Strelka and engage enemy","Fly to Strelka and engage enemy"];
tskObj1=player createSimpleTask ["Meet up with team."];
tskObj1 setSimpleTaskDescription ["You sent out for a new rifle a month ago, they finally got it in. The <marker name='armory'>armorer</marker> has it waiting in a crate for you.","Meet up with team.","Meet up with team."];
tskObj0=player createSimpleTask ["Pick up gear at the armory."];
tskObj0 setSimpleTaskDescription ["You sent out for a new rifle a month ago, they finally got it in. The <marker name='armory'>armorer</marker> has it waiting in a crate for you.","Pick up gear at the armory.","Pick up gear at the armory."];
player setCurrentTask tskObj0;
};
case CIVILIAN:
{
};
};
if (isNil {player getVariable "mk_briefingEH"}) then
{
player addEventHandler ["killed",{[] spawn {waitUntil {alive player};execVM"briefing.sqf";};}];
player setVariable ["mk_briefingEH",true];
};n
{
player addEventHandler ["killed",{[] spawn {waitUntil {alive player};execVM"briefing.sqf";};}];
player setVariable ["mk_briefingEH",true];
};


In one of the guides someone commented that you need an init.sqf that has "execVM "briefing.sqf";" in it, so I made that too...

I'm not sure whats wrong with it... then I again I'm a horrible scripter...

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#2 Posted at 2009-08-15 01:16        
     
start the briefing with

nul=[] execVM "briefing.sqf";

in your init.sqf and see if it's working then.

Since 1.03 you don't need the killed eventhandler stuff anymore since the briefing is restored after a respawn.

Also make sure that in your briefing texts there are no double quotation marks ( " ) except at the beginning and the end of the line. If like in your briefing you place a callsign (Carlos "Hammer" Vasques), you need to use single quotation marks for them (Carlos 'Hammer' Vasques).


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#3 Posted at 2009-08-15 08:12        
     
Also have a look at the Briefing manager, could be a nice tool to help you with the briefings.

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#4 Posted at 2009-09-01 17:55        
     
I have made a list of tasks and notes using the Briefing manager creating my briefing.sqf file, I have entered the line
[] execVM "briefing.sqf"; and added it to my init.sqf. (Its a multiplayer mission) When I enter the game all looks well, the notes are there and the tasks are there. BUT!!! when I die and then respawn the tasks and notes are created again, and this keeps happening each and every time I die and respawn, so as you can imagine the list gets longer and longer. Also If a new player joins (JIP) they don't get the tasks at all. has anyone got any ideas why this might be happening?


I have today tried the briefing template on the FAQ bit, but again for some reason when I die the tasks and notes repeat themselves, this is really doing my head in now, can somone please point me in the right direction, I have only 1 nerve left and this is really getting on it.

For the briefing below i have added this in my init.sqf:-
execVM "briefing.sqf"; 

This is my briefing.sqf:-
/*
  *	Unofficial Zeus Briefing Template v0.01
  *
  *
  *	Notes: 
  *		- Use the tsk prefix for any tasks you add. This way you know what the varname is for by just looking at it, and 
  *			aids you in preventing using duplicate varnames.
  *		- To add a newline: 		<br/>
  *		- To add a marker link:	<marker name='mkrObj1'>attack this area!</marker>
  *		- To add an image: 		<img image='somePic.jpg'/>
  *
  *		Required briefing commands:		
  *		- Create Note:			player createDiaryRecord ["Diary", ["*The Note Title*", "*The Note Message*"]]; 
  *		- Create Task:			tskExample = player createSimpleTask ["*The Task Title*"];
  *		- Set Task Description:	tskExample setSimpleTaskDescription ["*Task Message*", "*Task Title*", "*Task HUD Title*"];
  *		
  *		Optional briefing commands:
  * 		- Set Task Destination:	tskExample setSimpleTaskDestination (getMarkerPos "mkrObj1"); // use existing "empty marker" 
  *		- Set the Current Task:	player setCurrentTask tskExample;
  *		
  *		Commands to use in-game:
  *		- Set Task State:		tskExample setTaskState "SUCCEEDED";   // states: "SUCCEEDED"  "FAILED"  "CANCELED" 
  *		- Get Task State:		taskState tskExample;
  *		- Get Task Description:	taskDescription tskExample;   // returns the *task title* as a string
  *		- Show Task Hint:		[tskExample] call mk_fTaskHint; // make sure you've set the taskState before using this function 
  *							
  *
  *	Authors: Jinef & mikey
  */

// since we're working with the player object here, make sure it exists
waitUntil { !isNil {player} };
waitUntil { player == player };
  
  
switch (side player) do 
{
	
	case WEST: // BLUFOR briefing goes here
	{
		player createDiaryRecord ["Diary",["General Info","Missions can be played by 1 - 12 players in any order, ideally 4+, Wait for all players to be ready before starting the Mission. Set each task as current to show location. Unlimited spawns. Gear saved on respawn, but saved as it was when you died, so if out of ammo, you will be out of ammo on respawn. Weapons crates are available at spawn point.<br/>Known bugs :- Players joining (JIP) after the mission has already started don't get the tasks, so as said before try to start mission together.<br/>"]];
		player createDiaryRecord ["Diary",["Situation","The entire island is enemy territory, so contact could happen any place at any time. Weapon crates are only available at your bases, You can use the flag at your Main Base to paradrop to a location, teamwork will be essential, as transport is limited, this is located at the Northern Base.<br/>"]];
		
