Page 1 of 9 12345 ... LastLast
Results 1 to 10 of 89

  Click here to go to the first Developer post in this thread.  

Thread: New editing options in resistance

  1.   Click here to go to the next Developer post in this thread.   #1
    BI, CEO Maruk's Avatar
    Join Date
    Jun 29 2001
    Location
    Prague, Czech Republic
    Posts
    1,091
    Resistance introduces some new powerful editing features. There's no documentation available at the moment and updated command reference will follow later. However, you can download this simple sample mission to find out some of the new features:Interactive Vehicle Creation Dialog

    Use Radio Alpha (0-0) to activate a dialog. In Resistance, you can define own active dialogs and other controls for your custom missions.

    Enjoy.
    Marek Spanel - CEO www.bistudio.com

  2. #2
    What types of controls do we have to choose from?
    In the sample mission there is a listbox type demonstrated! Do we have Radiobuttons and checkboxes and sliders a.s.o?

    Also, we have the ability to use custom p3d-files for our dialogs as I saw in the description.ext! How is this being handled?

  3. #3
    Thanks Maruk, I am having trouble making vehicles stay dead in between 2 campaign mission.

    I am using this script to detect the vehicles that have been destroyed.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    ; -------- Vehicles - BIS script ---------

    _veh = &#91;Tank1, Tank2&#93;;
    _j = 0;
    _i = count _veh;

    #LOOPVehicles
    ? _j &#62;= _i &#58; goto &#34;ENDVehicles&#34;

    _who = _veh select _j;
    _do = false
    ? &#40;alive _who&#41; and &#40;_who distance aP &#60; 400&#41; and ***&#40;&#40;side &#40;driver _who&#41; == resistance&#41; or &#40;&#40;driver _who &#33;= driver _who&#41;&#41;&#41; &#58; _do = true;

    ? not &#40;_do&#41; &#58; goto &#34;LOOPVehIn&#34;

    ? _who == T80 &#58; GLB_T80 = true; saveVar &#34;GLB_T80&#34;; goto &#34;LOOPVehIn&#34;
    ? _who == BMP &#58; GLB_BMP = true; saveVar &#34;GLB_BMP&#34;; goto &#34;LOOPVehIn&#34;

    #LOOPVehIn
    _j = _j + 1;

    goto &#34;LOOPVehicles&#34;

    #ENDVehicles

    exitmis = 1

    --------------------------------------------
    [/QUOTE]<span id='postcolor'>

    It does not come up with any errors, so I assume it must be the script I use to get the data into the next mission.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    ; ------------- Vehicles ***- BIS script---------------
    GLB_NUMBER = 2;

    GLB_T80 = true;
    GLB_BMP = true;

    _who = &#91;GLB_T80, GLB_BMP&#93;
    _a = 0;
    _b = count _who;
    _tanks = 0;

    #LOOPVehlImport
    ? _a &#62;= _b &#58; goto &#34;ENDVehlImport&#34;

    ? _who select _a &#58; _tanks = _tanks + 1; goto &#34;JMPVehlImport&#34;

    deleteVehicle &#40;_who select _a&#41;;

    #JMPVehlImport
    _a = _a + 1;
    goto &#34;LOOPVehlImport&#34;

    #ENDVehlImport

    ---------------------------------------------
    [/QUOTE]<span id='postcolor'>

    That should delete the tank/tanks that has been destroyed in the last mission.

    But the result is that both the tanks will stay there no matter it they were destroyed in the last mission.

    I can only assume that it has something to do with the "GLB_T80" and "GLB_BMP" var. I am not sure the data that will be saved from the vehicles, so I named the vehicles in the mission editor the same for both the missions.

    Any help on this would be useful, Maruk if you read this (probably not) it would be a great help.

    Thanks,

    RED




  4. #4
    Hi Maruk&#33;

    That new features are awesome&#33; I found myself that we have checkboxes and all the other stuff, but does there exist another demomission beside this one?

    I would really like to test all that stuff like sliders and edit fields a.s.o.&#33; I tried to incorporate them myself, but I failed to find out the properties.
    I.e. I got a 3DSTATIC in the description.ext without errors, but the desired text didn&#39;t appear on the laptop.

    I hope you get the reference as soon finished as possible, I have already one thousand ideas&#33;

  5. #5
    Whee nice feature... And this thread got buried this deep already?

  6. #6
    Well,

    I don&#39;t understand it either. I think that this is the most revolutionary feature in OFP&#33; You can set all controls that you see in the ingame-Menu and the start-menu&#33;

  7. #7
    Whee nice feature indeed... I used it to make a spectating script, so after you die in multiplayer you can watch other people play from a "chase cam" view. Theres next and prev buttons to cycle between players.

    Looks like this:
    http://koti.mbnet.fi/kegetys/flashpo.../spectate2.jpg
    http://koti.mbnet.fi/kegetys/flashpo.../spectate3.jpg

    It works well, but theres one bug... whenever the mission ends (admin does #reassign for example) that spectating menu wont disappear... Unless there is a function to check if the game has ended and then terminate that menu, it is an OFP bug I think

    Edit: the bug looks like this: http://koti.mbnet.fi/kegetys/flashpo...pectatebug.jpg




  8. #8
    Here&#39;s a test version if anyone wants to see how it works: http://koti.mbnet.fi/kegetys/flashpo...test.intro.zip

    Extract to users/whatever/spectatetest.intro directory, and preview it in the editor. Radio alpha (0-0-1) initiates the spectating script, and you can then cycle through the AI players. It also works in multiplayer so you can export it, there the scripts get also activated when you die so you dont need to use that radio command.

  9. #9
    Well there is the command

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    closeDialog 0
    [/QUOTE]<span id='postcolor'>

    which closes the Dialog&#33;

  10. #10
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Unless there is a function to check if the game has ended and then terminate that menu[/QUOTE]<span id='postcolor'>

    Keg;

    I think, there&#39;s no feature to check, wether the mission
    is still running or not.
    But you could go around that by changing a variable,
    once your end-detect trigger became activated.
    E.G: where you change the state of your last objective
    to done/failed, just change another variable (diagvar=1)
    and check in the cam script ?diagvar == 1, to force it to an
    end.

    :edit - doh - just saw that you mean to ask for the end
    of mission, if abborted by admin - hmm dunno how to check
    this one.

    ~S~ CD



    http://www.swint.demon.nl/ofp/ofpec_work.gif
    Never argue with idiots - they just take you down to their level
    to beat you there with experience
    arabic objects/buildings thread

Page 1 of 9 12345 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •