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1st Arma missions - issues?

Started by smilodon, December 13, 2014, 12:06:42 PM

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TwoBad

Put this in the leaders initialization fieldmygroup = group this
The Battle of Damnation Alley, 25th January 2015
\'You are hereby awarded the Military Cross, posthumously, for an act of exemplary gallantry during active operations against the enemy on land.\'
[SIGPIC][/SIGPIC]

BrotherTobious

This is sounding great smilo and loving the help and input thanks all that have chipped in.

Sent from my Nexus 5
"It's hard, but not as hard as Arma!!!" Tutonic
"Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon.." Terry Pratchett

Penfold

Yup and I can't wait until tonight to play it ? :)

BrotherTobious

That will all depend if smilo thinks it is ready to play.

Sent from my Nexus 5
"It's hard, but not as hard as Arma!!!" Tutonic
"Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon.." Terry Pratchett

TwoBad

Hope so !

(even if it's just to test the progress so far)
The Battle of Damnation Alley, 25th January 2015
\'You are hereby awarded the Military Cross, posthumously, for an act of exemplary gallantry during active operations against the enemy on land.\'
[SIGPIC][/SIGPIC]

smilodon

It's done and I've tested elements individually, but not a complete walkthrough (obviously) and I haven't added in TwoBads new revive and virtual ammo box yet. I don't think it's quite ready for prime time yet sadly. Certainly by Wednesday though.

I still need to decide if I am going to spawn enemy on proximity triggers or pre place them on the map. I don't think they will get upto mischief if they are their from the start and it makes everything easier. Is there a compelling reason to spawn enemies?

I'm also using the task completion trigger to assign the next task which Twobad says is buggy. I'm not sure how else to do it though, I want to set a task as complete, pop up a message that says well done you have completed the task......... now go and do the next thing. It works fine on my PC but \I've no idea what will happen when it's live.

If it works on the server I will be stunned.
smilodon
Whatever's gone wrong it's not my fault.

smilodon

All updated, using the new revive, new ammo box and some extra content. I will have the map ready for upload tomorrow. No idea if it will all work. It runs great on my PC do here's hoping.
smilodon
Whatever's gone wrong it's not my fault.

Penfold

How exciting. Just sorry I don't think I'll be back from in time

BrotherTobious

Looking forward to it mate.  Bung it over and we will get it uploaded. I wont be there Wed due to work doo.
"It's hard, but not as hard as Arma!!!" Tutonic
"Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon.." Terry Pratchett

smilodon

I may well just run through an easy mode version online if I can. No enemy. If it works then we can play it Sunday if people want.
smilodon
Whatever's gone wrong it's not my fault.

smilodon

Last issue to resolve. Respawns.

I made one using the respawn module in multiplayer. I named it 'respawn_west', attached it to a flagpole and it worked. Renamed the player group from 'mygroup' to 'deadmen' which I assumed is required to make the respawn on player feature work, and changed the respawn flagpole to a pile of fishing baskets and it broke. Now if I test it on a LAN multiplayer I die, count down from 5 seconds and then immediately respawn at my body. But then I cannot change stance position. I'm stuck crawling about although I can fire a gun etc. I cannot heal myself and do not appear wounded? I'm assuming that if I rename the group back to 'mygroup' the 'respawn_west' will work but respawn on player won't?

I'd quite like to use respawn on player as it might be a very long hike, with  limited transport to get back to the action? Is this a known bug and is there a fix or am I just doing something dumb?

Last think I'd like to do is set up a couple of enemy manned machine gun posts. I'm sure that's a simple enough job? Waypoints and 'get in' command?


Thanks for any help. Almost ready to go.
smilodon
Whatever's gone wrong it's not my fault.

TwoBad

Should be an easy fix smilo.  I think the issue is you are trying to respawn on a group of objects (our team) rather than a single object (the team leader) so Arma is having a hissy fit.

The fix.  Keep your team (group) named 'mygroup' as i believe you require that for other scripts.  Go to the team leader (the player) and give that unit (a single object) the name of 'deadmen' or whatever name you like as long as you specify it in the script.  That should fix the issue you're having.

