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[RIP] Luhgnut
Dec 17 2009, 16:44
<Phew> - I prefer mistakes to bugs :-)

Depends what kind of A&D you are talking about. The 'A&D' most easily supported by the scriptpack uses C&H as a basis so it is just a matter of getting players into an area (which may have a flagpole as a visible landmark). There's not currently a game mode that requires a team to physically carry a flag to an enemy area to win the game although you could perhaps fake it by using RUGBY with CTF_scoreToWin=1, cFlag positioned by the attacker's spawn, and the defenders 'home' flag positioned outside the play area.

ok cool. that's what I thought. had a brain fart on the rugby map. I swapped the flags and it works fine.

KadinX
Dec 17 2009, 16:55
As far as the HUD disappearence with every respawn when the ACE 2 mode is being used, you can hit 0-0-1 twice and you get it back up. A temporary fix for the ones that cannot live without it :)

[RIP] Luhgnut
Dec 17 2009, 19:23
seems to work after last ace2 push. gonna check it though.

[RIP] Luhgnut
Dec 19 2009, 03:08
it's still doing that crazy ocean tour with "flyroute" Can't figure it out.

sbsmac
Dec 19 2009, 08:14
Hmm - I just tried that mission you sent me here. A few things...

1) You have added "enableTeamSwitch disable;" to init.sqf. You shouldn't need this but if you do the format is actually "enableTeamSwitch false" ;

2) DLG_DEATHCAM appears to be broken in single-player. I'll need to look at this but for the moment have commented it out.

3) With ACE2 on my machine, the mission splashscreen stays on-screen for a _huge_ amount of time (almost a minute?) before the intro plays. I can only assume that ACE is doing something in the background to cause this delay.

4) I notice the spashscreen does not take up the entire width of the screen. THis is either because you haven't updated the scriptpack to the latest version or possibly forgot to update description.ext.

5) When the intro did come up, it seemed to do the right thing - there was a little ocean section for the first few seconds as it flew around the port but that seemed correct.

A few things I can suggest..

1) Is it possible you could strip out the ACE2 objects for the purposes of testing ?
2) Then zip up the entire mission folder and send me a link.
3) If the intro is still misbehaving, perhaps you could fraps it and upload a video ?

Thx

[RIP] Luhgnut
Dec 19 2009, 13:25
Hmm - I just tried that mission you sent me here. A few things...

1) You have added "enableTeamSwitch disable;" to init.sqf. You shouldn't need this but if you do the format is actually "enableTeamSwitch false" ;

2) DLG_DEATHCAM appears to be broken in single-player. I'll need to look at this but for the moment have commented it out.

3) With ACE2 on my machine, the mission splashscreen stays on-screen for a _huge_ amount of time (almost a minute?) before the intro plays. I can only assume that ACE is doing something in the background to cause this delay.

4) I notice the spashscreen does not take up the entire width of the screen. THis is either because you haven't updated the scriptpack to the latest version or possibly forgot to update description.ext.

5) When the intro did come up, it seemed to do the right thing - there was a little ocean section for the first few seconds as it flew around the port but that seemed correct.

A few things I can suggest..

1) Is it possible you could strip out the ACE2 objects for the purposes of testing ?
2) Then zip up the entire mission folder and send me a link.
3) If the intro is still misbehaving, perhaps you could fraps it and upload a video ?

Thx

The splash screen fills my screen, I have updated the scriptpack to latest as well. haven't touched the description.

The mission splash screen with ACE2 looks the same as prior than ACE2 - I can't tell the difference. I have noticed that if I have a broken line in the "intro setup" of the ctfConfig, will hang up for a very long time. Easily fixable on my part.

If I do "FlyRoute" is when it looses it's mind. I fraps it. FlyRound works fine. Theory is that in FlyRoute, is looses it's coords for the objectives, and fly down to the bottom left of the map, floats over the water, spins towards the player, fly's to him, then starts.

So far, I've uploaded the ACE2/Scriptpack .pbo missions to my clan, and they are enjoying them with no ill reported effects.

oh the team switch, I don't recall touching that, but I'll check.
I have to change operating systems to get fraps to run correctly and will edit this post with linkage.

thx.

Krout
Dec 19 2009, 14:24
Forgive me for the interruption, but what is ACE2? How and where to get it? If there is a place where it is explained in details, just point me there, please.
I noticed that I was not able to joined some servers because I did not have that "mysterious" (for me, of course) ACE2.
Thank you
K

[RIP] Luhgnut
Dec 19 2009, 14:53
Forgive me for the interruption, but what is ACE2? How and where to get it? If there is a place where it is explained in details, just point me there, please.
I noticed that I was not able to joined some servers because I did not have that "mysterious" (for me, of course) ACE2.
Thank you
K

ahhhh grasshopper..... prepare thyself.
here's the best link (http://community.bistudio.com/wiki/ACE2). This mod changes the entire game towards realism, and adds a TON of new vehicles and game play.

sbmac: here's a link to my missions site (http://www.josiebird.com/arma2). The fraps was a huge file so it's not included with this.

Krout
Dec 19 2009, 17:16
wow...so many new words; I have no idea what they mean, lol. But have to start somewhere, don't I?
One question, though - can I go back to the initial ARMA2? or can I keep both? I don't know how it works.
Thank you Lughnut.
K

[RIP] Luhgnut
Dec 19 2009, 17:29
wow...so many new words; I have no idea what they mean, lol. But have to start somewhere, don't I?
One question, though - can I go back to the initial ARMA2? or can I keep both? I don't know how it works.
Thank you Lughnut.
K

sure, it's really just a mod in essence. should discuss it in another forum though. but most server are going to run it when it comes out of beta. :yay:

Krout
Dec 19 2009, 17:36
got it, thank you

Tom_Anger
Dec 20 2009, 05:46
Hi mac, a question on Friendly Tags (i.e. CTF_iff=true). In making my Attack & Defend Training missions (GAMEMODE_COOP) I noticed that the tags showed up on enemy factions. I haven't fully tested on multiplayer PVP, but wanted to throw this out there while I had it fresh in my head. I could be wrong (wound;t be the 1st time, lol), but there may be something needed for coop and CTF_iff to prevent tags on AI.

[RIP] Luhgnut
Dec 21 2009, 21:04
just confirming that ACE2 did break the hud in regard to scoring, you have to toggle it off, then back on again to view em. It's like ACE reloads it's default hud on every death.

sbsmac
Dec 22 2009, 21:32
Well, it's almost Christmas... Rather than spend my time sipping port in front of a roaring fire with the wife and kids waiting on me hand and foot, I decided to learn about C# to give you all an early present. Here are some early results...

sPEEFGQyPdM

If you want to try this out, the install link is at http://www.armaleague.com/pvpmissionwizard/bin/setup.exe Ignore the first bit of the video that talks about setup.exe, it's already out of date.

REMINDER - this is a beta, don't blame me if it blows up your computer, burns down your house and runs off with your wife! ;)

If you want to enter into the festive spirit and help out, I could really do with some assistance in improving the various bits of text on the various pages (particularly the new mission template descriptions). Also I'm a bit short of illustrative videos for the various features - feel free to upload something and send me a link so I can add it to the proggy :)

Ho Ho Ho....

DarkSide Six
Dec 22 2009, 23:11
Nice ;)

Tom_Anger
Dec 23 2009, 11:28
Will give it a try. Thanks for being persistent mac. I never learned C# before, but I would assume it is close to C+ :cool:

sbsmac
Dec 23 2009, 15:06
Oops, download link was incorrect. Use http://www.armaleague.com/pvpmissionwizard/bin/setup.exe instead.

sbsmac
Dec 24 2009, 09:24
V3.03 now released for users of the PVPMissionWizard.
Fixes a problem where CTF_iff identified enemies in MP mode.

Taxman
Dec 27 2009, 15:53
Damn matey... have to say thats a cracking job you have done on the pvp wizard.... i have updated my mission, it took me about 2 mins.. lol.. so easy.

Bier AIG Razor
Dec 28 2009, 02:21
I have a problem with the guns-marker. I placed a marker called "guns" (without "") in front of me but the ammo box doesn´t exist. Did i something wrong?

sbsmac
Dec 28 2009, 07:45
'Guns' markers have been replaced by 'ammo' markers in later versions. See http://docs.google.com/View?id=dg9863vb_8cmnwqh26#Adding_extra_weapons_through_a_9809304843379099 for a list of the keywords you can use with these.

Tom_Anger
Dec 29 2009, 05:28
Hi Mac - please refer to my latest Feature request regarding penalizing players who leave the gameplay area: http://dev-heaven.net/issues/show/7498

May be something of worth for 3.03. If you need an example of what this looks like in game, I can record myself using the ARMA 2 demo in a TDM session. Leaving the zone distorts the screen a bit, but gives you enough know how to get back in the gameplay area. May be a key feature for designers bud and in my opinion is the next step to PVP perfection :-)

Bier AIG Razor
Dec 29 2009, 15:25
Thanks for the information.
But under Marker Ranges the marker "guns" is still listed. Should be edited:)

sbsmac
Dec 29 2009, 22:03
First few lines of the manual....

"About this Document
This is an open document which means that anyone can edit it by following this link. "

Honestly, I wish I had time to write the scripts, test all the gamemodes, create the wizard, test the wizard, and update the manual myself but I don't :) I'm very lucky to have had some excellent assistance on the testing and gamemode design front from people in this forum. If you'd like to help improve the manual I would be truly grateful :)

Anemia
Jan 3 2010, 13:17
Hi everyone ,
i want to use the ACE2 Medic System in a AAS map that i build.
Map works fine with no problems but the Ace2 Menue doesent pop up when i press "right windows" key.

in all my other missions the Medic Modul works without problems, so i think its something with the pvp script.

:confused:

any ideas ?

Mosh
Jan 5 2010, 16:37
Hi everyone ,
i want to use the ACE2 Medic System in a AAS map that i build.
Map works fine with no problems but the Ace2 Menue doesent pop up when i press "right windows" key.

in all my other missions the Medic Modul works without problems, so i think its something with the pvp script.

:confused:

any ideas ?

No idea, I've just started messing with ACE 2 recently myself, and just a few days ago tried incorporating some ACE 2 in some of my older PVP scriptpack missions... I don't know yet what works and what doesn't. If I figure something out I'll let you know.



Mac, the script is still awesome for all my pvp ideas... but since unfortunately all my ideas suck, I've been messing with the coop side... :rolleyes: and ACE 2...

I'll admit I tried F2 Framework for the coop stuff, but like yours much better, so I'm sticking with it. I've been using your PvP Mission wizard, but I like the old way better, a template I can just edit here and there...

No point really to my post, just letting you know I'm still using the shit out of it (and still can't write a line of code myself, but damn I sure can cut and paste). I've been trying to incorporate ACE 2 into it (I've added ammo and weapons), but I don't really know if anything 'special' needs to be done.

I still try to bug test for you, but I add stuff myself, and I'm most certain that causes the problems.

Stuff I add in case you care (for coops)...

Helicopter Pickup (http://forums.bistudio.com/showthread.php?t=83276)
Artillery Support (http://forums.bistudio.com/showthread.php?t=79020)
Air Support (http://forums.bistudio.com/showthread.php?t=90365)
Mobile HQ (http://forums.bistudio.com/showthread.php?t=76913)

I know the whole point of your scripts are for PvP... but since you added coop, I started messing with it...

Anyways, take care, if there's anything I can do, let me know. And feel free to ignore any of my stupid suggestions... :D

sbsmac
Jan 6 2010, 11:49
Folks - thanks for the feedback on ACE2. I've been a bit quiet on the scripting front due to holidays and wanting to make progress on the wizard but ACE2 compatibility is something I want to sort out when I get some time.

The wizard is starting to come together and I'll be rolling out an improved version shortly. One of the features to be added is support for user-defined templates. Ie, you'll be able to turn a pre-made mission into a template which you can then use as the basis for new projects - sounds like this would be a good feature for you Mosh :) I'm also looking at way for people to share their templates with other users - my intention is to be able to offer a 'library' of mission templates made by the community.

I also want to offer better support for co-op - with the new template system this will really help with quick creation of missions.

Mosh, the wizard is likely to be the preferred way to use the script-pack in future - my intention is that you should be able to more from the wizard than you could do just by editing the config files (for example, the latest beta version allows you to specify the number of players in a new mission) - so hopefully you'll stick with it :-) It also makes it a lot easier for me to roll out new script updates. In the meantime, great to hear you are still using the scripts and any feedback you have is always appreciated.

In terms of the features you mentioned...

>Artillery Support

Can you let me know where the current artillery markers fall short of doing what you need ? I've had a couple of requests to make the artillery more controllable so would be interested in what you want to do also.

>Air Support

Right - there's currently a request for a heli-strike as part of TDM games, so this could be adapted.

>Mobile HQ

Mobile HQ/respawn is probably the next thing to be added to the paradop function.

Anyway, as I say, it will take a couple of weeks to finish up on the wizard then I want to get ACE2 compatility and then I'll get back to improving the scripts.... Watch this space !

Tom_Anger
Jan 6 2010, 12:12
Good stuff for sure...

For the record, the Heli Support request is a part of our thought on PVP Team Acheivements (something hardly any PVP missions have if at all) which would be a server sided option for gameplay. When a team hits a kill threshold an announcement HINT BOX displays and they are awarded the AI Heli-Support which gives them the edge. The other team must scramble and be ready to take out the heli to prevent more damage. This Heli Support is the beginning to what we may be able to accomplish in Team Acheivements during gameplay rounds.

This all stems from the concept of Team Survival games which is fun for TDM, HOLD, and Attack & Defend (I have a large pack on the way hopefully soon). I too, have been busy and just getting done with the holidays, lol. Have some AAS to complete and offer a PVP pack version 1.03..... Work work work, lol.

Taxman
Jan 6 2010, 17:45
hya mac matey,, nice touch with the players tab,,, but for some reason I dont have one (a players tab that is) ,,,, btw would there be any chance of having the "length of the game" as a server selected option ? (from the wizard that is :) ) so admin can select 10 15 20 or 30 min rounds ?

sbsmac
Jan 6 2010, 19:14
Tax, the 'players tab' is currently somethign you only get when you create a new mission (File/new). I'll be adding player-editing in the normal view as well though !

Server/lobby dialogs are also something that will be coming soon :)

Krout
Jan 7 2010, 18:55
Originally Posted by sbsmac
Ah - in that case there is a way to do what you want..

1) make sure the respawn zone is away from the playing area
2) Place a paradrop marker over the entire respawn area.
3) Add the following keywords to the paradrop....



4) Place 1 (or more) dropzone markers over the playing area.

You should find that when a player is killed, they now stay in respawn until they are alive again at which time they are magically teleported to a random point in the playing area.

This video shows paradrop examples (around 2:30) http://www.youtube.com/watch?v=3lwp4KiluPE

There is only one thing to watch out for if using this approach - make sure you use minefields rather than borders otherwise if the respawn area is outside of the borders you may find players are killed as they respawn for being 'out of bounds'.

