View Full Version : ANNOUNCE: PVP script pack released
Description:
The PVP script pack is a framework of scripts that allow you to quickly and easily create missions. No knowledge of scripting or triggers is required and a map can be created just by adding a few markers in the ArmA2 editor and changing a line in an external text file. A basic PVP map can be created in just a few minutes using this pack.
The scriptpack was originally designed to support multi-player PVP (player vs player) games but can just as easily be used for SP (single-player) or CO-OP mission design since it provides many useful features such as minefields, vehicle-respawn zones, a spectator script, no-fly-zones and capturable objectives.
Features
* Supports CO-OP,SP,CTF,FF,DM,TDM,KoH,C&H,AAS modes as well as hybrid variants and asymmetric game-types such as ESCORT or A&D.
* Powerful spectator script allows referees or players to view the game.
* Flexible objectives system includes hold, destroy, locate, and hostage.
* Border, minefield and no-flyzone support as well as exclusion zones for flag-runners.
* Respawn limiting by player and/or team. Vehicle respawn and repair zones.
* Artillery barrages and fly-pasts.
* Automatic body-removal and optional anti-gimping and spawn-protection.
* Automatic generation of intro and outro sequences.
* Support for invulnerable AI guards to project areas
* Paradrop support so players can join the action quickly.
Usage
The pack comes with an extensive manual that walks beginners through the process of creating missions and also includes a number of template and example missions. There are also a number of video tutorials available.
Please use this thread to report bugs and request features. I'll also regularly post updates as I work on them.
Read the manual here. (http://docs.google.com/View?id=dg9863vb_8cmnwqh26)
I am also starting to work on some video tutorials (http://dev-heaven.net/wiki/sbsmac-pvpsp/Videos)
The good folks over at dev-heaven have been kind enough to host a project space (http://dev-heaven.net/wiki/sbsmac-pvpsp) for me. You can get the latest downloads (http://dev-heaven.net/projects/list_files/sbsmac-pvpsp), report bugs (http://dev-heaven.net/projects/sbsmac-pvpsp/issues) or discuss ideas in the forum (http://dev-heaven.net/projects/sbsmac-pvpsp/boards) there. Of course I'll also continue to monitor this forum.
HELP WANTED
If you want to help, check out the Help Wanted (http://dev-heaven.net/wiki/sbsmac-pvpsp/HelpWanted) page!
Want the script pack to do something a bit different ? Of course, you're free to edit the scripts yourself but I'm hoping to avoid too much forking of the codebase. If you have made changes, please let me know and I'll look at folding them into the main codebase.
Thanks to...
Q-SeNs for helping with the manual!
[URC]Specter, Zordak,Mosh,deadsmell for beta-testing V2
[URC]Fatman for work on the A&D mode and contributing his superb templates to the project.
kadinX, [URC]Fatman and AceofSpades for beta-testing V3
ArmaHolic download mirror (http://www.armaholic.com/page.php?id=6357)
===============================================
13/12/09 V3.02 (http://dev-heaven.net/attachments/download/3775/PVPscriptPackV3_02.rar) now released
* Fixed a serious bug which stopped CTF scoring working after a player had returned a flag
* CTF_iff can now be used to provide identification of friendly forces.
* Demo video at http://www.youtube.com/watch?v=W4jMTAf7HaQ
* All game-mode with flags now provide a feature to automaticaly return or pickup the flag even if the default action does not appear.
* CTF_allowBINO turns on/off binoculars
* DLG_RESPAWNLIMIT now uses text '#lives' to make it less confusing
* Flag markers now accept the 'flagheight' keyword
===============================================
21/11/09 V3.00 (http://dev-heaven.net/attachments/download/3315/PVPscriptPackV3_00.rar) now released
* IMPORTANT - the manual is now an open google-doc at http://docs.google.com/View?id=dg9863vb_8cmnwqh26 and can be edited by anyone who wishes to improve the documentation.
* IMPORTANT - guns/rockets/allWeapons markers no longer work and have been replaced with a more flexible 'ammo' marker scheme. See the manual for details.
* IMPORTANT - paradrops have been significantly reworked and allow halo, as well as ground-level teleporting to objectives, dropzones or other areas with flexible configuration. See the manual for details.
* In rugby mode multiple scoring flags can be used. The 'score' keyword can be used to assign different scores to them and they can be named.
* CTF_antiShake can be used to stop players aim deteriorating when the are wounded.
* CTF_antiCamp can be used to put tags above campers heads.
* Quick-grenade select feature allows grenades to be chosen with a tap of the 'salute' key, smoke-grenades are selected with a double-tap of the salute key.
* Spawnkillers are now blinded rather than blown-up.
* CTF_disableFriendlyFire can be used to blind Tk'ers and resurrect their victims.
* Time of day dialog now available in MP lobby.
* Splashscreen now uses entire screen size.
* PreventDamage markers now work on vehicles and objects.
* Safezones are created between the edges of minefields and and dropped flags so that they can be retrieved.
* Flags are automatically returned/picked up if a player stands over a flag-runners body for 10 seconds.
* Border and minefield markers are now invulnerable and are placed accurately.
* Fixed bug where spectator script could lock up if watching a body that was deleted.
* 'Hidden' keyword can be used to hide objectives from map and hud.
* TDM team scores are now based purely on kills and persist even if players leave the game.
* CTF_deathPenalty can be used to subtract points from a player every time they die.
* flagheight keyword can now be used in objectives to place flags on top of buildings.
* CTF_objectiveCaptureScore can be set to 0 to stop players gaining score when holding objectives.
* Timer in HUD now shows 'unlimited time' or 'waiting for players' as appropriate.
* CTF_flagTouchDelay can now be used to set the delay between taking the flag and scoring a touch.
* DLG_RESPAWNLIMIT can be used to limit the number of player respawns.
* CTF_disableCommandMode can now be set false if you really do want to be able to use command-mode in a game.
* The flag now returns to the pole when players leave the playzone in KoH mode.
* Player loadout is now preserved when they take weapons from an ammo crate.
* KoH and FF modes now show flag-status in HUD *
===============================================
30/9/09 V2.08 (http://dev-heaven.net/attachments/download/2629/PVPscriptPackV2_08.rar) now released
HOTFIXES.....
Single-key grenade select... http://dev-heaven.net/attachments/download/2690/disableCommandMode.sqf
Fix for time-of-day lobby dialog defaulting to midnight... http://dev-heaven.net/attachments/download/2691/dlgs.h
Changes since 2.05...
* View distance, terrain detail, and mission time-of-day can now be set from the lobby using DLG_TERRAINDETAIL, DLG_VIEWDISTANCE and DLG_TIMEOFDAY
* Hugely improved loading-screen images and templates - thanks to Tom Anger
* CTF_notes section added, all example missions have appropriate example text
* Spectator-cam 'previous' arrow now works correctly
* TDM HUD scoring fixed
* preventDamage areas now work for vehicles, 'things', and buildings.
* Fixed bug where borders and minefields didn't work !
* Make sure the game ends when tickets run out
* Games with one side (DM,KOH,FF) should now end when only one player is left
* Players who have run out of lives have a negative score added to ensure they do not appear on the leaderboard in DM/KOH
* CTF_terrainGrid and CTF_viewDistance variables added
* Objectives system now halts on game-over
* Score is not shown at end of game if CTF_hudNoSCore is set
* TDM and KOH now show up in browser as TEAM and CTF respectively
21/9/09 V2.05 (http://dev-heaven.net/attachments/download/2592/PVPscriptPackV2_05.rar) now released
What's new ?
* Intro sequence should now take the same amount of time regardless of framerate.
* The method for adding spectators has changed. Any playable unit placed within a 'spectators' marker will be treated as a spectator and can view other players.
* The "zombie" problem with the "away" DeathCam camera mode has now been fixed. "away" now focusses the camera on the player in respawn.
* Fixed a problem where if there was only one player 'in-play' on a side and that player was killed, the game would end even if there were respawn tickets left.
* The flag-state reporting is now working in CTF mode.
* DM, KOH, and FF game-modes were probably not working correctly as a result of the ticket/in-play system.
* Logics can no longer be treated as spectator targets.
* Spectators can no longer respawn themselves into the player respawn area.
===============================================
20/9/09 V2.04 (http://dev-heaven.net/attachments/download/2577/PVPscriptPackV2_04.rar) now released
What's new ?
* CTF_gameStartThreshold can be used to configure the number of players that need to be present on each side before the game will start. By default this is 1. This prevents games ending immediately when only one player joins them.
* CO-OP mode now supports objectives. The CO-OP example mission is now fully working.
* Simple auto-generation of tasks from objectives has been added (this is an early implementation)>
* Fixed a bug where players who were dead and respawning were not recognised as being in the game.
* Cleaned up spectator script to make it's use by CTF_deathCam a lot more reliable.
* CTF_deathCam now recognises the "away" option.
* The new 1.04 lobby dialog system is now supported - any number of dialogs can be used.
* The 'isReferee=true;' method of adding spectators has now been changed. You must add 'CTF_referee=player;' to a unit's init slot to ensure that spectator slots will work.
IMPORTANT - due to the new lobby-dialog system, the ctfConfig.sqf file has changed and old dialogs are no longer supported. You must be careful when updating to this version of the scriptpack.
===============================================
13/9/09 V2.03 (http://dev-heaven.net/attachments/download/2507/PVPscriptPackV2_03.rar) now released
What's new ?
* Manual updated
* CTF_fightToTheLastMan can be used to ensure the game doesn't end until all tickets are taken AND one side has no more active players.
* East and west teams can now have different numbers of tickets with CTF_ticketLimitEast and CTF_ticketLimitWest
* HUD is configurable in C&H with CTF_hudNoScore and CTF_hudNoObjectives
* CTF_deathCam can be used to change the default camera mode whilst respawning (including spectator mode)
* CTF_spectateAll can be used to allow spectators to watch both east and west (by default they can watch their own side only)
* Contested objectives now revert to neutral at a constant rate
* Objectives now support 'safezone' keyword meaning that civilians can capture them
* Objectives now support 'threshold' keyword meaning that at least 'n' players must be in the objective to capture it
* CTF_allowNeutralisationWin allows a team to win when all objectives belong to them or are neutral
* Added testmode to automatically skip intro in SP editor - CTF_skipIntro is no longer used
* Ticket system can be used for all gamemodes to limit team respawns
* Improved HUD for CTF now shows status of each flag
* Fixed bug where illegally killed players coudl sometimes respawn in spawn area with incorrect weapons
* 'Sign' keyword can be used for objectives
* Players who run out of respawns will have access to the spectator script
* Game will now end when either team runs out of respawns/players
* Players with sidearms shoudl now respawn with magazines for them when CTF_preserveLoadoutOnDeath is used
* Players with rocket launchers shoudl now respawn with a sensible number of rockets
* FlagRunners need to be slightly closer to home flag to score
* CTF_flagRespawnDelay added
* CTF_flagRespawnDelay now hides flag completely instead of just changing texture
* Debug diag_logs removed
* 'sign' keyword can now accept value of 'none'
* Borders now understand 'sign' keyword
* Playzone marker support added
* Flag runners in flag-based games now need to be closer to the home flag to score
* Paradrop entry vehicles are now correctly created
* CTF_defaultWeapon="" now works correctly
* New 'hostage' keyword for destroy-objectives
* Ticket system is now side-based
* Players can now be interned when tickets run out - allows game to run until last player is killed
* date and time is synchronised when JIP players join
* Interned players are no longer killed for being outside borders
* CTF_preserveLoadoutOnDeath now allows players to respawn with missiles for their launchers
* InPlay monitor allows games to be terminated when all players on a side have run out of respawns
* Flagrunners who were illegally killed should now respawn with the flag
===============================================
28/8/09 V2.02 (http://dev-heaven.net/attachments/download/2260/PVPscriptPackV2_02.rar) now released
What's new ?
* Prototype Insurgency mode (see wiki page (http://dev-heaven.net/wiki/sbsmac-pvpsp/Insurgency") for preliminary notes)
* New 'hidden' keyword allows 'destroy' objectives to be unmarked until neutralised.
* New 'uncertainty' keyword for objectives randomly displaces marker position by the amount specified.
* New 'caches' keyword for objectives chooses 'n' ammo crates from all those within the objective.
* Map is now hidden during mission briefing
* Vehicle and player respawn code now uses posAsl so as to be able to cope with USS Khe Sahn
* It was possible for vehicles to become so damaged they turned into wrecks which would then not respawn
* Vehicles were only respawning if they had been moved from their original position so vehicles destroyed in spawn would not respawn.
* NoFlyZones no longer kill players in trucks
* Minefields now kill players in trucks
* Borders now work correctly against aircraft
* CTF_defaultWeapon can now take the value "none" which will disarm players at start of game.
* HOTFIX available: (http://dev-heaven.net/projects/list_files/sbsmac-pvpsp) CTF_flagRespawnDelay=123 can now be used to enforce a period of neutrality after a flag-score.
===============================================
22/8/09 V2.01 (http://dev-heaven.net/attachments/download/2165/PVPscriptPackV2_01.rar) now released
What's new ?
* CO-OP gamemode allows the script pack to be used within a CO-OP game
* A brand new keyword system for markers means that items can be easily configured
* Artillery - call down artillery either randomly or at periodic intervals
* Noflyzones - stop players flying in defined areas.
* Noflag zones - stop players carrying flags through defined areas
* ECL gamemode added - like CTF but teams must hold an objective to be able to score
* RUGBY gamemode added - only one flag which the team must deliver the other team's endzone to score.
* Vehicle respawn zones (now called vehicles rather than carparks) can selectively repair different kinds of vehicles
* AIguardZones can now be used to give invulnerability to AI border or spawn 'guards'.
* Minefields now have individually configurable lethality
* Special fly-overs are now supported
* Error checking is performed for missing markers/unrecognised keywords
* CTF_defaultWeaponEast/West allow teams to spawn with different weapons
* Flyroute intros much smoother
* C&H objectives now include 'destroy' and 'mobile destroy' types
* Make sure score is displayed at end of TDM (available as hotfix)
* allWeapons crates now contain pistols
* CTF_preventSuicide now instantly respawns players who try to use ESC respawn or who blow themselves up
* Pistols are now preserved in loadout
* damage and armour are now correctly restored when a vehicle is returned to a carpark
* Stronger enforcement of disableCommandMode
* Mission makers can now provide a splashscreen (logo.jpg)
* Player input is disabled during intro
* Intro/outro Music is now faded in over 5 seconds
* CTF_defaultWeapon no longer requires correct case for weapon name
* Players who take or return the flag in CTF are now rewarded with points (and points mean prizes!)
* Workaround setDate stutter bug introduced in 1.03 patch
* Players who help capture or contest objectives in C&H get points for it.
* Objectives in C&H are now taken faster if there are more players in the area.
* Use orange markers for flag-tracker in CTF/FF/KOH
* Use neutral flag texture for FF/KOH
* Handgrenades, smokegrenades and mines are now included in allWeapons crates
* noParaDrop zones now use modifiers
* destroy objectives can have individual damageThreshold modifier
* AIguardZone markers can now be created to allow for invulnerable AI guards and vehicles.
===============================================
7/8/09 V1.19 V1.19 now released (http://dev-heaven.net/attachments/download/1808/PVPscriptPackV1_19.rar)
Fixed in this release:-
* Make sure that area objectives don't have missing/duplicate labels
* Fix problem where players could respawn with no ammo.
* Fix scoring for TDM (thansk to SpecterM for reporting this).
* Fix scoring for DM.
===============================================
6/8/09 V1.18 V1.18 now released (http://dev-heaven.net/attachments/download/1778/PVPscriptPackV1_18.rar)
Fixed in this release:-
* IMPORTANT - C&H/AAS objectives are now created slightly differently from before. Old maps may need to be modified slightly - read the manual for details.
* Vehicles now respawn in the correct direction rather than always facing North.
* By default, players now respawn at their original location and direction.
* Objective type mechanism completely reworked (see manual)
* HUD now automatically shown at beginning of game
* "Flagtaken" sound now played in C&H/AAS when objectives change ownership.
* "Flagtaken" sound now played in KOH when flag is taken from another player.
* "allWeapons" markers create an ammo create containing all rifles and rocket launchers (regardless of settings of CTF_allowGrenadeLauncher/Silenced/Sniper etc)
* Vehicles will now be repaired, refueled and rearmed if taken back to a carpark and left stationery for CTF_vehicleRefreshDelay seconds.
* CTF_playerRespawnLimit can now be used to limit number of respawns
* End of game hints now enabled (10,5,1 minutes by default but use CTF_endWarnings to change).
* Hold (return to neutral if no friendlies present) and Destroy (damage all vehicles in area) objectives now supported
* CTF_allowNVG equips players with NVgoggles
===============================================
2/8/09 V1.17 V1.17 now released (http://dev-heaven.net/attachments/download/1716/PVPscriptPackV1_17.rar)
Fixed in this release:-
* AAS mode (or C&H with domination enabled) might end early or not at all
* Added a DLG_MAXSCORE_DM
===============================================
2/8/09 V1.16 V1.16 now released (http://dev-heaven.net/attachments/download/1706/PVPscriptPackV1_16.rar)
Fixed in this release:-
* noParaDrop(East/West) zones can now be used
* Fixed problem with boolean lobby dialogs
* Fixed quotation marks in manual (cutting and pasting example configs from pdf would cause errors).
