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		<title><![CDATA[Bohemia Interactive Forums - OFP : MISSION EDITING & SCRIPTING]]></title>
		<link>http://forums.bistudio.com/</link>
		<description>(for discussion of the technical aspects of mission editing and scripting)</description>
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		<lastBuildDate>Tue, 21 May 2013 11:56:26 GMT</lastBuildDate>
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			<title><![CDATA[Bohemia Interactive Forums - OFP : MISSION EDITING & SCRIPTING]]></title>
			<link>http://forums.bistudio.com/</link>
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		<item>
			<title>OFP - Debug monitor</title>
			<link>http://forums.bistudio.com/showthread.php?154738-OFP-Debug-monitor&amp;goto=newpost</link>
			<pubDate>Thu, 09 May 2013 16:47:20 GMT</pubDate>
			<description>Today I made debug monitor (started yesterday). Use in your missions to watch players and spot cheaters :p 
 
 
 
*Author:* JTS 
 
 
 
*Features:*</description>
			<content:encoded><![CDATA[<div>Today I made debug monitor (started yesterday). Use in your missions to watch players and spot cheaters :p<br />
<br />
<br />
<br />
<b>Author:</b> JTS<br />
<br />
<br />
<br />
<b>Features:</b><br />
<br />
- Universal<br />
<br />
- Interface<br />
<br />
- No global variables<br />
<br />
<b>Notes:</b><br />
<br />
*To get debug-monitor to work, you need:<br />
<br />
<br />
<br />
     - put folder JTS_DEBUG into your mission<br />
<br />
     - to Init.sqs add: [] exec &quot;JTS_DEBUG\Act-.sqs&quot;<br />
<br />
     - be on civilian side and be civilian<br />
<br />
     - put trigger on map with name haxtrig. Activation: Anybody and with radius 50000 or how much you want<br />
<br />
     - to your Description.ext add: #include &quot;MPMissions\__cur_mp.&lt;island&gt;\JTS_DEBUG\jts_debug.  hpp&quot;<br />
<br />
     - After you added #include, pack mission with PBOTool or with something else<br />
<br />
     - put packed mission to root folder of OFP into MPMissions folder and play<br />
<br />
<br />
<br />
*&lt;island&gt; this is island, where you will play. You must change this every time, accordingly to the island<br />
<br />
<br />
<br />
*File !JTS_DEBUG_PREVIEW.intro - this is just to look at debug monitor in editor. If you don't want install debug-monitor but just look at it - download file !JTS_DEBUG_PREVIEW.intro.rar<br />
<br />
<br />
<br />
*Islands<br />
<br />
<br />
<br />
     - Eden (Everon)<br />
<br />
     - Abel (Malden)<br />
<br />
     - Cain (Kolgujev)<br />
<br />
     - Intro (Desert)<br />
<br />
     - Noe (Nogova)<br />
<br />
<br />
<br />
<i>Example (Desert):</i><br />
<br />
#include &quot;MPMissions\__cur_mp.<font color="#FF0000">intro</font>\JTS_DEBUG\jts_debug.hpp&quot;<br />
<br />
<br />
<br />
<i>Example (Everon):</i><br />
<br />
#include &quot;MPMissions\__cur_mp.<font color="#FF0000">eden</font>\JTS_DEBUG\jts_debug.hpp&quot;<br />
<br />
<b>Screenshots:</b><br />
<br />
<a href="http://s14.directupload.net/file/d/3250/8scwwl98_jpg.htm" target="_blank"><img src="http://s14.directupload.net/images/130509/temp/8scwwl98.jpg" border="0" alt="" /></a><br />
<br />
<font size="5">[Download]</font><br />
<br />
<a href="http://www.file-upload.net/download-7572502/-JTS_DEBUG_HPP.intro.rar.html" target="_blank">!JTS_DEBUG_HPP</a><br />
<a href="http://www.file-upload.net/download-7572506/-JTS_DEBUG_PREVIEW.intro.rar.html" target="_blank">!JTS_DEBUG_PREVIEW</a></div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?26-OFP-MISSION-EDITING-amp-SCRIPTING"><![CDATA[OFP : MISSION EDITING & SCRIPTING]]></category>
			<dc:creator>JTS_2009</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154738-OFP-Debug-monitor</guid>
		</item>
		<item>
			<title>Create a wargame style mission with challenging enemy AI</title>
			<link>http://forums.bistudio.com/showthread.php?154555-Create-a-wargame-style-mission-with-challenging-enemy-AI&amp;goto=newpost</link>
			<pubDate>Mon, 06 May 2013 16:33:26 GMT</pubDate>
			<description><![CDATA[Hi, 
 