Sbsmac,
I think I will need your help on this one,

Following your post I’ve created paradrop zone, combined it with a respawn marker and put it away from the game zone. I have created a few dropzone markers in the game zone. When I tested it initially (dozens of times) it worked every time for me. But a few days later I started to notice that:

1 -Sometimes I respawn in the paradrop zone. At this point one of two things happening:
– if I look around but do not make any steps, I can stay there indefinitely. As soon as I make a few steps I see the map flash and get teleported into the game zone.
– I permanently respawn in the paradrop zone. I can move, run, shoot, etc.

2 - sometimes I respawn in the game zone.

Although, it happend about 10% of the time at first, it seams to happen more and more often.
Any advise on where to look?
Thank you
K

sbsmac
Jan 7 2010, 20:06
That sounds very odd - are you sure the paradrop marker is large enough to cover the entire respawn area with some extra margin? I'm wondering if you are respawning right on the edge of the zone or even outside it ? If you have made the two markers identical in size, there may be some rounding or placement errors which are causing you to be just outside the paradrop on respawn.

If that's still not the case it's possible you have found a bug in the scripts in which case you can send me the mission.sqm and ctfConfig files.


BTW - for those interested in the wizard, I released an improved version tonight :-)
Feeback always appreciated....

Krout
Jan 7 2010, 20:22
That sounds very odd - are you sure the paradrop marker is large enough to cover the entire respawn area with some extra margin? I'm wondering if you are respawning right on the edge of the zone or even outside it ? If you have made the two markers identical in size, there may be some rounding or placement errors which are causing you to be just outside the paradrop on respawn.

If that's still not the case it's possible you have found a bug in the scripts in which case you can send me the mission.sqm and ctfConfig files.


You are right, the paradrop marker is the same size as respawn area. I will increase the paradrop marker to cover the respawn area with generous margins and report back.
Thank you
K

Mosh
Jan 8 2010, 15:26
BTW - for those interested in the wizard, I released an improved version tonight :-)
Feeback always appreciated....

ISSUES (really works great for a beta)

no new coop
introduction type - no TextAndMusic option
Loadout chooser - no default (but has east/west)
upgrading from 2.0 pack can't load in Arma editor (1st line ctfConfig error)
some errors when using older script pack (2.xx - 3.02, i just click continue and keep going)
summary tab not accessible when using older script pack



error when selecting mission (this instance it was a fresh 3.03 mission that I made without mission maker program). If you like I can send you more, but they all seemed to say the same thing whether it was from clicking summary tab, opening a mission I made, etc). And like I said, I could click continue and keep going most of the time )The few crashes I have had with the program I don't remember what the hell I did to cause it... some beta tester, huh? :rolleyes: I'll keep trying and document more stuff for you.

####errror below####



See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at PVPMissionWizard.ctfConfig.isDefault(String var)
at PVPMissionWizard.MainPage.initAllControls()
at PVPMissionWizard.MainPage.updateAllControls()
at PVPMissionWizard.MainPage.openToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
PVPMissionWizard
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Mosh/AppData/Local/Apps/2.0/H4KGJ747.6WV/HENK52KX.5BB/pvpm..tion_fa65b9d1ef833db2_0001.0000_af8d5dd61263bb4b/PVPMissionWizard.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.4926 built by: NetFXw7
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Deployment
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Deployment/2.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll
----------------------------------------
System.Web
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_64/System.Web/2.0.0.0__b03f5f7f11d50a3a/System.Web.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

http://www.moshland.com/images/error.JPG


2.01 mission upgraded to 3.03 automatically (http://www.moshland.com/DM_2-64_Little_Island.zip) (with nothing else done by me)

http://www.moshland.com/images/error2.JPG



LIKES/DISLIKES

seems to work ok with new missions
unit browser is very nice
markers tab - shows my orphan markers i forget about, awesome feature
is growing on me, could see this whipping out quite a few missions once it's perfected


I'm sure I've asked this before, but would you rather me post at dev-heaven? I post here because I figure more people might see it who use the pack and post similar experiences for you... and because I'm lazy.


This is off topic kind of, and for anyone who reads this, but here goes.. there are a few good hold/aas servers (I'm talking USA here, I know the rest of the world has plenty of decent servers) and several really good hold/aas/ctf/etc mission makers. I am thinking about a renting small (30 slot) DM/TDM dedicated server to fill an empty void... and not conflict/compete with other US servers. I really only see one person still making DM missions (Celery http://www.moshland.com/images/smilies/bow.gif ) and think a DM/TDM only server is needed. Any thoughts by anyone?


I also promise I won't mention 'coop' in this thread again... I feel blasphemous even mentioning it in a PvP topic.

sbsmac
Jan 8 2010, 17:09
Mosh - good reports - thanks. Feedback on feedback ...


* no new coop

Coming as soon as I do a bit more work on extending the new-mission template mechanism.


* introduction type - no TextAndMusic option

Thanks - good catch


* Loadout chooser - no default (but has east/west)

I decided it was less confusing to have the separate defaults rather than one global one which could then be overridden (plus it was a lot easier to code!)


* upgrading from 2.0 pack can't load in Arma editor (1st line ctfConfig error)

I believe this is because you are missing the line "START_LOBBY_DIALOGS" before the dialogs you have set. If you load the mission then save it again it should be fixed up correctly (I just tried it here).

*EDIT* Actually it is because the old lobby-dialog sytem needed you to provide a parameter eg DLG_TIMELIMIT1(1) whereas the system in V3 regards the parameter as an error. You can workaround this by replacing
DLG_TIMELIMIT1(1)
with
DLG_TIMELIMIT1

I'm working on improving dialog support over the next couple of days so will fix up this case as part of that work.


* some errors when using older script pack (2.xx - 3.02, i just click continue and keep going)

I think this is because of 'obsolete' CTF vars for which I haven't set a default. I'll fix it up so that these don't throw an error.


* summary tab not accessible when using older script pack

Hmm - probably the same root cause. Will fix up.


* seems to work ok with new missions
* unit browser is very nice

:) I will probably add unit-editing shortly


* markers tab - shows my orphan markers i forget about, awesome feature
* is growing on me, could see this whipping out quite a few missions once it's perfected

Glad you like it. Did you know you can edit your marker text by clicking on a marker name in the left pane and then editing the text over on the right ? This feature will be improved soon. More features coming....

Feel free to post here - it's just as easy for me to monitor as dev=heaven and keeps the thread at the top of the forum :-P

*Edit2* just pushed out a new version which fixes those issues - you may need to load and resave any missions that were imported from V2.

sbsmac
Jan 8 2010, 22:17
A quick teaser for the next wizard feature....

http://dev-heaven.net/attachments/download/4333/lobby.jpg

Yes, it's a server lobby-dialog editor :)

Taxman
Jan 8 2010, 23:50
Aha,, now thats what ive been waiting for lol..

Mosh
Jan 9 2010, 00:07
Aha,, now thats what ive been waiting for lol..


me too


EDIT - While I'm messing with PvP thing, here's a couple quick things...

1. Can't change intro text. (it does give you default one with new mission.. didnt notice before)
2. Can't pick logo. <--- just saw it gives you default one when you create mission
3. Doesn't change misson name/description in sqm (unless i overlooked something)

This has really brought out the laziness in me. Perfect this and I really will only have to click a couple buttons to get my mission started. If I forget one stupid setting for 5 different missions (which I do a lot) I can just fly through and change each one in seconds. No errors to report either so far with newer version. 'm basically seeing how far I can get

sbsmac
Jan 9 2010, 19:31
New version just pushed out allows creation of server lobby-dialogs (press the 'L' button next to a control).

http://www.armaleague.com/pvpmissionwizard/bin/setup.exe to download. If you already have a version it will self-update.

Mosh...
> Can't change intro text.
I assume you actually meant the 'Notes' page ? There is now a 'create new section' icon and you can also delete existing notes sections using the delete key.

>logo

Actually i want to allow the wizard to help you pick a picture for the logo

>description.ext

Hmm - good point. I never used these sections but will take a look at them.

Krout
Jan 10 2010, 13:36
You are right, the paradrop marker is the same size as respawn area. I will increase the paradrop marker to cover the respawn area with generous margins and report back.
Thank you
K

I increased the paradrop marker by 5 m and the problem is gone. I tested it in a few DM missions, mostly by myself (nobody seems to be playing DMs anymore :confused:), it worked every time.
Thank you mac.
I think I am ready to try the PVPMissionWizard, where can I get it?

sbsmac
Jan 10 2010, 14:24
Right here mate... http://www.armaleague.com/pvpmissionwizard/bin/setup.exe

Krout
Jan 10 2010, 14:54
I tried that link, it gives me ..not valid Win32 application message when I try to execute setup.exe file

---------- Post added at 07:54 AM ---------- Previous post was at 07:49 AM ----------


I increased the paradrop marker by 5 m and the problem is gone. I tested it in a few DM missions, mostly by myself (nobody seems to be playing DMs anymore :confused:), it worked every time.


Sorry, that was a little premature post. Two players just came to play and we all respawn in the game zone. I should have done more testing before posting, I apologize.
Any idea what might cause that?
Thanks

sbsmac
Jan 10 2010, 16:33
Sorry - edited link now.

>We all respawn in the game zone.


Just to be clear - you mean you get killed, then your player body is in the gamezone but unable to move ? Actually I do have an idea what might be causing this - it's a bug in the scripts which I will need to work on.

Krout
Jan 10 2010, 16:40
Sorry - edited link now.

>We all respawn in the game zone.


Just to be clear - you mean you get killed, then your player body is in the gamezone but unable to move ? Actually I do have an idea what might be causing this - it's a bug in the scripts which I will need to work on.

Yes, this is correct. About 75% of the time I was killed the body appeared in the game zone but could not move, the other 25% was fine. The body stayed in the paradrop zone. I also saw other players just standing there (in the gamezone) for the duration of the respawn time.
K
I downloaded the file but still cannot execute it - same message.

Just noticed that if I am shot during respawn (while I am standing motionlessly) I respawn right away but in a different location. Thought this information might be helpful.

Mosh
Jan 11 2010, 13:33
Good updates with the mission wizard. But I noticed the recent update loaded some template, which I used to make a DM, and it still uses the 'guns' markers (aren't those obsolete).

Other than than, nothing else... working great.

Thanks!

sbsmac
Jan 11 2010, 17:26
>t still uses the 'guns' markers

Oops - well spotted. You should find that a new set of templates is installed on the next run (or use "Check for updates").

sbsmac
Jan 11 2010, 20:39
Just added some standard dialogs to save you having to create your own from scratch all the time....

http://dev-heaven.net/attachments/download/4359/stddlg.jpg

Krout
Jan 14 2010, 13:01
Sorry - edited link now.

>We all respawn in the game zone.
Actually I do have an idea what might be causing this - it's a bug in the scripts which I will need to work on.

Hi mac,
Do you need me to send you the files?:)
If yes - just the two or the whole folder?
Thanks
K

Mosh
Jan 14 2010, 13:19
title= "CTF_iff";
title= "CTF_disableCommandMode";

in ctfConfig.sqf (shows up like that in MP lobby param selections instead of 'Friendly Tag' or whatever you wanted it to say, no big deal, easy to change by hand... also checked with new missions to make sure it wasn't just from updating old ones) <---I'm retarded, didn't realize if there wasn't a set to load I had to type it in myself... right? sorry... even the simple stuff confuses me sometimes


Nothing else really to report, just checking in... still using it a lot. :)

The lobby dialog addition is really awesome.

sbsmac
Jan 14 2010, 19:31
@<hidden>

>Do you need me to send you the files

No, in this case I am pretty sure I know what the issue is and it is nothing to do with your mission.

@<hidden>
Indeed, I couldn't be bothered to define yet another set of approriate text (shorter than the 'normal' variable descriptions but longer than the variable names so figured that people defining their own dialogs would be happy to supply a title.. (Maybe I shoudl default to one of the 'canned' ones actually ?)

Anyway, have been travelling this week but next improvment is likely to be the ability to save your own custom dialogs so you can use them in other missions...

Mosh
Jan 15 2010, 12:54
Maybe I shoudl default to one of the 'canned' ones actually ?

I guess that's what I assumed was happening... once I realized it, easy to change myself.


next improvment is likely to be the ability to save your own custom dialogs so you can use them in other missions...

:)



EDIT - question, how do I delete (or can you) the missions i uploaded to dev-heaven? They are old and obsolete (4 of them). I see I just need to put a link to the files on my site, not upload them... it lets me edit my link, but not uploaded files... Thanks

sbsmac
Jan 16 2010, 15:46
New wizard available...

* You can save your custom dialogs to allow them to be re-used in other missions.
* Wizard can now create pbo files for you.

sbsmac
Jan 17 2010, 17:13
..and another new version. Now you can save existing missions as 'templates' which show up during the 'File/new' dialog. At the moment this isn't very different from loading a mission then using 'save-as' to change its name but I have some ideas to extend the template system.

st3a1th
Jan 19 2010, 12:53
Is it possible to just use the dead body removal script in another mission ?

sbsmac
Jan 19 2010, 16:53
Sure - ctf/bodyremoval.sqf though you'll need to tweak it a bit.

sbsmac
Jan 19 2010, 20:52
Just released a new version of the wizard. This fixed a serious bug for recent users that caused application exceptions when creating new missions and also incorrect mission upgrades.

Mosh
Jan 19 2010, 21:06
Just released a new version of the wizard. This fixed a serious bug for recent users that caused application exceptions when creating new missions and also incorrect mission upgrades.

cool, had a few problems updating missions, but figured it was me so i didn't say anything... anyways, what does tab page 2 do?

sbsmac
Jan 19 2010, 21:14
Ooops - meant to remove that before this release. It's a prototype marker editor. If you load a mission you will see all the markers appear there. You can drag them around, resize them (Shift) or rotate them (CTRL) though none of those changes will make it back into your mission-file yet.

sbsmac
Jan 24 2010, 18:01
New wizard update available. There is now a simple unit-editor.

Brief instructions...
* Drag the map with right-click
* Zoom in/out by right-clicking and dragging on scale at bottom
* Rotate map using shift and right-click
* Use the jump east/west/civ buttons to go to those players
* Select players using left-click. CTRL-left click to add units to selection.
* rotate selection as in ArmA2 by using shift
* Unit-type is shown as 'tooltip' when you move cursor over player.
* Add new units at center of screen using 'add' button
* Remove selected units using 'remove button.
* Change unit-type of all selected units using 'change'

Video instructions coming when I figure out how to capture desktop activity without massive frame drop :-(

Krout
Jan 25 2010, 04:26
Video instructions coming when I figure out how to capture desktop activity without massive frame drop :-(

Have you tried CamStudio? ( http://camstudio.org/):)

sbsmac
Jan 25 2010, 06:57
Thanks, yes I have that. Also tried Taksi and fraps capturing full-desktop (reduced to 1280x720) but for some reason I'm getting very poor frame rates to the extent that it's very difficult to see mouse movement on the captured video. Capturing arma2 with fraps at 1280x720 is fine - it definitely seems to be a desktop issue. I'll try again later today.

