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  • Jip

    Quick question: Is JIP automatically enabled if respawn is or do I need do do some very specific things? I'm on the verge of releasing a 50 player TVT with a single demolish/defend objective. However, I need to know whether JIP is automatically implemented with respawn on or whether I need a special line in init.sqf, description.ext or a module/logic in mission to handle it.


    If the leader is filled with high ambition and if he pursues his aims with audacity and strength of will, he will reach them in spite of all obstacles.
    -Carl Von Clausewitz



    'The Great Game' -Blog on War in Afghanistan:

  • #2
    Re: Jip

    It comes with respawn.

    Comment


    • #3
      Re: Jip

      Perfect.


      If the leader is filled with high ambition and if he pursues his aims with audacity and strength of will, he will reach them in spite of all obstacles.
      -Carl Von Clausewitz



      'The Great Game' -Blog on War in Afghanistan:

      Comment


      • #4
        Re: Jip

        Oh, and what do I put in the init to make the briefing show on the map screen rather than waiting until being in game to show in the map menu/diary? These are little issues and since the ARMA 1 editor guide I have was designed for briefing.html not briefing.sqf... I don't really know what to do with it.


        If the leader is filled with high ambition and if he pursues his aims with audacity and strength of will, he will reach them in spite of all obstacles.
        -Carl Von Clausewitz



        'The Great Game' -Blog on War in Afghanistan:

        Comment


        • #5
          Re: Jip

          Code:
          [] execVM "briefing.sqf";


          IN GAME ARMA: |TG-Irr| Lq.Snake

          Comment


          • #6
            Re: Jip

            Originally posted by nthamma View Post
            Code:
            [] execVM "briefing.sqf";
            That's exactly what I had. For some reason tasks/notes aren't loading in map screen or if they are its a 5+minute wait... is there some kind of scripting that can be done to speed it up or should they load eventually?


            If the leader is filled with high ambition and if he pursues his aims with audacity and strength of will, he will reach them in spite of all obstacles.
            -Carl Von Clausewitz



            'The Great Game' -Blog on War in Afghanistan:

            Comment


            • #7
              Re: Jip

              They'll load eventually, but it can take a long time. All units on the map are initialized before init.sqf is run(you ran briefing.sqf from there right?), which can take up to several minutes on a not so high-end pc if there's loads of stuff in the mission. Normally briefing appears within 30 seconds though.

              Comment


              • #8
                Re: Jip

                I'm going to leave it run and see if it pops eventually. Since I have quite detailed and excellent notes (for a TvT) I'd like to see how long it takes, since reading the notes is pretty much 100% necessary before playing. Mission is almost ready for upload. 50 player Asymmetrical Russia vs. US TVT on Chernarus. Going to set a new bar for mission making/detail I hope.


                If the leader is filled with high ambition and if he pursues his aims with audacity and strength of will, he will reach them in spite of all obstacles.
                -Carl Von Clausewitz



                'The Great Game' -Blog on War in Afghanistan:

                Comment


                • #9
                  Re: Jip

                  about 20 minutes and no load on notes/task. This is my init.sqf:

                  Code:
                  //begin init.sqf
                  
                  //Add briefing
                  [] execVM "briefing.sqf";
                  
                  if(true) exitWith ();
                  Also, if I have a timer trigger that checks alive 'vehicle' and starts a countdown to objective (defence)completion and mission end for one side... does that timer start during the -briefing- or on actual commencement of gameplay? I'd assume it's commencement of gameplay but there's that little flicker from the unit's eyes when the briefing starts, so just wondering.


                  If the leader is filled with high ambition and if he pursues his aims with audacity and strength of will, he will reach them in spite of all obstacles.
                  -Carl Von Clausewitz



                  'The Great Game' -Blog on War in Afghanistan:

                  Comment


                  • #10
                    Re: Jip

                    Originally posted by Hank Rearden View Post
                    That's exactly what I had. For some reason tasks/notes aren't loading in map screen or if they are its a 5+minute wait... is there some kind of scripting that can be done to speed it up or should they load eventually?
                    Use this little thing here:
                    http://www.armaholic.com/page.php?id=6797


                    easiest way to make a Brief...