i'm regularly trying to make Wargame style missions (for my own historical mods most of the time), and i managed to command my own side,...]]></description>
			<content:encoded><![CDATA[<div>Hi,<br />
<br />
i'm regularly trying to make Wargame style missions (for my own historical mods most of the time), and i managed to command my own side, creating progressive reinforcements and involving the leader (not only &quot;select and click&quot;, but also having to come close to the units to command them - no radio at those times), using various markers who indicate where are the units, and if they are fleeing or not, etc. (You can have a look at this Veni Vidi Vici wargame if you like : <a href="http://rapidshare.com/files/3643078955/VVV_WARGAME.Ancient_noe.rar" target="_blank">http://rapidshare.com/files/36430789...ncient_noe.rar</a>)<br />
<br />
BUT, i always find that the enemy AI is far from being challenging.<br />
<br />
<ul><li style="">The most challenging i found is to divide the map in several areas, each areas being held by enemies, and each time you conquer an area, you gain reinforcements. Thus, you have to use your units cautiously, even more if the reinforcements are scarce. But in the end that's boring.</li><li style="">I tried to use <b>guard</b> triggers and waypoints, being well aware of <a href="https://community.bistudio.com/wiki/trigger#Type" target="_blank">this</a> and <a href="https://community.bistudio.com/wiki/Waypoint:Guard" target="_blank">this</a>, but the problem is that it's quite easy to defeat the AI cause you only have to wait it at the guard trigger location, AI will send reinforcements that you can defeat one by one.</li></ul><br />
<br />
What i'm looking for is (probably a set of scripts or whatever) :<br />
<br />
- an enemy AI that has to hold several positions BUT that tries to attack yours too ;<br />
- an enemy AI that will try to send enough units to defeat you when you threaten one of their strongholds ;<br />
- an enemy AI that will send scouts all over the map (i've got cavalry, i would like AI to use it as recon !) and try to challenge you as soon as possible.<br />
<br />
So for example, if i threaten several enemy strongholds at the same time, enemy AI will defend only those he is able to, leaving the weakest ones (and less important one) and retreating carefully to defend the others.<br />
<br />
Any thoughts ?<br />
<br />
Thanks for reading :)</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?26-OFP-MISSION-EDITING-amp-SCRIPTING"><![CDATA[OFP : MISSION EDITING & SCRIPTING]]></category>
			<dc:creator>ProfTournesol</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154555-Create-a-wargame-style-mission-with-challenging-enemy-AI</guid>
		</item>
		<item>
			<title>Cannot open single player missions in mission editor</title>
			<link>http://forums.bistudio.com/showthread.php?154454-Cannot-open-single-player-missions-in-mission-editor&amp;goto=newpost</link>
			<pubDate>Sat, 04 May 2013 21:59:09 GMT</pubDate>
			<description><![CDATA[I did a search and saw several threads about this already.  however, even after following Gunter's guidelines for editing missions, I cannot start...]]></description>
			<content:encoded><![CDATA[<div>I did a search and saw several threads about this already.  however, even after following Gunter's guidelines for editing missions, I cannot start editing the mission I want to.  I extract the PBO file folder and then move it into the user missions folder.  When I try to load a mission from Nogova, the title will show up, but there are no groups or markers on the map, and no changes whatsoever.  I am playing CWA Version 1.99 if that matters.  Thank you for any assistance you can provide.</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?26-OFP-MISSION-EDITING-amp-SCRIPTING"><![CDATA[OFP : MISSION EDITING & SCRIPTING]]></category>
			<dc:creator>creasy15</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154454-Cannot-open-single-player-missions-in-mission-editor</guid>
		</item>
		<item>
			<title>Is there is a script?</title>
			<link>http://forums.bistudio.com/showthread.php?154421-Is-there-is-a-script&amp;goto=newpost</link>
			<pubDate>Sat, 04 May 2013 11:37:06 GMT</pubDate>
			<description><![CDATA[Hi guys, 
 