[RIP] Luhgnut
Jan 28 2010, 03:27
hostages and safezones.
trying with the objectives and keywords but only way to cap is to kill the hostages?
can't find any information regarding capturing the hostages and bringing them back to a safe zone.... 3.02
same with any type of escort.

sbsmac
Jan 28 2010, 06:36
See this video around 1:40... http://www.youtube.com/watch?v=KrBiM5N4vpg. Safezones are shown from 3:06.

Hopefully that explains it but if not let me know and I can provide a sample mission.

[RIP] Luhgnut
Jan 28 2010, 12:14
nope that's excellent. Thanks!

[RIP] Luhgnut
Jan 29 2010, 02:25
sbsmac....

Thought I would share something I made with the script pack.
Wargasm (http://www.armaholic.com/page.php?id=9214)

sbsmac
Jan 29 2010, 06:55
Wow - impressive ! What's the mimimum number of players needed to play this sensibly ? I might try and persuade the sbs guys to give it a go one night.

Tom_Anger
Jan 29 2010, 12:02
I will check this out. Thanks you big lug, lol

[RIP] Luhgnut
Jan 29 2010, 14:30
AAS seems broken. if I set it to CH it flips sides, if you set it for AAS nothing caps. Someone else mentioned this to me in another map.

---------- Post added at 10:30 AM ---------- Previous post was at 10:29 AM ----------


Wow - impressive ! What's the mimimum number of players needed to play this sensibly ? I might try and persuade the sbs guys to give it a go one night.

it's pretty insane. couple dedicated server locked for their use only but I've heard of people actually winning with 20 peeps. but it was a battle.

If you try and play it with like 10 people, the russians run you over flat.

sbsmac
Jan 29 2010, 18:07
>if I set it to CH it flips sides,

Sorry - can you explain what you mean by this ? objectives flip sides ? scoring ?

>if you set it for AAS nothing caps. Someone else mentioned this to me in another map.

Hmm - very strange although my first thought is to wonder if you are trying to capture in the right order. The point of AAS (I'm sure you know) is that you can only cap an objective if your side owns the previous one. If you post a link to the map I may be able to take a look at it later (away most of the weekend).

[RIP] Luhgnut
Jan 30 2010, 02:24
>if I set it to CH it flips sides,

Sorry - can you explain what you mean by this ? objectives flip sides ? scoring ?

>if you set it for AAS nothing caps. Someone else mentioned this to me in another map.

Hmm - very strange although my first thought is to wonder if you are trying to capture in the right order. The point of AAS (I'm sure you know) is that you can only cap an objective if your side owns the previous one. If you post a link to the map I may be able to take a look at it later (away most of the weekend).

for a test I created a new map. Just me, set three objectives and ran to the first neutral. and waited and waited. It didn't do anything.

Then I spawned myself in as Opfor on other end of map, ran to 3rd objective and waited. and waited. still didn't cap.

So it was...

Bluefore --> objective_1< --->objective_2<----> objective_3<-----Opfor

nothing would cap.

sbsmac
Jan 30 2010, 07:31
Thansk - I understand now. Could you send me the ctfconfig and mission file? (Or the pbo if you prefer.) I probably won't be able to look at it until early next week now.

sbsmac
Feb 1 2010, 19:40
>Bluefore --> objective_1< --->objective_2<----> objective_3<-----Opfor

This may be the issue - try it in the opposite direction , ie

Opfor --> objective_1< --->objective_2<----> objective_3<-----Bluefor

I just confirmed with the AAS template that east starts by capturing with objective_1.

[RIP] Luhgnut
Feb 5 2010, 23:14
bug in PvP Mission Wizard actually menu display not bug....
On hud tab. displaying score, show clock, and objectives.... If you click them to YES, they don't show, if you flip to NO, they show up. The wording is backwards.

sbsmac
Feb 5 2010, 23:34
oops - ta. Will fix shortly.

---------- Post added at 12:34 AM ---------- Previous post was at 12:19 AM ----------

Good bug-find. Now fixed :-)

Mosh
Feb 10 2010, 13:16
I'm liking the recent (last few days) changes with the mission wizard... I'm assuming you'll make an update post, so I won't spoil any surprises. I'm still using it a lot, and having fun with it, thanks!

sbsmac
Feb 10 2010, 14:12
Thanks Mosh :)

Recent changes include ability to edit pbo files directly, ability to convert between pbos and extracted missions, 'upload to server' feature, basic/advanced editor sections, _much_ improved new-mission templates, and the ability to create highly-customised templates from your own missions as the basis for new missions (I need to document this though). Working towards an 'official' release - maybe this weekend. In the meantime, bug-reports/suggestions/feature-requests are most appreciated!

BTW - download link for anyone who wants to try the beta is http://www.armaleague.com/pvpmissionwizard/bin/setup.exe

sbsmac
Feb 13 2010, 22:11
Wizard official release !

TiBXqC5x1u0

The wizard builds on the PVPScriptPack to make mission-making easier than ever before.

*Create fully-playable missions in minutes from a range of standard game-types or user-made templates.

*Edit configuration variables, markers and other aspects of the mission from the wizard.

*Work on existing mission folders or directly on pbo's.

*Uploads pbo's to your ArmA2 server

*Share your missions and templates with other users.

*Automatically downloads the latest version of the scripts and upgrades your missions.

*And much more....


Download link:- http://www.armaleague.com/pvpmissionwizard/bin/setup.exe

Krout
Feb 14 2010, 01:32
sbsmac,
I tried to install the wizard but got "file setup.exe is not a valid Win32 application" again. I believe I had the same problem with one of the previous versions.
...also, will you be looking into the respawn bug problem?
Thanks
K

sbsmac
Feb 14 2010, 08:16
Hmm - do you have .NET3.5 installed ? Someone else I know had a similar problem but fixed it so I will see if he remembers what the solution is.

>.also, will you be looking into the respawn bug problem?

The latest version of the scripts (307) that is available through the scriptpack solves several problems with the paradrops including the ones you were seeing I think.

Taxman
Feb 14 2010, 10:58
Great job on this mac,,,, will have a go this evening................ damn it matey... you havent half put some work and time into this and you deserve some sort of recognition ... either from bis or the communtity as a whole..

Foxhound
Feb 14 2010, 11:41
Thanks as always for informing us about your release :cool:


Release frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=6358).


http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=6357)
PVPMissionWizard (http://www.armaholic.com/page.php?id=6357)

sbsmac
Feb 14 2010, 14:00
Thank _you_. And congratulations on a well-deserved "community website of the year". :)

Mosh
Feb 14 2010, 14:12
Great job on this mac,,,, will have a go this evening................ damn it matey... you havent half put some work and time into this and you deserve some sort of recognition ... either from bis or the communtity as a whole..

He got my vote for the awards... :)


Congratulations on the release. I know you put a lot of effort into this. I hope everyone gives this a try. It's a great program.

Thanks again.

ChiefRedCloud
Feb 14 2010, 19:47
This looks to be a very good program. I was looking forward to using it, however, when I went to down load it I came up with this error .....


http://img692.imageshack.us/img692/8257/erroronly2.png (http://img692.imageshack.us/i/erroronly2.png/)


..... I tried to download it on 14 Feb, Sunday. Any ideas what the deal is or how I can get around it?

sbsmac
Feb 14 2010, 21:49
I'm not sure but I'm guessing that this may be because you don't have .NET3.5 installed on your system ? You can download that from here:- http://www.microsoft.com/downloads/details.aspx?FamilyId=333325FD-AE52-4E35-B531-508D977D32A6&displaylang=en

Alternatively, it may be a corrupt download (according to some articles I have seen, browser pop-up blockers may affect the download). You can check whether you have managed to get the whole file by opening the path shown in the error dialog and checking the size of setup.exe. It should be around 680kB.

I have also added another mirror for the setup file at http://dev-heaven.net/attachments/download/4860/setup.exe in case this helps.

anfiach
Feb 15 2010, 10:00
Man you are just awesome.

ChiefRedCloud
Feb 15 2010, 15:48
The new link worked fine for me.....thx......:)

[RIP] Luhgnut
Feb 16 2010, 13:50
Luhgnut's
Tips and Tricks for [SBS]mac's PvP Wizard

Single player/co-op Destroy Missions (Vehicles)

Situation: West: Human Player - East: AI
Set Game Tab Item:
Allow a team to win when the other team no longer holds any objectives to "YES".

Create ONE 1m x1m West objective and place it in the ocean way off the way and put the keyword in as "hidden".
The Objective keyword string should be:
"Dummy Objective",west,hidden

Set game type: - Coop

Set all other objectives on the map to be owned by east
Reason: It allows the west player to neutralize the destroy objectives creating a win situation where the East AI cannot get to the single west
objective out in the ocean.
Destroy objectives will only turn neutral and won't actually be "captured".

Destroy text code should be:
"Destroy This",east,destroy, (mobile)
use mobile if you want the vehicle to be able to be moved after mission initializes. Just keep it out if you want it to stay put.
IMPORTANT - Make sure when you place the objective marker over a destroy target that it doesn't cover a building! Unless you want the building to be the target.
EVERYTHING Under the Destroy objective is marked as THIS STUFF MUST BE DESTROYED.
Just make the objective marker really small if it's a single item and place it dead center on top of it, and you'll be fine. FYI, item names when hovered over is the center of the item. Make sure the objective marker covers the center where the name shows up when hovering over. If a marker covers the back end of a tank, and not the center, it's not under it.
Also be cautious of where you place the guarding AI. Had a situation we couldn't neutralize the town because an AI got shifted under the destroy objective and since it was set "mobile" he wandered off and ran into the woods. Had a hell of a time finding him, then debugging.

------------------------------------------------------------------
Mixing Destroy Objectives with Capture Objectives

If placing both types of objectives: It's best to have the capture objective at the beginning or middle of the mission and entice the player to
attempt a capture mission by placing a nice vehicle they will need to neutralize the other two objectives creating a win situation.
If you put the destroy objectives first, when the last capture objective turns "neutral" the game will end. So you want it captured prior to
neutralizing the last destroy objective.

Set everything up as above but place the capture objective anywhere prior to the last objective. Make the "last" destroy mission tough to do
unless you finish the other capture objectives first. I do this by having additional ammo or a tank or something they will need to finish the
last destroy mission.

You can have as many destroy and capture objectives you want, but best to have LAST objective be a destroy mission.
You can also say have a hostage rescue objective prior to the last objective. Have to deliver the hostage in a town guarded by the enemy for
example.

You can also force this by setting the game type to AAS but it's intended for PvP game types, I've noticed some oddities when doing this but you
can try.
-------------------------------------------------------------------
Co-op Assassination Type Missions

Set everything up as above

When using non vehicle AI as an assassination/destroy target place the objective marker right on top of the AI. I use a 5mx5m square or LESS so
only one AI is under the objective when the game initializes.

The objective string should be:
"Assassination Target",hostage,destroy,mobile,east

Place it center over what needs to be killed. This marks AI the target as the objective

Special tip: Say you want a civilian to be the target. But he's neutral. Create an east AI, group the East AI to the civilian. Set
"probability of presence" to Zero. Set the East AI a high rank, Colonel or something.

This makes the civilian for all purposes "East". when he's killed the objective will turn neutral. Ending the mission.
----------------------------------------------------------------------
----------------------------------------------------------------------
Town defense

Setup gametype as CO-Op
Set the game time (I use 30 min)
Set town center objective to the side of the defenders (assuming East)
Objective string should be:
"Town Center",east,flag

Create another objective owned by West 1mx1m out in the ocean.
Set it's string to be:
"Dummy Objective",west,hidden

Set the number of seconds it takes for one player to capture an objective to say "30" or greater. Longer the timer, the more intense the battle.

Be careful with this, you don't want people to think that it's unwinnable or too easy.
Set Allow a team to win when the other team no longer holds any objectives to "YES" in the Game Tab.
When East looses the center objective, it won't "own" any objectives and the AI west player will win.

Set the East Respawn outside of the town center objective so they can reinforce. If you put it inside, the spawning players will just keep
setting it to neutral. Or if you want this, make the respawn timer longer than the capture timer but players will have a long wait for respawn,
and may just respawn into a spawn rape situation.

Special Tip:
USE an AI respawner script. So you don't lag out peoples game by putting a ton of AI on the map to replennish the forces attacking.
Special Tip: I make up an elite squad of attackers with a 10% probability of presence. Fancy it up with a helo insertion or boat landing or
something. Just to spice things up a bit if played multiple times. I also use an AI respawner with weird configurations of troops/vehicles with
weird probability of appearing in large placement area. Just to change things up from game to game. Also I set special weapons crates, static
weapons or maybe even an artillery piece to find and use with 10% probability of presence.

If you want to setup a town attack, just reverse everything. It works.
--------------------------------------------------------------------

Other things helpful in general:

AAS Missions:
West ALWAYS attacks the HIGHEST objective FIRST!
East ALWAYS attacks the LOWEST objective number FIRST!

Example:

West Spawn ->objective_3 ->objective_2 ->objective_1
East Spawn ->objective_1 ->objective_2 ->objective_3
-----------
-In Co-op missions it's best to place an objective initially owned by both sides on the map then alter the Game Tab settings to your needs.
-Place one Game Logic Trigger (0 in size) on the map and name it "Server!" some functions in the server code use this for some reason. I've seen
some oddities on multiplayer servers running maps that didn't have this. If you have it, and the server doesn't need it, then who cares? So best
to place one to be on the safe side.

Mosh
Feb 16 2010, 14:26
Good stuff Lughnut, thanks. This has been cut and pasted to my 'Script Pack' notepad.

I always wondered about the server logic myself. I use a Game Logic named server instead of a Trigger, if that's any different, no idea. I assume it's necessary for testing locally (although I never tried the -server switch in the shortcut command line).

I have a dedicated at home to test on, a rented server to test on, and of course the plain old editor (I have more machines to test it on than actual people to help test it). Results do vary...

[RIP] Luhgnut
Feb 16 2010, 14:51
Good stuff Lughnut, thanks. This has been cut and pasted to my 'Script Pack' notepad.

I always wondered about the server logic myself. I use a Game Logic named server instead of a Trigger, if that's any different, no idea. I assume it's necessary for testing locally (although I never tried the -server switch in the shortcut command line).

I have a dedicated at home to test on, a rented server to test on, and of course the plain old editor (I have more machines to test it on than actual people to help test it). Results do vary...

I think the game logic and the trigger named the same and set for Game Logic are the same thing. Looking at the code.

I've been using the wizard now for about a month in beta and it's awesome. Here's another trick...