		// Eighth Objective
		tskObj7=player createSimpleTask ["Kill Insurgent Commander"];
            tskObj7 setSimpleTaskDescription ["Assassinate the Insurgent Commander, <marker name='Alpha'>Krychev</marker>. He is believed to be held out at the Russian camp at Kamyshovo.","Kill Insurgent Commander","Kill Insurgent Commander"];
		tskObj7 setSimpleTaskDestination (getMarkerPos "Alpha");			
		//>---------------------------------------------------------<
		
		// Seventh Objective
		tskObj6=player createSimpleTask ["Destroy UAV Terminal"];
		tskObj6 setSimpleTaskDescription ["Blow up the <marker name='Bravo'>UAV Terminal</marker> at the Docks at Solnichniy and Clear the area of any further threat!","Destroy UAV Terminal","Destroy UAV Terminal"];
		tskObj6 setSimpleTaskDestination (getMarkerPos "Bravo");
		//>---------------------------------------------------------<
		
		// Sixth Objective
		tskObj5=player createSimpleTask ["Destroy AA Battery"];
		tskObj5 setSimpleTaskDescription ["Disable the <marker name='Charlie'>AA Battery</marker> at Tulga along with its support Vehicles!","Destroy AA Battery","Destroy AA Battery"];
		tskObj5 setSimpleTaskDestination (getMarkerPos "Charlie");
		//>---------------------------------------------------------<
		
		// Fifth Objective
		tskObj4=player createSimpleTask ["Destroy AA and Artillary"];
		tskObj4 setSimpleTaskDescription ["Destroy the <marker name='Delta'>Artillary and the AA battery</marker> on the island of Drakon.Ensure the island is clear!","Destroy AA and Artillary","Destroy AA and Artillary"];
		tskObj4 setSimpleTaskDestination (getMarkerPos "Delta");
		//>---------------------------------------------------------<
		
		// Fourth Objective
		
		tskObj3=player createSimpleTask ["Destroy Artillary Emplacement"];
		tskObj3 setSimpleTaskDescription ["Destroy the three <marker name='Echo'>Artillary Guns</marker> on the hill to the Southwest of Msta!","Destroy Artillary Emplacement","Destroy Artillary Emplacement"];
		tskObj3 setSimpleTaskDestination (getMarkerPos "Echo");
		//>---------------------------------------------------------<
		
		// Third Objective
		tskObj2=player createSimpleTask ["Destroy T90's at the Factory"];
		tskObj2 setSimpleTaskDescription ["Destroy all the <marker name='Foxtrot'>T90 Tanks</marker> at the Factory North of Solnichiy! Intel suggests there are 4 ready for combat!","Destroy T90's at the Factory","Destroy T90's at the Factory"];
		tskObj2 setSimpleTaskDestination (getMarkerPos "Foxtrot");
		//>---------------------------------------------------------<
		
		// Second Objective
		tskObj1=player createSimpleTask ["Eliminate Russian General"];
		tskObj1 setSimpleTaskDescription ["Eliminate the Russian General <marker name='George'>Krasnov</marker>, His last known position was at Solnichniy, he is attempting to recruit the services of Insurgent forces.","Eliminate Russian General","Eliminate Russian General"];
		tskObj1 setSimpleTaskDestination (getMarkerPos "George");
		//>---------------------------------------------------------<
		
		// First Objective
		tskObj0=player createSimpleTask ["Liberate North Base"];
		tskObj0 setSimpleTaskDescription ["Liberate our <marker name='Hariet'>Northern Base</marker>, we must take back our Base and reclaim our vehicles, all enemy units must be killed or detroyed.","Liberate North Base","Liberate North Base"];
		tskObj0 setSimpleTaskDestination (getMarkerPos "Hariet");
	};
	
	
	case EAST: // REDFOR briefing goes here
	{
		
		
	};
	
	
	case RESISTANCE: // RESISTANCE/INDEPENDENT briefing goes here
	{
		
		
	};
	
	
	case CIVILIAN: // CIVILIAN briefing goes here
	{
		
		
	};
};



// run this file again when respawning (only setup the killed EH once though)
if ( isNil{player getVariable "mk_killedEHadded"} ) then 
{
	player addEventHandler ["killed", 
	{ 
		[] spawn {
			waitUntil { alive player }; // waitUntil player has respawned
			execVM "briefing.sqf"; 
		};	
	}];
	player setVariable ["mk_killedEHadded", true];
};__________________

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Edit:-

Since the above I have now removed this part of the briefing.sqf (As I have read that since patch 1.03 the game now handles the killed eventhandler?):-
if ( isNil{player getVariable "mk_killedEHadded"} ) then 
{
player addEventHandler ["killed", 
{ 
[] spawn {
waitUntil { alive player }; // waitUntil player has respawned
execVM "briefing.sqf"; 
}; 
}];
player setVariable ["mk_killedEHadded", true];
};__________________

It now allows new JIP (Join in Progress) players to see the tasks and notes, players already in mission don't get the tasks repeating, BUT! the new players tasks are all Active, so the new player can't see which tasks have already been completed, anyone know of what needs to be done to sort that little problem out?

This post was edited by Tay-uk (2009-09-02 15:27, ago)


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#5 Posted at 2010-01-05 18:13        
     
Hi all,
I have a problem with making th briefing. I followed the basic briefing guide to the letter and then when i ran the game it did not work(im running it in the editor if that makes a differece. please help.i have made the init.sqf file and briefing.sqf file perfectly and it still does not work.

your matt


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#6 Posted at 2010-01-05 20:20        
     
@ sgt matty, sometimes the briefing wont appear until you wrap your mission up into a .pbo, sometimes u just need to export to multiplayer and it appears, thats how its been for me at least. check out arma edit it has a briefing wizard that creates the thing for you, its awesome