As for 'changed the respawn flagpole to a pile of fishing baskets and it broke'.  Be cearful when changing named units (or objects, triggers etc), i have found that sometime the editor struggles to correctly assign a name that has previously been used to a new object.  Best way to avoid this is just use a new name for the new object.  This may be required for 'deadmen' but as you used this as a group name it should be ok
The Battle of Damnation Alley, 25th January 2015
\'You are hereby awarded the Military Cross, posthumously, for an act of exemplary gallantry during active operations against the enemy on land.\'
[SIGPIC][/SIGPIC]

smilodon

Well that went better than expected. However there were some odd glitches.

The briefing screen didn't show up on the map explaining what we needed to do.

The AAF guys don't like to be touched! Oldie healed one and got shot in the face for his trouble? Probably a glitch and not that important. They are only there for effect.

My ammo boxes ignored my INIT scripts and stayed with their default load out. I had carefully chosen a selection of gear to use but none of it appeared. We managed to get buy scavenging from dead bodies and trucks.

I have no idea what vehicles have in their inventory. Some seem to have first aid, some ammo but there's no way of knowing which makes it hard to work out what is going to be available in game.

Vehicles that had a 'lights on' script were not lit as they should be?

The two choppers at the artillery point are not supposed to move until we approach, when they lift off and fly off over our heads. Again it's for dramatic effect nothing more. So it was surprising to see the attack chopper lift off and shoot at us, especially as it has it's ammo set to zero and it's stance set to careless.

The Sochors needed more charges than we had to kill. Twobad explained this was a feature common to many maps. If the box script had worked we would have had loads of charges to use.

The evac chopper didn't take off and fly us out to rousing music and a triumphant mission completed screen. We had to execute the pilot and fly out ourselves.

There was a tracer effect where green and red tracer fire shoots up into the sky. I didn't see any on the whole map, even though the distant firefight sound effects did work.

The missions should have assigned as we went along. A trigger that assigned the first mission did work when we arrived at the drop zone. Then there was a trigger that should fire when all OPFOR troops around the crash site are dead. This ends the first mission and assigns the second which is to kill the sochors. When they die that mission ends and we get the evacuation mission. As we didn't kill the sochor tanks properly we didn't trigger the end of the objective and the start of the new one.

I let a few vehicles in game that shouldn't be there. They were for testing and weren't supposed to be in the game.

So I have things to do. Also I will move stuff about a bit so it's not exactly the same as tonight.

But it worked far better than I thought and we did manage to stay up and actually do the objectives, so that's something.
smilodon
Whatever's gone wrong it's not my fault.

TwoBad

That was a really good map smilo, great fun !!  Maybe i can help with some of the issues.

First one i have a suspicion about is
QuoteMy ammo boxes ignored my INIT scripts and stayed with their default load out
Can you post the code for one of the boxes so i can take a look?
The Battle of Damnation Alley, 25th January 2015
\'You are hereby awarded the Military Cross, posthumously, for an act of exemplary gallantry during active operations against the enemy on land.\'
[SIGPIC][/SIGPIC]

smilodon

Here's the code

clearmagazinecargo this;
clearweaponcargo this;    
clearitemcargo this;    
clearbackpackcargo this;
this additemcargo ["FirstAidKit", 50];
this additemcargo ["muzzle_snds_H", 20];
this addbackpackcargo ["B_AssaultPack_rgr",20];

However I think I need to set it so that the server defines the contents of the ammo box rather than ask each client to execute the init script themselves. So I'm now trying this

this allowDamage false;if (isServer) then {
clearWeaponCargoGlobal this;
clearMagazineCargoGlobal this;
clearItemCargoGlobal this;
clearBackpackCargoGlobal this;
this additemcargo ["FirstAidKit", 50];
this additemcargo ["muzzle_snds_H", 20];
this addbackpackcargo ["B_AssaultPack_rgr",20];
};
smilodon
Whatever's gone wrong it's not my fault.