I create all my mission set-ups in the Arma2 editor first. I have little templates on utes with all my regular setups. I have one that just has my AI respawner stuff, Create a mission and save it. Import from Utes all your normal rigs. Weapons crates, AI spawners, markers, etc. Move em around on your new map the way you like. Once everything is placed. Save.

Copy your custom.sqs files, scripts, etc, into the new mission directory.

Fire up the wizard. Open the new mission by checking the box "show missions that don't use the script-pack". Bring everything into the wizard.
Alter your settings in the wizard. Save. This then generates all the needed script pack stuff into the directory, set's the init and description files, etc. Then go back into the Arma2 editor and preview. You can then export to single/multiplayer then, or do it with the wizard.

So fastest way.

On utes, make up a mission with standard markers for your gametype (AAS,CH,CTF,etc), save each one individually
Make up another mission on utes with Respawners, AI with Arty, etc. Save each individually.

Start up Cherno or whatever.

Import gametype from your utes missions.

Move them into position.

Import AI respawners, and any other special goodies, move them around.
Keep doing this till you have everything loaded you want. Like building blocks all lego style.
Don't fire up the wizard yet.

Get everything placed on Cherno or whatever island.

Save as user mission

Move Custom Scripts/Custom.sqs files into the mission directory.

Fire up Wizard

Open it with option to show missions not using the wizard.

Alter wizard settings. MAKE SURE YOU IMPORT custom scripts check box!

Save or export PBO if you're ready.

Done


Takes me longer to make up the mission logo than it does to make a mission. No foolin.

sbsmac
Feb 16 2010, 18:56
So fastest way.

1. On utes, make up a mission with standard markers for your gametype (AAS,CH,CTF,etc), save each one individually

Nice tips Lughnut - I'll add a couple of clarifications later. One thing about the above... you may be able to save yourself a bit of time by creating templates. Basic recipe is...

1)Create a mission that you like - add markers as appropriate, custom scripts, logo, sounds etc as you see fit.
2) Save-as template. Make sure the 'save custom scripts, save sounds and images checkboxes are ticked'.

3) Then you can just create a new mission based on that template - all the scripts including the custom ones are copied across. Images and sounds also as well as any configuration you set in the original mission.

You can also choose to edit the configuration controls that will appear in the 'basic' tab or when you create a new mission based on the template but it isn't necessary.

*Edit* see you have uploaded a template already so it looks like you already figured this out :)

[RIP] Luhgnut
Feb 16 2010, 19:46
Oh, I figured it out, but had all my plug in stuff already in Utes and I'm lazy.
Yes, this is true. I do this out of habit and my in ability to change. :)
The Wizards code you wrote is way, way better to organize than my old fart way. So prolly best if I start building the templates.

Here's some goodies for you guys.

FLAGS for your missions (http://www.josiebird.com/pvptools/flags.rar) All re-sized for the script pack. just copy into your ctf/flags directory and rename to "east" "west" "neutral". I use our [RIP] Flag for Neutral.:p

ACE2 Ammo Crates (http://www.josiebird.com/pvptools/ace_ammo_crates.rar)
All the weapons in separate .sqs files. by type.
Included is a single .sqs that has ALL the stuff. Then three with side specific "East/West/PLA", then more broken down by side/function. Instructions in each .sqs on how to use. Easy-peasy. So you want Ace2 East Weapons only? Just put the code in the crate object init line. Done.

You can use these until sbsmac puts in the Ace2 load-outs. They work fine.:yay:

I also just added some templates to the share that have some interesting mechanics/scripts.
Everything I use REQUIRES ACE2. and I use most all the islands that ACE2 updates.
I also run a custom.sqs file that generates random weather.

Krout
Feb 17 2010, 02:38
sbsmac, maybe a bit of odd question: is there a way to add AIs to the game with your script?
Thanks
K

Mosh
Feb 17 2010, 03:34
Luhgnut;1571055']Here's some goodies for you guys

Once again, thanks! Although I noticed a few flags aren't ^n (512x512,256x128,etc) and don't seem to work.

What I did was open the FLAGS.PBO in OFP and use them as is, no conversion necessary. And there are 170+ flags there. If you have OFP handy, it's worth taking a peek... I'd upload the pack, but since it is actual game files, I don't think I can. I'll ask a mod though.



EDIT - There's even a Codemasters flag in it for you. :yay:

sbsmac
Feb 17 2010, 07:24
is there a way to add AIs to the game with your script?

Yes - but you'll need to be a little more specific about what you are trying to achieve ! :)

Krout
Feb 17 2010, 12:10
There are not many people playing DM games:(, so I want to have some AIs on my maps to play with (I mean against) :).
Thank you
K

[RIP] Luhgnut
Feb 17 2010, 12:56
There are not many people playing DM games:(, so I want to have some AIs on my maps to play with (I mean against) :).
Thank you
K

uh. ok. Well the wizard isn't the editor. You can do all that in the editor.
The mission wizard and the pvp pack work fine with single player or co-op. Just set game type to co-op.

And in response to nobody playing "DM" games. Well with the maps I've done with the wizard/pack, I've had thousands of downloads. You still have to know how to use the Arma2 editor. The wizard doesn't replace it, just makes the creation and parameters of the game/mission mega easier.

---------- Post added at 08:56 AM ---------- Previous post was at 08:55 AM ----------


Once again, thanks! Although I noticed a few flags aren't ^n (512x512,256x128,etc) and don't seem to work.

What I did was open the FLAGS.PBO in OFP and use them as is, no conversion necessary. And there are 170+ flags there. If you have OFP handy, it's worth taking a peek... I'd upload the pack, but since it is actual game files, I don't think I can. I'll ask a mod though.



EDIT - There's even a Codemasters flag in it for you. :yay:
heheh

I fixed them. I uploaded the wrong zip file. :)

Weird, just popped in OFP and no flags.pbo file. Found it but I have to patch and really don't feel like reinstalling and so forth. I reuploaded a pile of flags. Just use the above link.

LaughingJack
Feb 20 2010, 01:16
well done to all for the efforts in here!

to business...
im from a joint operations background, ive been playing it since the beta, and now i realise how spoilt ive been, not only with an awesome gameplay system (JO is still the best game ive ever played), and to date nothing has come close to the usability(controls) and playstyle of it. arma2 was suggested to me by squadmates as a replacement. however it has a stupidly complicated control system with many redundant buttons(doubled-up controls), and entering a vehicle is downright rediculous. but i persist because there is no alternative - so far. JO's level editor called Nile (novalogic interactive level editor) is a sinch to use, interactive, works and is 1 program, not a suite of confusing complex programs that must be used 'just so'. it uses the game files to give access to all the objects(buildings,foliage,people,vehicles,etc), sounds, effects and markers, all easily placed by the noobiest of noobs. ive made rather a few complex maps(some abstract, just to get out 'of the box' for a bit) and many others, but i would not even entertain the idea of doing them with the tools(any so far) for arma. they are just too hard to use, like using the old quake editor...(shudders).
the ctf scripting tool is a step in the right direction, and full praise to sbsmac for the hard work(for the love of it) and those helping him out.

anyhoo.

issues i have with the ctf thingy.(does ctf actually stand for capture the flag, or something else)..

1. why cant i use the 3d editor ( or the 2d one for that matter ), in-game to edit rather then having to use the 2d-only 'preview' mode from ctf? if i try to load my mission(using the game menu versions) they cant find anything. to load....?

2. the units browser does'nt do anything.....!


what i really want to be able to do.......


a. ive made a map using the default AAS template and removed 'hold' from the 2nd base, and i can win the map - all good.
however i want a PsP feature attached to the objective(s), or even a simple marker(s) to act as a PsP(s). the earlier suggestions in here seem more complicated than necissary, though a clear description of the process would be good.

b. is there any way to move/remove/place; buildings and foliage, not just the units and decorations seen within the arma-editor?

c. a 'spin-map' or similar would be good, then id know which direction to go in. is it possible to make the game put a spin-map up for the players. NOT a gps as (for me), the gps thingy is next to useless, especially if i have to refer to the map to check where i am as i find switching back and forth from the map to be laggy as buggery.

d. is it possible to have freindly tags showing, and be able to change them from simple to complex at will(via a hotkey), even the distance at which they are visible, ie; visible at less than 1000m and not, further out.

e. directional cues for the next objective (flag/base/PsP) would also be great, as again i would not have to check the map every 5 seconds during a running battle to see where i am.

any help appreciated.

cheers!

.LJ


PS: does anyone know if there is a way to 'hack' the controls in the game to remove controls that id never use and to change the way they are implimented in-game. ie: repair(anything) using a 'repair' key, enter/exit(not eject, leave that on the scroll-menu) a vehicle using the 'activate' or 'enter/exit' key, and move around in the vehicle using ctrl-1(driver), ctrl-2(gunner), etc. ill think of others later..


anyhoo, seeyez later.


geez it sounds like i want a JO-mod for arma2, lol!............hmmm yess.....lol indeed.

anfiach
Feb 20 2010, 05:40
You would do well to look in the editing forums and ask questions there, SBSMAC is just making a pack of scripts that many mission makers use in order to help those that don't know how to do what they want to with the game and created his little app to assist in that goal. There are plenty of people with knowledge in the editing forums that can help you with the complex scripting and you could ask the ACE team about the key binds since they have their own for their mod.

sbsmac
Feb 20 2010, 07:59
Laughingjack - as Anfiach has said, you've asked quite a mixture of questions ranging from scripting to the game editor. I'll try to break these down by category...


First comment - if you like JO, you may want to check out the AAS maps by SBS-Coolbox (no relation to me). I've heard a lot of people say they do a good job of recreating the JO gameplay.

My scriptpack was originally designed to support capture-the-flag gameplay which is why a lot of the variables and names start with 'ctf'. Nowadays, it supports all kinds of gametypes including co-op and single-player so the 'ctf' bit is slightly misleading.

1) You should certainly be able to use the arma 2d editor to edit maps created using the wizard. The arma 3d editor shoudl also work though is a bit 'unfinished' I am told. If you can't see the maps you created the most likely explanations are..
a) You may be looking on the wrong island.
b) you created a map using the wizard in the MPMissions folder but are trying to use the single-player editor to view it. Maps in MPMissions can only be seen from the multi-player editor. In Arma, go to 'multiplayer', choose 'LAN', then 'New' and you should see a list of maps. Alternatively just use the wizard to open your mission then use "tools/open current mission in arma editor" to start arma with your mission loaded.

2) Oh yes it does! ;-) If it doesn't check your internet connection - you need to be online to access it.

2a) Hmm - can you explain what you mean by 'PsP' ?

2b) This is a question about the arma editor - sorry I don't know any way to remove buildings and trees.

2c) Press 'k' to bring up the compass (arma game feature)

2d) Friendly tags can be shown by turning on the appropriate setting in the wizard (IFF). I'm not sure what you mean by simple vs complex ? Distance could be controlled via a dialog but I would have to add it to the scripts.

2e) yes agreed, and on my list of things to add to the scripts.


Controls - Check out options/controls in arma where you can reassign keys and actions.

anfiach
Feb 20 2010, 11:44
I also meant to say that Novalogic hasn't had a good game since Delta Force 2 :D

sbsmac
Feb 20 2010, 17:07
I've just created a short tutorial on creating templates using the wizard which you can view here:-

http://docs.google.com/Doc?docid=0AXuh3Vk4j3BUZGc5ODYzdmJfNTFnZmtyZ2Jmcw&hl=en_GB

I would like to include user-made templates in a new wizard update in the next week or so. If you would like your template included in the'official' template distribution, please let me know!

LaughingJack
Feb 22 2010, 08:34
ta fellas, thanks for the tips, very helpful.

ill check out sbs-coolbox's stuff, sounds like what im looking for.

by PsP, i mean 'Progressive spawn Point'.

yeah some would say deltaforce(proper) series was the last good game by novalogic (bhd sucked it big time). however JO got me into a squad and squad-based tourneys, and i reckon JO, so far, is was the best for this, even if it had 'other issues', which did suck at times, but i feel no game is perfect.
>> turning blue from holding breath for 'AngelFalls'. :{

simple tags would be, maybe just an icon over the player to shown allegience, whereas complex would include name(? and rank) although rank is kinda pointless(unnessisary) in an AAS squad tourney, (as we dont follow a ranking system), this is simply to show who is close by when you cant actually see them directly .think 'situational awareness', which ive found most difficult in arma. again, as im really only interested in AAS style playing, these points pertain to it and not the other styles(non-team based PvP).

anyhoo, thanks again guys. much appreciated and good luck with further iterations of the scripting-jigger.

:}

.LJ

LaughingJack
Feb 27 2010, 21:49
well i could not find anything related to 'sbs-coolbox', but found a Black Rock Beach map by TomAnger, which is exactly what i want(ta Tom). however i cannot use it as a template because i cant change the name, even tho the .pbo file has a different name, and when trying to load into the editor i get 2 missions of the same name coming up and the game will not let me edit either of them...?!
i tried to download the 16V16AAS map template but the archive is broken!?
and im not sure which bits go where...


in the manual you instruct;
""Now alt-tab out of ArmA2 and use windows explorer to navigate to the new mission directory. This will probably be in a folder like C:\Documents and Settings\Gamer\My Documents\ArmA Other Profiles\[SBS]mac\missions\CTF-simple.Intro. (Substitute your user name for [SBS]mac.) You should find only a single file called 'mission.sqm' in the folder.

Now copy the contents of the CTFScriptPack folder into your mission folder. You should end up with a mission folder that looks like the one pictured here.""

ok, so firstly i go into the editor and place 2 spawns and 2 soldier markers (for simplicity). save it as a user mission and i can find the mission.sqm file ok.
now i get to the (bolded text above) next line...what ctfscriptpack folder?, there isnt one yet.
so i think, alright ill go into the ctf editor and create an AAS mission and ,voila, i have the above mentioned folder, but it contains no info from the mission.sqf i made in the game editor,
so, i overwrite the mission.sqf in the ctf folder with the first one i made. this works but now the mission has none of the objectives or markers from the AAS(ctfpack) mission. does it matter which way i copy? considering im still overwriting one of the mission.sqf files and therefore losing that info.

in what order do i have to do these operations? ctfpack first, then game edit it? or game edit it and then the script pack? these intructions are confusing. i really want to get my head around this, otherwise ive wasted another 100 bucks on another game i cant get into and be creative.


another thing, why wont these missions be seen by the 3Deditor(ctrl-e)? i find it very hard to place some objects in the 2Deditor(mp) because their icons bear no relation to their actual dimensions, meaning constant back and forth between edit and play, to see if stuff fits/lines up properly, frustrating and time consuming. it took me 3-4 hrs yesterday to place a single base, aromoury a soldier + spawn, bunker and a handfull of vehicles! this would take mere minutes in Nile (yeah yeah i go on about it, sorry. but its so easy to use)

anyhoo, help would be appreciated.

cheers
.LJ

[RIP] Luhgnut
Feb 28 2010, 00:52
ok, you're sorta jumping around on the steps.
if you're going to use the wizard, it will create the necessary folders etc, after you're done editing. It looks like you're confusing the wizard with the script pack. Use either the script pack, or the wizard. I wouldn't suggest using both.