Anyone has a script to make [AI or calling by radio or onmapsingleclick] to do fire? I want the A10 LGB to drop it's bombs on a specific...]]></description>
			<content:encoded><![CDATA[<div>Hi guys,<br />
<br />
Anyone has a script to make [AI or calling by radio or onmapsingleclick] to do fire? I want the A10 LGB to drop it's bombs on a specific target not &quot;laserGuidedBomb&quot; camCreate .. a simple script.. just to drop it own bombs... is there is a special case for each addon or they all the same?</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?26-OFP-MISSION-EDITING-amp-SCRIPTING"><![CDATA[OFP : MISSION EDITING & SCRIPTING]]></category>
			<dc:creator>Circassian</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154421-Is-there-is-a-script</guid>
		</item>
		<item>
			<title>Crew Served Weapon Script Help</title>
			<link>http://forums.bistudio.com/showthread.php?154274-Crew-Served-Weapon-Script-Help&amp;goto=newpost</link>
			<pubDate>Wed, 01 May 2013 17:04:20 GMT</pubDate>
			<description><![CDATA[Greetings, 
 
I was wondering if any kind and script savvy individual would be willing to make a script for me?  I'm looking for a script that would...]]></description>
			<content:encoded><![CDATA[<div>Greetings,<br />
<br />
I was wondering if any kind and script savvy individual would be willing to make a script for me?  I'm looking for a script that would deploy a HMG/TOW/etc. and then pack it back up when needed.  I know what I want it to do, but I don't have the know how to pull it off:<br />
<br />
1) Say in chat &quot;deploying machine gun&quot;<br />
2) Play medic bandage wrap animation<br />
3) Deploy gun--Can be an empty M2 HMG that is placed somewhere on the map<br />
4) Pack the gun back up for later redeployment if it has not been destroyed.  Say in chat &quot;picking up gun&quot; if the gun has not been destroyed and play the medic wrap animation again.<br />
<br />
Could anyone make this for me? I tried searching and found one on OFPEC but the links were dead :(</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?26-OFP-MISSION-EDITING-amp-SCRIPTING"><![CDATA[OFP : MISSION EDITING & SCRIPTING]]></category>
			<dc:creator>Blitzen</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154274-Crew-Served-Weapon-Script-Help</guid>
		</item>
		<item>
			<title>input box</title>
			<link>http://forums.bistudio.com/showthread.php?153680-input-box&amp;goto=newpost</link>
			<pubDate>Tue, 23 Apr 2013 16:13:03 GMT</pubDate>
			<description>is there any way like an input box to get a text from user or player and save in a variable? 
or to show a dialog message and let user choose an...</description>
			<content:encoded><![CDATA[<div>is there any way like an input box to get a text from user or player and save in a variable?<br />
or to show a dialog message and let user choose an option from it?<br />
<br />
Your fakely :D</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?26-OFP-MISSION-EDITING-amp-SCRIPTING"><![CDATA[OFP : MISSION EDITING & SCRIPTING]]></category>
			<dc:creator>mthcom</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?153680-input-box</guid>
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