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RueLight Average Poster


Joined: 18 Jan 2007 Posts: 891 Location: Germany, Siegen
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Posted: Fri Jul 23, 2010 10:29 pm Post subject: co10@_c-hunters_v1_2.takistan |
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lo
i finished my new mission today. the file is already uploaded on TS3\ArmaII OA
i dont want to reveal a lot, just its a HALO mission with hunting enemy planes etc.
try it out
i already tested for some stuff like playerstart, working triggers, working scripts, waypoints and so on. obj-triggers and all others worked fine, plz let me know if u found any bug or if u`ve an idea to improve the mission.
cu |
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RueLight Average Poster


Joined: 18 Jan 2007 Posts: 891 Location: Germany, Siegen
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Posted: Thu Jul 29, 2010 11:46 pm Post subject: |
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current version is co10@_C-Hunters_v0_61.Takistan
changes:
- delete some enemies
- reduced skill of some enemies
- corrected few waypoints
- fixed a small bug with the planes
mission is on TS3\ArmaOA
greets |
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Muerte Post Whore

Joined: 19 May 2004 Posts: 5239 Location: Oregon USA
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Posted: Fri Jul 30, 2010 12:04 pm Post subject: |
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Uploading _________________ Can't we just play.
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anarcho Former Senior Member
Joined: 04 Jun 2004 Posts: 2294 Location: earth
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Posted: Mon Sep 27, 2010 2:00 pm Post subject: |
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rue I've had to take it off Majors due to causing constant errors due to this file obj2_loaddata.sqs try looking at a sqf alternative. Also you need to remove the host/alive_check as that is bugged as well.
Code: | Error in expression <p2 distance notebook <=2 >
Error position: <p2 distance notebook <=2 >
Error Undefined variable in expression: p2
Error in expression <p3 distance notebook <=2 >
Error position: <p3 distance notebook <=2 >
Error Undefined variable in expression: p3
Error in expression <p4 distance notebook <=2 >
Error position: <p4 distance notebook <=2 >
Error Undefined variable in expression: p4
Error in expression <p5 distance notebook <=2 >
Error position: <p5 distance notebook <=2 >
Error Undefined variable in expression: p5
Error in expression <p6 distance notebook <=2 >
Error position: <p6 distance notebook <=2 >
Error Undefined variable in expression: p6
Error in expression <p7 distance notebook <=2 >
Error position: <p7 distance notebook <=2 >
Error Undefined variable in expression: p7
Error in expression <p8 distance notebook <=2 >
Error position: <p8 distance notebook <=2 >
Error Undefined variable in expression: p8
Error in expression <p9 distance notebook <=2 >
Error position: <p9 distance notebook <=2 >
Error Undefined variable in expression: p9
Error in expression <p10 distance notebook <=2 >
Error position: <p10 distance notebook <=2 >
Error Undefined variable in expression: p10
Error in expression <{if (alive _x) then {_a=_a+[_x]}} foreach _all>
Error position: <_x) then {_a=_a+[_x]}} foreach _all>
Error Undefined variable in expression: _x
Error in expression <{if (alive _x) then {_a=_a+[_x]}} foreach _all>
Error position: <_x) then {_a=_a+[_x]}} foreach _all>
Error Undefined variable in expression: _x
Error in expression <{if (alive _x) then {_a=_a+[_x]}} foreach _all>
Error position: <_x) then {_a=_a+[_x]}} foreach _all>
Error Undefined variable in expression: _x
Error in expression <{if (alive _x) then {_a=_a+[_x]}} foreach _all>
Error position: <_x) then {_a=_a+[_x]}} foreach _all>
Error Undefined variable in expression: _x
Error in expression <{if (alive _x) then {_a=_a+[_x]}} foreach _all>
Error position: <_x) then {_a=_a+[_x]}} foreach _all>
Error Undefined variable in expression: _x
Error in expression <{if (alive _x) then {_a=_a+[_x]}} foreach _all>
Error position: <_x) then {_a=_a+[_x]}} foreach _all>
Error Undefined variable in expression: _x
Error in expression <{if (alive _x) then {_a=_a+[_x]}} foreach _all>
Error position: <_x) then {_a=_a+[_x]}} foreach _all> |
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Mr.Peanut Gerbil Repository

Joined: 04 Jun 2004 Posts: 4171 Location: Halifax, Canada
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Posted: Mon Sep 27, 2010 2:13 pm Post subject: |
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post the script in question and i will fix it. it looks like the same kind of bug, undefined units. easily fixed by replacing array of units i.e. [p1,p2,...]
with the command playableUnits
as for the alive check script, narc posted a fix for that. somewhere... _________________ Sent from my handheld deviceless wire |
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anarcho Former Senior Member
Joined: 04 Jun 2004 Posts: 2294 Location: earth
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Posted: Mon Sep 27, 2010 2:24 pm Post subject: |
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GDT stuff will force end the mission when all playerable units dead, though not a 'proper' end as such, F2 stuff explains how to do this.
obj2_loaddata.sqs
Code: | #check
? damage notebook >= 1 : goto "notebookdestroyed"
? p1 distance notebook <=2 : goto "downloadingdata"
? p2 distance notebook <=2 : goto "downloadingdata"
? p3 distance notebook <=2 : goto "downloadingdata"
? p4 distance notebook <=2 : goto "downloadingdata"
? p5 distance notebook <=2 : goto "downloadingdata"
? p6 distance notebook <=2 : goto "downloadingdata"
? p7 distance notebook <=2 : goto "downloadingdata"
? p8 distance notebook <=2 : goto "downloadingdata"
? p9 distance notebook <=2 : goto "downloadingdata"
? p10 distance notebook <=2 : goto "downloadingdata"
~3
goto "check"
#downloadingdata
hint " Starting download... \n Please wait. "
~10
hint " File transfer complete. \n Have a nice day. "
tskobj2 setTaskState "SUCCEEDED"; ziel2=true; publicVariable "ziel2"; "obj2" setMarkerColor "ColorGreen"; exit
#notebookdestroyed
tskobj2 setTaskState "Failed";
hint " The notebook was destroyed! \n Mission failed! "
~2
all_player_dead=true; publicVariable "all_player_dead"; exit
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Mr.Peanut Gerbil Repository