* Made the 'domination' (all objectives held simultaneously) win a bit more obvious.
===============================================
31/7/09 V1.15 V1.15 now released (http://dev-heaven.net/attachments/download/1671/PVPscriptPackV1_15.rar)
Fixed in this release:-
* IMPORTANT - CTF_gameLength is now defined in minutes rather than seconds ! Use CTF_gameLength=30 for a 30 minute game rather than CTF_gameLength=1800 as previously.
* Manual updated
* Template/example missions supplied for all game-modes
* Lobby-dialogs supported and wide-range of canned options available
* HUD is automatically hidden when game is over
* Pack no longer ships with introsong and outrosong oggs since default is to use internal tunes
* Body removal time is configurable with CTF_bodyRemovalDelay
* CTF_scoreToWin defines maximum score before game-over
* CTF_reverseScore causes objectives held by your team to drain points from the enemy. The team whose points are all drained first is the loser. Use CTF_scoreToWin to set starting points.
* Flag-tracker in CTF incorrectly reported west flag as "<null> flag"
* VSS_Vintorez and MP5A5 are now correctly classified as silenced weapons
* Fixed bug where JIP players did not see objective or flag markers correctly
* Markers for ammo-dumps, preventDamage,LevelBuildings, paraDrops and carparks are now removed once the game starts to avoid cluttering up the map
* New intro type "FlyRoute" flies between objectives on C&H or flags on CTF
===============================================
29/7/09 V1.14 now released (http://dev-heaven.net/attachments/download/1646/CTFscriptPackV1_14.rar)
Fixed in this release:-
* Missions now end (V1.14 supercedes V1.13)
* Manual updated again
* ParaDrop feature now fixed so it doesn't spawn a plane for every player
* CTF_paraDropVehicle can be used to choose which vehicle to spawn
* CTF_paraDropHeight can be used to configure how high up the player parachutes from
* paraDrop vehicles are aligned with marker
* Fixed bug in DM/TDM/FF/KOH modes where kills were marked as friendly
* FF,DM, KOH now show top player(s) in HUD as well as own points
* items in inventory are now preserved when respawning from for illegal kills
* CTF_preserveLoadoutOnDeath can be used in DM's to make sure loadout is preserved even if there is no spawn--protection zone.
* CTF_grenades can be used to override the default number of grenades in the initial loadout
* CTF_carparkRespawnDelays can be used to control respawn times of individual carparks
* Attempt to fix race-conditions leading to occasional loss of HUD.
* Intro is now faded in to hide initial setup
* Spawn-protection zones can be overflown as can minefields
* Players who overfly borders will have different text to those who enter on foot
* Implement a 'flag-tracker'. CTF_flagTrackDelay controls how long before this is turned on. CTF_flagTrackInterval controls how often it reports.
* Added anti-gimp mode, particularly useful for DM's where crawling around isn't much fun. Set CTF_antiGimp to true to enable this.
===============================================
27/7/09 V1.12 now released (http://dev-heaven.net/attachments/download/1637/CTFscriptPackV1_12.rar)
Fixed in this release:
* IMPORTANT NOTE for C&H authors - the CTF_Flags variable has now been replaced by CTF_objectives
* Manual updated
* An in-game HUD can now be turned on (using the radio) to show score and time remaining in all game modes
* C&H/AAS objectives system reworked to support both flag and area objectives
* CTF_allowGPS now controls GPS/mini-map
* player loadout now preserves secondary weapon and miscellaneous items
* initial weapon can be set with CTF_defaultWeapon, changing it to "" will skip initial loadout
* crates containing rocket-launchers can be placed using "rockets' markers.
* Objectives in C&H/AAS can have different values using the CTF_objectiveScores variable
* flag-returner in CTF should now be correctly identified all the time
* flag-taken and scored sounds now play correctly in CTF
* Default music is now internal tune but CTF_introMusic and CTF_outroMusic can be used to override this.
* CTF_RESPAWN_DELAY has now been replaced by CTF_respawnDelay config variable
* It is now possible to fly across minefields without the annoying warning
* Vehicles that were damaged in carparks are now correctly respawned.
* Flying above a border will result in death
* Placing 'paraDrop' markers allows players to click on the map to choose where to parachute to.
===============================================
24/7/09 V1.11 now released (http://dev-heaven.net/attachments/download/1599/CTFscriptPackV1_11.rar)
Fixed in this release:-
* Reworked flags and markers based on input from Blackdog. Flag markers now change red/white/blue in C&H/AAS to indicate ownership and marker areas look much tidier.
* Ammo crates spawned with 'guns' markers are now invulnerable
* Flags in C&H/AAS can now have more meaningful names through CTF_flags configuration variable
* Fixed bug where vehicles would only respawn once each
* Added configurable vehicle respawn delay for abandoned vehicles (default is 30 seconds)
* 'preventDamage' markers can be used to make selected buildings invulnerable
* 'levelBuildings' markers can now be used to automatically level buildings placed on uneven ground.
* Had another go at fixing up the disableCommandMode unreliability
* Intro and outro music is hardcoded to internal tunes (this is a temporary measure).
===============================================
22/7/09 V1.10 now released (http://dev-heaven.net/attachments/download/1573/CTFscriptPackV1_10.rar)
Fixed in this release:-
*Reworked the ammo and weapons list to include Arma2 weapons
* Ammo crates can now be spawned by placing 'guns' markers
* Sniper rifles, silenced weapons, grenade launcher and machine gun availability is now easily configurable
* Starting weapon is configurable through the CTF_defaultWeapon variable.
* Documentation upgraded to list config variables.
===============================================
20/7/09 V1.9 now released (http://dev-heaven.net/attachments/download/1558/CTFscriptPackV1_9.rar)
Fixed in this release:-
* IMPORTANT - gamemode is now controlled through a #define GAMEMODE_XXX in ctfconfig.sqf rather than the previous CTF_gameType variable. Users upgrading from earlier versions must set this define correctly. See the file for details.
* Minefields now base probability of death on how far you have moved through them. Mine density and border markers are configurable.
* Intro 'flyround' is now considerably smoother and cinema borders are used.
* Automatic ammo-crate filling is temporarily disabled
* Weapon choice dialogs are now removed and default weapon is G36.
* Many of these changes are in preparation for gamemode-specific dialogs coming in near term release.
===============================================
19/7/09 V1.8 now released (http://homepage.ntlworld.com/n.macmullen/sbs/CTFscriptPackV1_8.rar)
Fixed in this release:-
* Spurious debug sidechat removed
* Weather synchronisation was fubar'd and set weather to worst possible within a few seconds
===============================================
19/7/09 V1.7 now released (http://homepage.ntlworld.com/n.macmullen/sbs/CTFscriptPackV1_7.rar)
Fixed in this release:-
* Implemented scheme to prevent players using 'spacebar scanning' (thanks to Le_cultos.)
* Implemented Advance-and-secure (AAS) mode.
* Added synchronisation of weather for JIP players
===============================================
18/7/09 V1.6 now released (http://homepage.ntlworld.com/n.macmullen/sbs/CTFscriptPackV1_6.rar)
Fixed in this release:-
* Serious performance problem in earlier versions has been fixed in V1.6
* Automatic vehicle respawn and crew-removal for any vehicle placed in 'carpark' markers. (see manual)
* Fixed scoring for flag-fight mode
* 'Zombie' problem caused by crew-removal now worked around.
* 'King of the Hill' game mode added
* 'Capture and Hold game mode added
* Intro sequence should now be a little less jerky
===============================================
15/7/09 V1.4 now released (http://homepage.ntlworld.com/n.macmullen/sbs/CTFscriptPackV1_4.rar)
Fixed in this release:-
* Borders are now 'semi-planes', ie they divide the map into two regions along an infinitely long line. This makes them more convenient to use. The documentation has been updated to explain this.
* Fixed a bug where elliptical spawnzones and minefields would not work correctly if they were circular or if the b-axis was longer than the a-axis.
* The scoring string has been modified slightly to fit more neatly in the hint window.
* Scoring has been made more robust and now relies on the side of the flag rather than the side of the player which could change after a player TK'ed.
===============================================
11/7/09 V1.3 now released (http://homepage.ntlworld.com/n.macmullen/sbs/CTFscriptPackV1_3.rar)
Fixed in this release:-
* Music now plays at end of mission
* Reporting score by flags/flagtouches is changed to reporting score by side.
* Borders, spawnzones, and minefields are now solid areas and can be elliptiical or rectangular depending upon the shape of the marker used. Used markers called 'minefield', 'minefield_1' etc to create solid minefields.
* It is possible to have multiple spawn-protection zones so that more complicated safezones can be constructed
* Minefields and bordesrs now use the 'keep out' sign rather than gravecrosses.
===============================================
10/7/09 V1.2 release
* Weapon selection dialog now works correctly
* Building levelling now disabled by default
* Introductory text now states this is an Arma2 script pack
===============================================
Remaining issues and things to do:
See the issues list (http://dev-heaven.net/projects/sbsmac-pvpsp/issues)
Any other ideas and suggestions most welcome.
Inkompetent
Jul 13 2009, 21:05
This stuff looks really, really nice! Very nice manual, and just as nice with iniatives likes this to make basic mission-making so much easier :)
Defunkt
Jul 13 2009, 22:28
Looks great, is it JIP capable?
I spent the last few days trying to make a simple CTF map and failed miserably. I know nothing about scripts, editing, or any of that crap... I can butcher someone else's mission to the point it stops working, that's about it.
THANKS!!! This is just what I needed. :)
deadsmell
Jul 14 2009, 01:14
Hey this looks pretty cool, i didnt realize the Arma2 editor wasnt equipped to just make fast fun pvp ctf missions.
I downloaded the zip file, and have been reading through the pdf, theres just one question I have first, am i supposed to put this ctfscriptpack file in one of the arma2 program files?
im not sure what to do with the ctfscriptpack file, it seems like i should have to place it somewhere.
Thx.
Thanks for the feedback everyone. A couple of quick replies before I head off to work....
>Is it JIP capable.
Yes - JIP should work just fine although if you leave a game and rejoin, your score is not preserved. (But players who hop in and out of 30 minute PVP's are my pet hate ;-)
>Where are you supposed to put the file?
Hmm, I thought I'd described this reasonably well in the documentation but it sounds like this could be improved.
First of all, you need to find the folder which contains your new mission. This is normally in the documents\...arma2 other profiles\<yourPlayerName>\Missions folder.
You then need to _extract_ all the files in the rar archive (preserving the folder structure) into the new mission folder so that you end up with a copy of them there. Just copying the archive itself will not work.
Hope this helps but let me know if you're still confused and I'll post some more detailed instructions.
.kju [PvPscene]
Jul 14 2009, 08:00
Good job sbsmac.
I suggest you to make a wiki pages in the BIKI from the documentation.
One step further would make this a base project to invite anyone improve the system.
Like a project space at dev heaven with either all scripts as wiki pages to let anyone
improve them easily or a code repository - viewable easily via the repro browser.
Razorman
Jul 14 2009, 11:09
Excellent work, Thank You!
Inkompetent
Jul 14 2009, 13:40
Hey this looks pretty cool, i didnt realize the Arma2 editor wasnt equipped to just make fast fun pvp ctf missions.
The editor is 110% capable of it. That's just what the OP has done. He has just created an easy-to use framework to simplify mission-making, but it's still standard mission-making.
deadsmell
Jul 14 2009, 19:44
>Where are you supposed to put the file?
Hmm, I thought I'd described this reasonably well in the documentation but it sounds like this could be improved.
First of all, you need to find the folder which contains your new mission. This is normally in the documents\...arma2 other profiles\<yourPlayerName>\Missions folder.
You then need to _extract_ all the files in the rar archive (preserving the folder structure) into the new mission folder so that you end up with a copy of them there. Just copying the archive itself will not work.
Hope this helps but let me know if you're still confused and I'll post some more detailed instructions.
Thanks for the reply, when I had posted my previous message, I had skimmed throught the pdf, and thought that I had done a fairly good scan of it, but obviously I missed the part where you explained what to do with the file.
I read back through completely this time, and I apolgize, I should have done a better job the first time, I now see where you explained what to do with it.
Im just not used to working with things like scripting and stuff, so i just figured it went into the program files, and worked directly within the editor itself. I now understand that it doesnt work that way.
Anyway im sure I will have some questions along the way, I cant wait to start messing with this later tonight. Great Job! and thanks again.
I had some fun playing last night, but I wish I I could find a server that runs smaller area of operations. Like say one big battle in one town or city as opposed to several small skirmishes among people that are scattered all over the place between like four different cities. Anway......Thanks again.
@<hidden>
No problem mate - I was serious about improving the documentation so please say if there's anything else you get stuck with.
@<hidden>
Yes, I'm quite keen to open this up to contributors but want to clean it up a bit first. At the moment it's stored under Perforce on my local machine and I'll happily patch in contributions (improvements to the documentation are particularly welcome). I would prefer to avoid it forking too early though - there are still a number of things which need to be fixed.
sbsmac, I have to say excellent work. I have read the manual and played around with the scripts and managed to get a really good mission done in around 10-20 mins.
The only thing im a bit worried about is that its not showing the flag scores, only the player frag scores when you press I. Any reason you can think of why they arent showing?
Ah - another thing I should add to the documentation! :-) Those of use who used to play CTF in OFP 'just know' that you should press 0-0-1 to get the score during a game but it certainly isn't obvious ifyou've never been told.
BTW - there is a known bug with flag scoring I am working on at the moment. Sometimes Arma2 seems to get confused about the side that a player is on which can lead to flag-scores not being recorded properly. I should have this fixed in the next couple of days so look out for a V1.4
Ah - another thing I should add to the documentation! :-) Those of use who used to play CTF in OFP 'just know' that you should press 0-0-1 to get the score during a game but it certainly isn't obvious ifyou've never been told.
BTW - there is a known bug with flag scoring I am working on at the moment. Sometimes Arma2 seems to get confused about the side that a player is on which can lead to flag-scores not being recorded properly. I should have this fixed in the next couple of days so look out for a V1.4
Ah brilliant, thanks mate.
[-DST-] Anth
Jul 14 2009, 22:51
BTW - there is a known bug with flag scoring I am working on at the moment. Sometimes Arma2 seems to get confused about the side that a player is on which can lead to flag-scores not being recorded properly. I should have this fixed in the next couple of days so look out for a V1.4
Im having this problem on my maps sometimes a flag will score when the flag is returned
dustoff
Jul 15 2009, 06:16
I am having a strange problem with this .
When I create trucks etc its puts two zombies or undead soldiers beside the trucks . Cant kill em or any thing . when I test localy its ok but once I put it my server they pop up. Each ruck or tank has two .
Check out the work in progress and you will see what I mean its call beta CTF server night missions . 66.148.120.48:2314 . it should load up , i have not seen this before
Vehicle respawn and setup is currently disabled in 1.3 but I'm not quite sure why you're seeing the 'zombie' effect but have some ideas to try. Will look at this later. Can you confirm that you are just adding vehicles by placing them in the editor and not adding any init script ?
dustoff
Jul 15 2009, 12:22
I do use the simple vech respawn script but does not give problems else where .
I noticed if you come in and then leave and rejoin on the same spot it goes away .seems too effect the east side more.
Also spawn proctection seems to not work , I can drive right in to the other spawn pont no problem , Mane them eSpawn wSpawn .
It puts up the signs but thats all , the mine field works
I notice you've used the UPS and vehicle-respawn scripts. There may be some interaction with the script pack that is causing problems.
When I joined your server I couldn't see any zombies, at least none by the first couple of trucks.
>lso spawn proctection seems to not work , I can drive right in to the other spawn pont no problem , Mane them eSpawn wSpawn .
Well spotted- there seems to be a bug with elliptical spawnzones where the b-axis is >= the a-axis. Should be a simple fix.
*Edit* caused by an extra underscore at the beginning of a local variable. Damn BIS and their wretched naming conventions... :-(
>I noticed if you come in and then leave and rejoin on the same spot it goes away .seems too effect the east side more.
I'm not sure what you mean by this - the player slot goes away ?
---------- Post added at 05:36 PM ---------- Previous post was at 04:45 PM ----------
@<hidden>
>Im having this problem on my maps sometimes a flag will score when the flag is returned
Sorry mate, I had a quick look at DV8 V3 but couldn't follow the logic behind all those triggers - particularly as the variables all seem to be in Czech. Is this the BIS CTF template ?
dustoff
Jul 15 2009, 17:30
Thanks I fixed the spawn point problem by making B axis less than A axis.
What I ment to say was that the zombies are there for the first person who joins a new mission and stays there untill he goes away. After that no zombies .
I am going to kill the veh respawn and see if that helps as it does strange things.
V1.4 now released (see first post in thread).
deadsmell
Jul 15 2009, 19:49
Hey subs, I made my CTF mission the other day, and I see that you have already addressed the spawn protection issue, but I have another issue as well.
For some reason when i go to preview the mission, the intro appears unstable, like it rubberbands and stutters as the camera orbits around the town. Is there something im supposed to change to fix that?
Thanks, this is really helping me get a better grasp of the editor and how to use it, great contribution to the community.
Yes, I've noticed the 'rubberbanding' as well. I have a horrible feeling it's just an unavoidable aspect of the way the camera works but I will have more of a look at it in the next few days.
