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Joarius

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Reply with quote  #1 
Hi,




I'm trying to finalize a TvT mission. But i have yet problems. So i hope that my questions will find answers.

1 - How can i "erase" the comments that appears at bottom left when we die, when IA give orders, etc ?
I'd like that no comments appears, essentially when a player dies.

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Shrck

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Reply with quote  #2 
Im not sure but try
enableSentences false; enableRadio false;

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Gunter Severloh

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Reply with quote  #3 
If the mission is for Mp then the server that runs the mission can disable the comments via the server's profile cfg in this line here:
DeathMessages=1;    // Displays death messages i.e. playerA kill playerB


changing DeathMessages=1; to DeathMessages=0; will turn the messages off.



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Joarius

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Reply with quote  #4 
2 - How can i have 2 respawn points in TvT (one for Russians and one for Germans) ?
3 - I want that Medics only heal the wounded, no revive of the dead by the medics, but only a respawn at the respawn point (as asked wit 2-) ?
4 - How can i show the map for all people during the briefing, but after in mission, only the chiefs of groups (and 1 or 2 others players) can have the map ?
5 - How count the points for killing an ennemy, allowing to make default victory for Germans or Russians as they have the most points ?
6 - I have fixed weapons for some soldiers ; how can i do in order to keep these weapons when respawn ?
(Actually, they respawn with the weapons of the "bascis" class)
7 - How can i "erase" the square of the players of same group. We have seen that the square appears and we canh see it from far, even
in expert mode.

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Joe98

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Reply with quote  #5 
5.   You cannot do that. I suggested it over on the Arma2 forums but was never added to the game.
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Gunter Severloh

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Reply with quote  #6 
Quote:
2 - How can i have 2 respawn points in TvT (one for Russians and one for Germans) ?

Put 2 markers down.
For the Germans put a marker down and name it respawn_west
For the Russians put down a marker and name it respawn_east

these markers will be where they respawn.

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Shrck

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Reply with quote  #7 
Quote:
Originally Posted by Joarius

4 - How can i show the map for all people during the briefing, but after in mission, only the chiefs of groups (and 1 or 2 others players) can have the map ?


this RemoveWeapon "ItemMap"; 
 this addweapon "ItemMap"; 

for map only during the briefing best solution to write and run script (ps. look at the template you have for example).

but I guess there is more easy ways to do it

easy example:
Just a trigger on start position, and this trigger remove map for all who leave the start zone.
Put the ammobox (with the 1..2 maps) for commanders outside the zone.

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Joarius

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Reply with quote  #8 
Thank for your answer. Iw ill try it as soon as i have time. [smile]
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Joarius

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Reply with quote  #9 
With your helps, Gunter and Shrck, the points 2 and 4 works fine. [smile]



But sombody would know how to make this request ?

6 - I have fixed weapons for some soldiers ; how can i do in order to keep these weapons when respawn ? (Actually, they respawn with the weapons of the "bascis" class)

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Shrck

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Reply with quote  #10 
Actually maybe there some "built-in" way, but i don't know.

I
 think you should look example below:

removeBackpack player;
removeAllItems player;
removeAllWeapons player;
       
addMagazines("lib_35Rnd_762x25",3);
addMagazines("SmokeShell",2);
addMagazines("lib_rg42",1);
addMagazines("lib_7Rnd_762x38",5);
addWeapons ["LIB_PPSh41_m","LIB_M1895"];
addItems ["B","M","W","C"];

I guess meaning of commands are clear?  B - binocular, M - map, W -watch, C - compass
try to write some sort of this into init string of unit, probably it will work. 


-------------------
Besides, since Im messing up with server and missions for hardcore tvt, I can give you few more easy and useful advises.
If you want to make your missions more realistic you should turn 3d person view, crosshair, chats and all that stuff off. How?

1) Find a profile file on your server (sort of server.IFprofile) and look for class Dificulties 
If there is no such class - add it! Instruction is here http://community.bistudio.com/wiki/server.armaprofile
Make settings for all levels (recrut, regualr, veteran and mercenary) are the same as a last one. 
especially don't forget about this:
3rdPersonView = 0; 
deathMessages = 0;
enemyTag = 0;
friendlyTag = 0;
hud = 0;
hudGroupInfo = 0;
hudPerm = 0;
hudWp = 0;
hudWpPerm = 0;
map = 0;
weaponCursor = 0;

so now even if you'll forget to setup expert mode for mission (wich is often happens), you won't see that kindergarden with 3dperson view etc.

