Hoping someone can host a coop mission :)
#41
Posted 10 July 2010 - 07:39 AM
hi Zeno - yeh i had a look at that - bloody thing still keeps resetting itself.
i am continuing to rebuild mission from scratch and see if that works properly otherwise i MH6 said it could be network issue and i need to adjust script to fit dedi. Will keep you posted.
we'll get there.
Lighty.
i am continuing to rebuild mission from scratch and see if that works properly otherwise i MH6 said it could be network issue and i need to adjust script to fit dedi. Will keep you posted.
we'll get there.
Lighty.
#45
Posted 12 July 2010 - 11:43 PM
If it is the JIP issue I had in the Battle for Utes map you are talking about then I do have a few ideas for you:
First you have to edit your init.sqf. Put in these commands:
obj1=False;
obj2=False;
obj3=False;
publicVariable "obj1";
publicVariable "obj2";
publicVariable "obj3";
onplayerConnected {[] execVM "scripts\JIP.sqf"};
If you have more then 3 objectives just add obj4, obj5 etc.
Then put in the activation line of each of your objective triggers publicVariable "obj1"; obj1=true. For 2nd objective publicVariable "obj2"; obj2=true. And so on...
Create a new sqf file and call it JIP.sqf and save it into your scripts folder.
Inside this new file try out something like that:
If obj1=true then
{
Objective1 setTaskState "SUCCEEDED";
"1" objstatus "Done";
};
If obj2=true then
{
Objective2 setTaskState "SUCCEEDED";
"2" objstatus "Done";
};
If obj3=true then
{
Objective3 setTaskState "SUCCEEDED";
"3" objstatus "Done";
};
But the definations have to be the same you use in your briefing.sqf
I donīt know what kind of task system you use in that particular mission so there could be some conflicts with that way I am using.
I hope this is of any help...
First you have to edit your init.sqf. Put in these commands:
obj1=False;
obj2=False;
obj3=False;
publicVariable "obj1";
publicVariable "obj2";
publicVariable "obj3";
onplayerConnected {[] execVM "scripts\JIP.sqf"};
If you have more then 3 objectives just add obj4, obj5 etc.
Then put in the activation line of each of your objective triggers publicVariable "obj1"; obj1=true. For 2nd objective publicVariable "obj2"; obj2=true. And so on...
Create a new sqf file and call it JIP.sqf and save it into your scripts folder.
Inside this new file try out something like that:
If obj1=true then
{
Objective1 setTaskState "SUCCEEDED";
"1" objstatus "Done";
};
If obj2=true then
{
Objective2 setTaskState "SUCCEEDED";
"2" objstatus "Done";
};
If obj3=true then
{
Objective3 setTaskState "SUCCEEDED";
"3" objstatus "Done";
};
But the definations have to be the same you use in your briefing.sqf
I donīt know what kind of task system you use in that particular mission so there could be some conflicts with that way I am using.
I hope this is of any help...
#46
Posted 13 July 2010 - 11:29 AM
love your work brother - i will put that in today, it seems to be what the BIS forums were saying the problem was too but couldnt give me the code to ammend it.
i will actually switch my mission building model and start building them using Daisan's model with the taskhint, the scripts to add or complete objectives and the ability to add objective easily on the fly.
also got my copy of OA and in messing around with the graffix i actually discovered that i have been running Chernarus at 1680x1050 when i should have been running it on this 32" screem at 1920x1080 - the difference in look is massive!!
so anyway, things are all looking for the coop format and once its all working 100% then the missions will flow faster.
Lighty.
i will actually switch my mission building model and start building them using Daisan's model with the taskhint, the scripts to add or complete objectives and the ability to add objective easily on the fly.
also got my copy of OA and in messing around with the graffix i actually discovered that i have been running Chernarus at 1680x1050 when i should have been running it on this 32" screem at 1920x1080 - the difference in look is massive!!
so anyway, things are all looking for the coop format and once its all working 100% then the missions will flow faster.
Lighty.
#48
Posted 25 July 2010 - 12:12 PM
joy at last!!
i just played out the mission i made on the dedi and it worked properly start to finish.
at this point i can make some changes to improve it, but the main thing is it does what it is supposed to do - woot!
i have already commenced work on a second mission - this time using Combined Operations and Zargabad - another GR-style mission.
i just played out the mission i made on the dedi and it worked properly start to finish.
at this point i can make some changes to improve it, but the main thing is it does what it is supposed to do - woot!
i have already commenced work on a second mission - this time using Combined Operations and Zargabad - another GR-style mission.
#49
Posted 30 July 2010 - 04:42 PM
i have just completed the updates to my first mission and would like players to try it today - to have a reasonable chance at completing this we really need about 5 or 6 players.
it is a classic GR-style mission and takes place at the Arma2 version of castle_day (unfortunately it is nowhere near as good as the original GR castle but nothing will ever beat that gem).
do i have any takers?
mission will take about 30 - 40 minutes at most i reckon and will be a nice change from Dom.
no addons required and kits are pre-assigned.
it is a classic GR-style mission and takes place at the Arma2 version of castle_day (unfortunately it is nowhere near as good as the original GR castle but nothing will ever beat that gem).
do i have any takers?
mission will take about 30 - 40 minutes at most i reckon and will be a nice change from Dom.
no addons required and kits are pre-assigned.
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