*edit* You can try changing the value of the _steps variable in line 36 of camControl.sqf. Default value is 60 but you may find it smoother with values down to around 20. Beyond that and you'll probably notice the camera 'lurching' in steps as it orbits.
dustoff
Jul 15 2009, 20:22
Nice, getting the update now .
deadsmell
Jul 15 2009, 21:37
Hey guys excuse my ignorance, but is it possible to create a king of the hill game type?
Id really like to create some king of the hill games. I think that could be alot of fun, and may be appealing to more players. Not to mention how much easier the mission making could be. essentially you could just create one mission, and once its made, you can just make more future missions by just moving all the units,markers,borders,etc to another area of the map, and voila, your done and you now have an entirely new mission area for king of the hill.
So yeah, if you guys can give me some insight on how to make a King of the Hill gametype id appreciate it.
Thanks.
deadsmell
Jul 16 2009, 03:02
ok, well ive found that by using the "wizard" and selecting sector control it basically provides a template you can use for mission making.
Thing is when i try to edit it, i can move everything around and stuff, but i cant delete anything. Sector control starts you off with like four or five sectors, and I would like to have only one sector for king of the hill. So basically if i could just delete the excess sectors i might be in business, i remember doing it in flashpoint, but as much as everything is still the same, its so much different.
I suppose i could improvise, and either just lump all the sectors together (i dont know how well that will work with the scoring side of things though) or i could arrange the sectors into a line, a frontline if you will.
If i cant delete the excess sectors in the "wizard editor" im thinking the frontline solution is probably the best bet.
Any help or feedback is greatly appreciated.
The other question i have, is if i make a game like the one described above, would i still be able to utilize this scriptpack to make the minefields and stuff?, and what would i have to do differently to make it work?
Looks to me like sector control could potentially be the best gametype, unfortunately it also appears to be the least played (go figure). This is frustrating. :)
EDIT: SBSMAC wrote: "*edit* You can try changing the value of the _steps variable in line 36 of camControl.sqf. Default value is 60 but you may find it smoother with values down to around 20. Beyond that and you'll probably notice the camera 'lurching' in steps as it orbits." - Thank You
The scriptpack already supports DM and TDM. I think that all that is rquired to support 'king of the hill' (a single player has to hold an area) and 'sector control' (a team has to hold an area) is for me to add the capability to score based on presence in an area. This is very straightforward and I'll look at it tonight.
[-DST-] Anth
Jul 16 2009, 09:42
What about Join in progress lets say its clear weather at the begining and you want it to get foggy towards the end. Connecting players half way through the game will have clear weather and already connected will have foggy?
How to make 3 flag c&h maps?
Good point about the weather - I think this is taken care of on the server but if not it's trivial to synchronise it on JIP.
3-flag C&H - yes, the scheme i have in mind should be able to deal easily wiht this. I never played a lot of C&H so can't remember the scoring system used - did you have to actually take the flag or just be in the areas? Feel free to suggest a scoring scheme and I'll look at implementing it. I expect I'll set it up so that adding markers called 'hold', 'hold_1' etc will allow any number of holdzones.
I've also thought about how to implement automatic vehicle respawn for those who want it. Probably a marker called 'vehicle_park' will allow any vehicle placed within it at game start to be automatically respawned.
[-DST-] Anth
Jul 16 2009, 11:59
C&h the flags were neutral to start with then when you were in the area they would be taken then I think it was a ticker counting down to 0 depending on how many flags you had cant remember exactly myself but im sure it was like that there was not many good c&h maps around in ofp one that audi made was pretty strange name gyhspy or summit like that.
Currently making a ctf map then will be looking at a c&h map when I time.
If you know how to do jip please explain cause I have no clue.
Inkompetent
Jul 16 2009, 12:38
Good point about the weather - I think this is taken care of on the server but if not it's trivial to synchronise it on JIP.
Weather was not syncronized in ArmA afaik. Maybe it is in ArmA2 though. I'm not entirely sure. Could need some research. But at least it's easily syncable with a looping publicVariable once or twice per minute :)
RN Escobar
Jul 16 2009, 13:15
nice to see this has been released again MAC, i might have to delve into the editor and knock up some CTF's
OT - where the f**k is the SBS site? has the URL changed in the last week?
Lo esco mate. Yes, it's back and better than ever ;-) And there seems to be enough interest in it now that I'm more motivated to maintain it.... C&H and other game-modes also coming soon...
http://sbs-clan.co.uk/ is the address you are looking for though it seems a bit unreliable right now - probably Tax pressing the wrong buttons on the control panel again !
RN Escobar
Jul 16 2009, 14:51
http://sbs-clan.co.uk/ is the address you are looking for though it seems a bit unreliable right now - probably Tax pressing the wrong buttons on the control panel again !
yeah thats the URL i have been using but it appears to have dropped off the DNS world.
ah well, can you PM the TS info and i'll catch you and the other guys that way instead
deadsmell
Jul 16 2009, 20:05
all that is rquired to support 'king of the hill' (a single player has to hold an area) and 'sector control' (a team has to hold an area) is for me to add the capability to score based on presence in an area. This is very straightforward and I'll look at it tonight.
Yeah I have team based play in mind, not a free for all, that would suck. Id like to make TKOTH. team king of the hill. Sorry I should have been a bit clearer.
sbsmac wrote: "3-flag C&H - yes, the scheme i have in mind should be able to deal easily wiht this. I never played a lot of C&H so can't remember the scoring system used - did you have to actually take the flag or just be in the areas? Feel free to suggest a scoring scheme and I'll look at implementing it. I expect I'll set it up so that adding markers called 'hold', 'hold_1' etc will allow any number of holdzones." - FYI I think that by default when using the sector control gametype, all flags start off as neutral, and a member from either team approaches the flag pole, and then raises their teams flag, thereby giving their team control of the sector. Your idea to just make it so if a player is in the zone, their team has control is great though.
"I've also thought about how to implement automatic vehicle respawn for those who want it. Probably a marker called 'vehicle_park' will allow any vehicle placed within it at game start to be automatically respawne" - great idea, that prevents the mission maker from placing an over abundance of vehicles for guys to just screw around in
It was also mentioned that C&H (whatever that is) is scripted so that the hold locations have to be taken in some sort of alphabetical order, that could be a cool concept when creating frontlines maps like i described in an earlier post. I however would just want to make sure there was no AI whatsoever participating in the game.
EDIT: Also, I think it would be very helpful for noobs like me if you could include some sort of list in the pdf of what to name the markers for all the different functions they can do etc. I hope that makes sense, and I know this must require a considerable amount of effort on your part to put together so I hope im not asking too much, its just a suggestion.
@<hidden> Escobar, when I first glanced at your sig, I thought it said "muslim servers" lol.
First the good news... I have reproduced the 'zombie' problem when using vehicles!
The bad news is I'm tearing my hair out trying to figure out why it happens (I think it's something to do with the way the server synchronises data with clients) and am also banging my head against the desk trying to get multiple clients with the same cd key to connect to a single server (http://forums.bistudio.com/showthread.php?t=80315) so that I can check the exact behaviour.
So... I had hoped to have the extra gamemodes tonight but it's now looking unlikely :-(
>Yeah I have team based play in mind, not a free for all, that would suck .. so TKOH
Here's what I have in mind for scoring...
There is a single flag in the 'scoring zone'
When a member of the team picks up the flag they get some number of points (100)
For each second that the flag carrier is within the 'scoring zone', they get a point
If the flag carrier moves outside the scoring zone, the flag is automatically returned to the flagpole
At the end of the game, the team with the highest number of points wins.
So it's a bit like 'protect the VIP' - a team has to look after its flagcarrier.
>Your idea to just make it so if a player is in the zone, their team has control is great though.
After thinking about it, it's probably cleaner to consider a zone is controlled only if the flag has been raised by a team. Otherwise you end up with players hiding in buildings etc. With a flag, you have a focal point to contest.
>t was also mentioned that C&H (whatever that is) is scripted so that the hold locations have to be taken in some sort of alphabetical order,
Yes, you're describing 'advance and secure' which is a variant of C&H - should be a relatively straightforward extension.
>Also, I think it would be very helpful for noobs like me if you could include some sort of list in the pdf of what to name the markers
Excellent suggestion and thanks for the other ideas. BTW, I'm more than happy to accept help, particularly on the documentation! :-) PM me if you want and I'll send you the word-doc source for it.
*Edit* Ok, I have a workaround for the 'zombie' effect now so vehicles are now possible. Also, I have a simple King of the Hill mode (not team based) working. Will think about proper C&H/A&S modes tomorrow.
@<hidden>
Yes, publicVariable'ing the server weather was what I had in mind. Looks slightly complicated by the fact that you now have weather, overcast, fog, rain and time to sync (and I may have missed one or two) some of which can't be changing simultaneously.
dustoff
Jul 16 2009, 22:57
Looking forward to to them all , sorry I brought the zombie thing other wise you would have em out lol.
I am looking forward to the c&h and a&s .
Currently working on nice pow camp type mission and will use your stuff to pull it together.
I will think of names tonight
I figured out how to work around the zombie thing too so its not a big deal .
what I was thinking if its possible is to have one flag , one team defends and the other has to take it away to a safe zone or zones. Scoring would be strange but your vip idea seems inline
.kju [PvPscene]
Jul 17 2009, 06:10
What about a project space at dev heaven sbsmac?
Would this be useful?
Request_your_project_space (http://dev-heaven.net/wiki/heaven/Request_your_project_space)
Having a prob with nameservers on site esco buddy.. if u cant get in on www.sbs-clan.co.uk then try www.specialboatservice.alphafrag.co.uk just for the time being.
Sorry its off topic..
Nice one mac matey..
Thanks kju. Indeed, this looks very interesting.
deadsmell
Jul 17 2009, 22:27
After thinking about it, it's probably cleaner to consider a zone is controlled only if the flag has been raised by a team. Otherwise you end up with players hiding in buildings etc. With a flag, you have a focal point to contest.
I agree.
PM inbound, not sure how much help I can really be, but id be happy to help in any way i can.
Inkompetent
Jul 18 2009, 00:11
After thinking about it, it's probably cleaner to consider a zone is controlled only if the flag has been raised by a team. Otherwise you end up with players hiding in buildings etc. With a flag, you have a focal point to contest.
A good idea, but it would be nice if there was a choice. Either a flag-cap, or a normal 'secure area'.
Makes more mission designs possible, and variety is nice :)
MugAben
Jul 18 2009, 11:05
How do i use the minefield? I dont get it. I created alot of markers named Minefield_N (1-47)
I copied bordercontrol.sqf into my missionsfolder and into a folder named ctf.
The [] spawn compile preprocessfile "ctf\borderControl.sqf"; i copied into my init file. What am i doing wrong?
>What am i doing wrong?
The scriptpack isn't (yet) structured in such a way as you can pick and choose. The minefield functionality relies on library functions in lib/pos.sqf and lib/region.sqf (and probably there are other dependencies).
In short, as described in the manual, you need to copy the _entire_ set of files into the mission folder.
If you're trying to do something not supported by the script pack, let me know and either I will add it or will try to explain how you can do it.
BTW - I haven't yet checked whether marker names are case-sensitive, but you may need to use 'minefield' with a lower-case 'm'.
MugAben
Jul 18 2009, 11:31
Allright ill try that, thanks for the quick respond. :)
Great job by the way.
V1.5 now released, King of Hill and C&H gamemodes now supported.
See first post and manual for full details
@<hidden> - note zombie problem is now fixed I think
@<hidden> - King Of the Hill is not actually what you were after I think. Your 'team king of the hill' is really just C&H with a single flag?
*Edit* Oops - V1.5 was missing some files - V1.6 released instead.
I'm getting an issue where once I test the mission (editor or multiplay) with all the sqf files in place I get a "lagspike" or freeze every 2-3 seconds, I'm running fraps and the FPS drops to 0 for a second then goes back up to my normal of 40-50 for a few seconds then freezes again, only happens when the scripts are active and not if i'm just testing the mission with no scripts in the mission dir.
It happens during the intro and once you've spawned, making the mission unplayable. Haven't tested on another PC but definitely seems to be linked to the scripts.
p.s, love the scripts, I struggled for a long time in ArmA to make any kind of PVP mission.
Any ideas anyone?
Thanks in advance
Hmm - that's very interesting. I had some similar behaviour the other day but put it down to general Arma2 performance oddness. It's been fine at other times and I haven't been able to reproduce it so I'd ignored it up to now. Can you PM me a link to the mission that's showing the problem and I will work on it as a priority ?
dustoff
Jul 18 2009, 19:49
C&H sounds nice , going to start working on something for that ..
allready have a nice heavly fortified POW camp almos finished and this will work well .
Question will C&H work for 3 teams ? And I take it are no limits as to how many flags you can have .
deadsmell
Jul 19 2009, 00:22
=
@<hidden> - King Of the Hill is not actually what you were after I think. Your 'team king of the hill' is really just C&H with a single flag?
Looks like you got it right man. Cant wait to check it out.
Im gonna start experimenting with it now. Thanks alot. I will report back, although my isp must be working on their servers or something cuz my internets been on the fritz all day. Hopefully theyre done now.
@<hidden>
>I get a "lagspike" or freeze every 2-3 seconds,
This turned out to be due to a badly behaving vehicle respawn script in version 1.4 and earlier. Even for those not using vehicles, the performance hit was quite severe. It was fixed when I rewrote the vehicle respawn for V1.6 although I wasn't aware of the earlier problem so thanks for reporting it !
!!! I strongly recommend all users to updgrade to V1.6 !!!
@<hidden>
>Question will C&H work for 3 teams ? And I take it are no limits as to how many flags you can have .
Currently it's hardcoded for 2 teams (east and west) and there is no practical limit to the number of flags you can have (up to 100). Adding a third side would be interesting and I'll have a think about the implications of that.
nice one, working fine now!
V1.7 now released - adds AAS gamemode and anti-spacebar scanning
dustoff
Jul 19 2009, 16:45
Cool beans .
BTW I am getting zombies again but I think it might be the ups script causing it . I can work around it by making the trucks playable .
I am only using the ups script on one mission , I made a quick and dirty mission where you have to capture and hold three flags on the airstrip in utes. As a twist in the mission there is a 10 man guerrilla force roaming the airstrip that hates both sides. And the mission is at night .
still a big work in progress but its running on the "capture and hold night missions" server as seen below in my sig . I figured the Guerrilla's will give something for people to do while they wait for enough players.
One thing that would be cool if its possible is to set up something that triggers the start of the mission and timer once the server as a certain number of players in it. It would have to let the mission play out even if the player count drops below the set number during the running of the mission.
Thanks for this tool, I am going to make a few mission that I will run n my servers, ive tried every mission outthere and none fit what I am after this will help .
Sigh - weather is broken in V1.7 - V1.8 now out.
Lincoln1stFJ
Jul 19 2009, 23:47
Thanks for the scripts and excellent manual.
[DirTyDeeDs]-Ziggy-
Jul 20 2009, 17:28
thanks! good community contribution. I will explore your script pack. :chef:
I seem to remember some nice maps coming from USI back in OFP days- hope you guys are back in operation :-)
V1.9 now released - see first post for details.
V1.9 now released - see first post for details.
Having lots of fun with this. :)
I know how to cut and paste, that's about it.
I see your going to have mission specific options in the near future... maybe time of day? and game length? I tried several different ways to change the smoke grenade option into time limit option and just ended up spawning 100s of grenades.
[DirTyDeeDs]-Ziggy-
Jul 21 2009, 01:22
* Weapon choice dialogs are now removed and default weapon is G36.
is that really necessary?
is that weapon most used/asked for? :confused:
that thing has recoil now, unlike OFP.
what about the M16A4 Acog :D
It don't matter, I'm giving shit, I just NEVER use that weapon. I usually find better ones in the crates that suit my needs.
I will dig into that script pack soon, gotta make some free time where there is little.
deadsmell
Jul 21 2009, 01:54
The G36 sounds cool though. At least I think im thinking of the right gun.:eek:
ok so far I have failed miserably at creating a decent map. Im not doing something right. let me try this newest version, i think i have been naming the missions wrong, I see theres a new way to define gametype so ill give this a go. I think thats what ive been doing wrong.
@<hidden>
Yes, game length and winning conditions (max score) are definitely what I have in mind.
Time of day is actually very easily set from the editor (documentation could be updated to explain this).
@<hidden>
Yes, I agree G36 is a bit rubbish now. I'll make the initial weapon configurable in the ctfconfig file but the persistent loadout feature means that even if players don't like the default weapon, they only need to visit an ammo crate once over the course of the game.
@<hidden>
If you want to send me a link to your mission and say what's going wrong, I can take a look at it. It's always possible there is a bug in the scripts since I can do only a very limited amout of testing myself.
deadsmell
Jul 21 2009, 20:24
Thanks mac, let me keep tinkering around with it. I have some extra time today, let me see if I cant figure this out on my own, if not ill send it to you.
[-DST-] Anth
Jul 21 2009, 20:53
-Ziggy-;1373317']* Weapon choice dialogs are now removed and default weapon is G36.
what about the M16A4 Acog :D
Awful dmr or ak107 weapon of choice for me.
@<hidden>
Yes, game length and winning conditions (max score) are definitely what I have in mind.
Time of day is actually very easily set from the editor (documentation could be updated to explain this).
I Know how to change in editor, I meant an option for time of day at the startup screen so I could pick morning, noon, evening, night, etc...
Thanks for the hard work though, still having fun with it.
V1.10 is now released. See the first page for details of what's new. Most notably, the default starting weapon is now the AK_107_pso though this is now configurable.