2) init.sqf - create this file into your tvt mission folder and add lines you want into it:
enableRadio false;          // - turns off ingame radio
0 fadeRadio 0;               // - fade ingame radio 
enableSentences false;   // - disable messages
[player] join grpNull;       // -  very important line! This line broke groups, so commanders won't see icons with faces on the left lower corner of the screen.

3) description.ext  - create this file into your tvt mission folder and add lines you want into it:
disableChannels[]={0,1,2,3,4,6};      //this disable global, side, command, group, vehicle and system chat for all players except server administrator (he still can write to global channel, and all will see his message)
respawn = 0;// 0 - no respawn,  1 - bird, 2 - respawn on the death place 3 - on the base. In case of base respawn use this markers in editor: respawn_west, respawn_east, respawn_guerrila, respawn_civilian.
respawndelay = 7;// delay in seconds before respawn
respawnDialog = 0;// 0 - don't show respawn dialog
disabledAI = 1;// 1 - no AI slots available
debriefing = 0;// 0 - no debriefing
ShowGPS = 0;// 0 - turn off gps ?
 
Save mission as multiplayer and check it on your server. Good luck on serious tvt missions making! [smile]

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Joarius

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Reply with quote  #11 
Thank's Shrck. [smile] I will read it with attention. [wink]
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Gunter Severloh

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Reply with quote  #12 
Quote:
6 - I have fixed weapons for some soldiers ; how can i do in order to keep these weapons when respawn ?

You can use a script like this, which will give you 2 options, you can respawn with the same weapons you had when you started (chosen)
or respawn with the last weapons you had when you died, so lets say you start with a k98, but ran out of ammo and picked up a mosin nagnant,
when you die you will respawn with the mosin.

The script is easy to implement:

weapons_respawn.sqf
;Universal Weapons Respawn Script v1.04 (March 31, 2003) revised (February 1, 2007)
;Required Version: ArmA
;original by toadlife revised by norrin for ArmA
;toadlife@toadlife.net
;intialize like this: ["unitname",0] exec "weapons_respawn.sqs"
;            Or this: ["unitname",1] exec "weapons_respawn.sqs"
;
; * "unitname" = The name of the player the script runs on (must be enclosed by quotes!)
; * 0/1 = method of repleneshing weapons
;  **if method is 0, the player gets the same weapons he started out with every time
;  **if method is 1, the player gets the same weapons he had when he died
;
; Advanced example method of initializing script - put the following lines in your init.sqs,
; and replce the unit names with your own:
;_units = ["w1","w2","w3","w4","w5","w6","w7","w8","w9","w10","w11","w12","w13","w14","w15","w16","w17","w18"]
;{[_x,0] exec "weapons_respawn.sqs"} foreach _units
;
;

~(random 0.3)
_name = _this select 0
_method = _this select 1
_hasrifle = false
_unit = call compile format["%1",_name]
?(_method == 0):_return = "checklocal";goto "guncheck"

#checklocal
_unit = call compile format["%1",_name]
?(local _unit):goto "respawnloop"
~(1 + (random 3))
goto "checklocal"

#respawnloop
@!alive _unit
#checkmethod
?(_method == 1):_return = "waitforlife";goto "guncheck"

#waitforlife
@alive call compile format["%1",_name]
_unit = call compile format["%1",_name]
removeAllWeapons _unit
?_hasrifle:_guns = _guns - [_prigun];_guncount = count _guns
_c = 0
while {_c <= (_magcount - 1)} do {_unit addmagazine (_mags select _c); _c = _c + 1}
_c = 0
while {_c <= (_guncount - 1)} do {_unit addweapon (_guns select _c); _c = _c + 1}
?_hasrifle:_unit addweapon _prigun;_gun = _guns + [_prigun]
;//If unit has a rifle select it
?_hasrifle:goto "selectrifle"

