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co10@_c-hunters_v1_2.takistan

 
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RueLight
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PostPosted: Fri Jul 23, 2010 10:29 pm    Post subject: co10@_c-hunters_v1_2.takistan Reply with quote

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 Wink



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
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PostPosted: Thu Jul 29, 2010 11:46 pm    Post subject: Reply with quote

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
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PostPosted: Fri Jul 30, 2010 12:04 pm    Post subject: Reply with quote

Uploading
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anarcho
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PostPosted: Mon Sep 27, 2010 2:00 pm    Post subject: Reply with quote

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
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PostPosted: Mon Sep 27, 2010 2:13 pm    Post subject: Reply with quote

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...
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anarcho
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PostPosted: Mon Sep 27, 2010 2:24 pm    Post subject: Reply with 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.

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
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PostPosted: Mon Sep 27, 2010 2:41 pm    Post subject: Reply with quote

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.
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Mr.Peanut
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PostPosted: Mon Sep 27, 2010 2:46 pm    Post subject: Reply with quote

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?
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anarcho
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PostPosted: Mon Sep 27, 2010 2:51 pm    Post subject: Reply with quote

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 Razz
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Mr.Peanut
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PostPosted: Mon Sep 27, 2010 3:30 pm    Post subject: Reply with quote

anarcho wrote:
i just like the word stuff Razz
do you like to stuff stuff?
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RueLight
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PostPosted: Mon Sep 27, 2010 7:21 pm    Post subject: Reply with quote

thx for the fix pea. at moment i haven't enough time to update any missions.

cu soon, hopefully Smile
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RueLight
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PostPosted: Fri Oct 29, 2010 10:16 pm    Post subject: Reply with quote

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
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PostPosted: Mon Nov 01, 2010 10:41 am    Post subject: Reply with quote

uploaded to majors
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RueLight
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PostPosted: Wed Jun 08, 2011 5:18 pm    Post subject: Reply with quote

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
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PostPosted: Thu Jun 09, 2011 11:25 am    Post subject: Reply with quote

Uploaded - old version removed.
Thx Rue. Very Happy
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