Note I now have a project space at dev-heaven here (http://dev-heaven.net/wiki/sbsmac-pvpsp).
@<hidden> - I'm still thinking about how best to allow for configuration of the initial dialog boxes. Weather is a possibility though.
@<hidden> - I'm still thinking about how best to allow for configuration of the initial dialog boxes. Weather is a possibility though.
I don't know how many lobby options there are, but I assume you can only use 2 at a time (parma1 and param2). Maybe if you list all the available params in the description.ext and just put // in front of them and we pick what we use.
//you pick one from param1
//titleParam1 = "Time limit:";
//valuesParam1[] = {0, 300, 600, 900};
//defValueParam1 = 900;
//textsParam1[] = {"Unlimited", "5 min", "10 min", "15 min", };
//titleParam1 = "Score to win:";
//valuesParam2[] = {10000, 5, 7, 10, 15, 20, 25, 30};
//defValueParam2 = 5;
//textsParam2[] = {"Unlimited", 5, 7, 10, 15, 20, 25, 30};
//you pick one from param2
//titleParam2 = "Time limit:";
//valuesParam2[] = {0, 300, 600, 900};
//defValueParam2 = 900;
//textsParam2[] = {"Unlimited", "5 min", "10 min", "15 min", };
//titleParam2 = "Score to win:";
//valuesParam2[] = {10000, 5, 7, 10, 15, 20, 25, 30};
//defValueParam2 = 5;
//textsParam2[] = {"Unlimited", 5, 7, 10, 15, 20, 25, 30};
You would pick 2 different params by just removing the // from the 4 lines. I figured list all as parma1 and param2 so you could have any configuration you wanted... Those are all I thought of just for example, I'm sure there's many more ways.
I have been trying to put a time limit option in my CTF mission so many different ways and have just failed. So, I'll just leave it up to you! :j:
Also, when flying over minefield it triggers message across screen (same message you get on foot). Other than that everything else has been working fine. Maybe I can host my mission soon... it's not the standard small city block CTF. I like the whole map. It's just something a little different.
@<hidden>,
I'm trying to avoid requiring people to mess around with any files other than ctfConfig but I have an idea to use variables/defines to allow for various combinations of dialog. Unfortunately you'r right that only 2 are supported.
>I have been trying to put a time limit option in my CTF mission
If you don't care about being able to select this from the lobby, just change the CTF_gamelength variable to a different value.
>Also, when flying over minefield it triggers message across screen
Yes, this is a problem/feature of minefields and borders! ;-) Aircraft are not handled very gracefully right now. My feeling is that they shoudl be able to overfly minefields and spawn zones but should be brought down by AA if they wander across borders. But ideas welcome.
>Other than that everything else has been working fine
That's actually very useful feedback - the absence of serious bugs is comforting ! :-)
>Maybe I can host my mission soon
I'd like to build a list of missions that use the script pack on the project wiki page (http://dev-heaven.net/wiki/sbsmac-pvpsp/PVP_Maps) so feel free to add this when you are up and running.
doomanchu
Jul 23 2009, 21:18
This looks like a great package! I've been looking for a spawn protection system to put into a PvP mission I'm working on.
How would I go about only using that script into my own mission without getting everything else in there?
It's doable but tricky since there are lots of depenencies between the script files. The long term goal is to allow different bits of functionality to be taken on their own but unless you are familiar with scripting it's pretty much all or nothing at the moment I'm afraid. Coming at it from the other direction, is there stuff you want to do that the package doesn't support ?
twisted
Jul 24 2009, 01:20
very nice pack.
one request. could you add AAS where it's taking a building, holding a piece of ground or destroying an objective that replaces taking a flag? for the opposing team it is reclaiming that ground or repairing the objective (using engineer or repair trucks).
deadsmell
Jul 24 2009, 01:59
k, i think i got everything working right, one thing im experiencing now is my g36 starting weapon wont function, i cant scope or fire with it. i have to switch weapons in order to get function back. Ill try ver1.10 and see if it still occurs. Am i not supposed to be assigned as a rifleman before adding the script pack? Thanks.
EDIT: More questions?........
How can I make it so AI non-controllable groups respawn and reengage their waypoint after being killed?
(this ones real stupid on my part) Is there a list or something that describes in detail what all the objects/ammo crates/everything does/contains? (im not happy with the ammo crates im choosing or something).
What do modules do? and why dont they ever seem to do anything?
how do i enable gps, and nametags?
i want to create a group of machine gunners? (i remember this being easy in OFP)
how do i create more than one unit at a time without using groups, and not using copy/ paste? Seems like somethings wrong with my options here. Didnt you used get to set a number for the amount of units you wanted to place?
ok well that will answer some of my questions. :)
ok thats just the tip of the iceberg for now.
@<hidden>
Taking/holding a building piece of ground should be straightforward to add. Destroying/repairing an object is an interesting challenge and requires to me rework the AAS framework a little but I have some ideas so watch this space... :-)
@<hidden> (Phew, long list of questions!)
For some reason, you need to use 'f' to change firing mode before using your weapon. This seems to be a bug/feature of the addWeapon script command and you will see this behavioiur in lots of mps. If anyone knows of a workaround, I'd love to hear about it.
AI groups. The pack was originally intended only to support human players but I'll have a think about building in simple AI support and persistent waypoints.
Ammo crates - do you mean the stock arma ones or the auto-generated ones in the script pack ?
Modules - I think this is an editor question really. The Biki has some details.
GPS and nametags. IIRC this is down the difficulty setting on the server - don't think it is down to map setttings but happy to be informed otherwise.
Creating groups and units easily - more of an editor question. I don't think you can do it witthout cut and paste but if you find a way please let us know !
twisted
Jul 24 2009, 15:46
@<hidden>
Taking/holding a building piece of ground should be straightforward to add. Destroying/repairing an object is an interesting challenge and requires to me rework the AAS framework a little but I have some ideas so watch this space... :-)
Watching it very intently mate. such a useful pack this.
Well, I haven't implemented your ideas yet I'm afraid but there are a few neat things in the latest version...
V1.11 now available - see first post for details.
---------- Post added at 06:15 PM ---------- Previous post was at 05:44 PM ----------
Twisted - just a quick question for you. What is your definition of capturing/holding a piece of ground ?
1) One team has more members within the area than the other team.
or
2) There are _only_ members of one team within the area
or
3) something else :-)
One of the reasons I've tended to use flags up to now is because they make it quite clear what the capture criteria are - areas are a bit harder to define. Can you give me examples of the way you'd like it to work or have seen it work in other games ?
twisted
Jul 24 2009, 18:15
Well, I haven't implemented your ideas yet I'm afraid but there are a few neat things in the latest version...
V1.11 now available - see first post for details.
---------- Post added at 06:15 PM ---------- Previous post was at 05:44 PM ----------
Twisted - just a quick question for you. What is your definition of capturing/holding a piece of ground ?
1) One team has more members within the area than the other team.
or
2) There are _only_ members of one team within the area
or
3) something else :-)
One of the reasons I've tended to use flags up to now is because they make it quite clear what the capture criteria are - areas are a bit harder to define. Can you give me examples of the way you'd like it to work or have seen it work in other games ?
In its purest form, occupying the ground would mean no enemy whatsoever on ground for X minutes. If enemy get on ground the timer stops. if enemy killed or driven back timers resumes.
if all occupying side destroyed, then the counter is reset.
that makes the ground strategically significant.
CplBlakeman
Jul 24 2009, 18:19
I think twisted wants something where it is...
Wipe out enemy in area.
Hold area without enemy for X minutes.
Area control changes to your team.
Next Area opens up in series.
I know I want that too....
Ok, I have a prototype of this working but need to integrate it into the C&H framework. May be a few days since I'll be taking some time off tomorrow for my birthday ;-)
twisted
Jul 24 2009, 23:52
Ok, I have a prototype of this working but need to integrate it into the C&H framework. May be a few days since I'll be taking some time off tomorrow for my birthday ;-)
have a good one then tomorrow mate. :)
edit. any plans on kit limiting? to promote teamplay.
plus perhaps having the next thing/flag to take OPTIONALLY show up as a waypoint or marker?
Also ability to define weapons per side one and side two
very important is to be able to define base weapon for side one and side two separately.
could you add an ammo only ammo box?
man i am enjoying how easy mp is to do with these scripts.
Tom_Anger
Jul 25 2009, 12:17
Hi sbsmac,
1st of all - thanks much with this template to use. I tried it and it worked nicely. I can appreciate the work this takes and the fact that you may get various requests and to some extent it could get frustrating or stessful (not sure if it does for you or not, but you get the idea).
I want to mention just a couple of things regarding arma 2 and what I have seen with the CQB style games and new players.
It looks like many are coming from BF or COD or coming back from rejecting arma 1 and looking for the PVP style play so what you're doing helps. 1 major gametype I would like to see structured nicely is TDM. For new players it needs to be dummied down as follows. I am writing this in a request format so if you think this is easy enough to write and you can do it, much appreciated, but no problem if you can't:
Game parameters should be Time limit & Kill limit to end the game (5 minutes, 10 minutes, 15 minutes, 20 minutes, 30 minutes, unlimited, 5 kills, 10 kills, 15 kills, 20 kills, 30 kills, unlimited)
Time limit should be displayed on screen along with the score in an upper right corner (or available through the radio)
Mini map should be made available so that players can see the boundaries when gaming (ctrl-M should bring it up)
Players should all start with default kits and have weapon crates should they choose to change them. Make the kits the same for both sides so that people don't feel unblalanced based on weapon confort.
Upon death players should respawn with same kit they chose to use if they switched to some other kit than what they defaulted with
When there is 1 minute left a message should come up to inform players. That may be easy enough to do with a trigger.
At the end have the winning team display along with score.
Some of these things I haven't been able to get work and some are simple in nature, but I think if we take a step back to see how TDM is on the other games (COD, BF, etc), I think the small groups that want to game in CQB action will enjoy...
Anyway - thanks again and happy gaming bud!!!
Grr - broke my collar bone yesterday getting a bit too enthusiastic on the mountain bike so things may slow down for a few weeks :-(
Tom, your feedback is much appreciated. You're right that a lot o work is going into this but at the end of the day if people are using it to make maps and the PVP community is stronger as a result, I'm happy. Getting suggestions and requests reassures me that there is interest so keep them coming :-)
To comment on some of the specific points:-
1) Agreed. There is currently a CTF_gamelength configuration variable which can be used to set the gamelength this but exposing it as a dialog would be better. Similarly for maxscore which is also needed for flag-based gamemodes.
2) Good idea to add it to the radio call. Someone else has suggested a persistent display for C&H mode. If anyone has some code or a map that implements this that they could point me to, it would be appreciated.
3) I haven't done anything special to disable the mini-map. Will have to look into this.
4&5) This should currently be the case. Note that the weapon selection is only 'frozen' as the player leaves their respawn zone (e/wSpawn). If you don't have these zones you won't see the effect. The reason is that number of grenades etc won't be reliable at time of death. However, sampling the weapon at death should be possible so I'l look at this.
6) Good idea - trivial to add.
7) Should already happen. If not, it's a bug - could you let me know what you see ?
Tom_Anger
Jul 26 2009, 12:04
Ouch on the collar bone bud - get well.....
The ending score does result with the team who wins. When I mentioned the mini map - I don't want it removed, but I can't get it to come up. If you could get those in the CTF and TDM aspects of the game that would be awesome.
One main reason I mentioned it should be simple in nature (dummied down) is because many know what TDM or CTF is, but if there are all sorts of jibberish options in the game it takes away from what the TDM gamers are used to.
At The U.R.C. (http://urclan.org) we have a few TDM gamers who after some rounds of Berzerk just want to endulge in some small scale gun fire for a couple of rounds. I was trying to find a way to get the existing game's TDM functionality to work, but can't get to step 1 of that so it looks like we are going to have to use help from your coding expertise.
If you move forward on my request the games will be played no doubt in my mind. Berzerk, AAS, and Warfare is our bread & butter, but TDM would add to the nice rotation and even help bring about competition. Much appreciated even if you don't move on this.All good bud. :)
If you visit our site I am [URC]FATMAN Take care...
Tom, can you point me towards a mission that uses a minimap so I can take a look at how it's done ?
Sorry to hear about your injury, hope you heal quick!
--what's with the illegal kills thing? When you hit esc and respawn it puts you where you died (if you were wounded it brings you to full health too? that could be exploited). I would like to change to normal respawn for all deaths.
--On the rearm script, how do I get it to rearm players with binoculars (or whatever they picked for those slots) and handguns?
--The spawn protection doesn't stop air units, I added a trigger with
{ _x setDamage 1; } foreach thisList; in the On Act box. That seemed to work.
--I got my time limit option to work too finally. I added
titleParam2 = "Game Duration";
valuesParam2[] = {20,30,45,60,90,120};
defValueParam2 = 45;
textsParam2[] = { "20 Minutes" , "30 Minutes" , "45 Minutes" , "1 Hour" , "1.5 Hours" , "2 Hours" }; between the #ifdef GAMEMODE_CTF and #endif in the description.ext
and replaced
CTF_gameLength = 60*60 ; with
if( param2 == 20 ) then { CTF_gameLength = 20*60 };
if( param2 == 30 ) then { CTF_gameLength = 30*60 };
if( param2 == 45 ) then { CTF_gameLength = 45*60 };
if( param2 == 60 ) then { CTF_gameLength = 60*60 };
if( param2 == 90 ) then { CTF_gameLength = 90*60 };
if( param2 == 120 ) then { CTF_gameLength = 120*60 }; in the ctfConfig.sqf
Now back to my hacking of scripts. It is still based on your scripts but I'm adding a few things as well...
--I also want a minimap now in the lower right corner (like sbs aas or berzerk). The mission uses the whole map and I think that would be very helpful. It is kind of turning into an 'all vehicle large scale ctf training mission' (even has target ranges in bases for noobs).
--I am trying to get a countdown timer to show time left (would look good under minimap)
Thanks again! (to you and about 20 other scripters I've been learning stuff from) :)
[-DST-] Anth
Jul 26 2009, 14:29
Time limit should be displayed on screen along with the score in an upper right corner (or available through the radio)
Would love to add this to my maps also.
Madtobias
Jul 26 2009, 17:34
Thanks for all the time and effort, your pack is extremely useful and I'm very grateful.
Having tried to make a flag fight map, I have problems with the number of players. If I remove all the playable units as stated in the manual to leave just the player then my friend cannot join as its "full"
If I add playable units, so others can join in, then kills are shown as friendly fire and so any scoring is completely wrong.
Any help on these points is much appreciated.
[-DST-] Anth
Jul 26 2009, 17:45
Thanks for all the time and effort, your pack is extremely useful and I'm very grateful.
Having tried to make a flag fight map, I have problems with the number of players. If I remove all the playable units as stated in the manual to leave just the player then my friend cannot join as its "full"
If I add playable units, so others can join in, then kills are shown as friendly fire and so any scoring is completely wrong.
Any help on these points is much appreciated.
Are you adding the correct player units as in BLUFOR vs OPFOR.
@<hidden>
>-what's with the illegal kills thing?
Hmm- could be a bug. Do you get a message saying 'you have been killed illegally and have been resurrected' ?
>On the rearm script, how do I get it to rearm players with binoculars (or whatever they picked for those slots) and handguns?
I'll have to add this to the script - at the moment it only rearms primary weapons and grenades..
*Edit* I'm not sure how to tell if a player has binos etc - can anyone suggest a method ?
>The spawn protection doesn't stop air units
You mean it doesn't stop aircraft entering spawn or it doesn't stop players in aircraft killing people in spawn ? The former is deliberate, the latter is a bug!
>got my time limit option to work too finally
Nice one - I'm still planning to add 'proper' support for this.
>I also want a minimap now in the lower right corner (like sbs aas or berzerk)
Hmm - I haven't been able to find any info on the minimap. May have to look at the berzerk mission to see hwo it was done.
@<hidden> and anth
>I am trying to get a countdown timer to show time left (would look good under minimap)
I now have this working both on radio and as a persistent dialog in the corner of the screen. Will add this in the next release.
*edit*
what's with the illegal kills thing? When you hit esc and respawn it puts you where you died (if you were wounded it brings you to full health too? that could be exploited). I would like to change to normal respawn for all deaths.
I couldn't reproduce this. Can you explain what you are seeing in a bit more detail ?
Having tried to make a flag fight map, I have problems with the number of players. If I remove all the playable units as stated in the manual to leave just the player then my friend cannot join as its "full"
If I add playable units, so others can join in, then kills are shown as friendly fire and so any scoring is completely wrong.
Tobias, in a flagfight, it is all against all, just like in a DM. You should be getting points for killing other players. You are definitely doing the right thing in adding playable units rather than just having a single player unit. Are you suggesting that you are getting negative points for killing other players ?
Hmm- could be a bug. Do you get a message saying 'you have been killed illegally and have been resurrected' ?
Sorry, my bad... it only happens in your own spawn. I guess that is what you mean by:
You mean it doesn't stop aircraft entering spawn or it doesn't stop players in aircraft killing people in spawn ? The former is deliberate, the latter is a bug!
I understand how your spawn protection works now (it wasn't a bug like I thought, sorry). That's why you respawn right away where you died (if someone killed you in your own spawn, or in my case wrecking my jeep inside spawn, but far from base, and just trying to respawn myself so I didn't have to walk back to base)... I wanted to keep aircraft out as well though, so the trigger took care of that.
