I tired to even put a copy of the "mp01seizethecity.sara.pbo" file in the mpmission saved and mpmissions in the my documents arma folders to no avail.
I've tried Kegetys's ArmaTools Version: 7.7.2010 http://www.armaholic.com/page.php?id=411 and his pbo extracter doesn't seem to work even when associating it with windows explorer. By default Arma2:OA seems to like those files for some reason. Course when you open it says can not find content "Sara" as in the Sara map in Arma.
Maybe all I need is a link to a pbo extractor that works! I've had no luck searching.
---------- Post added at 08:42 PM ---------- Previous post was at 07:07 PM ----------
I got it! Thank the matrix for Armaholic.com!
Voyager & Flea's PBO View dated June 7th, 2007! To think I had to go that far back to find one that worked with the stock files, that's almost ridiculous.
http://www.armaholic.com/page.php?id=1434
Unfortunately there are a lot more files in this pbo then a simple mission.sqm. I udnerstand all the different language briefings but there a few I don't get what they do for the mission:
MP01.paa (I think this is a misson/level selection picture that shows up ingame but not for sure)
$PREFIX$ (Doesn't have an extension so I couldn't open it, don't really know if it's needed then.)
init.sqs (all it contains is the following code but isn't this a stock game action to fade into the next player?)
Code:
titleCut ["","BLACK IN", 3]
outro.sqs (a little more in grossed, here's a code box)
Code:
_camera = "camera" camCreate [8388.39,4348.80,0.74]
_camera cameraEffect ["internal","back"]
enableRadio false
;=== 15:42:01
_camera camPrepareTarget [-24022.59,99148.51,-9349.68]
_camera camPreparePos [9469.71,5397.70,31.56]
_camera camPrepareFOV 0.486
_camera camCommitPrepared 0
@camCommitted _camera
;=== 15:42:53
_camera camPrepareTarget [-49753.71,84931.73,-13721.95]
_camera camPreparePos [9625.73,5664.28,60.66]
_camera camPrepareFOV 0.312
_camera camCommitPrepared 12
@camCommitted _camera
player cameraEffect ["terminate","back"]
camDestroy _camera
over = true
publicVariable "over"
handsUp.sqs (an animation text file? Very odd, yet looks like it sets all the "Zbrane" or enemies to careless, yet why was that not just down in the editor? Very strange reason to have this file.)
Code:
_zbrane = weapons _this
_zbraneMax = count _zbrane
_this setBehaviour "Careless"
_this setUnitPos "Up"
_this setCaptive true
_i = 0;
#LOOP
? _i >= _zbraneMax : goto "ANIMATION"
_this action ["DropWeapon", _this,_zbrane select _i]
@count weapons _this == count _zbrane - _i
_i = _i + 1
goto "LOOP"
#ANIMATION
_this playMove "AmovPercMstpSsurWnonDnon"
_x = random 30
? _x < 10 : _x = 10
~_x
description.ext (something to do with multiplayer maybe?)
Code:
respawn="group";
onLoadMission=$STR_MP_M01n01;
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 20;
};
statsColumn=9;
coefLoser=0;
coefEnd1=3;
coefEnd2=0;
coefEnd3=0;
coefEnd4=0;
coefEnd5=0;
coefEnd6=0;
bombing.sqf (these two "bombing" files have something to do with the ags30 grenade launcher soldier that has him maybe "randomly" fire over where we thinks the enemy is at rather than accurately fire when in sight?)
Code:
_x = Random 30;
if (_x < 15) then {_x = 15};
sleep _x;
while {count magazines ag1 > 1} do {
_targets = count list wstList;
if (_targets > 0 and _targets < 5) then {
h1 setpos getpos (list wstList select 0);
_oldPosH1 = getPos H1;
ag1 doTarget h1;
while {(ag1 ammo "ags30" < 1) or (tady < 8)} do {
h1 setpos [50 + (_oldPosH1 select 0) - (random 100), 50 + (_oldPosH1 select 1) - (random 100), _oldPosH1 select 2];
sleep 0.5;
ag1 fire "ags30";
sleep Random 4;
};
};
if (_targets > 5 and _targets < 12) then {
h1 setpos getpos (list wstList select 1);
h2 setpos getpos (list wstList select 8);
_oldPosH1 = getPos H1;
_oldPosH2 = getPos H2;
ag1 doTarget h1;
ag2 doTarget h2;
while {(ag1 ammo "ags30" < 1) or (tady < 8)} do {
h1 setpos [50 + (_oldPosH1 select 0) - (random 100), 50 + (_oldPosH1 select 1) - (random 100), _oldPosH1 select 2];
sleep 0.5;
ag1 fire "ags30";
sleep Random 3;
h2 setpos [50 + (_oldPosH2 select 0) - (random 100), 50 + (_oldPosH2 select 1) - (random 100), _oldPosH2 select 2];
sleep 0.5;
ag2 fire "ags30";
sleep Random 3;
};
};
if (_targets >= 12) then {
h1 setpos getpos (list wstList select 2);
h2 setpos getpos (list wstList select 8);
h2 setpos getpos (list wstList select 14);
_oldPosH1 = getPos H1;
_oldPosH2 = getPos H2;
_oldPosH3 = getPos H3;
ag1 doTarget h1;
ag2 doTarget h2;
ag2 doTarget h3;
while {(ag1 ammo "ags30" < 1) or (tady < 8)} do {
h1 setpos [50 + (_oldPosH1 select 0) - (random 100), 50 + (_oldPosH1 select 1) - (random 100), _oldPosH1 select 2];
sleep 0.5;
ag1 fire "ags30";
sleep Random 3;
h2 setpos [50 + (_oldPosH2 select 0) - (random 100), 50 + (_oldPosH2 select 1) - (random 100), _oldPosH2 select 2];
sleep 0.5;
ag2 fire "ags30";
sleep Random 3;
h3 setpos [50 + (_oldPosH3 select 0) - (random 100), 50 + (_oldPosH3 select 1) - (random 100), _oldPosH3 select 2];
sleep 0.5;
ag3 fire "ags30";
sleep Random 3;
};
};
sleep 4
};
bombing.sqs
Code:
_x = Random 30
? _x < 15 : _x = 15
~_x
_targets = count list wstList
? _targets >= 1 : h1 setpos getpos (list wstList select 0)
? _targets >= 2 : h2 setpos getpos (list wstList select 1)
? _targets >= 3 : h3 setpos getpos (list wstList select 2)
_oldPosH1 = getPos H1
_oldPosH2 = getPos H2
_oldPosH3 = getPos H3
ag1 doTarget h1
ag2 doTarget h2
ag3 doTarget h3
#LOOP
? (ag1 ammo "ags30" < 1) or (tady == 8) : goto "SKIP"
h1 setpos [50 + (_oldPosH1 select 0) - (random 100), 50 + (_oldPosH1 select 1) - (random 100), _oldPosH1 select 2]
~0.5
ag1 fire "ags30"
~Random 2
h2 setpos [50 + (_oldPosH2 select 0) - (random 100), 50 + (_oldPosH2 select 1) - (random 100), _oldPosH2 select 2]
~0.5
ag2 fire "ags30"
~Random 2
h3 setpos [50 + (_oldPosH3 select 0) - (random 100), 50 + (_oldPosH3 select 1) - (random 100), _oldPosH3 select 2]
~0.5
ag3 fire "ags30"
goto "LOOP"
#SKIP
Any help is greatly appreciated!