Do this, edit the mission you want with the editor. Place the markers as required. Start learning with a basic Capture the Flag Mission. You will need the following markers minimum:

Place
1) respawn_west
2) respawn_east
3) eflag
4) wflag

put a single soldier west soldier in the respawn_west marker
save it as a user mission.

fire up the wizard.
click on "show missions that don't use the script pack"
click on the mission you just saved "it should be in shaded text".
Load it, it will then convert to current wizard level.
alter the mission parameters for it and save.
when you save, it should build everything for you... you won't have to move any of the script pack stuff.
go back into arma2 editor and reload it, and test it. You can either Export to Multiuser or save it as a pbo in the wizard.

once you learn it this way, you can start just using the wizard as primary and only use the arma2 editor for tuning.
You're trying to make an advanced mission without learning the basics.

I've done several missions like the beloved Joint Ops missions. It's not "quite" the same but close.
Also, some PBO's don't import well into the wizard. Open the Pbo into the wizard, but when you save, it may crush the init. files.
Learn the basics, then very soon, you will be able to use any of the islands and whip out a JO mission quickly without messing with someone elses pbo's.

Krout
Feb 28 2010, 15:13
Hi,
I have a weired thing happening in one of my games created with scriptpack and later converted with the wizard. When I'm killed I appear at the place where I was initially inserted at the start of the game and stay there for the duration of the respawn time.
I know that other players don't see me because they running past me and pay no attention. Than I get transfered to paradrop/respawn zone for a fraction of a second and than randomly dropped back in the game. I manually inserted this (CTF_preservePlayerSpawnPos=false;) in the ctfConfig.sqf file, thought it might help. It did not. It is not really a big problem, just curious why is it happening in only one game. Probably missed something somewhere.
Any ideas?
Thank you
K

sbsmac
Feb 28 2010, 15:58
Ah - I think you have the initial player position outside the respawn zone and the death-cam set to "away" which focuses on the initial player position. You've found a minor bug. You can probably work aroudn this by setting the death-cam to "body" until I fix it properly.

Krout
Feb 28 2010, 17:14
You are correct, setting the death-cam to "body" has fixed this. All my players positions are outside the respawn zone.
Thank you

[RIP] Luhgnut
Mar 1 2010, 15:45
well i could not find anything related to 'sbs-coolbox', but found a Black Rock Beach map by TomAnger, which is exactly what i want(ta Tom). however i cannot use it as a template because i cant change the name, even tho the .pbo file has a different name, and when trying to load into the editor i get 2 missions of the same name coming up and the game will not let me edit either of them...?!
i tried to download the 16V16AAS map template but the archive is broken!?
and im not sure which bits go where...


in the manual you instruct;
""Now alt-tab out of ArmA2 and use windows explorer to navigate to the new mission directory. This will probably be in a folder like C:\Documents and Settings\Gamer\My Documents\ArmA Other Profiles\[SBS]mac\missions\CTF-simple.Intro. (Substitute your user name for [SBS]mac.) You should find only a single file called 'mission.sqm' in the folder.

Now copy the contents of the CTFScriptPack folder into your mission folder. You should end up with a mission folder that looks like the one pictured here.""

ok, so firstly i go into the editor and place 2 spawns and 2 soldier markers (for simplicity). save it as a user mission and i can find the mission.sqm file ok.
now i get to the (bolded text above) next line...what ctfscriptpack folder?, there isnt one yet.
so i think, alright ill go into the ctf editor and create an AAS mission and ,voila, i have the above mentioned folder, but it contains no info from the mission.sqf i made in the game editor,
so, i overwrite the mission.sqf in the ctf folder with the first one i made. this works but now the mission has none of the objectives or markers from the AAS(ctfpack) mission. does it matter which way i copy? considering im still overwriting one of the mission.sqf files and therefore losing that info.

in what order do i have to do these operations? ctfpack first, then game edit it? or game edit it and then the script pack? these intructions are confusing. i really want to get my head around this, otherwise ive wasted another 100 bucks on another game i cant get into and be creative.


another thing, why wont these missions be seen by the 3Deditor(ctrl-e)? i find it very hard to place some objects in the 2Deditor(mp) because their icons bear no relation to their actual dimensions, meaning constant back and forth between edit and play, to see if stuff fits/lines up properly, frustrating and time consuming. it took me 3-4 hrs yesterday to place a single base, aromoury a soldier + spawn, bunker and a handfull of vehicles! this would take mere minutes in Nile (yeah yeah i go on about it, sorry. but its so easy to use)

anyhoo, help would be appreciated.

cheers
.LJ

I just re-read your post again. You should REALLY read up on arma editing and the forums. Most of your questions aren't addressed within the PvP Mission Wizard, but more in the general Arma2 editing forums.

The 3d editor isn't supported yet by BIS and creates a totally different file structure, and there are volumes of information relating to this.

Need to clarify again what's going on here....
BIS (Arma/Arma2) created the editor and the structure of the supporting files etc. Not SBmac.

The PVP Script Pack is the original way SBmac created tools to incorporate the mundane scripting issues with creating pvpmissions. It is not a requirement to use the scriptpack with the PvP Mission wizard.

The Mission Wizard: edits the necessary text files that were previously edited by hand in the script pack. THAT'S ALL IT REALLY DOES. (no offense mac..) it IS NOT intended to replace the Arma2 editor. Nor will it ever be. You can alter some things in it instead of going into the editor, but you will STILL need to learn the editor for objects, triggers, and markers, etc.

The wizard and the scripts that are built cut many hours of coding and goofing around that you would have to edit by hand previously. You can literally make a basic map in less than 5 min. IF YOU KNOW THE BASICS OF THE ARMA2 EDITOR.

---- Look, the Arma2 editor makes one file. ONE.... mission.sqm
if you want to use the script pack. Create the above file with the editor and save it as a user file/mission. It will be in your documents/arma2 other profiles/missions directory.
Copy the script pack (if you want to use it) into that directory.
You're done but still have to edit the ctfConfig.sqf file by hand.

or you can use the Wizard. The wizard does NOT alter the mission.sqm files, placement of objects (for the most part). The arma2 editor creates that text file, and unless you know what you're doing, don't open it and mess around editing it.

LaughingJack
Mar 6 2010, 23:33
ive had another go at it (AAS, Not CTF), still having problems.
however, i cant understand how the 3D editor is not supported by BIS when its part of their game???
and yeah, i do realise that SBmac is not responsible for the files structure, never said he was...
as far as reading the 'editing' forums, i have had a good look and found nothing relating to what i want (AAS). im not interested in doing ctf maps, but i understand where youre coming from. can anyone point me to a thread(s) that relate to AAS maps rather than the monstrosity that is the 'editing' forums.
as i said ive had another go and will post my progress in the 'mission editing and scripting' of the 'editing' forum. please have a look if youve time.

cheers
.LJ

deadsmell
Mar 9 2010, 02:10
Hey sbs mac, i haven't been around in a long time, but today i checked in to see whats new with the arma 2 community.

Anyway, Long story short, I just wanted to say that I really hope you win the community award.

Unfortunately I missed the voting window, but I sincerely hope you get the award, nobody deserves it more than you in my opinion.

Im going to reinstall Arma 2 on my pc and start making maps again using your fantastic tools.

Of course now that your on version three, im sure there are a ton of new features to explore, as I get reacquainted. :)

I can honestly say that using your tools, I got more enjoyment out of the game than ever would have been possible without them.

Its just too bad when it came to actually getting people to play with me..........well thats another story..............

Still though, You have my gratitude, and the entire community is very lucky to have you.

Even if when it comes down to actually playing they dont know sh*t from shinola. LOL.

Keep up the great work!

Thank You.

warrick
Mar 9 2010, 10:18
Hello guys!

Anyone has an idea why i am constantly getting unhandled exception error, when trying to make a new mission, or loading an older one in pvpmission wizard? What am i doing wrong?

sbsmac
Mar 9 2010, 13:34
Deadsmell - thanks for the kind words and good to see you back. Unfortunately I didn't even make the shortlist for nominations - guess I need to lobby for a category of 'tools and scripts' ;-)

Make sure you check out the mission wizard - it really does make life a lot simpler.

Warrick - if you are getting an exception, you've found a bug and I would very much like to get more details from you. You'll probably notice a 'details' section in the dialog that pops up when you get the exception - if you could cut and paste the resulting text into an email to me I'd much appreciate it.

warrick
Mar 9 2010, 15:18
Email sent, i hope it'll be helpful :)

sbsmac
Mar 9 2010, 17:10
Thanks - from the report it looks like there is a problem reading the mission.sqm file. This might be because of something in it or possibly because you are using a non-english character set ? Anyway, if you can send me the mission.sqm file I can take a look.

[RIP] Luhgnut
Mar 21 2010, 00:59
ive had another go at it (AAS, Not CTF), still having problems.
however, i cant understand how the 3D editor is not supported by BIS when its part of their game???
and yeah, i do realise that SBmac is not responsible for the files structure, never said he was...
as far as reading the 'editing' forums, i have had a good look and found nothing relating to what i want (AAS). im not interested in doing ctf maps, but i understand where youre coming from. can anyone point me to a thread(s) that relate to AAS maps rather than the monstrosity that is the 'editing' forums.
as i said ive had another go and will post my progress in the 'mission editing and scripting' of the 'editing' forum. please have a look if youve time.

cheers
.LJ

welcome to editing in Arma. These things are necessary in the learning curve known as Arma2.

LaughingJack
Mar 21 2010, 07:12
not sure quite what you mean by 'these things' luhgnut.

downloaded and unpacked the archive; "aas-MAPTEMPLATES-beta-XX.zip", recomended to me. they are all .BPO 'templates'. problem is they wont load into the PvPscriptpack and i cannot edit them using the arma2MPeditor.:confused:

[RIP] Luhgnut
Apr 9 2010, 00:48
not sure quite what you mean by 'these things' luhgnut.

downloaded and unpacked the archive; "aas-MAPTEMPLATES-beta-XX.zip", recomended to me. they are all .BPO 'templates'. problem is they wont load into the PvPscriptpack and i cannot edit them using the arma2MPeditor.:confused:

you are confusing all the tools and what they do. Start with the basics. Get the Mr. Murray's tutorial for Arma1 (the commands are the same). learn the basics first. You're trying to conquer the world without the basics.

joextod07
May 4 2010, 01:21
So I've tried my hand at using the wizard and so far it makes making missions a dream, however I've had and issue with the AAS.

I've started a small mission with three areas to capture, I wanted to test it out to make sure it worked out. I put the minimum players to 1, and set it to end when one side captures all the objectives. I've tried testing it out myself but even after capturing all the objectives the mission never ended. Do I need to have the mission on a dedicated server, or do I need to have opposition before it will end the mission?

2nd question, it seems to disable the map in the briefing window, is there a way to bring this back?

Mosh
May 4 2010, 01:34
For the map in briefing, open up the description.ext file and change the 0 to 1 for enableMap (or something like that). I don't remember being able to change that with the wizard, but's it been awhile since I messed with missions.

Maybe someone can answer your first question... my guess is dedicated server would work better, but might need 2 people (or more) to test properly.

sbsmac
May 4 2010, 17:33
Glad to hear you like it :-) To answer your first question, the scripts have a 'feature' that the game will not start until there is at least one player on each side (for non-coop games). This was added partly to cater for Tom Anger's siege and TDM type games where the objective is to kill all players on one side - in that case you don't want the game starting and finishing immediately when only one player joins. You should notice that the HUD displays "waiting for players" rather than a time remaining in this case.


To be honest it's caused more confusion than it's worth and I'm considering removing the feature in future releases. For now, just take my word for it that the game _will_ end when you have players on both sides and all objectives are captured :)

The map in the briefing is hidden for the first few seconds. This is to give the scripts time to remove all the extra markers. As well as being cosmetic, this was added to support insurgency style missions where one side saw the markers and the other side didn't. You should find that the map is available after 5 seconds or so.

Tom_Anger
May 22 2010, 04:20
Please don't remove it. It is a great asset. Actually if more folks would rather do without it then I see no reason to go that route. Just saying :D

sbsmac
Jun 2 2010, 14:50
I won't take it out yet :) BTW, I've released v 3.10 of the scripts. Changes since 3.02...

3.10
* Players cannot be harmed in spawn and cannot harm players from spawn.
3.09/3.08
* CTF games can no longer end in draws. In the event of equal flags and touches, the number of kills (actually respawns used by the opposing side) will determine the outcome. Number of kills is shown in the HUD.
3.07
* Better support for custom initialisation code.
3.06/3.05/3.04
* Improve paradrop zones. Players will now always spawn outside of buildings if they land on top. Paradrops work much better for DM's (instant drop). Paradrops were not correctly choosing a random position
3.03
* IFF tagging did not correctly work in MP.

The PVPMissionWizard will automatically download the latest version of the scripts.

[sbs]Karlos
Jun 2 2010, 15:15
great work mac.

sbsmac
Jun 2 2010, 16:41
For good measure, I've fixed (I hope) a couple of bugs in the wizard as well...

* The wizard could crash when opening mission files for users where floating point numbers are written with commas instead of periods (typically France and Germany).
* The wizard could crash when opening pbo files created with recent versions of pbo.dll.

Jack
Jun 2 2010, 21:11
When I try to install your addon I receive the following error message:

http://www.28th-infantry-division.us/store/pvp-mm-error.jpg

Any ideas?

Edit: NVM found a solution. Had to download .net 4.0. For anyone who is experiencing the same problem I downloaded it here: http://www.microsoft.com/downloads/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992&displaylang=en

sbsmac
Jun 2 2010, 22:27
Ah, thanks mate. I switched to Visual Studio 2010 which looks like it has decided to upgrade the required .NET version for me.

Winchester Delta_1
Jun 2 2010, 23:13
Hey thanks for the PvP wizard... But i have one problem. I can't use the setup file. It say's not a valid win32 application. Is there a fix for that???? I'm running windows 7 64 bits.

sbsmac
Jun 3 2010, 07:21
For some reason some people seem to have had problems downloading the setup exe correctly. Unfortunately I'm not sure what causes this. There are a number of alternative locations so maybe one of these will work ?

APL (http://www.armaleague.com/pvpmissionwizard/bin/setup.exe)
armaholic (http://www.armaholic.com/page.php?id=6357) (2 servers)
Dev-heaven (http://dev-heaven.net/attachments/download/4860/setup.exe)

Hopefully one of these should work for you.

Winchester Delta_1
Jun 3 2010, 14:45
OK now the setup works... Thanks for that. I downloaded it from another website than Armaholic this time.