It's working how you wanted it to, I just didn't realize it.
I now have this working both on radio and as a persistent dialog in the corner of the screen. Will add this in the next release. :)
Thanks for the replies, hope your feeling better, and I hope at least half of what I say makes sense!
Jack-UK
Jul 26 2009, 21:56
This pack looks AWESOME. I've just read through the manual, and i'm planning on making some small PvP scenarios just to inject a bit of variety into servers.. hopefully it may inspire more talented mission designers to make more PvP maps!
Appreciate the work you've put into this, well done!
Tom_Anger
Jul 27 2009, 03:10
Tom, can you point me towards a mission that uses a minimap so I can take a look at how it's done ?
This is an attack & defend mission, but has the mini map.
http://www.armaholic.com/page.php?id=6391
Hmm, I must be missing something really basic. I can't seen anything in the scripts for this mission at all which looks related to a mini-map. I've found a couple of refrerences in other threads to the mini-map being the result of enabling the sat-nav but I can't find any references to this either ! Anyone got any ideas ?
I understand how your spawn protection works now (it wasn't a bug like I thought, sorry). That's why you respawn right away where you died (if someone killed you in your own spawn, or in my case wrecking my jeep inside spawn, but far from base, and just trying to respawn myself so I didn't have to walk back to base)... I wanted to keep aircraft out as well though, so the trigger took care of that.
It's working how you wanted it to, I just didn't realize it.
Actually, I'm quite open to ideas to improve it ! The case you mention where you kill yourself inside a large spawn wasn't one that I had thought of and I think you are right that the correct behaviour should probably be to respawn you back at base rather than resurrect you in place. I'd also better like to protect against TK's in spawn. At the moment the team-killer will be instantly resurrected as well.
Defunkt
Jul 27 2009, 09:07
What's wrong with using the stock GPS? It's already there, can be stickied or dismissed at will and at least provides some semblance of a rationale for a mini-map.
To enable add ShowGPS=1; to description.ext and...
player AddWeapon ("ItemGPS");
...on spawn.
Ah ! Thank you Defunkt :-) I'd got to ShowGPS=1 but hadn't realised that you had to do the addWeapon. Ok, this will now be added to the next release....
[-DST-] Anth
Jul 27 2009, 10:03
Ive added
CTF_allowSilencedWeapons=true ;
CTF_allowGrenadeLaunchers=true ;
CTF_allowSniperRifles=true ;
CTF_allowMachineGuns=true ;
How do you add the aa launchers and rpgs? Am I missing somthing btw making a 3 flag c&h with your script pack.
Rockets not yet supported through the config options (the current ones were a bit of a last-minute addition.)
If you want rockets in this release you'll need to hack the scripts a bit. Look at ammo.sqf and add this line just above the call to allowDamage.
[_a,rockets] call addWeaponsToCrate ;
You should end up with somethign that looks like
} foreach allRifles ;
[_a,_r] call addWeaponsToCrate ;
[_a,rockets] call addWeaponsToCrate ;
_a allowDamage false ;
} ;
No guarantees that this will work but let me know if you have problems. I'll support this properly in one of the next releases. In a pinch you can just add a 'normal' ammo crate from the editor to get the RPGs etc.
BTW, are you still having problems with JIP weather ?
btw making a 3 flag c&h with your script pack.
Cool - look forward to seeing it :-) BTW, I have just reworked the C&H/AAS objectives system from the ground up so you can now have flag objectives or area objectives. Still haven't added the destroy/repair type but that is now quite easy to do.
[-DST-] Anth
Jul 27 2009, 11:05
didnt seem to work ammo crates dissappeared when I changed it. Will build the map then get the updated scripts when you have done them before release.
Jip no didnt work not really important was just trying to add it mine but my maps are clear apart from castle confusion but it sorta clear on there any way.
I am after a script not sure if its imortant to add to your pack it lifts vehicles using choppers its important on the map im making atm though.
[-DST-] Anth
Jul 27 2009, 15:55
Another problem I bumped into was the vehicle repsawn it works well if I move a vehicle then get out it goes back to the carpark but does not work if I destroy a vehicle is that working as intended?
Good bug report- thanks :-) Yes, at the moment vehicles only respawn after they have moved a certain distance away from their spawn point. But obviously if they are damaged they _should_ respawn regardless. I will fix this.
V1.12 now released - see first post in thread. Lots of changes so quite possible I have introduced some bugs.
one request. could you add AAS where it's taking a building, holding a piece of ground or destroying an objective that replaces taking a flag?
Twisted, I stil haven't forgotten your request :-) Taking a building/ground can now be achieved with the area objectives - just place the objective marker so it covers the building you want.
Destroying an objective is something I still need to work on. Mostly because I'm trying to figure out how to expose this to the mission maker in an easy to use way. I'm currently toying around with the idea that a marker called west_protect will require west to stop east destroying any buildings/vehicles within the area of the marker. Suggestions welcome though...
I just downloaded 1.12. can't wait to play with it!
But before I do i have a few questions. :)
-Is the camera flyover designed for the small island? It doesn't do very well for Chernarus. I am trying to figure that out on my own, but...
-Since I use Chernarus (the whole map) I would like to add flag markers to show where the flag carrier is (preferrably 5 minutes after they pick it up, so that way they have 5 minutes to hurry to their own flag, otherwise they get tracked down if they piddle around with flag too long).
I tested my map with other people for the first time last night on my server (Moshland PvP) and while a few said it was too big of a map (it is, and I like it) they seemed to have fun. The only thing that didn't seem to work is the sounds for capturing and taking the flag (I did read somewhere those were disabled by you I think). I added a trigger to show if a player came within 50 meters or so of enemy flag. That helps, but aircraft trigger it too (no biggy).
Thanks again! :yay:
---EDIT---
I just read the patch notes for 1.12, wow lots of new stuff. That answers my question about the sounds, thanks! I should read stuff sometimes before I get too excited and post...
Mosh, feel free to add a link to your map in the page in my sig :-)
Yes, the FlyRound intro isn't great for larger maps. You can try CTF_introType="TextAndMusic" instead. More intro types will probably be added - ideas welcome as always.
>I would like to add flag markers to show where the flag carrier is
Yes, I have a number of features in mind to aid in tracking down flag-carriers, returning 'lost' flags etc.
Mosh, feel free to add a link to your map in the page in my sig :-)
Will do as soon as I test it a little more. I still should incorporate your ammo crates and vehicle respawn first, as I use my own at the moment. I started this the day I got my game, so a few things were already in place before I started using your script (vehicles and crates, all I knew how to do, heh).
I use TextandMusic (had my favorite Flashpoint tunes as intro and outro but took them out to keep download size down) but the end is a little crazy with the camera, nothing to worry about though.
Amazing work, really... to do as much as you do and explain it in a way someone like me can understand and work with it.
I really should stop bothering you for awhile, and let you heal up!
Madtobias
Jul 28 2009, 15:48
@<hidden>
Tobias, in a flagfight, it is all against all, just like in a DM. You should be getting points for killing other players. You are definitely doing the right thing in adding playable units rather than just having a single player unit. Are you suggesting that you are getting negative points for killing other players ?
Yes the scores show negative points. All the playable men were blufor units, and each time we killed each other is showed as friendly fire kills. I will redo the map with the latest script pack version to see if it still does this.
Has anyone else tried to do a FF map?
I
Hmm - I will have a look at this - could well be a bug
*Edit* - yes, it's a bug - thanks for the report! Working on it now....
*edit* ok, fixed it now - will be available in the next release
twisted
Jul 28 2009, 18:11
V1.12 now released - see first post in thread. Lots of changes so quite possible I have introduced some bugs.
Twisted, I stil haven't forgotten your request :-) Taking a building/ground can now be achieved with the area objectives - just place the objective marker so it covers the building you want.
.
you're a machine, even with a busted collarbone! sounds great. :yay:
V1.13 now released - see first post for details as usual
*EDIT* how embarrassing - 1.13 had a fatal bug in that games wouldn't end. Use 1.14 instead
Just a couple of 'big' features to go now...
* Lobby dialogs
* 'destroy' objectives. Basically I have these working but need to plumb them into the framework. The idea is that you have to destroy all buildings/vehicles within the area to take possession.
[-DST-] Anth
Jul 29 2009, 23:20
[QUOTE=sbsmac;1385192]*EDIT* how embarrassing - 1.13 had a fatal bug in that games wouldn't end.QUOTE]
Thats no bug :) never ending games are great :bounce3:. Good work again hope peope are building quaility maps with this pack.
The flag tracker is great, shows up as <null> flag though, but it is just what I wanted!
I really want to add the paradrop, but I need to be able to exclude areas (750 meter circle around flag - keep east from landing near west flag, and keep west from landing near east flag - but they should be able to land at their own flags).
The remember loadout remembers everything but pistols (it does remember pistol ammo though). I tried it with normal and silenced.
:)
lol anth - yes, I remember logging on to games of tequila that had been going for 4 hours, with people having scored thousands of kills....Don't worry, I'll add an 'unlimited' game-length when I implement the lobby dialogs ;-)
Mosh - could you send me a link to your mission ? (I just need mission.sqm and ctfconfig.sqf). I haven't seen the flag behaviour you describe so curious how you are getting it.
Excellent idea about the paradrop exclusion zones. Paradop already excludes borders, minefields and spawn zones so it's trivial to add extra exclusion. I'm also thinking about this as an extension to the AAS/C&H game-mode - maybe you should be prevented from dropping into zones that are held by the enemy ?
Thanks for the info about the preserve loadout - will take a look at this.
[-DST-] Anth
Jul 30 2009, 08:01
On my C&H maps ive overwriten old script pack map with new but am having problems placing ammo boxes in the mission ctfconfig.sqs
CTF_gameLength = 30*60 ;
CTF_weaponChoices = [CTF_WEAPONCHOICE] ;
/*
Set preserveLoadout to false to stop players respawning with their last loadout
*/
CTF_preserveLoadout= true;
CTF_allowSilencedWeapons= true;
CTF_allowGrenadeLaunchers= true;
CTF_allowSniperRifles= true;
CTF_allowMachineGuns= true;
CTF_allowRockets= true;
#endif
Then placed
guns marker on map but the ammo crate is not showing btw couldenet find how to do it in the pdf but used to show you in the older one im sure.
Also changing the name of the flags im having trouble doing this I have 3 flags changed the names but they just dissappear.
Do you want to PM me a link to the mission.sqf and ctfConfig (or the pbo if you prefer) and I will take a quick look ?
[-DST-] Anth
Jul 30 2009, 10:22
I noticed that in C&H the points go up I was thinking maybe it would be better if they went down like a ticker depending on how many flags you have. Im not to sure how you would work out the length of the game with that though. Say start with:-
1 flag 50 ticker
2 flags 100 ticker
3 flags 150 ticker
4 flags 200 ticker
But controling the time of the game depending on how many flags you hold confuses me or even set the ticker in the lobby.
Hmm - can you explain that a bit more ? Wouldn't both sides then be shortening the game when they held flags ? Sounds like an interesting idea but I'm confused about how you think it should work :-)
Inkompetent
Jul 30 2009, 11:23
Hmm - can you explain that a bit more ? Wouldn't both sides then be shortening the game when they held flags ? Sounds like an interesting idea but I'm confused about how you think it should work :-)
I assume he means both teams starts with a fixed amount of points. By holding flags you make your opponent's points decrease. First team to 0 points loses.
By holding more flags you make the opponent's points decrease faster, and thus the more flags one holds, and prevent the enemy from holding, the faster you win.
Ah - I understand now - thanks. Goes off to ponder...
Inkompetent
Jul 30 2009, 11:28
Also, I suppose that for such a game mode starting parameters (param1 and param2 stuff) could have a selectable amount of starting points, to vary game length.
[-DST-] Anth
Jul 30 2009, 11:32
I assume he means both teams starts with a fixed amount of points. By holding flags you make your opponent's points decrease. First team to 0 points loses.
By holding more flags you make the opponent's points decrease faster, and thus the more flags one holds, and prevent the enemy from holding, the faster you win.
Exactly :)
thanks mac btw
Any idea what you would call this gamemode ? I just looked at my C&H scoring and this would be very simple to add so you can assume it will be in the next release if you can come up with a name for it ;-)
[-DST-] Anth
Jul 30 2009, 11:52
Well the game mode is C&H can it not replace the current? Or just two types to select current that goes up or either ticker. But they both really are C&H just score going up and score going down.
Yes, you're right - I've just introduced a config variable called CTF_reverseScore for this - testing it now.
[-DST-] Anth
Jul 31 2009, 12:06
Sent an email with my map strange borders.
V1.15 now released - see first post for details.
This is probably the last major release for some time - it's hard to see where to go next without some real feedback from people using this for games. I do have a couple more things to add (destroy and true hold objectives for example) but it's more a case of tinkering and bug-fixing for a while. Have fun with it :)
Im def. gonna put some time aside to make a few Uncle Mac :) Congrats on a superb job matey and thanks for putting the time and effort into this, with any luck it will go a long way to keeping the Mp side of arma 2 going longer than it did in ArMa.
[-DST-] Anth
Jul 31 2009, 18:16
Lets hope it does!
Thanks for the newest version once again, as soon as I finish the mission I'm working on I plan on making many more (smaller scale this time) of each type using your scripts 100%.
but, even though you say it's trivial :eek:, I would really like to know how to exclude east from paradropping within 500 meters of west flag, and west from paradropping within 500 meters of east flag. I am trying to figure this out on my own, but I just break stuff when I do.
I'll leave you alone after that, I promise...
Then I can finish this one and start on the next one. :yay:
Ok, maybe just a couple of quick changes to keep you happy then ;-) Will do the exclusion stuff shortly.....
---------- Post added at 10:51 PM ---------- Previous post was at 10:33 PM ----------
Here's a hotfix for you Mosh...
download this file (http://dev-heaven.net/attachments/download/1679/paraDrop.sqf)
and replace your existing ctf/paradop.sqf with it.
Then just place "noParaDrop" markers on the map to exclude zones. :-)
This isn't quite what you asked since it is not side specific.
Here's a hotfix for you Mosh...
download this file (http://dev-heaven.net/attachments/download/1679/paraDrop.sqf)
and replace your existing ctf/paradop.sqf with it.
Then just place "noParaDrop" markers on the map to exclude zones. :-)
This isn't quite what you asked since it is not side specific.
THANKS!!! :yay:
It will do just fine. It is probably best to not let either side paradrop at flags (enemy or their own). My original idea would have made flag defense to easy.
Just uploaded another version....
http://dev-heaven.net/attachments/download/1680/paraDrop.sqf
use:
noparadrop markers to exclude all sides
noparadropeast markers to exclude east only
noparadropwest markers to exclude west only
This is just a temporary hack - later releases of the pack may implement this a different way ! Also, the best behaviour for C&H would be for only friendly forces to be able to paradrop into a held zone but that's a bit tricker to sort out.
Just a warning to anyone using the DLG_ canned dialogs in 1.15 that I've just had a bug reported where any dialog that uses boolean values will not work and may affect the operation of the game. Currently that's....
DLG_ANTIGIMP
DLG_GRENADELAUNCHERS
DLG_SILENCED
DLG_SNIPERS
DLG_MGS
DLG_GPS
DLG_DOMINATION
The bug as reported (thanks Griever) meant that using a DLG_DOMINATION dialog in a C&H/AAS map meant that you couldn't actually take any objectives !
I expect to make a fix shortly.
Tom_Anger
Aug 2 2009, 11:39
This is more of a preference question meaning anyone using the scripts you created can easily do. I've played TDM for quite some time now and know if these were used for scrimmages or fun competition - if your team is winning, all you have to do is find cover in your home spawn and you will win. So what I am getting at is either mission designers may want to remove the spawn protection entirely or someone should look for some way to recognize campers in the home spawn. Just a thought.
Thanks for the work on this sb.. keep it up.
V1.16 now released, fixes lobby dialog issue mentioned above. See first post in thread for details.
Many thanks to Griever for reporting a bug in AAS (or C&H with domination mode enabled). The problem will only affect you if you have use CTF_objectiveScores so that objectives have scores other than 1 point. In that case you may find the game ending early or not at all.
As a result there is a V1.17 - apologies to the 5 or 6 people to managed to download 1.16 before I got round to looking at this :-)
Just to make myself feel a bit better about 1.17, I also added a DLG_MAXSCORE_DM for Tom Anger!
This is more of a preference question meaning anyone using the scripts you created can easily do. I've played TDM for quite some time now and know if these were used for scrimmages or fun competition - if your team is winning, all you have to do is find cover in your home spawn and you will win. So what I am getting at is either mission designers may want to remove the spawn protection entirely or someone should look for some way to recognize campers in the home spawn. Just a thought.
Interesting point - I think you are right that you just have to remove the spawn protection entirely. Just create two large spawn areas (too large to camp). I could certainly look at adding the ability to force players to move out of spawn within a certain time or..... what ? How would this work - I guess you would award an extra 'kill' to the opposing team every few seconds. Ideas on a postcard as usual.... :-)
glad you fixed the vehicle spawn orientation. nice work.
Hotfixes for that (vehicles.sqf) and player respawn position (rearm.sqf) now available from files section for those that can't wait for the next proper release :-)
i would like to request that you add the ability to show some text during the outro, like you can for the intro. i'd like mine to say something like "round is over. a new round will begin now."
