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Co12 Insurgent City Pt1

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  • Co12 Insurgent City Pt1

    Hey guys

    Ive been talking about this mission to some of the night crew, but ive run into a problem.. my briefing isnt showing up in game no more 0.o work fine for awhile and now it doesnt, ive read thru 18 pages on the bis forums about it but im still stump. rest of the mission is pretty much done.. just need that darn thing to show up, ill post the code bellow... hoping someone can point out the error? Ive used a template from the bis forums, thats why they are comments on it.

    Init.sqf file just bellow

    Code:
    [] execVM "briefing.sqf";
    "town" setMarkerAlpha 0;
    "rest" setMarkerAlpha 0;
    "Farm" setMarkerAlpha 0;

    Then briefing.sqf
    Code:
    waitUntil { !isNil {player} };
    waitUntil { player == player };
      
      
    switch (side player) do 
    {
    	
    	case WEST: // BLUFOR briefing goes here
    	{
    
    player createDiaryRecord ["Diary",["Enemy Intel","Insurgents forces have seized a major town in the region politics been what they are have given time to the insurgents to fortify the town, expect heavy resistance estimate puts the number of insurgents somewhere around 100 plus.. expect static defenses technical and fortifications they had plenty of times to get ready for your arrival.. this will not be an easy fight."]];
    player createDiaryRecord ["Diary",["Situation","You've been behind enemy lines for some time, observing, but now the time to strike is at hand. Your mission is to liberate a town from local insurgents, you've been provided with silence weapons and will infiltrate, and secure the town under cover of darkness intel reports locals have little to no night vision capabilities, that will be your only advantage your outmanned, and outgunned with only limited resources. Your truck as being filled with magazines, rpgs, and grenades, all eastern block equipement, if your captured or killed, no american equipement must be found.<br/><br/>Once the town is secured, a blackhawk will be dispatch to exfill you, be warned you MUST give the Get In command for the chopper to land!"]];
    tskObj1=player createSimpleTask ["Secure Town"];
    tskObj1 setSimpleTaskDescription ["The town is held by insurgent forces, we need to secure and get it back under our contro","Secure Town","Secure Town"];
    tskObj0=player createSimpleTask ["Secure Outpost"];
    tskObj0 setSimpleTaskDescription ["The farm outpost to the South should be your primarely infiltration point into the town, expect moderate defences.","Secure outpost","Secure outpost"];
    player setCurrentTask tskObj1;
    };
    	
    	
    	case EAST: // REDFOR briefing goes here
    	{
    		
    		
    	};
    	
    	
    	case RESISTANCE: // RESISTANCE/INDEPENDENT briefing goes here
    	{
    		
    		
    	};
    	
    	
    	case CIVILIAN: // CIVILIAN briefing goes here
    	{
    		
    		
    	};
    };

  • #2
    Re: Co12 Insurgent City Pt1

    Code:
    waitUntil { !isNil {player} };
    Will probably give an error, isNil takes an object, you are giving it uncompiled code.

    Try:

    Code:
    waitUntil { !isNil (player) };
    Regular braces instead of curly braces.

    Might be the problem?

    Comment


    • #3
      Re: Co12 Insurgent City Pt1

      Also, you may want this instead:

      Code:
      waituntil {!isnull player};
      Succeeded (ie before it) by the following to ensure it doesn't dead lock.
      Code:
      if (isDedicated) exitwith {};

      Comment


      • #4
        Re: Co12 Insurgent City Pt1

        Originally posted by Rommel View Post
        Also, you may want this instead:

        Code:
        waituntil {!isnull player};
        Succeeded (ie before it) by the following to ensure it doesn't dead lock.
        Code:
        if (isDedicated) exitwith {};
        Im not sure what you want me to do there Rommel, could you give example please

        Beita
        just gave it a try.. no luck

        Comment


        • #5
          Re: Co12 Insurgent City Pt1

          He wants you to halt the script before checking for players on a dedicated server, because player is always null there. Your waitUntil would wait forever.

          Anyway exitWith shouldn't stricly be used to exit scripts, use this instead(replace all the waitUntils at the start:
          Code:
          assert (not isDedicated);
          waitUntil{not isNull player};
          FYI if your mission isn't JIP you don't need any of that.

          Comment


          • #6
            Re: Co12 Insurgent City Pt1

            Edit
            Scratch my last, took a few seconds but it worked in game.. will re run a few times to make sure

            Comment


            • #7
              Re: Co12 Insurgent City Pt1

              The few second delay is normal. All editor-placed units are initialized before running init.sqf, which usually takes a while.

              Comment


              • #8
                Re: Co12 Insurgent City Pt1

                Just timed it for fun... took 45 seconds for it to show up 0.o

                Comment


                • #9
                  Re: Co12 Insurgent City Pt1

                  Wow, I've never seen it take that long. Do you have lots of stuff on the map?

                  Comment


                  • #10
                    Re: Co12 Insurgent City Pt1

                    Not that much
                    12 marines 1 blackhawk

                    and around a hundred opfor around the town, maybe a third are on % chance of appearing or not so not all are there every time. missing uses 2 scripts.. UPS and a task patrol one

                    its my first mission ever so im very much so still learning

                    Comment


                    • #11
                      Re: Co12 Insurgent City Pt1

                      If you use the BIS Advanced Injury Simulation or Battlefield Clearance modules this can significantly increase the delay. Upwards of 5 minutes when a lot of players/objects are synced to them.

                      Comment


                      • #12
                        Re: Co12 Insurgent City Pt1

                        hmm didnt know that...
                        I do have the 3 modules on, but only synch to the human players, from 1 to 12.

                        Comment


                        • #13
                          Re: Co12 Insurgent City Pt1

                          The modules are very buggy, that's partly the reason why it takes so long. Also the AIS and Battlefield clearance modules need only be synced to the group leader, so if you sync them to everyone the might be some unexpected results.

                          Comment


                          • #14
                            Re: Co12 Insurgent City Pt1

                            Originally posted by Fincuan View Post
                            The modules are very buggy, that's partly the reason why it takes so long. Also the AIS and Battlefield clearance modules need only be synced to the group leader, so if you sync them to everyone the might be some unexpected results.
                            ohh didnt know that either.. will make that change asap, like i said.. still learning, advice are welcome

                            Comment


                            • #15
                              Re: Co12 Insurgent City Pt1

                              Originally posted by Fincuan View Post
                              assert (not isDedicated);
                              waitUntil{not isNull player};
                              Oh I like that, very snazzy.

                              Comment

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