But now another question.... Where can i find the Script pack that i have to add to my mission. I can't find it anywhere. The install only exists in my start folder Roaming profiles. And thats only 1 file, the exacutable. I know my way around windows and Basic ARMA editing... But this setup is verry unclear to me. Where did the script pack install??
I really want to use this.... cause i think its a fantastic tool. Maybe i missed something with the installation??

I also wanted to ask you a cople more things.. Things about the variety of the PvP missions. Cause i want to make something different and more team based TvT missions.

Is there a possibility you can look at the list below and tell me if this is allready possible with your script pack or you might support it later in future versions.

1- Objective based PvP missions:

-I really would like this option to make some uniq PVP missions what requires team work and a more realistic setting.

Example: First you have to take out 3 SAM sites with your special forces group. After that is done you proceed to the main target Find the Scud (can be anything) and call in a Airstrike on it. (Respawnable F-35 becomes available when the firts 3 objectives are complete).

The opposing force its role is to defend the objectives at all costs and prevent the destruction of the Scud. And a script when the misison starts the defenders can place the objectives where they want in a pre-defined area to keep the mission more interesting everytime.

Some more scenario's:

2-Hostage Rescue:
Enemy guards can pick the spot where to respawn the hostages when the mission starts In a defined area. And when the Friendly rescue operators approaches them a action will pop up for only the rescue operators to make them join your team. You than have to extract them to a pre defined area.

3- VIP Transport from point A to point B. When reached the mission will end.

4- A possibility to make objects hardcoded on the map a objective also. (Like the bridges on Namalsk and the radio towers and bunkers around Isle dualla).

5- Certain stages in objectives. When objective 1, 2 and 3 are killed, destroyed, rescued 3 more objectives will pop up and respawn area's will shift together with the objects of your base.

6- Some kind of Blackhawk down script. When you start the mission you can choose your crash site in a pre defind area. When thats done the mission starts and bluefor has to extract you out and OPFOR has to capture you or kill you. (The pilots can be AI aswell than offcourse the mission will choose its own random crash site position)

I'm not asking you to make these missions... But a way to make them more easy to make with only placing markers and pre-made triggers (commands).
I'm asking this cause for a long time now i have been trying to make such missions.. Only to seem them fail in a Multiplayer enviroment or some script i can't get working. Many hours i have been wasting making such things... Most of them where fun to play.. But had some game breaking bugs and errors so i could never played them as they where ment. Things as UAV support and arty i can put in the mission.. But with making the rules/score board for the objectives and more advanced events when objectives where reached i alway's failed. I ask you this cause i think your the proper person to do such thing and you understand the importance of PvP in ARMA. I am willing to help whenever you need it... But remember i'm not a advanced scripter.. I mostly use templates and the ARMA forums about scripting and commands. Copy and pasting and editing small parts of scripts. I am no stranger in the editor and know basic things about scripts, triggers and modules. And i am good in making up story's and making up game modes as you see above.

sbsmac
Jun 3 2010, 15:08
Taking things in order....

>Where can i find the Script pack that i have to add to my mission. I can't find it anywhere.

The first time you run the program it will automatically offer to download all available scriptpacks for you.

See this video to get an idea of what you should see during installation...

sPEEFGQyPdM


>1- Objective based PvP missions:

Yes. The destroy objectives can be used to do what you want here. See this video...
rd0YkvOI4hc
In fact the co-op template/example shipped with the wizard does this.


>And a script when the misison starts the defenders can place the objectives where they want in a pre-defined area to keep the mission more interesting everytime.

You can probably get the affect you want by using 'mobile,destroy' objectives to allow the defenders to drive the SCUD to a new location.


2-Hostage Rescue:
3- VIP Transport from point A to point B. When reached the mission will end.


See this video....

KrBiM5N4vpg


4- A possibility to make objects hardcoded on the map a objective also.

Not yet but could be added.


5- Certain stages in objectives. When objective 1, 2 and 3 are killed, destroyed, rescued 3 more objectives will pop up and respawn area's will shift together with the objects of your base.

Hmm - not yet. The progressive respawn can be approximated using paradrops see this video...

3lwp4KiluPE


6- Some kind of Blackhawk down script. When you start the mission you can choose your crash site in a pre defind area. When thats done the mission starts and bluefor has to extract you out and OPFOR has to capture you or kill you. (The pilots can be AI aswell than offcourse the mission will choose its own random crash site position)

The random starting position can be done with paradrops those these only work for human players.



I'm not asking you to make these missions... But a way to make them more easy to make with only placing markers and pre-made triggers (commands).
I'm asking this cause for a long time now i have been trying to make such missions.. Only to seem them fail in a Multiplayer enviroment or some script i can't get working. Many hours i have been wasting making such things... Most of them where fun to play.. But had some game breaking bugs and errors so i could never played them as they where ment. Things as UAV support and arty i can put in the mission.. But with making the rules/score board for the objectives and more advanced events when objectives where reached i alway's failed. I ask you this cause i think your the proper person to do such thing and you understand the importance of PvP in ARMA. I am willing to help whenever you need it... But remember i'm not a advanced scripter.. I mostly use templates and the ARMA forums about scripting and commands. Copy and pasting and editing small parts of scripts. I am no stranger in the editor and know basic things about scripts, triggers and modules. And i am good in making up story's and making up game modes as you see above.

I'm very happy to help - particularly with some of the more unusual gamemodes like hostage rescue (I've been a bit disappointed that nobody has really picked up on the possibilities of these). I suggest you try a simple mission first to get the hang of the objectives system and if you have questions I'll be pleased to help you out here.

RoME
Jun 4 2010, 15:53
Very nice works sbsmac. Nice to see how things evolved since first release! ^^

sbsmac
Jun 29 2010, 13:22
With Operation Arrowhead now out I can confirm that I will be making sure the wizard and scriptpack are compatible. There is a good chance that no changes will be required but there may be some tweaking of weapons lists and unit-names. Unfortunatley I won't have my copy of OA for another week or so (according to amazon) so if anyone spots any problems in the meantime, please let me know.

Rustydog
Jun 29 2010, 23:29
doing a quick test mission now to see how it goes

sbsmac
Jun 29 2010, 23:52
Thanks mate - appreciated. You may find that when trying to create a new map from a template that the save-as dialog does not give you the option of placing the mission on an OA island (ie, it will only offer Utes and Chernarus as known islands). The workaround for this is very simple and is to use the OA editor to create a new dummy mission for each island. This works because the wizard simply scans the missions in your missions folder and looks at the names of them to construct a list of islands.
If you can tell me the list of OA island suffixes I will add them to the wizard.

Other problems you might find....

* You won't be able to launch OA from the wizard yet.

* It's quite likely that OA stores edited missions in a different place from ArmA2 ("My Documents\Arma 2 Other Profiles\<your profile name>\missions") If this is the case the workaround for now is to manually copy the mission between folders. Alternatively if you can tell me the path of the missions folder for OA I can modify the wizard to support this.

Rustydog
Jun 30 2010, 04:31
Did a quick and dirty mission . after sorting out some problems with addons it seems to be working just fine .

will not allow me to default to no weapon now but I can work around that .

sbsmac
Jun 30 2010, 07:30
Thanks RustyDog - that's encouraging news :-)

Rustydog
Jun 30 2010, 15:09
the no weapon thing was my fault as its using the default weapon in the editor.

ive got one or two questions that I will pm you about though

Katipo66
Jul 1 2010, 08:08
Cant install bro... say i got the wrong microsoft language?

sbsmac
Jul 1 2010, 08:14
You probably need to install .Net4 from http://www.microsoft.com/downloads/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992&displaylang=en

if you are getting the same error as in this post...

http://forums.bistudio.com/showpost.php?p=1641265&postcount=626

Katipo66
Jul 1 2010, 08:19
Ok man... im getting it now, sorry havent read your how thread but i do remember using this ages ago, but couldnt get AI to budge, but ill have a look again...

sbsmac
Jul 1 2010, 08:24
No problem, give us a shout if you need help with anything.

sbsmac
Jul 4 2010, 15:46
MissionWizard is now OA-capable !

You'll notice the wizard auto-update and also download the latest scriptpack. Changes which have been made to ensure OA compatibility...

Wizard
* OA Unit class-names added
* OA Weapon class-names added
* OA island names added

Scripts
* Quick-grenade select tweaked to support new grenade-throw mechanism in OA.
* ammo crate code rewritten to support OA weapons (should also allow weapons from other addons to appear in crates).

Please let me know of any problems you have since this hasn't been extensively tested.

Note, if you haven't used the wizard for a long time, you may need to upgrade to the latest version of .NET (http://www.microsoft.com/downloads/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992&displaylang=en) .

Rustydog
Jul 4 2010, 16:33
Very cool . thanks

Mosh
Jul 4 2010, 18:43
Thanks for the update, will be sure to try it out next few days.

sbsmac
Jul 4 2010, 22:25
Known bugs so far.

* Dead bodies disappear immediately. This means that flags don't stay with killed flagrunners but return to the pole straight-away. This seems to be a bug in OA rather than the scripts so please vote for this CIT issue (http://dev-heaven.net/issues/11688)
* quick-grenade select does not correctly return to full-auto firing mode when G36 is being used. Will look at this over the next few days.
* The determination of what is classed as a sniper rifle is a bit dodgy - will look at this soon.

nuggetz
Jul 5 2010, 02:39
Everything works fine until I click the last "next" button to create the mission and then get an unhandled exception error. Am I doing something wrong?

sbsmac
Jul 5 2010, 06:49
No, you're not doing anything wrong. An 'unhandled exception' is usually a sign that I have done something wrong ! :)

When you get the exception dialog, you'll notice a button called 'details' It would be very useful to me if you could click that button then either paste the contents here, send me a link or email them to me using the 'contact' menu option in the wizard. It would also be useful to know which mission type you were trying to create at the time.

Thanks !

sbsmac
Jul 5 2010, 16:14
Just tweaked the scripts a bit. V313 now works properly with G36. The quick-grenade select has an additional feature as well...

* tap 'salute' key once to select grenades
* tap 'salute' key twice to select smoke grenades
* hold 'salute' key to select your grenade launcher (when equipped).

sbsmac
Jul 6 2010, 17:11
Tweaked ammo crate scripts again.

V315
* Tweak categorisation of sniper rifles to make sure SVD does not appear unles 'sniper' keyword is used.
* Tweak categorisation of grenade launchers so that dedicated launchers (M32, m79) do not appear unless 'gl' keyword is used.
* Add 'tws' keyword to enable the inclusion of thermally-sighted weapons in an ammo crate.

V314
* Allow pistols to be added to ammo crates

sbsmac
Jul 12 2010, 19:44
Just made a quick change so that the OA editor is now started in preference to the ArmA2 editor if you have both games installed.

Rustydog
Jul 13 2010, 21:54
I tried the script you gave me to detect the objectives as follows how ever it never does detect the objective . Might be something small I am doing wrong .objective_1 is the ammo dump and in text part of marker I have ammodump,flag .

am I looking for objective_1 or ammodump . I tried both but no go . it is running the script as I tested it. And I assume it needs to be ran server side

#include "ctf\lib\common.h"


RustyAmmoControl={
private[.. list all your private variableshere ...];
//wait for the list of objectives to be available (should occur 10-15 seconds into game)
_objectiveList=RECEIVE(ObjectiveList) ;

//Look for the particular one whose state you want to monitor...
{
if (VAR(_x,objName) =="THE NAME YOU'VE GIVEN TO THE AMMO DUMP") then {
_theAmmoDump=_x ;
};
} foreach _objectiveList ;

//now monitor it until the game stops...
while {gameState=="playing"} do {
_objectiveOwner = VAR(_theAmmoDump,owner);
switch (_objectiveOwner) do {
case "east": {
//do something
} ;
case "west": {
//do something else
} ;
case "neutral": {
//do something even elsier !
} ;
};
sleep 1 ; //check again in another second
} ;

} ;

[] spawn {sleep 10;call RustyAmmoControl;} ;

sbsmac
Jul 13 2010, 22:04
Just to be clear, you have replaced

""THE NAME YOU'VE GIVEN TO THE AMMO DUMP"" with "ammodump" ? And filled in the private variable array ?

Can you post the exact edited script you have used? Note that you will need to go to the custom tab and enable the script...

http://www.armaleague.com/pvpmissionwizard/pictures/custom.jpg

Yes, you're right that this is probably best run server-side (although you can also run it client-side if you prefer).

Might be useful to put some "player sidechat" or diag_log's in to give an idea of where it is getting to. Have you looked at your rpt file for possible script errors ?

Rustydog
Jul 13 2010, 22:18
I did not put anything in
private[.. list all your private variableshere ...];

as I did not know what to put there > I put two hints one to see if the objective got triggered and one that lets me know the loop is running . I get the hint that its running through the loop .


if (VAR(_x,objName) =="ammodump") then {
_theAmmoDump=_x ;
};
} foreach _objectiveList ;

//now monitor it until the game stops...
while {gameState=="playing"} do {
_objectiveOwner = VAR(_theAmmoDump,owner);
switch (_objectiveOwner) do {
case "east": {
hint "just testing";//do something
} ;
} ;
case "west": {
//do something else
} ;
case "neutral": {
//do something even elsier !
} ;
};
sleep 1 ;hint "waiting"; //check again in another second
} ;

} ;

[] spawn {sleep 10;call RustyAmmoControl;} ;

---------- Post added at 10:18 PM ---------- Previous post was at 10:13 PM ----------

ok fixed it , the private varible _theammodump had to be in there .


Duh I knew I was missing something simple .

thanks

sbsmac
Jul 13 2010, 22:24
:-) yeah - I had come to the same conclusion. Here's a tested and working example (assuming you have an objective called "testobj")...



#include "ctf\lib\common.h"


RustyAmmoControl={
private ["_objectiveList","_theAmmoDump","_objectiveOwner"] ;
//wait for the list of objectives to be available (should occur 10-15 seconds into game)
_objectiveList=RECEIVE(ObjectiveList) ;
//Look for the particular one whose state you want to monitor...
{
if (VAR(_x,objName) =="testobj") then {
_theAmmoDump=_x ;
};
} foreach _objectiveList ;

//now monitor it until the game stops...
while {gameState=="playing"} do {
_objectiveOwner = VAR(_theAmmoDump,owner);
player sidechat format ["%1: state of %2 (%3) = %4",
time,
_theAmmoDump,
VAR(_theAmmoDump,objName),
_objectiveOwner];
sleep 1 ; //check again in another second
} ;

} ;

if (not isNull player) then {
[] spawn {
sleep 10;
call RustyAmmoControl;
} ;
} ;

You may want to change the "! isNull player" to "isServer" to run this on the server (in which case obviously you won't see the sidechat's in MP mode!)

sbsmac
Jul 15 2010, 10:26
PVPMissionWizard now supports SIEGE


SIEGE is a game-mode by Tom Anger that SBS and 3 Para have been playing a lot recently. It's surprisingly gripping - one team needs to infiltrate an objective while the other attempts to defend it. Players only have one life and time is limited so the stakes are high. 've added a SIEGE template as well as making some other tweaks.