;//No rifle - if unit has a pistol, select it
?_unit hasweapon ((weapons _unit - [secondaryweapon _unit,"Binocular","NVGoggles"]) select 0):_unit selectweapon ((weapons _unit - [secondaryweapon _unit,"Binocular","NVGoggles"]) select 0);goto "respawnloop"

;//No rifle or pistol, select secondary weapon
_unit selectweapon secondaryweapon _unit
goto "respawnloop"

#selectrifle
;// BUG WORKAROUND! - Added to compensate for selectweapon bug 
;// Any gun with more than one muzzle (grenadelaunchers) cannot be selected with selectweapon!
;// Default Grenadelaunchers supported - Add your own types if you need to.
_unit selectweapon _prigun
?_prigun == "M16A2GL":_unit selectweapon "M16Muzzle"
?_prigun == "M16A4GL":_unit selectweapon "M16Muzzle"
?_prigun == "M16A4_ACG_GL":_unit selectweapon "M16Muzzle"
?_prigun == "M4GL":_unit selectweapon "M4Muzzle"
?_prigun == "M4A1GL":_unit selectweapon "M4Muzzle"
?_prigun == "AK74GL":_unit selectweapon "AK74Muzzle"

goto "respawnloop"


#guncheck
_guns = weapons _unit
_mags = magazines _unit
~(random 0.5)
_guncount = count _guns
_magcount = count _mags
?_unit hasweapon (primaryweapon _unit):_hasrifle = true;_prigun = primaryweapon _unit;goto _return
_hasrifle = false
goto _return


Put the following code in the init line of the soldier:
["name",0] exec "weapons_respawn.sqf"
- (use a 0 (zero) in the code if you want to resapwn with same weapons you started with.
or
["name",1] exec "weapons_respawn.sqf"
- (use 1 (one) in the code if you want to respawn with the same weapons you had before you died.

heres how this code works:

["name",0] exec "weapons_respawn.sqf"

where it says "name" you want to give your playable units a name, so it can be something simple and easy like m1, then the
next guy could be m2, and the next playable unit could be m3.

So altogether:

["m1",1] exec "weapons_respawn.sqf"
["m2",1] exec "weapons_respawn.sqf"
["m3",1] exec "weapons_respawn.sqf"
["m4",1] exec "weapons_respawn.sqf"

understand?

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Joarius

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Reply with quote  #13 
It works fine, Gunter. Thank's a lot ! [smile]
@Shrck : i'm going to analyse what you have posted now, after having resolve the majority of my "problems". [wink]

But there is a persistant problem :
8 - How can i keep the textures that i place on the players, after their death and their respawn ?
Actually, a character with this command (this setObjectTexture [9,"@GEIST\Uniformes\RUS_Casque_Etoile_2_2048.paa"];) looses his texture when he respawns. :\

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Shrck

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Reply with quote  #14 
Quote:
Originally Posted by Shrck
addItems ["B","M","W","C"];
I guess meaning of commands are clear?  B - binocular, M - map, W -watch, C - compass


Joarius, I'm sorry, my bad: this one is not a correct arma script. There is a macros refer to this:

#define addWeapons {_unit addWeapon _x} forEach 
#define addMagazines(a,b) for "_i" from 1 to b do {_unit addMagazine a}
#define addItems {\
switch (_x) do \
{ \
case "C":{_unit addWeapon "ItemCompass";};\
case "M":{_unit addWeapon "ItemMap";};\
case "W":{_unit addWeapon "ItemWatch"};\
case "B":{_unit addWeapon "Binocular"}; \
case "R":{_unit addWeapon "ItemRadio"}; \
case "S":{_unit addWeapon "LIB_w"};\
};\
} forEach

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Joarius

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Reply with quote  #15 
How how how... [confused]
I don't understand all these commands and script... [crazy]

But with your post before, i have performed to "erase" the map for the soldiers after 5 min in the game. Thank's. [smile]



I have always these problem :
8 - How can i keep the textures that i place on the players, after their death and their respawn ?
Actually, a character with this command (this setObjectTexture [9,"@GEIST\Uniformes\RUS_Casque_Etoile_2_2048.paa"];) looses his texture when he respawns. :\



And now, i would like this :
9 - How can i do in order to show a message only to one character, and avoid that other people see it ?

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