Joined: 04 Jun 2004 Posts: 4171 Location: Halifax, Canada
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Posted: Mon Sep 27, 2010 2:41 pm Post subject: |
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Can't be arsed to rewrite into sqf, however errors can be easily removed.
Code: | #check
? damage notebook >= 1 : goto "notebookdestroyed"
if ({_x distance notebook <= 2} count playableUnits > 0) then {goto "downloadingdata"}
~3
goto "check"
#downloadingdata
hint " Starting download... \n Please wait. "
~10
hint " File transfer complete. \n Have a nice day. "
tskobj2 setTaskState "SUCCEEDED"; ziel2=true; publicVariable "ziel2"; "obj2" setMarkerColor "ColorGreen"; exit
#notebookdestroyed
tskobj2 setTaskState "Failed";
hint " The notebook was destroyed! \n Mission failed! "
~2
all_player_dead=true; publicVariable "all_player_dead"; exit |
Hopefully I haven't missed any brackets. _________________ Sent from my handheld deviceless wire |
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Mr.Peanut Gerbil Repository

Joined: 04 Jun 2004 Posts: 4171 Location: Halifax, Canada
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Posted: Mon Sep 27, 2010 2:46 pm Post subject: |
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Quote: | GDT stuff will force end the mission when all playerable units dead, though not a 'proper' end as such, F2 stuff explains how to do this | Confused about a reference to both GDT "stuff" and F2, since I assumed they were independant. I know F2 framework has the Multiplayer_Ending_Controller, but what has this to do with GDT? And what is meant by "stuff"? you mean the GDT spec script? _________________ Sent from my handheld deviceless wire |
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anarcho Former Senior Member
Joined: 04 Jun 2004 Posts: 2294 Location: earth
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Posted: Mon Sep 27, 2010 2:51 pm Post subject: |
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Mr.Peanut wrote: | Quote: | GDT stuff will force end the mission when all playerable units dead, though not a 'proper' end as such, F2 stuff explains how to do this | Confused about a reference to both GDT "stuff" and F2, since I assumed they were independant. I know F2 framework has the Multiplayer_Ending_Controller, but what has this to do with GDT? And what is meant by "stuff"? you mean the GDT spec script? |
Yes they are independant, while the GDT spect will end a mission when all players dead to get a proper ending you should really use the Multiplayer_Ending_Controller from f2 as that will give you a true ending win, lose etc...
i just like the word stuff  |
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Mr.Peanut Gerbil Repository

Joined: 04 Jun 2004 Posts: 4171 Location: Halifax, Canada
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Posted: Mon Sep 27, 2010 3:30 pm Post subject: |
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anarcho wrote: | i just like the word stuff  | do you like to stuff stuff? _________________ Sent from my handheld deviceless wire |
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RueLight Average Poster


Joined: 18 Jan 2007 Posts: 891 Location: Germany, Siegen
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Posted: Mon Sep 27, 2010 7:21 pm Post subject: |
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thx for the fix pea. at moment i haven't enough time to update any missions.
cu soon, hopefully  |
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RueLight Average Poster


Joined: 18 Jan 2007 Posts: 891 Location: Germany, Siegen
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Posted: Fri Oct 29, 2010 10:16 pm Post subject: |
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co10@_C-Hunters_v1_1.Takistan
changelog:
- fixed extract-script
- fixed obj2 script
- removed alive-check-script
- added 2 bunkers
- chenged starttime for the planes
- fixed takeoff_help: it just works if pilot is alive
mission is uploaded on TS3/Arma OA |
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anarcho Former Senior Member
Joined: 04 Jun 2004 Posts: 2294 Location: earth
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Posted: Mon Nov 01, 2010 10:41 am Post subject: |
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uploaded to majors |
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RueLight Average Poster


Joined: 18 Jan 2007 Posts: 891 Location: Germany, Siegen
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Posted: Wed Jun 08, 2011 5:18 pm Post subject: |
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co10@_c-hunters_v1_2.takistan uploaded on TS3/Arma II OA Majors/rue missions/new updates
changes:
- added 2x statik zsu cannon
- changed planemovement
- added more AA soldiers and ammo
edit:
new changes but it's still the same version 1_2 (already uploaded on TS3):
- fixed obj2 "load data" - if you move away at downloading datafiles connection get lost and you have to try again
- fixed loadscreenpic |
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Zapperguy Deletions Department

Joined: 31 Oct 2005 Posts: 3116 Location: Springfield.... D'oh!
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Posted: Thu Jun 09, 2011 11:25 am Post subject: |
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Uploaded - old version removed.
Thx Rue.  _________________
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