More info (http://sites.google.com/site/macsarmatools/project-updates/pvpmissionwizardnowcontainssiegetemplate)

Mosh
Jul 15 2010, 14:19
When I was trying to make a mission (FF) in a standalone OA install, the ammo crate (US side, marker 'ammo') wouldn't show in the preview. When I loaded same mission in CO the crate did show. Are the crates using the Arma II crates and not the OA crates (would it know which crate to use if someone using standalone to make mission).

It's no big deal, I was just messing around trying to make a few standalone AO missions. Maybe it's just me though messing something up, although I did try it a few times just to make sure.

sbsmac
Jul 15 2010, 16:08
I was wondering when someone would notice ;-) In fact if you run the AddonChecker (http://sites.google.com/site/macsarmatools/addonchecker) on a freshly created mission you'll notice it identifies quite a few things that are ArmA2 only, including the ammo crates !

I plan to fix this up over the next few days - but it means editing every single template which is a bit of a pain :)

---------- Post added at 05:08 PM ---------- Previous post was at 03:41 PM ----------

Actually I've just realised this is harder than it seems. There is not a lot of common content between A2 and OA so, for example, it's impossible to find a soldier class you can put in your mission-file template that will work for both vanilla A2 and standalone OA :-( Still trying to think of whether there is any easy way round this without building full-blown compatibility checking into the wizard..

SpecterM
Jul 23 2010, 16:59
Mac, I tried to create a CH mission. Nothing too specific. based on map takistan.

upon saving and launching I get this error message. in the editor. it wont launch.


You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.utes, CAWheeled2_TowingTractor.

---------- Post added at 04:59 PM ---------- Previous post was at 04:54 PM ----------

So then i thought i would try siege also.


You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.utes. caweapons_ammoboxes, CAWater, cabuildings2_misc_cargo, cawater2_freegate, CAWheeled2_LAV25

Is your tool compatible with OA?

Taxman
Jul 23 2010, 19:15
Isnt that an error where you only have the OA installed and Not combined Ops ?

SpecterM
Jul 23 2010, 23:27
I purchased Arma2 when it came out. Just recently purchased OA. They are both installed at this very moment. But Im not sure about combined ops.

Taxman
Jul 24 2010, 06:52
hmmmm... then in that case ill leave it for mac :),

sbsmac
Jul 24 2010, 08:25
You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.utes. caweapons_ammoboxes, CAWater, cabuildings2_misc_cargo, cawater2_freegate, CAWheeled2_LAV25
Is your tool compatible with OA?

Yes, it is compatible with OA but right now it generates missions that are not compatible with standalone OA. The errors you are getting refer to addons from the original ArmA2 so there's definitely something a bit messed up with your installation. (You can verify this by starting OA and seeing if the utes and chernarus islands are available in the editor.)

If you can't fix your OA installation, you could manually remove the A2 requirements from the 'addons' list in the mission.sqm file. This should get you to the point where the mission will run as long as you have not used other units or weapons from A2.

You can use the AddonChecker (see my sig) to verify that the mission is 'clean' for OA.

SpecterM
Jul 24 2010, 10:34
Heres my problem. I own both versions via steam. When I run the editor it launches the mission only through Operation arrowhead when i chose that particular map.

It seems there is a _runA2CO.cmd along this path

C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead

that runs my combined operations.

So I guess, I just have to save the missions but NOT chose to launch. then launch Combined Operations, and go into the editor.

---------- Post added at 10:34 AM ---------- Previous post was at 10:13 AM ----------

Mac, id like to change the camera.

My missions is going to be HUGE, and I need each spawn to have their own camera. I want to pan in, like in dominai, instead of spinning around the map. Is that possible?

sbsmac
Jul 24 2010, 13:21
On the steam installation, thanks for the info. I don't have steam myself but will look into what is required to start it up correctly (or maybe will just tell it to use the cmd file). I may ask you to run a couple of experiments....

On the spawn camera, yes, addng new kinds of intros is possible. I assume you just want a slow zoom from a random (?) position some distance away into the player ?

SpecterM
Jul 24 2010, 14:20
On the steam installation, thanks for the info. I don't have steam myself but will look into what is required to start it up correctly (or maybe will just tell it to use the cmd file). I may ask you to run a couple of experiments....

On the spawn camera, yes, addng new kinds of intros is possible. I assume you just want a slow zoom from a random (?) position some distance away into the player ?

NP. and yes.

franko1932
Aug 1 2010, 08:38
I keep getting an error that I need to update my Microsoft Common Language Runtime Version to 4. something. I have no clue what it is talking about as I am not that advanced in computer programs. I run Windows Vista on a fairly new computer, does anyone know why I am getting this message and what I do to get around it?

sbsmac
Aug 1 2010, 09:58
You're getting the message because you don't yet have "Microsoft Common Language Runtime Version 4" installed.

You can get around it by installing it from

http://www.microsoft.com/downloads/details.aspx?familyid=9cfb2d51-5ff4-4491-b0e5-b386f32c0992&displaylang=en

:)

franko1932
Aug 1 2010, 17:48
Thanks sbsmac, I figured that was the answer I would get, but I was not sure if downloading the program would have any adverse effect on the computer/other programs.

sbsmac
Aug 1 2010, 18:38
No problems. Any other questions feel free to post them here :-)

[RFP]CHykis
Aug 14 2010, 17:59
I've done CTF map for OA, but if flagrunner killed flag returns to flagstate. flag doesn't stay on body.... and i don't know how fix that

sbsmac
Aug 14 2010, 19:44
This is actually a bug in OA - if you use one of the new OA betas you'll notice that this is fixed :-)

[RFP]CHykis
Aug 15 2010, 07:46
hmmm... but many people doesn't use betas. so they can't play that missions normally

sbsmac
Aug 15 2010, 08:36
Unfortunately this is a problem that affects all games that use flags. Dead bodes disappear instantly which means that flags are immediately returned to the flagpole. The issue is reported here http://dev-heaven.net/issues/11688 and the only solution is to use a beta or wait for the next patch :-(

[RFP]CHykis
Aug 15 2010, 08:48
I played that CTF (http://narod.ru/disk/23737005000/CTF_%5BTI%5D_12x12_Bolts.Takistan.rar.html) and situation with flags was normal, i tryed to fix my problem using this mission, but I am noob in scripting:p

sbsmac
Aug 15 2010, 10:35
>I played that CTF and situation with flags was normal,

The way the bug works is that if the player who has the flag is NOT using the beta, their body will disappear immediately and the flag will be returned to the flagpole. When you played that other mission, the player with the flag was probably using a beta version.

Honestly, it is nothing to do with the scripts or the mission - it just depends on whether the players you are playing with are using a new beta version.

Mikey74
Aug 17 2010, 22:04
I was wondering is there any way to make High command work with your CTF program?

sbsmac
Aug 18 2010, 09:56
That's a very good question and to be honest I have never tried it. One thing you would definitely need to modify is that there is an option (under 'assistance' IIRC) that, by default' disables the use of the space bar for commands so you'll need to turn that back on. Other than that, I'm not quite sure what's involved in getting 'high command' to work - maybe you just need to add the appropriate module in the editor ? Other that that, all the objective control etc should work.

If you want to give it a go let me know how you get on and I'll try to help. Unfortunatley I can't promise to help too much atm since I'm laid up in bed with back problems so can't actually get to my gaming PC :-(

Mikey74
Aug 18 2010, 12:04
That's a very good question and to be honest I have never tried it. One thing you would definitely need to modify is that there is an option (under 'assistance' IIRC) that, by default' disables the use of the space bar for commands so you'll need to turn that back on. Other than that, I'm not quite sure what's involved in getting 'high command' to work - maybe you just need to add the appropriate module in the editor ? Other that that, all the objective control etc should work.

If you want to give it a go let me know how you get on and I'll try to help. Unfortunatley I can't promise to help too much atm since I'm laid up in bed with back problems so can't actually get to my gaming PC :-(

I think its this:



//Spawns task to blank screen if space bar is pressed - do this after intro sequence
//[] spawn compile PP "ctf\disableCommandMode.sqf";

Wow Sorry to hear about your back. I hope you get to feeling beter.

comfirmed that was it!

sbsmac
Aug 18 2010, 12:39
Thanks :-) You shouldn't actually need to modify the scripts. Just change this setting so that it says 'no' and the space-bar should be functional again..

http://www.armaleague.com/mac/misc/cmdmode.GIF

Mikey74
Aug 18 2010, 21:16
LOL yeh I forgot about that thing till later. Ive been editing these things bits and pieces sense OFP. I forget about the nice easier editors. lol Thanks sbsmac! :)

That beeing said maybe you can add another option to enable CommandMode and keep the rest of the spacebar disabled. But if im the only guy that likes commandmode then I wouldnt bother.

Katipo66
Aug 24 2010, 23:34
Hey sbsmac, finally got around to use this cool tool, you mentioned capture zones are affected by both human and AI players and it will work equally well in SP as MP.

For AI to work do i need to place way points manually to the objectives? im guessing its probably the case but just checking.

sbsmac
Aug 24 2010, 23:50
Yes, the AI really have no concept of the game objectives (and I haven't added any scripts to try to make then so). Therefore if you want them to try and sieze or hold an objective you'll need to set them waypoints as you would do with a standard co-op. :)

Katipo66
Aug 25 2010, 06:25
No problem, thanks

Tom_Anger
Aug 26 2010, 15:24
Mac - Not sure where my issues it, but I am having trouble getting vehicles to respawn and not able to see the no entry signs to prevent spawn killing. I am testing this on a server, but with just me in the mission and no others - the timer doesn't start. Not sure if the player threshold has anything to do with it or not, but wanted to see what your thoughts were on this.

I can send you the files if you like, but I have a feeling you may know what it is. Cheers...

RoME
Nov 22 2010, 09:03
Hey sbsMac,

I was wondering if you could release your 'Quick grenade selection' feature as a small addon. I'd like to use it on Single player campain. That would be a huge plus for me.

Is it doable?



P.S: Are you still working on the "progressive respawn" or is the paradrop workaround the final thing? (i'm still working on my Pvp Domination you know :) )

sbsmac
Nov 22 2010, 15:50
Wow -it's been a while since anybody posted here ;)



I was wondering if you could release your 'Quick grenade selection' feature as a small addon

This is one of the few features that _is_ quite straightforward to take from the rest of the code. If you look in ctf/disableCommandMode.sqf you can pretty much copy and paste the entire file without modification. Just get rid of the #include, the VAR_DEFAULT, and remove any references to CM_Bindings and you should be fine. If you have any problems, let me know but it should be pretty straightforward.



P.S: Are you still working on the "progressive respawn"

To be honest I've done virtually no work on the script pack over the last few months. Squint was my main focus and I get the impression that there is very little PvP happening now so it's hard to justify the effort. Who knows though, perhaps things will pick up and I'll put some more time into it ;-)

RoME
Nov 22 2010, 19:05
This is one of the few features that _is_ quite straightforward to take from the rest of the code. If you look in ctf/disableCommandMode.sqf you can pretty much copy and paste the entire file without modification. Just get rid of the #include, the VAR_DEFAULT, and remove any references to CM_Bindings and you should be fine. If you have any problems, let me know but it should be pretty straightforward.



hm. I'm embarrassed to say that i did not understood a thing :rolleyes: .

sbsmac
Nov 22 2010, 19:50
Lol- ok, try pasting the following into a file called quickgrenade.sqf.




if (isNull player) exitwith {} ;

Salutebindings = [];

updateKeyBindings =
{
while {true} do {
Salutebindings = actionKeys "Salute";
sleep 2;
};
};

grenadeModeTimer=0 ;
fireButtonDown=false;
grenadeSelectState ="idle";
grenadeKeyDown=false;


safeSelectWeapon={
private ["_w","_muz"] ;
_w=_this select 1;
_muz = getArray(configFile>>"CfgWeapons">>_w>>"muzzles");
if (0!=count _muz) then {
if ("this" != (_muz select 0)) then {
_w = _muz select 0 ;
};
};
(_this select 0) selectWeapon _w ;
} ;



grenadeSelect={
private ["_muz"];
//to get here, the user must have pressed the salute button
grenadeModeTimer = time ;
//assume the player wanted a hand-grenade by default
player selectweapon "handgrenademuzzle" ;
waituntil {
(time -grenadeModeTimer > 0.5) ||
!grenadeKeyDown } ;
if (grenadeKeyDown) then {
//this was a long press so switch to grenade-launcher if appropriate
_muz = getArray(configFile>>"CfgWeapons">>(primaryWeapon player)>>"muzzles");
if (1 < (count _muz)) then {
player selectweapon (_muz select 1);
} ;
} else {
//this was a short press so check for another one
grenadeModeTimer = time ;
waituntil {
(time -grenadeModeTimer > 0.5) ||
grenadeKeyDown } ;
if (grenadeKeyDown) then {
//we got a second press
player selectWeapon "SmokeShellMuzzle" ;
} else {
//looks like this was a single press after all
};
} ;
sleep 2;
while {fireButtonDown} do {sleep 0.5;} ;
[player,primaryWeapon player] call safeSelectWeapon;
grenadeSelectState="idle";
} ;

dokeyDown={
private ["_r"] ;
_r = false ;

if ((_this select 1) in Salutebindings) then {
grenadekeydown=true ;
if (grenadeSelectState == "idle") then {
grenadeSelectState = "running" ;
[] spawn grenadeSelect;
} ;
_r=true;
};
_r;
} ;

dokeyUp={
private ["_r"] ;
_r = false ;
if ((_this select 1) in Salutebindings) then {
grenadeKeyDown=false;
_r = true;
};
_r ;
} ;

//
//I don't know why a delay is necessary :-(
sleep 5;
(FindDisplay 46) DisplaySetEventHandler [
"keydown",
"_this call dokeyDown"
];
(FindDisplay 46) DisplaySetEventHandler [
"keyup",
"_this call dokeyUp"
];
(FindDisplay 46) DisplaySetEventHandler ["mousebuttondown","fireButtonDown=true;"] ;
(FindDisplay 46) DisplaySetEventHandler ["mousebuttonup","fireButtonDown=false;"] ;

[] call updateKeyBindings ;


Then write


[] spawn { call compile preprocessfile "quickgrenade.sqf";} ;

in your init.sqf. I haven't tested this as a standalone file but squint says I haven't introduced any syntax errors at least !

RoME
Nov 23 2010, 09:27
Thank you Mac. I'll try that when i get home.

Is there a way to make it like a .pbo addon?

sbsmac
Nov 23 2010, 16:14
Is there a way to make it like a .pbo addon?