Will look at the outro text - one of the things I want to avoid is overwriting the 'game-over' score.
http://forums.bistudio.com/showthread.php?t=79043
Anybody got the time to put together a players guide ? ;-) C&H probably needs the most explanation.
My two missions so far, with version numbers
v2.0 CTF 2-64 Land and Air (http://www.moshland.com/downloads/CTF_2-64_Land_and_Air.zip) - a large scale CTF that uses almost the whole map, most of the vehicles, all the aircraft, and all the weapons available. Can be used as a training mission if there are few players on. Lots of stuff to practice with. Feedback has been bad, people don't like big maps apparently. I think I put too much crap in it, JIP is a bitch with this one.
v1.4 + v1.2(A) CTF 2-64 Solnichniy (http://www.moshland.com/downloads/CTF_2-64_Solnichniy.zip) - a small/medium sized CTF using just pistols, slow automobiles, and slow boats. :rolleyes: (now comes with full weapon/vehicle/boat version also)
I get some 'no entry bin\config.bin/cfgWeapons' error when someone first dies for some reason in both, but I can't figure it out... anyways, both are to be considered in an eternally beta state and therefore should not be mirrored anywhere (you can direct link to my files if you'd like though, those links will remain the same) as they will be changed/broken often.
Feel free to d/l and do what you want with them though. Play them on your server or try out mine if you want.
Tom_Anger
Aug 4 2009, 08:22
SBS - myslelf and another are working diligently on TDM missions using the script. When completed they will have no spawn protection, but will have spread out spawn points. TDM cannot have spawn protection for my reasons previously mentioned so when we have something of worth - we will surely contact you for your database and stuff. For the most part they will be simple in nature, small scaled, for some fun games.
I did notice that when I chose a kit from the weapon crate that when I died I spawned wtith the original kit instead of what I picked from the crates. I guess that is the way it is written, but is there a way to recall the kit that was changed?
Our efforts are to make TDM missions scaled to similar sizes many know in Call Of Duty sizes and Ghost Recon sizes. We'll be in touch bud. Thanks again...
Good to hear Tom :-)
>did notice that when I chose a kit from the weapon crate that when I died I spawned wtith the original kit instead of what I picked from the crates.
From 1.14 you can use
CTF_preserveLoadoutOnDeath=true;
to make sure you respawn with the kit you had when you died, even if you have never left the respawn zone.
I notice a lot of people are downloading the OpenOffice odt version of the manual. If you are one of them I'm curious...
* Does this mean I'm about to get a whole load of 'improved' documentation sent to me (yes please!)
* Is it just that you hate Acrobat with a passion and prefer any other format to Adobe's monstrosity.
* You were just curious about what the odt was and thought you'd click it to find out !
Feel free to PM me if you are too embarassed to say in this forum ;-)
Good to hear Tom :-)
From 1.14 you can use
CTF_preserveLoadoutOnDeath=true;
i'm using 1.15, and i have that set to true, but it still doesn't preserve the loadout.
i also get that message about 'no entry bin\config.bin/cfgWeapons'. does that have something to do with it?
---------- Post added at 03:21 PM ---------- Previous post was at 03:15 PM ----------
also, a wishlist item: my mission has rounds with a set time limit. it would be nice if the timer didn't start until there are players on both sides. i have joined the empty server a few times, and then someone else joins, and we're about to get it on, and the round suddenly ends. my timer is on 30 min, and i guess it keeps ticking even if no one is on the server. it should also reset if everyone leaves the server.
Hmm - will take a look at that. Yes, the message almost certainly has something to do with it.
---------- Post added at 11:46 PM ---------- Previous post was at 11:33 PM ----------
Hmm - can't reproduce it here with a quick test.. Any chance you could send me a pbo and describe what side you were on, weapon you took, and circumstances of death (inside/outside spawn etc).
Thanks
SpecterM
Aug 5 2009, 02:17
Hey guys. Im using the template here to make a slew of TDM maps for my clan and the public. I am trying to convert them all to night and now am seeing a need for Night vision goggles. I have tried a few ammo boxes that show in preview but when I save they are not available in game.
Does anyone have any idea what might be going on here?
BTW. you can help me beta test them if you would like. Heres the link.
http://urclan.org/index.php?topic=224.msg1001#msg1001
>Does anyone have any idea what might be going on here?
None of the ammo boxes currently contain nvg - easy enough for me to add though in 1.18 though.
SpecterM
Aug 5 2009, 08:42
Awsome SBS. Thanks, I will keep checking back for updates.
Sorry folks, 1.18 is taking a little longer than hoped for - free time is a bit limited for me right now. Hope to have it with you soon. I've just upgraded to 1.03 as well - may affect my ability to test stuff.
Hmm - can't reproduce it here with a quick test.. Any chance you could send me a pbo and describe what side you were on, weapon you took, and circumstances of death (inside/outside spawn etc).
Thanks
i'll be sure to note those things next time it happens. i can tell you that in my mission, you can only get AT mines, Satchel charges, and binoculars from the ammo boxes, so those are possible problem items.
---------- Post added at 03:30 PM ---------- Previous post was at 03:29 PM ----------
oh, and you can download the mission here http://tinyurl.com/mmmuyc
V1.18 released (at last!) A lot of minor improvements, the biggest change is that I've reworked the objectives system for C&H/AAS - would be interested in feedback on whether people think that the 'modifier markers' are a good way to create objectives.
Special thanks to Q-SeNs who has been helping improve the manual.
SpecterM
Aug 6 2009, 21:38
Thanks for the NV stuff!! I cant wait to try it out.
No problem :-) There are a couple of hotfixes in the files section as well
CHObjectives.sqf (drop in ctf folder)- make sure that objectives don't havemissing/duplicate labels
weapons.sqf (drop in ctf/lib folder)- should fix the problems people were having with missing ammo/weapons on respawn.
SpecterM
Aug 7 2009, 00:19
SBSmac, I love the timer, but how do I disable the CTF notifications in game?
Do you mean the "5 minutes left" etc ? Use
CTF_endWarnings="10,5,3,1" ;
to get warnings at 10,5,3 and 1 minutes before the end of the game for example or
CTF_endWarnings="" ;
to disable
Just released V1.19 because of the slightly embarrassing number of bugs/hotfixes in 1.18.
1.19 just wraps up all the hotfixes made to 1.18.
This video presents a quick tutorial using PvP Script Pack.
Hope it can help.
6ZhEqlwSMvI
Tom_Anger
Aug 8 2009, 01:13
Very nice. SBSMAC - what are the possibiliites of getting a Progressive Spawn Point added for TDM? What we are doing is using your template to create medium sized missions, but what would put the icing on the cake would be the ability to add 1 progressive spawn point (PSP).
Basically this would be added to the mission like a flag (small radius like 5-10 meters in size) and when a player gets in that area the color changes to their team and they would have the ability to respawn there. If the other team then takes it the roles are reversed and the other team would be able to respawn there. So what you would have is a focal point to give a team the advantage in TDM and shorten the map during gameplay.
If you aren't sure what I mean let me know and I'll try to explain it another way.
@<hidden>
Awesome. I don't usually use smilies but this calls for a.... :yay:
@<hidden>
>- what are the possibiliites of getting a Progressive Spawn Point added for TDM
I think I understand what you are asking for - quite common in AAS. Most of the infrastructure for this is already in place (think of it as a combination of the paradrop and objective mechanism from C&H) but I'd need to do some work to separate the C&H objectives capturing from the scoring. Will look into it.
A couple of questions...
1) Do you want to give players the option to respawn here or force them to>
2) I'm a bit curious how this gives the owning team the advantage. Wouldn't it actually be the other way round since TDM is about scoring kills and this allows the team who _don't_ own the PSP to sit back and shoot the other guys as they conveniently appear under their sights ?
Tom_Anger
Aug 9 2009, 05:07
The PSP would be an optional respawn option. It gives the advantage because it gives the team 1 of 2 optional places where the other team only has 1 to spawn at. In Joint Operations Typhoon Rising the PSP was an adictive part of the game. People wanted it bad.
HunterTX
Aug 9 2009, 06:34
Hello All,
Awesome tool here!
One thing I dont understand is how to mark things on the map view?
Do you mean when you are trying to create a mission or during the game ? Q-sens's video shows the first nicely. To create a marker 'in game' just double-click on the map.
HunterTX
Aug 9 2009, 07:09
When creating the mission
Do you mean when you are trying to create a mission or during the game ? Q-sens's video shows the first nicely. To create a marker 'in game' just double-click on the map.
In that case, the video here (http://forums.bistudio.com/showpost.php?p=1397005&postcount=156) shows it better than I can explain in text !
HunterTX
Aug 9 2009, 07:43
Yes great video but not showing me the answer Im looking for.
I have made a basic CTF mission, everything is working great but I want to put some basic text information on the map so when a player hits M they can read what I put in there...for example, I placed some weapon box's in other places on the map and I want to point out on the map where those are.
In that case, the video here (http://forums.bistudio.com/showpost.php?p=1397005&postcount=156) shows it better than I can explain in text !
Ah - in that case, can you just place a standard marker? Click on the markers option, place an ICON marker and type whatever text you want to display in the "Text" box.
HunterTX
Aug 9 2009, 15:53
Ahhh ya now I see it, thank you and again - Great tool!!
Ah - in that case, can you just place a standard
marker? Click on the markers option, place an ICON marker and type whatever text you want to display in the "Text" box.
SpecterM
Aug 9 2009, 21:29
im looking for a line that will have a plane wait a specified period of time before flying overhead.
setting a flying plane is easy. but it flies once and you cant set waypoints on it.
I was thinking of setting up a bunch of planes that would just fly by overhead say every 2-3minutes or so.
Can anyone help? I think its something like waitUntil... but im missing alot.
Actually there is experimental code in ctf/special.sqf to do something very similar to what you want. It's just a stub but can provide a quick flyover and you can mess around with the code further...
Just add this line to your init.sqf just after the antigimp line...
[] call compile preprocessfile "ctf\special.sqf" ;
Then change the classnames in special.sqf to "USMC_Soldier" instead of "SoldierWB" and "AH1Z" instead of "AH6".
You probably need to change the "sleep 2" line to something a bit longer like "sleep 60"
If you want to get regular flyovers, you'd need to put this all in a loop and randomise the starting position etc etc.
draeath
Aug 10 2009, 15:22
Annoyingly, this doesn't seem to work.
I set up a 2 area Capture and Hold in Chernarus, but it seems to completely ignore my configuration settings.
Any ideas why this could be?
The ctfConfig.sqf is pasted here (http://pastebin.com/m2b71555).
The game starts, with a faded "Welcome to..." title, and hangs for a while. Eventually a flyby type intro starts, playing some other ARMA2 song (not the introSong.ogg I provided) and I am suprised to find myself with the default AK_107_pso, which I'm sure you will agree is completely different than the M16A2 I've set.
ctfConfig looks ok at first glance. Can you also post your mission.sqm? (I'm assuming you haven't modified any other files and are using 1.19 - let me know if that's not the case.)
*edit* You need to use CTF_intro/outroMusic, not CTF_intro/outroSong and remove the ".'ogg" from the names.
*Edit2* I just tried the M16A2 and that was fine with a test mission here. When you say that your configuration settings are being completely ignored, do you mean that you are not even seeing the markers on the map change when in game ? Normally this indicates a syntax error in the ctfConfig but I can't spot anything wrong. Might be worth taking a look at your arma2.rpt file although the fact that you get the initial flyround indicates that there's probably not an error here.
@<hidden>
Take out the comma at the end of
"Hold Rogovo and Pogorevka!",
so your intro text looks like
CTF_Titles = [
CTF_MISSION_NAME,
"A Test Map for Hmm... Squad",
"Hold Rogovo and Pogorevka!"
] ;
as well as what mac said about the ogg files above.
Ah - nicely spotted mosh !
---------- Post added at 11:02 PM ---------- Previous post was at 09:44 PM ----------
Competition time !
Anyone feeling artistic ? I've just added the ability for users to add a 'splashscreen' to replace the "welcome to..." text when the map is first loaded.
Here is the rather uninspiring default image I am using... http://dev-heaven.net/attachments/download/1894/logo.jpg
If you can do better, let me know. The best image I receive will be used for the default splashscreen in future distributions.
Rules:-
* The image must be a jpeg and width and height must both be powers of 2 (128, 256 or 512 pixels).
* The image needs to work well with a sudden transition to an all black screen followed by a soft fade to the intro (usually an overhead camera view of the landscape). Hence the reason for my modernistic black square!
* The image will take up (most of) the whole screen so you need to take into account the stretching that will occur on both 4:3 and 16;10 displays.
* No obviously copyrighted material please.
* It's implicit in the request that there's no reward for this apart from a small credit in the manual and the satisfaction of knowing that many beginner mission makers will likely use this in their missions. (According to the ArmaHolic download page (http://www.armaholic.com/page.php?id=6357) there have been been almost 800 downloads of the script pack !)
* The image needs to be a sensible size - a few 10s of K would be a good target.
* The judges decision is final !
draeath
Aug 11 2009, 01:08
ctfConfig looks ok at first glance. Can you also post your mission.sqm? (I'm assuming you haven't modified any other files and are using 1.19 - let me know if that's not the case.)
*edit* You need to use CTF_intro/outroMusic, not CTF_intro/outroSong and remove the ".'ogg" from the names.
*Edit2* I just tried the M16A2 and that was fine with a test mission here. When you say that your configuration settings are being completely ignored, do you mean that you are not even seeing the markers on the map change when in game ? Normally this indicates a syntax error in the ctfConfig but I can't spot anything wrong. Might be worth taking a look at your arma2.rpt file although the fact that you get the initial flyround indicates that there's probably not an error here.
I've got 1.19
description.ext (http://pastebin.com/mb8edb44)
init.sqf (http://pastebin.com/m1d0deeec)
I have edited init.sqf lines 2, 9, 10, and 11 - only to change the text displayed from "Welcome to..." to "Welcome..." (as the former didn't make sense to me) and disable overriding the grass, viewdistance, and terrain detail.
Well, I can't find an arma2.rpt anywhere... so perhaps I'm just confused as to what to expect.
Now, why would I use introMusic/outroMusic instead?
class CfgMusic
{
tracks[]={introSong,outroSong};
class introSong
{
name = "introSong";
sound[] = {"\sound\introSong.ogg", db+0, 1.0};
};
class outroSong
{
name = "outroSong";
sound[] = {"\sound\outroSong.ogg", db+0, 1.0};
};
};
Am I missing something there? Where does "introMusic" and "outroMusic" come from?
If you like I can provide a zip of the whole thing. I haven't been able to test gameplay yet, but coming back from the intro with an AK_107_pso, with NVGs removed. Perhaps I'm jumping the gun in saying that all my settings are being ignored, but at least some of them are.
I'll try fixing that issue mosh pointed out. Whoops! Would that have stopped it from parsing the rest of the file?
EDIT: Aaah I see the issue with Song/Music - somehow I put the wrong name for the variable in!
EDIT: FIXED! mosh, you are my savior!
@<hidden>
glad I could help, I had a good teacher (the author of this thread :) )
Now my problem...
I made about 10 missions under 1.02, and they ran great (on a rented dedicated server and my home dedicated server)...
Then 1.03 came out (which seems to run fine), and all but 2 missions still run fine. On either dedicated server (locally they run fine) they have some kind of stutter every second (real quick, like a hiccup).
The only way to stop the problem is to put back the limit in view distance (which I always edit out) to 600 in the init.sqf, which kills the point of those missions for me (large scale, need much more view distance).
Troubleshooting (all on dedicated server)...
ran just the .sqm - ran fine
put in unedited 1.19 script pack - ran fine
edited ctfConfig to my liking, added briefings back (added line in init.sqf)- ran fine
edited out view distance and no grass setting - problem again
put back in no grass setting - problem still
put view distance to 1000 - problem still
put view distance back to 600, took out no grass setting - no problem
I don't think it's the script pack or the missions itself. I doubt it's both my dedicated servers (I know my home one might suck, but the rented one is good). Actually, I really have no idea what it could be...
If anyone could just try on their dedicated server and the problem persists, I know it's the missions (or it's my server if it runs fine on yours)... or maybe someone has insight to why I would have to limit it to 600 view distance. There is tons of clutter (which I thought/think could be the problem), but like I said, they ran fine before (with 5000 view distance on my cpu)...
Also, it isn't a problem with my cpu, I dropped everything to low, view distance to 500, and same thing still... on 2 different cpus.
Mosh (and all). I am very grateful to Zordak who reported this problem to me this morning. He did some experimenting for me and as a result we now know the problem is due to a single line in the ctf\weatherSync.sqf file.
Basically, you need to comment out or remove the line that says...
setdate (SYNCweather select 0) ;
It appears that this is a bug in 1.03 which has been reported here (http://dev-heaven.net/issues/show/3437) by Sickboy so I'm obviously not the only one it's bitten! :-)
Apologies for the inconvenience - hopefully most users are able to modify this file themselves. I'll work on getting a 1.20 release out before too long (I have some other stuff I'm halfway through for it) but will also post a hotfix on the website.
I messed with this for 5 days, tried everything I could think of (getting good at troubleshooting), but didn't post because I thought I was insane and just made retarded missions...
I finally post and you solve my problem 31 minutes later. :bounce3:
THANKS!!! You (and those that helped) are awesome.
