Dead Men Walking

Forum Archive 2023 => dMw Gaming => Gaming Archive => ARMA => Topic started by: Benny on January 22, 2010, 11:50:23 AM

Title: Mission Editing
Post by: Benny on January 22, 2010, 11:50:23 AM
I'm going to stick this, unless anyone has any objections.

I'm going to need some help here, because
10 Print "coding ain't my thang"
20 goto 10


All mission files are stored as .pbo's which can be opened in a text editor, that's where we need to do our magic.

Problem 1.
I've started trying to edit 'Black Cow' to give it respawns, although I think we may be better trying to edit insurgent airfield.
There is a 'respawn' line that has a number of options. Respawn=base would be ideal, then adding a var for the base or a mobile as per hijack.

Could someone code like take a look at hijack and search for mobile to see the code, then see if we can get it into insurgent airfield?

I've tried and it craps on me.
Title: Mission Editing
Post by: delankster on January 22, 2010, 04:27:55 PM
not sure if b00n would be up for it, i seem to remember him mentioning it in an earlier post.
but with his fractured shoulder not sure how much he'll be about... b00n ?

i would look at it mate but my coding skills are... well non existant
Title: Mission Editing
Post by: OldBloke on January 22, 2010, 05:09:11 PM
I'll have a butcher's :)
Title: Mission Editing
Post by: b00n on January 22, 2010, 05:54:08 PM
Don't think you want to be editing the pbo files directly - iirc they're compiled from all the scripts and other resources included in the mission.  Again iirc you can get the official tools which include a tool to extract the files from pbos.  After that you would alter the respawn options in one of the scripts but you'd also most likely need to place markers in the in-game editor.

Doubtful that I'll get a chance to have a look till I get my arm back. :(
Title: Mission Editing
Post by: Benny on January 23, 2010, 12:59:27 PM
http://voyager.alfamoon.com/download/arma/PboView.zip

use this.

You can use a text editor but it screws up when it saves. So...I have a working one open in a text editor (notepad++ being my choice) then edit using the link above.
Title: Mission Editing
Post by: OldBloke on January 23, 2010, 01:39:58 PM
Quote from: Benny;302298http://voyager.alfamoon.com/download/arma/PboView.zip

use this.

You can use a text editor but it screws up when it saves. So...I have a working one open in a text editor (notepad++ being my choice) then edit using the link above.

OK. I'm trying to get some stats working for the Racing section but I'll check it out soon.
Title: Mission Editing
Post by: A Twig on January 23, 2010, 01:47:07 PM
Once I get these exams out the way I'm going to have a play at creating a mission from scratch I reckon...
Title: Mission Editing
Post by: Benny on January 23, 2010, 06:14:38 PM
http://forums.bistudio.com/showthread.php?t=94222

helpful!
Title: Mission Editing
Post by: Benny on February 02, 2010, 02:01:51 PM
More helpful

http://www.youtube.com/user/neddle69
Title: Mission Editing
Post by: Benny on February 21, 2010, 01:35:12 PM
Briefing template - courtesy of jinef and mickey


Quote*   Mikey's Briefing Template v0.03
  *
  *
  *   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 variable names.
  *
  *
  *      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 an existing marker!
  *      - Set the Current Task:   player setCurrentTask tskExample;
  *      
  *      Formatting:
  *      - To add a newline:       

  *      - To add a marker link:   Attack this area!!!
  *      - To add an image:       
  *         - custom width/height:   
  *      
  *      Commands to use in-game:
  *      - Set Task State:      tskExample setTaskState "SUCCEEDED";   // states: "SUCCEEDED"  "FAILED"  "CANCELED" "CREATED"
  *      - 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 tskExample and the mk_fTaskHint function exist
  *                     
  *
  *   Authors: Jinef & mikey
  */
Title: Mission Editing
Post by: Benny on March 26, 2010, 08:55:23 AM
Right, I'm going to restart my mission from scratch and could probably do with some help.

I can get the basic patrolling, chopper evac and mission templates done, but I'll need some help with the waypoints piece. Any volunteers? We'll also need to come up with a scenario. Looking for something scalable to about 8 players with respawn.

Map location suggestions etc are welcomed.
Title: Mission Editing
Post by: OldBloke on March 26, 2010, 09:31:59 AM
I'm willing to assist :)
Title: Mission Editing
Post by: OldBloke on March 27, 2010, 06:41:55 PM
What's the preferred method of revives/respawns?

Those I'm aware of are:

Auto respawn which can be to a location based on task completion.

Respawn to mobile tent deployed by squad leaders.

Limited revives given to all squaddies.

Combos of the above and ....

None - you're dead. Live with it :roflmao:

Any more?

On larger missions with multiple tasks the shifting respawn works well and eliminates the awful long distance yomping but do we want to hard-code a preferred method into our designs?
Title: Mission Editing
Post by: Benny on March 27, 2010, 07:17:24 PM
Respawns

The combinations are a little limited by how you do it.

Norrins respawn is the mos frequently used and therefore should be the least 'buggy'.
http://forums.bistudio.com/showthread.php?t=74396&highlight=Respawns

What it basically does is take your dead body and stick it somewhere else on the map, then creates a player on your position ad infinitum (or to a count).

There are messier ones out there, like the one I used on the town-clear map, which frankly are a bit crap. I reckon we should try and use Norrins and then keep the variables open.

Location

I think I've found a nice little spot, top right of the map (http://ttp2.dslyecxi.com/images/chernarus_big_hq.jpg), a relatively large river inlet that is ripe for an amphibious infiltration or evac. Evacs are easier to code. So if we can work something around ending as we boat out with perhaps a few patrols on the sides of the river to avoid as we go?
Title: Mission Editing
Post by: Benny on March 29, 2010, 08:15:06 PM
Ok, so I have a scenario and the basic area of the map. Have talked through a plan with OB. Any more input? Any special 'needs' or 'definitely nots'.

Expect a beta release on Monday.
Title: Mission Editing
Post by: delankster on March 30, 2010, 09:48:43 AM
Superb work Guys :thumbsup2:

As far as i'm concerned all Sounds good.

the norris respawn seems a good place to start.
if you need a hand with testing give us a nudge :)
Title: Mission Editing
Post by: Benny on May 06, 2010, 12:04:06 PM
I change my mind weekly on this. I'm now thinking the best way to do it is to populate the entire map with enemy (randomised) which is relatively easy.

Save that as a base mission 'free for all'. Then edit that with single missions. It's relatively easy to set up;

if 'x' no longer in area 'y' then mission complete.

So you can relatively easily do 'destroy this', kill that, clear the other

We can then have a base level on which to build whatever we like. I'll work on the Norrin piece as that's the bit I just can't get working and what's holding me up.  

Thoughts?
Title: Mission Editing
Post by: OldBloke on May 06, 2010, 03:25:02 PM
I've got some time to give this now so will be happy to get involved.