Possibly although even if it were an addon you would still need to place a custom logic/object in your mission to enable the script for that mission - is that what you had in mind ?

RoME
Nov 23 2010, 19:33
Ah. Not exactly.

I was thinking that i could use it as a clientside addon and join any server ^^.

Well, i guess i was wrong.

But then, i don't understand why this script isn't added to every mission. Domination, Evo, PvP missions etc... It would be a must-have to me.

sbsmac
Nov 24 2010, 18:09
Ah - I understand now. It's probably possible to do what you are suggesting but I don't know how ! If I figure out a way I will let you know.

RoME
Nov 24 2010, 19:00
That would be a brilliant addon MAc. There is a lot of threads in the forum requesting something like that.
I really hope you'll find time to do it!

Thank you Mac. A lot.
:)

HunterTX
Nov 27 2010, 02:47
Hello,
I just installed the PVPmissionWizard and .net4, I keep getting this error when trying to save a mission.
http://i86.photobucket.com/albums/k104/phuntertx/11-26-20109-40-11PM.png

Any suggestions?

sbsmac
Nov 27 2010, 07:56
Hunter, there should be a "Details" button on the bottom left of that error dialog. Could you click it then post the contents here? Thanks.

HunterTX
Nov 27 2010, 17:52
Here ya go...

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at PVPMissionWizard.missionBrowser.newMissionPath()
at PVPMissionWizard.saveAs..ctor()
at PVPMissionWizard.newProject.finish_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
PVPMissionWizard
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/patrik/AppData/Local/Apps/2.0/J1N8ZXZR.Q24/GWT4QMOX.8H8/pvpm..tion_fa65b9d1ef833db2_0001.0000_b385dbb10006748b/PVPMissionWizard.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Deployment
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Deployment/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll
----------------------------------------
System.Web
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.206 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Web/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Web.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

HunterTX
Nov 27 2010, 22:37
Trying to uninstall...

PLATFORM VERSION INFO
Windows : 6.1.7600.0 (Win32NT)
Common Language Runtime : 4.0.30319.1
System.Deployment.dll : 4.0.30319.1 (RTMRel.030319-0100)
clr.dll : 4.0.30319.1 (RTMRel.030319-0100)
dfdll.dll : 4.0.30319.1 (RTMRel.030319-0100)
dfshim.dll : 4.0.31106.0 (Main.031106-0000)

IDENTITIES
Deployment Identity : PVPMissionWizard.application, Culture=neutral, PublicKeyToken=fa65b9d1ef833db2, processorArchitecture=msil

ERROR SUMMARY
Below is a summary of the errors, details of these errors are listed later in the log.
* Error occurred during uninstall of the application. Following failure messages were detected:
+ Shortcuts could not be removed. Try again later.
+ The process cannot access the file 'C:\Users\patrik\AppData\Roaming\Microsoft\Windows\Start Menu\Programs\Mac's Tools\PVPMissionWizard.appref-ms' because it is being used by another process.
* Exception occurred during uninstall of application PVPMissionWizard.application, Culture=neutral, PublicKeyToken=fa65b9d1ef833db2, processorArchitecture=msil. Following failure messages were detected:
+ Shortcuts could not be removed. Try again later.
+ The process cannot access the file 'C:\Users\patrik\AppData\Roaming\Microsoft\Windows\Start Menu\Programs\Mac's Tools\PVPMissionWizard.appref-ms' because it is being used by another process.

COMPONENT STORE TRANSACTION FAILURE SUMMARY
No transaction error was detected.

WARNINGS
There were no warnings during this operation.

OPERATION PROGRESS STATUS
* [11/27/2010 5:34:17 PM] : Looking up information from component store.
* [11/27/2010 5:34:32 PM] : Uninstall of application PVPMissionWizard.application, Culture=neutral, PublicKeyToken=fa65b9d1ef833db2, processorArchitecture=msil did not succeed.

ERROR DETAILS
Following errors were detected during this operation.
* [11/27/2010 5:34:30 PM] System.Deployment.Application.DeploymentException (InvalidShortcut)
- Shortcuts could not be removed. Try again later.
- Source: System.Deployment
- Stack trace:
at System.Deployment.Application.ShellExposure.RemoveShortcuts(ShellExposureInformation shellExposureInformation)
at System.Deployment.Application.ShellExposure.RemoveSubscriptionShellExposure(SubscriptionState subState)
at System.Deployment.Application.SubscriptionStore.UninstallSubscription(SubscriptionState subState)
at System.Deployment.Application.DeploymentServiceCom.MaintainSubscriptionInternal(String textualSubId)
--- Inner Exception ---
System.IO.IOException
- The process cannot access the file 'C:\Users\patrik\AppData\Roaming\Microsoft\Windows\Start Menu\Programs\Mac's Tools\PVPMissionWizard.appref-ms' because it is being used by another process.
- Source: mscorlib
- Stack trace:
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.File.Delete(String path)
at System.Deployment.Application.ShellExposure.RemoveShortcuts(ShellExposureInformation shellExposureInformation)
* [11/27/2010 5:34:32 PM] System.Deployment.Application.DeploymentException (InvalidShortcut)
- Shortcuts could not be removed. Try again later.
- Source: System.Deployment
- Stack trace:
at System.Deployment.Application.ShellExposure.RemoveShortcuts(ShellExposureInformation shellExposureInformation)
at System.Deployment.Application.ShellExposure.RemoveSubscriptionShellExposure(SubscriptionState subState)
at System.Deployment.Application.DeploymentServiceCom.MaintainSubscriptionInternal(String textualSubId)
--- Inner Exception ---
System.IO.IOException
- The process cannot access the file 'C:\Users\patrik\AppData\Roaming\Microsoft\Windows\Start Menu\Programs\Mac's Tools\PVPMissionWizard.appref-ms' because it is being used by another process.
- Source: mscorlib
- Stack trace:
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.File.Delete(String path)
at System.Deployment.Application.ShellExposure.RemoveShortcuts(ShellExposureInformation shellExposureInformation)

COMPONENT STORE TRANSACTION DETAILS
* Transaction at [11/27/2010 5:34:29 PM]
+ System.Deployment.Internal.Isolation.StoreOperationSetDeploymentMetadata
- Status: Set
- HRESULT: 0x0
+ System.Deployment.Internal.Isolation.StoreOperationUninstallDeployment
- Status: Uninstalled
- HRESULT: 0x0
- AppId: http://www.armaleague.com/pvpmissionwizard/bin/PVPMissionWizard.application#PVPMissionWizard.application, Version=1.0.0.56, Culture=neutral, PublicKeyToken=fa65b9d1ef833db2, processorArchitecture=msil
+ System.Deployment.Internal.Isolation.StoreOperationSetDeploymentMetadata
- Status: Set
- HRESULT: 0x0
+ System.Deployment.Internal.Isolation.StoreTransactionOperationType (27)
- HRESULT: 0x0

RoME
Nov 28 2010, 12:26
** About the "Grenade selection from a simple key' Addon.

Anything new Mac?

Bulldog Six
Dec 1 2010, 01:42
how do I disable the game-over screen when all enemies are down? I created a pvp map with the script pack but when few palyers are on it and all enemies are down at the same time I get the game-over screen. I want the game to be over when all AAS flags have been captured by one side (domination win set to true).

any ideas?

sbsmac
Dec 5 2010, 15:11
Sorry folks, a bit busy with real-life commitments at present.

@<hidden> - thanks, I'm pretty sure I know what the bug is (I'm guessing you have a steam installation?) and have a fix but it may take a while to roll out. In the meantime your uninstall problem looks like you've somehow left the program running in the background- suggest you take a look at the process list and make sure that pvpmissionwizard is killed.

@<hidden>, assuming you are using the wizard, one thing you might try is to not start the game until enough players are present. This option is under advanced/Game/Starting and Ending.

@<hidden> - sorry but I wouldn't hold your breath on this. I'm too busy even to fix bugs in squint atm so mod-making is probably next years project if it happens at all :(

HunterTX
Dec 10 2010, 03:46
Rgr sbsmac,
Got the uninstall..and I am running the Steam version..look forward to when you might be able to get your fix.


Sorry folks, a bit busy with real-life commitments at present.

@<hidden> - thanks, I'm pretty sure I know what the bug is (I'm guessing you have a steam installation?) and have a fix but it may take a while to roll out. In the meantime your uninstall problem looks like you've somehow left the program running in the background- suggest you take a look at the process list and make sure that pvpmissionwizard is killed.

(

RoME
Dec 24 2010, 12:50
Hi again sbsmac,

As i want to work again on a light pvp Domination, i was wondering if it is possible to implement random spawn of some Civilians? I want to use this feature to discourage the use of Nade and M203 spam.. As if you kill a civilian, your team lost more respawn tickets, and the killer get a respawn penalty of + 1min to wait or so.

I know you don't work on this project anymore, but i had to ask :)

Tom_Anger
Dec 24 2010, 15:34
I wanted to use the mission maker program again, but am having trouble getting it to run. I get a weird error which may be on my end. Mac - if you do get back to this we will hook up. I am writing some small scale coops for single and MP, but no rush bud. Thanks for a wonderful year of results you helped the community put out.

sbsmac
Dec 24 2010, 15:57
I've just uploaded a minor update to the pvpscriptpack for uses of the pvpmissionwizard. The update should allow missions made with the wizard to run even if you only have standalone OA rather than the full combined operations. It should also fix a config problem when using ammo crates with the "rockets" keyword.

@<hidden> - what you're suggesting is reasonably straight-forward with a little bit of custom scripting. If you want to give it a go I can give a few hints :)

@<hidden> good to see you back mate ! Just drop us a line on MSN and I'll do my best to help.

Tom_Anger
Dec 27 2010, 13:07
I believe my problem was with .NET Framework 3.5 SP1. I am working out the problems, but if I get hung up I'll PM you. Not an issue with the Mission Creator as far as I can see. I'll keep in touch. Tx!!!

RoME
Dec 29 2010, 12:09
ty sbsmac.
I'll pass by when in trouble ^^

=AB=Piccolo
Jan 6 2011, 22:50
Hello,
I just installed the PVPmissionWizard and .net4, I keep getting this error when trying to save a mission.
http://i86.photobucket.com/albums/k104/phuntertx/11-26-20109-40-11PM.png

Any suggestions?

Hi all...

I have the same problem. Something new to solve it?

I do not have the Steam version ...... I have the original DVD of Arma 2 / OA

Thx & regards

Cytreen
Mar 19 2011, 20:18
Have a problem. Windows 7 64bit ultimate, .net 4. Running the DVD version of arma CO with BAF and PMC. The Wizzerd is compleatly broken and none functioning. Cant even use submit bug report or i get this and yes everything is updated.

I would realy love to use this tool but it does not work at all.


What happons during submit bug report.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ComponentModel.Win32Exception (0x80004005): No application is associated with the specified file for this operation
at System.Diagnostics.Process.StartWithShellExecuteEx(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start(ProcessStartInfo startInfo)
at PVPMissionWizard.MainPage.sendFeedbackOrBugreportToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
PVPMissionWizard
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Cytreen/AppData/Local/Apps/2.0/G1D75C7M.7TK/H7NGAWCH.9RH/pvpm..tion_fa65b9d1ef833db2_0001.0000_b385dbb10006748b/PVPMissionWizard.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Deployment
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Deployment/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




What happons when Trying to create a mission

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at PVPMissionWizard.missionBrowser.newMissionPath()
at PVPMissionWizard.saveAs..ctor()
at PVPMissionWizard.newProject.finish_Click(Object sender, EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
PVPMissionWizard
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Cytreen/AppData/Local/Apps/2.0/G1D75C7M.7TK/H7NGAWCH.9RH/pvpm..tion_fa65b9d1ef833db2_0001.0000_b385dbb10006748b/PVPMissionWizard.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Deployment
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Deployment/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll
----------------------------------------
System.Web
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.206 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/System.Web/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Web.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

HunterTX
Mar 20 2011, 01:10
Looks like its no longer supported by the coder

eddie247
Nov 3 2011, 16:13
Anyone know a working link for this?

edit: got it from devheaven

Araxiel
Jul 24 2012, 02:23
Now it's even gone from Devheaven. Does somebody got a link for this?

Edit:
Well, it seems to have moved/the link provided does lead to an empty page. But it is indeed still on devheaven under following link;
https://dev-heaven.net/projects/sbsmac-pvpsp

However, when I want to run the installer, I recieve following error:


An error occurred trying to download 'http://www.armaleague.com/mac/ArmA2FPSAnalyser/bin/ArmA2FPSAnalyser.application'.

See the setup log file located at '******\AppData\Local\Temp\VSDF65E.tmp\install.log' for more information.

Which means it's still not possible to run the tool

Noc1337
Oct 2 2012, 10:07
Anybody have news to this realy cool project? Still down?

Sven2157
Oct 3 2012, 14:59
I have found, that if you click the files tab( must be registered and logged in ), you can find that version 3.02. These files are more like what is in the online manual (https://docs.google.com/document/preview?id=1lA_xzkSxEKtoGHSbjuN17-U0elpASima_oCn1KGZJWM), and there is no executable for installation of the core components.

Direct Link to Files( registration required ) (https://dev-heaven.net/projects/sbsmac-pvpsp/files)
sbsmac-pvpsp script pack overview page (https://dev-heaven.net/projects/sbsmac-pvpsp)

Hope that helps! ;-)

*** EDIT ***

Trying this out today. Will report back this afternoon( ~approx 18:00 ZULU/UTC )...

Sven2157
Oct 3 2012, 20:28
Well,

I can confirm that this package IS working! I am using Steam edtion Take On Helicopters( Hinds, Noise and Rearmed) with Arma 2 Free. Arma 2( Arma 2 Free ) MUST be installed for it to work, as it calls a lot of entities from there.

I have a basic Capture The Flag( CTF ), that I am finishing up, and will throw onto a TKOH Dedicated Server in a bit, to test with more players... :811:

Buzz_Fledderjohn
Nov 9 2012, 12:13
Is there any way to allow players in vehicles to capture objectives?

Buzz_Fledderjohn
Nov 11 2012, 18:42
Is there any way to allow players in vehicles to capture objectives?

Anyone? :)

JuggernautOfWar
Jan 14 2013, 18:23
The download is broken on Armaholic.

Foxhound
Jan 15 2013, 00:11
At the bottom of the Armaholic.com downloadpage is a note about the authors work. There you will also find some text explaining how to be able to use this with an alternative downloadlink!

RoME
Mar 9 2013, 13:37
Hi SBS Mac. Do you plan on making a PVP script pack for arma 3?

Im dying to make some urban conquest missions ^^.

Thx anyway for your great work!

RoME
Mar 26 2013, 10:58
Did someone test it on Arma 3 editor?

(i can't i'm soooo busy)

bjwimer
Apr 21 2013, 05:53
it worked with Arma 3 before the 54 upgrade on April 15th... now not so much, can't figure out why