It worked (at least in the big obnoxious mission so far), but why didn't it affect the others? Maybe because they have less crap in them? Because a few of them have preset crappy weather?
Anyways, thanks again. I'm still having more fun making missions right now than playing the damn game. If anyone has the slightest ambition to try making a mission, they should take advantage of these scripts.
Anyways, thanks again. I'm still having more fun making missions right now than playing the damn game. If anyone has the slightest ambition to try making a mission, they should take advantage of these scripts.
Couldnt agree more :yay:
lol Mosh, you were a bit lucky with the timing to be honest - I can't always guarantee a half-hour turnaround on bugs ! ;-) Actually the moral of the story is to report stuff earlier - I take bug reports very seriously and will always try to get to the bottom of them if I can do.
It worked (at least in the big obnoxious mission so far), but why didn't it affect the others? Maybe because they have less crap in them? Because a few of them have preset crappy weather?
I really don't know. The effect seems very variable - I was playing some smaller CTF's last night and didn't really notice the problem. Although the games seemed more sluggish than normal it definitely wasn't the 'stutter' that Zordak and yourself report. I wonder if changing the date has an effect on the lighting and this then requires some kind of processing?
Many thanks for all the time you are putting into this sbs/mac, really enjoying making the missions script pack.
:thumbsup:
Thanks for the feedback Tijai. Knowing that it is actually being used is what keeps me adding features. Considering the number of downloads that Armaholic shows (close to 800 but I suspect this is inflated by the frequency with which I release versions) the amount of feedback I get is surprisingly low. That could be a sign that everyone is completely happy with it of course but the other more worrying interpretation is that it is still to hard to use and people are giving up.
Anway, all feedback gratefully received - love it or hate it. :-)
hard to use ?
It took me about 20 mins to make my first one,,,(wasnt happy with how it played but that had nothing to do with the scripts, just my choice of location etc.) I rekon people are using it matey, just keeping it to themselves :) or they are not the type to acknowledge it and give any feedback..
---------- Post added at 09:02 PM ---------- Previous post was at 09:01 PM ----------
Btw, I have never even looked at the editor, either in OFP, Arma or Arma 2 until now.
ganjaish
Aug 14 2009, 07:15
think ill try and give this a go :)
Tom_Anger
Aug 14 2009, 13:04
Hey MAC!!! - I use it extensively when I have time and am very appreciative of your work
Last night I put together a TDM16 DEPOT STATION mission and will give it a go tonite into the weekend. If you run ARMA 2 and run the Close Quarter Combat mission that is the same location and gamestyle. No AI, to command, but there are patrolling AI to help reduce spawncamping.
Also Specter has been dabbling alot with CH mission making. When we have a set that we feel comfortable with we will surely send them your way. Take care and happy gaming!!!!
Thanks Tom. Yes, I've been working with Specter quite bit the last few days helping him add some nice special features to his maps - they look like a lot of fun!
Tom_Anger
Aug 15 2009, 12:00
I have a decent grasp on preventing spawn camping, but not too much where people can't attack it so the element of carefully getting out of the spawn if you are on trouble is there which is cool. Great script pack bud.:D
Here's the results of a morning spent fighting Windows Movie Maker. It's a tutorial/teaser for some of the upcoming V2 features. I strongly recommend watching it in HD if you are at all interested in being able to follow what's going on ! ;-)
rd0YkvOI4hc
calo_mir
Aug 15 2009, 17:01
Thanks for this. Saves me a lot of work I really didn't want to do.
Silly question, though - what needs to be done to allow AI to control
the leftover slots?
AI are turned off by default because, frankly, the are a PITA for PVP. If you really want to turn them back on, you can edit description.ext and change the line that says
DisabledAI=1;
to
DisabledAI=0;
calo_mir
Aug 15 2009, 17:10
AI are turned off by default because, frankly, the are a PITA for PVP. If you really want to turn them back on, you can edit description.ext and change the line that says
DisabledAI=1;
to
DisabledAI=0;
Ah, thanks. I didn't see it in there.
It's basically just to add some extra life to the map as our little group tend to have small games (set over large areas).
.kju [PvPscene]
Aug 15 2009, 17:19
Thanks sbsmac. Two comments. Please make the text black or sth instead of white during
ingame view (not map). Atm it is often impossible to read.
At the very end the text is too fast. :)
Hope you still have the project file for WMM.
Yes, but I'm not sure I can face touching it again for a while - WMM has some interesting 'quirks' such as a tendency to shrink the title text font every time you go back to edit it and it's jus about done my head in for the day ;-) (You were also kind enough not to notice the glaring typos all the way through it.)
Good points though, does make you appreciate that video-editing isn't as easy as it looks!
.kju [PvPscene]
Aug 15 2009, 17:42
True. That said WWM doesnt seem to be a good tool for it. :P
(from my experience as video noob too)
deadsmell
Aug 15 2009, 19:20
Hey mac, cool video man. Its clear and I can read all the text, i just had to skip back to see some at the end, but its all readable.
I did get a bit confused, when you set your first marker (the boathouse) you simply designate it as objective 1, and a flagpole is created, when you do your next example of the pier, it is objective two, and no flagpole is created. Kind of confusing that it created a flagpole just by entering objective 1, but not when you enter objective 2, 3, and so on. Also, the way you were able to preview, and see the scripts in action right from the editor kind of confused me because i thought the script pack wasnt added till after you complete the map, and that you could really only see the scripts in action when you actually launch the mp session.
Fear not though as I seem to be easily confused these days.
Also, Im just curios, would it be possible to make a script that makes it so you can designate certain areas that will be under artillery barrages, and howizer cannon fire? Just to add more battlefield effect and ambience to a map? Kind of like how you can use the markers to designate a minefield, could we just add constant exlpoding howitzer rounds to that?
You the man mac.
Thanks for the feedback.
If you're confused that's because the video doesn't bother to explain a lot of the basics - I started off with the idea of making it a tutorial and got a bit sidetracked in turning it into a promo reel for the next release!
You're right that it doesn't show the initial setup and copying of scripts etc at all, that was done before I started recording since I wanted to focus on the new keyword system. The reason that objective_1 gets a flagpole is that it was created as an 'icon' marker rather than an area marker - I should have made that clearer. Also, in case it wasn't obvious the new system means that the CTF_objectives and related variables are now history. :-)
>Im just curios, would it be possible to make a script that makes it so you can designate certain areas that will be under artillery barrages, and howizer cannon fire?
Excellent idea - yes that's a pretty easy addition.
deadsmell
Aug 15 2009, 20:26
Awesome, im looking forward to that, I love those howitzer explosions. :)
Is this the kind of thing you are thinking of ? ;-)
U5xZCXbVI4Q
deadsmell
Aug 16 2009, 00:06
YES!!! Wow man, that is fantastic, thats really gonna help create some "killer" atmosphere.
So im assuming that I could overlay those arty markers over an existing minefield without messing up the border/minefield script? "Fire for effect" if you will.
Thats awesome man, i cant wait to check out V2.
What youve done is great! Fantastic, A+, number 1, Awesome, you are the man! ................but.............lol.........is it possible to have sprinklings of say the howitzer explosions in with the arty? So you have both types of ordinance pounding away. The howitzer explosion will dwarf the arty's providing some nice contrast. So as the player is already in awe of the insane arty coming down around him, then the howitzer hits and really shakes things up.
I know that the howitzer isnt fired like artillery is so I dont know if the game will let you do it, that would be completely awesome though, man this is exciting.
Awesome work mac! wow. Very, Very, Cool.
>So im assuming that I could overlay those arty markers over an existing minefield without messing up the border/minefield script? "Fire for effect" if you will.
Yes.
>.is it possible to have sprinklings of say the howitzer explosions in with the arty?
By howitzer I assume you mean 105mm ? *Edit* actually it is the 227mm MLRS rockets which make the really big bangs.
Yes the type of shells used are selectable so you can easily overlay different kinds of incoming.
Question - has anyone noticed whether you get an incoming 'whistle' if you are on the receiving end of the BIS artillery ? Poking around in the ARTY module there is some code to play this sound-effect but none of the configs appear to contain any references to actual sound files.
I'm cheating a bit by just spawning shells in the target area but it would be nice to get the whistle as well !
*Edit* I'm pretty sure even the BIS artillery doesn't do the whistling. It's odd because there is code for it but no sound files - makes me wonder if some of this stuff was brought in from BIA ?
[DirTyDeeDs]-Ziggy-
Aug 16 2009, 14:01
could you test the performance of a mission made with the script pack and this "artillery" on a dedi ?
I have witnessed the use of arty creating a lot of lag, desynch, red boxing of the server. Perhaps its different with the virtual or spawned arty types.
the script pack is " a ticking timebomb " ;)
Ziggy, the artillery is simulated by CreateVehicl'ing the appropriate shells at point-of-impact rather than invoking the BIS artillery module.
I would expect that any performance problems would come from the particle effects of the explosions.
>the script pack is " a ticking timebomb "
:-)
deadsmell
Aug 16 2009, 19:36
By howitzer I assume you mean 105mm ? *Edit* actually it is the 227mm MLRS rockets which make the really big bangs.
Question - has anyone noticed whether you get an incoming 'whistle' if you are on the receiving end of the BIS artillery ? Poking around in the ARTY module there is some code to play this sound-effect but none of the configs appear to contain any references to actual sound files.
I'm cheating a bit by just spawning shells in the target area but it would be nice to get the whistle as well !
*Edit* I'm pretty sure even the BIS artillery doesn't do the whistling. It's odd because there is code for it but no sound files - makes me wonder if some of this stuff was brought in from BIA ?
For blufor there is a cannon called the M119, and the opfor version is the D-30. Makes a pretty good explosion. They appear to me to be a bit larger than the standard arty explosions. I just figure it will look cooler to have different size explosions going off, rather than just one size. I dont think ive actually seen the rockets in action yet, at least not the effect they have on the ground level. If you say its bigger, than thats good enough for me.
Yeah I dont know about the arty whistling, weird, I wonder if you use vopsound if it makes the whistle?
I know the older versions of the game had sounds you could add to an area, like say an alarm. I guess that could be used to mask the fact that the arty wont whistle. I dont know if that will actually work,Just an idea.
deadsmell
Aug 17 2009, 09:32
Well after some testing there is definitely no whistle on incoming artillery.
Hey Mac, I got another inquiry for you..........:)
Would you be able to to write a script so that there are flares automatically being launched in the air to illuminate large areas at night?
This would be extremely cool.
I think I have a masterpiece on my hands, and I cant wait to get to final version.
Bring on Version 2. lol :)
Hey dead matey,,, dont forget to post a link, the way this map sounds, id like to get it up on our server, btw, was that you on there last night on a few CTF maps with us ?
deadsmell
Aug 17 2009, 19:09
Absolutely Taxman, as soon as its done, you got it. I was going to ask if you guys would mind playing it and giving me some feedback, so thanks for expressing interest in it. This map is going to give players good situational awareness and create intense firefights, while naturally encouraging teamwork. Theres alot of cover, but not at the cost of keeping players blinded to whats happening on the battlefield. Theres going to be alot fire exchanged between teams, but not alot of easy kills, theres going to be bullets bouncing and smashing into cover all over the place. Headshots are probably going to be the main cause of death on this bad boy.
ok im gonna shut up now. I just woke up, and shouldnt be typing so much.
Can you tell im excited for this map? :)
Also, yeah that was me playing with you guys for a bit last night. (getting stomped i might add). That was fun, I try to play on your server whenever I get the chance, but I usually only see it on weekends.
Just for you dead.... :-)
w6PFNyTVDY8
Yes, those are flares lighting things up from time to time - freezeframe the first marker shot to see the keywords.
MikeJHunter
Aug 17 2009, 21:39
I like your pvp pack and I have created a mission with it. I have tested it on three different servers and everyone gets choppy screens every couple of seconds. I am not sure if it is the scripts or not. The servers run 64 person domination missions with no lag at all, so I find this odd.
Have you downloaded the latest version of the weatherSync.sqf file from here ... http://dev-heaven.net/attachments/download/1937/weatherSync.sqf ?
The 1.03 patch from BIS introduced a bug in the setDate command. V1.19 used this command and as a result gave choppy behaviour - symptom is stuttering every second or so.
See this post (http://forums.bistudio.com/showpost.php?p=1403197&postcount=174) and the couple after it for more details.
deadsmell
Aug 17 2009, 23:39
Name- Artillery_3
Text: Salvo=1,flare,airburst=300,reloadTime=20
Got it. Is the 300 the altitude that it starts at?
Awesome!! This is amazing.
MikeJHunter
Aug 18 2009, 02:22
Thanks, works great now.
More features implemented in V2...
CTF-ECL mode. A mix of C&H and CTF - you need to hold the mid objective to allow you to score the flag.
CTF-RUGBY (American Football) mode. There is only one flag in the center of the map. Teams fight to capture it and must then take it to the enemy's endzone to score. 'Noflag zones' mean a winning team can't simply retreat to their own end to settle into defense.
CO-OP mode. (Yes, you read that right, PVPscriptpack isn't just PVP anymore.) You can now use the framework and features as part of a CO-OP mission.
..and Destroy Objectives as seen in the teaser video can now also be 'mobile' - ie the owning side can drive the vehicles away and try to hide them elsewhere in the map. A tracking device option can be used to force them to stay on the move.
Can't wait to try out v2
20 maps and counting now... a few are not 100% complete though.
I see you have pw protected alpha version up... :eek:
deadsmell
Aug 19 2009, 04:59
NEW MAP RELEASE:
deadsmell presents:
Tiddleewinks
Dont be fooled by the name. This map doesnt fuck around.
Spend an hour and a half with my map, and I promise youll be begging for more.
Please give me feedback. I hope the community enjoys this very much.
I will have the other variations uploaded within the next few days. This map is the first in the series.............
I could go on, and on, but I will wait for player feedback, without further adew...............
http://www.armaholic.com/page.php?id=6903&a=dl
again, enjoy and feed back is greatly appreciated.
Extra Special Thanks To -SBS-MAC.
please report player feedback to the arma 2 user missions thread regarding the release of this map.
---------- Post added at 04:10 AM ---------- Previous post was at 04:00 AM ----------
thanks.
Also, please feel free to stop by and join us on the team toast CTF server. The only public American CTF server we are aware of.
Special LO to our European friends
---------- Post added at 04:59 AM ---------- Previous post was at 04:10 AM ----------
Ok i think the link is working now, please let me know. Thank You.
CplBlakeman
Aug 19 2009, 18:22
I've been messing about with your script packs and wanted to give you a big thanks.
I mainly focus on AAS styles since that is what I like. Would it be possible to implement an objective that when captured, spawns vehicles that will respawn there when blown? If the flag is captured by the other team their vehicles could spawn and not allow yours to respawn?... Hope that wasnt too confusing lol.
Also a script where blufor can take out an ammo crate in order to capture the area and the insurgents lose if all the ammo crates are destroyed. To go along with this the blufor would need a limited amount of respawns, whereas the insurgents could respawn as many times as they like. Basically weapon caches must be destroyed for the blufor to win, and insurgents have to kill all the blufor to win.
Interesting ideas. Right now I'm pretty busy just trying to get V2 out the door but will definitely consider these for future releases - I'm very keen to extend the kinds of objectives now that I have rewritten the engine to make it more flexible and suport these kinds of ideas.
Best bet if you have suggestions is to log them over on the dev-heaven issues list (link in my sig). Every so often I do a sweep through PM's, forum posts and emails and try to log everything that's been suggested but the volume of ideas is now such that I tend to miss a few and it would help me if people could log them themselves :-)
Blakeman - thanks for taking the time to log your ideas - appreciate the input :-)
MikeJHunter
Aug 20 2009, 10:16
I was wondering if you had thought of adding support for the ambient civilian and car features of the game. I was thinking something along the lines of if you kill too many civilians they start tossing rocks at your faction.
CplBlakeman
Aug 20 2009, 15:58
Blakeman - thanks for taking the time to log your ideas - appreciate the input :-)
No problem, hopefully my ideas aren't too far-fetched that they can actually be done.
Thanks as well for giving us a place to suggest new options. :)
SpecterM
Aug 21 2009, 03:34
I have been working on tdm missions and the scoring has really gotten me a bit frustrated. Here are some of my results.
My mission takes places on a bluefor airbase. There are several US jets, US choppers, US transport trucks and US hummvees arround. So far in my testing I have found that if a East player picks up a 203 and blows up vehicles they get extra points. for instance.
An opfor soldier blowing up any air vehicle gains the east 5points each. Blowing up a humvee gains the east 3points and 2 points for transport trucks.
Now on the other hand. If a bluefor soldier picks up a 203 and starts blowing up vechicles they recieve negative points. -5 for air, -3 for humvee and -2 for transport.
Im completely fine with this concept. It should be a struggle for bluefor soldiers to not have their vehicles destroyed.
YET here is my problem. I have placed empty USMC machine gun nests throughout the map. If an eastern or a bluefor player gets in one of them nests and shoots up a vehicle they lose points. I would think eastern players should continue to gain points as to follow the trend or the point distribution.
My question is.... is there something I can put in the init line of each vehicle that will make it friendly to both east and west. This way both teams will get penalized for blowing up vehicles.
Hmm - this definitely sounds like a bug in Arma rather than the script pack. I will check it out when I get time. You can try this as a workaround...
In the vehicle init field put....
this setSide sidefriendly
SpecterM
Aug 21 2009, 10:55
Thanks mac. i added that line to a few vehicles and when i was east I blew them up and it was still Positive points.
How would I add your friendly line in the init in addition to adding hight to an object?
right now i have this
this SetPos [GetPos this select 0, GetPos this select 1, (GetPos this select 2)+13]
How would i add that friendly line?
After further testing, i found this line does not effect the point tally for kills
this setSide sidefriendly
Mac, is there no way to have the white EAST and WEST numbers get the number from person to person kills only? Leave out the tally and the vehicle kills all together.
Tom_Anger
Aug 21 2009, 11:53
Hi Spec - to add the line sbsmac gave you I think you can separate the commandes by commas, but I'm at work and can't confirm for you. Try this
this setSide sidefriendly, this SetPos [GetPos this select 0, GetPos this select 1, (GetPos this select 2)+13]
I have no answer on the kill counts for vehicles, etc. I believe those are part of the game code, but hey - anything's possible and mac may have more info on that. Let me know if the list code helps or doesn't work at all...
SpecterM
Aug 21 2009, 13:14
Its hard to tell if it will work or not because "this setSide sidefriendly" has proven to not help the point distribution. I used
this SetPos [GetPos this select 0, GetPos this select 1, (GetPos this select 2)+13];this setSide sidefriendly and arma accepted it.
but like I said. this setside sidefriendly didnt work for point distribution anyway.
---------- Post added at 01:14 PM ---------- Previous post was at 12:55 PM ----------
I just switched the game mode over to DM instead of TDM gave me the same results. Also: I missed testing on regular cars and pickups. Same results.
SpecterM
Aug 21 2009, 15:47
POSSIBLE WORK AROUND TO VEHICLES point distribution.
With help from fellow clan mate URC wacko, we tried to get the vehicle to the point where it is .99 percent damaged but never actually destroys.
we tried naming the vehicle jet_1
then setting up a trigger set to repeatedly
condition: ((damage Jet_1) > 0.75)
on act: Jet_1 setdamage .75
It took 8 203's without blowing up(just markings, no physical damage ie, smoke fire etc.) . But as soon as i lobbed that 1 grenade the thing blew up.
This concept would be a great idea if I could get it to work properly. Anyone have any ideas?
I think im getting the best results with .50 on both lines.
-basically what this is doing. 1 soldier cant destroy the vehicle. so point distribution doesn't effect either team.. Now the vehicle will only destroy by natural artillery strike. or by some jamoke getting in a machinegun nest and shooting at it till it blows up.
UPDATE: What a pain in the rear. i set the same trigger up on a transport truck and it flames after 3 203's. gaining east 2 points. then without even hitting it again. it blows up gaining another 2 points...LOL theres gotta be a sweet spot for each vehicle.
V2.01 is released
It's been a bit of a slog but here it is. As usual, see the first page for details.
Special thanks to the beta testers...
[URC]Specter
Zordak
Mosh
deadsmell
who managed to pick up a good number of bugs before release (Mosh found one 30 seconds before I was about to go live with 2.00 !). No doubt bugs remain, please help me by reporting them.
This release includes signifcant rewrites of many parts of the engine, particularly the objectives system which is now much more flexibile - expect to see more objective types in future releases. I'm rather proud of the 'mobile destroy' type which allows for 'hunt the scud' type C&H.
You will need to be comfortable with the keyword/modifier system to use V2 - the video here:- http://www.youtube.com/watch?v=rd0YkvOI4hc is the best example I have so far but I intend to work on some more video tutorials now that the release is out.
Hope you enjoy it... :)
Oh, and there's a 'COOP' gamemode now so perhaps it isn't just the PVPScriptpack anymore... :p
CplBlakeman
Aug 22 2009, 18:20
Yay! Thanks to the bug testers and thanks to sbsmac!
Now to try out all the new gribblies.
SpecterM
Aug 22 2009, 22:45
Well, Im not sure how many more I am going to make of these. This has taken me forever and its still not what I was trying to do. Please give them a whirl and let me know what you think.
Airfield_Invasion
Airfield_Invasion_Rain
Airfield_Invasion_Dusk
Airfield_Invasion_Night
BattleAtChernogorsk
BattleAtChernogorskRain
BattleAtChernogorskDusk
BattleAtChernogorskNight
you can play my missions here.
http://cache.www.gametracker.com/server_info/24.177.143.173:2302/b_560x95.png (http://www.gametracker.com/server_info/24.177.143.173:2302/)
Thanks for the hard work mac!
I just updated all 20 of my missions to the new script pack and everything is working great. Only a couple need finishing touches and then I can release them and start more missions!
deadsmell
Aug 24 2009, 08:09
-SBS-Mac-....................I SALUTE YOU.
Your generous hard work is the kind of gesture that doesn't exist anymore. At least not offline. lol.
Seriously man, I Thank You so much......
Anyone interested in the Editor feature Needs this script pack!!
I need the community's help as well..........
as posted elsewhere:
Ok you guys.
I have several new maps i would like to release, but to be honest, I can only test the missions so much by myself. And I really would like a good community playtest before I release the final versions.
I can tell you with absolute certainty that these maps are top notch quality. I have worked through as many of the kinks as I can going solo, so I really need a community playtest. I would really like to release this map pack tomorrow, but pending a decent playtest...........
Im calling on the community here to help with a simple playtest. I just need to make sure these missions/maps perform well under a populated server. I really appreciate it.
sign off here to playtest my new map release......................PLEASE
I promise not to disappoint..........
SpecterM
Aug 24 2009, 09:26
-SBS-Mac-....................I SALUTE YOU.
Your generous hard work is the kind of gesture that doesn't exist anymore. At least not offline. lol.
Seriously man, I Thank You so much......
Anyone interested in the Editor feature Needs this script pack!!
I need the community's help as well..........
as posted elsewhere:
Ok you guys.
I have several new maps i would like to release, but to be honest, I can only test the missions so much by myself. And I really would like a good community playtest before I release the final versions.
I can tell you with absolute certainty that these maps are top notch quality. I have worked through as many of the kinks as I can going solo, so I really need a community playtest. I would really like to release this map pack tomorrow, but pending a decent playtest...........
Im calling on the community here to help with a simple playtest. I just need to make sure these missions/maps perform well under a populated server. I really appreciate it.
sign off here to playtest my new map release......................PLEASE
I promise not to disappoint..........
hey deadsmell. Im always willing to help beta test new maps. i know how difficult it is to find someone to step in a map with ya.
Do you got msn, steam, xfire, GSC?
If you do have any of those. my name is SpecterM or on msn SpecterM@<hidden> hit me up sometime.
deadsmell
Aug 24 2009, 09:54
Thanks for steppin up man!
I got Xfire. Nightshift1.
Now how about the rest of ya?!............:D
Thanks for steppin up man!
I got Xfire. Nightshift1.
Now how about the rest of ya?!............:D
Moshland on XFire....
***edit***
I know what you mean about testing by yourself... my missions are AWESOME when I play/test them by myself, but with a few people playing I realized a couple of them suck ass.
Something else I meant to say this morning (kind of my whole point for posting this morning), anyone who use mac's script pack can send me a mission to upload to my server for testing... no guarantees it will see much action, but if you don't have your own place to test, maybe I can help.
Another edit, took out irrelevant off-topic server crap, I shouldn't post when I first wake up...
Still testing the different types mac, going to try the ECL, Rugby, and couple others I haven't tried yet...
deadsmell
Aug 24 2009, 19:50
lol yeah thats funny.
Wow 198 maps?! May I suggest that you go through them and weed out the crappy ones, and only run the good ones. In my opinion quality over quantity is the way to go. You want to make sure people have a selection of good maps to choose from on your server right? that way they come back. Just a suggestion.
May I suggest that you go through them and weed out the crappy ones, and only run the good ones.
Just in case someone wants to jump on and play/test their own map while I'm not on... when I'm on as Admin the rotation is less than 10 maps. ;)
Just uploaded a (very) basic tutorial - how to download and copy the scriptpack to your first mission.
2Cx_i9uikgo
Hmm - for some reason the embed stopped working - here's the link:- http://www.youtube.com/watch?v=2Cx_i9uikgo
SG_Smokintodd
Aug 25 2009, 22:15
Nice tool you've released here dood!
Went through this thread as well as the docs and I see one thing missing. Squads! The squad functionality in Berzerk is pretty good. Would love to see something like this implemented:
.Ability to invite players to squad
.3D tags for squad members
.Squad identified on map (and 3D) by different colours
.Ability for squad leader to place squad markers on map that are also seen in 3D
If you've ever played Project Reality (or BF2 for that matter), you know how useful this can be for guys/clans that like to work together. IMO, this functionality is something sorely missing with most missions. I know our clan would love it.
Thanks for listening.
Glad you like it. :-) I will add squad support to the todo list.
SG_Smokintodd
Aug 26 2009, 17:56
Glad you like it. :-) I will add squad support to the todo list.
Excellent. Looking forward to seeing what you come up with.
deadsmell
Aug 26 2009, 19:03
New map pack release.
deadsmell's CTF Competitor's Pack
See sbsmac's script pack in action.
http://forums.bistudio.com/showthread.php?t=84286
Nice - will get it loaded on SBS server :-)
deadsmell
Aug 26 2009, 23:25
**************************************************************
IMPORTANT UPDATE:
I accidentally overlooked some of the weapon selection options for CTF_Tactical and CTF_Tactical(night) in the initial release. Rocket launchers and grenade launchers were never supposed to be available. The map was not designed for those weapons to be employed at all. The map pack now has the fixed mission files for CTF_Tactical and CTF_Tactical(night).
If you donwloaded the pack earlier, please download again, and replace the old CTF_Tactical, and CTF_Tactical(night) files in your mpmissions folder with new, proper versions.
All the other missions should be fine.
I apologize for the inconvenience.
Yeah I screwed up Mac. Would you mind downloading again, and replacing the old CTF_Tactical and CTF_Tactical(night) files on your guys server with the new, fixed, proper versions. Sorry about the mix up. I can only test so much, and I never grab rockets or grenade launchers so I was completely unaware they were present.
All the other files should be fine, just the CTF_Tactical and CTF_Tactical(night) need to be replaced.
Let me know if you have any questions, Thanks man.
{USI}_Zombie
Aug 27 2009, 09:42
getting my brain around this now sbsmac, a couple questions though:
1. I saw where the deletebody function is carried out, can you make this time a ctf_variable? Or if I modify the original script can some problems come up? The delay of 120 is too long for my purposes. I see the variable is called CTF_bodyRemovalDelay, but the readme didn't say it was a variable we could change in the ctfconfig.
2. Is there an option for flag return I am not finding? If the player is killed while flagrunning, I prefer the flag to automatically go back to the pole after a 90 second delay if nobody else comes along to pick it up and try to run it.
3. spawn protection. shooting in to /out of spawn doesn't seem to incur a penalty. Am I missing something here? I like where if you shoot in or out of the protected spawn zone and kill someone, you also die.
4. I saw the weather synchronization. Should I set my weather with the editor intel area or will a gamelogic work to set the weather ok?
I really like the building level function!
getting my brain around this now sbsmac, a couple questions though:
Great - I''m always happy to answer questions :) I get a lot by PM but actually prefer them here so others can learn from the answers.
I see the variable is called CTF_bodyRemovalDelay, but the readme didn't say it was a variable we could change in the ctfconfig.
That's a bug in the documemtation. You can definitely change this in the config! More generally, anything that you come across that looks like CTF_xxx is a config variable that you can specify, even if it's not in the docs. Use:
CTF_bodyRemovalDelay=10;
or change the value to suit.
Is there an option for flag return I am not finding?
Yes, again it may not have made it into the docs but CTF_lostFlagTime is what you are looking for. It has a default value of 300 seconds. Use
CTF_lostFlagTime=0 ;
for an immediate return.
spawn protection. shooting in to /out of spawn doesn't seem to incur a penalty.
You should die either if you shoot out and kill someone or you shoot in and kill someone. Your victim will be instantly resurrected at their original location with original loadout (there is a small bug in that their current magazine will be replenished). I'm pretty sure this is working so you might want to check your eSpawn and wSpawn markers. If you still can't get it to work, send me a link to your mission and I will take a look.
Should I set my weather with the editor intel area or will a gamelogic work to set the weather ok?
I didn't know you could do it with a gamelogic - have always used the editor myself! Regardless, either should work since the code just syncs all the clients to whatever the server currently has set. It does this once per second so clients will always be up to date.
I really like the building level function!
Good, I put that in after noticing a few maps I made had some rather haphazard buildings :-) It doesn't work very well for hillsides but for a mostly flat area it can save a lot of aggro. At the moment it's not very fussy about what it levels - anything in the buildings class will be modified - let me know if this causes problems.
2.02 now released. Not a major upgrade but fixes some problems with vehicle respawns, makes sure that players in aircraft can't stray outside the borders and includes a prototype 'insurgency' mode that Cpl Blakeman and I have been working on.
*EDIT* Just added CTF_flagRespawnDelay as well. This is available as a hotfix from http://dev-heaven.net/projects/list_files/sbsmac-pvpsp
Unfortunately I'll be on vacation for the next 9 days and possibly afk so may not be able to respond to questions or bug-reports as quickly as possible.
{USI}_Zombie
Aug 28 2009, 20:25
thanks for the feed back sbsmac, I will definitely make use of the info. Another issue has cropped up. Have you disabled the briefing somewhere? I added a briefing.sqf and briefing.html and they don't show. I have successfully used them in other missions, and will doublecheck for errors but thought I would ask. I have executed it in the init.sqf by
execVM "briefing.sqf";
BTW, I have discovered that the
OnLoadMission=CTF_MISSION_NAME; will not show unless you have both briefing.sqf and briefing.html. Don't understand why though. You may want to add a generic briefing.sqf and html in the mappack
Hmm, I haven't done anything in particular to disable briefings but as you have astutely noticed, I have put off adding a generic one for some time :-) It's on my todo list at http://dev-heaven.net/issues/show/3667 and in fact I have put in a lot of the changes necessary to autogenerate a basic briefing that lists all objectives in a C&H but feel free to add comments or suggestions to the issue.
In the meantime, this link http://www.ofpec.com/forum/index.php?topic=33468.0 may be useful to you. :)
On a different topic, I had a question about the CTF_flagRespawnDelay hotfix. This should be compatible with both 2.01 and 2.02 (though I haven't tested the earlier version). To apply it, just copy the new flagcontrol.sqf file over the old one in the ctf folder.
{USI}_Zombie
Aug 28 2009, 21:21
I found the briefing issue, syntax on my part and now it works.
I have added this to the ctfConfig.sqf but the last 2 entries don't seem to have any affect?
/* IMPORTANT .... Configuration variables must only go below this comment !
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
V V V V V V V V V V V V V V */
/* Change the CTF_Titles array to modify the introductory text.
You can add or remove lines if you want*/
CTF_Titles = [
CTF_MISSION_NAME,
"A Capture the Flag map",
"Take the other teams flag and bring it back to yours to score a point",
"map by {USI} Studios, concept based on TNT CQB",
"Good luck, and have fun"
] ;
CTF_defaultWeapon="";
CTF_preserveLoadoutOnDeath=true;
CTF_bodyRemovalDelay=90;
CTF_lostFlagTime=90;
/* A A A A A A A A A A A A A A
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
IMPORTANT .... Configuration variables must only go above this comment ! */
again, probably a syntax error on my part somewhere. For the briefing, see this thread (http://forums.bistudio.com/showthread.php?t=84302&highlight=mikey%27s+briefing+template) for what I use
I can't see anything wrong with it. I did just try setting CTF_bodyRemovalDelay=10 here and it works as expected. Also tried the lostFlagTime and that was fine also. It might be worth checking what you have as your definition of CTF_MISSION_NAME. If that looks alright, a quick sanity check would be to take one of the template missions and just try changing the bodyRemovalDelay on that.
{USI}_Zombie
Aug 29 2009, 14:12
ok, I got the body removal to work unless the body has the flag. If the body has the flag it isn't being deleted, which is good, but the flag isn't being returned to the pole, which is bad. Will try your sanity check
---------- Post added at 09:11 AM ---------- Previous post was at 08:58 AM ----------
OK, sanity check confirms. After I picked up the flag from the body, it deleted after the desired time.
Sanity check also had shoot out/in spawn worked, so I need to do some checking on that. I also noticed I am using an older version, will upgrade to 2.01 and report back
---------- Post added at 10:12 AM ---------- Previous post was at 09:11 AM ----------
v2.02 fixed all the above issues! My fault for not updating. :butbut:
2 new issues though.
1) I don't like the map being disabled during briefing phase
can that feature be disabled so the map shows?
2) my .rpt is being filled up with
["border player at",[3371.8,4256.92,0.000919342],10,0]
and other locations. Debug feature? Can it be disabled?
Thanks! :yay:
Tom_Anger
Aug 29 2009, 18:50
Hey mac,
Don't want to overwhelm you bud - you're doing a terrific job so kudos to you and those helping. I am trying to make a Team King of the Hill. Basically a Capture & Hold, but with 1 zone and the 'team' that gains the most points by keeping the zone secured the longest wins. This would entertain an all out fight for an area for a given amount of time or until a specific score is reached.
Is there a way using the template to do this? I've tried CH with 1 zone, but as soon as it is taken the mission ends.
---------- Post added at 06:50 PM ---------- Previous post was at 06:14 PM ----------
Found it
CTF_allowDominationWin=false;
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