                    Sapientiam Autem Non Vincit Malitia

                    Comment


                    • #11
                      Re: Jip

                      Add the below code to the top of the briefing.sqf file. It makes sure not to run the rest of the script before the player initializes, since it can screw badly with briefing-related stuff:
                      Code:
                      waitUntil { !isNull player };
                      waitUntil { player == player };



                      Comment


                      • #12
                        Re: Jip

                        Still not working. I have a briefing.html now, which gives ACE2 splash screen, but still no briefing in map screen. I put that code you gave me in my Briefing.sqf, Inkomp. This is starting to get frustrating. Literally the only thing holding me back from releasing this mission.


                        If the leader is filled with high ambition and if he pursues his aims with audacity and strength of will, he will reach them in spite of all obstacles.
                        -Carl Von Clausewitz



                        'The Great Game' -Blog on War in Afghanistan:

                        Comment


                        • #13
                          Re: Jip

                          Could you post your entire briefing.sqf and init.sqf? Would be interesting to see what the problem is exactly.

                          @Inko: Why player == player, isn't that kind of redundant? Shouldn't not isNull player be sufficient already?

                          Comment


                          • #14
                            Re: Jip

                            Init.sqf

                            Code:
                            //begin init.sqf
                            
                            //Add briefing
                            [] execVM "briefing.sqf";
                            Briefing.sqf (Converting Debrief HTML at bottom) Also have a briefing.html which doesn't load on start either.

                            Code:
                            waitUntil { !isNull player };
                            waitUntil { player == player };
                            switch (side player) do 
                            {
                            	
                            	case WEST: // 
                            	{
                            
                            player createDiaryRecord ["Diary", ["GAMEPLAY NOTES", "Crossing LOA = Death.  Players respawn every 5 minutes.  Respawn amount unlimited.  Vehicles respawns are as follows:<br/>
                            <br/>
                            M1A1 Tank 2 respawns @ 10 minutes each
                            <br/>
                            Stryker 1 respawn @ 10 minutes
                            <br/>
                            MTVR Unlimited @ 5 minutes
                            <br/>
                            M998 HMMWV Unlimited @ 2 minutes
                            <br/>
                            Quad Bike 3 instant respawns<br/>
                            MQ-9 Reaper Unlimited @ 10 minutes<br/>
                            <br/>
                            <br/>
                            <br/>
                            <br/>
                            Mission by H. Rearden<br/>
                            Special Thanks To: |TG-Irr| Lq.Snake (For LOA/UAV playerPresent script)
                            Known Errors: UAV Vision for Commander when not using UAV.  Known Flir Bug.  Got a fix?  Let me know.<br/>"]];
                            
                            player createDiaryRecord ["Diary", ["AVAILABLE ASSETS", "Available for use: 1x Stryker RV, 2x Quad Bikes, 3x M1A1 Abrams MBT.  Repair Support Available at <marker name ='klen'>F.O.B Calais</marker> in the form of 3x Support MTVR (Ammunition, Fuel, Repair) 1x MTVR Transport Variant, 2x M998 HMMWV 1xMQ9-Reaper."]]; 
                            
                            player createDiaryRecord ["Diary", ["SITUATION: HOSTILE", "Intelligence indicates an understrength platoon HQ element lead by a senior commanding officer with approximately 20 men under his command.  UAV overflights indicate traditional Motor-Rifle Structure with possibly 3-5x Vodnick Armoured Cars and 1xBTR-90.  Situation of OPFOR within castle likely to involve significant organic crew-served anti-armour systems and anti-personnel weaponry.  Due caution is advised.  Additionally, a small section of elite Russian commandos 'MVD Vitayaz' counter-terrorism specialists has been seen operating in the vicinity of an abandoned <marker name ='fort'>CDF Fort</marker> near Gvozdno.  Intelligence indicates that they are in the area to supply CHDKZ guerillas with equipment.  Securing that fort will be necessary for any sustained operations west of Gvozdno."]]; 
                            
                            player createDiaryRecord ["Diary", ["SITUATION: FRIENDLY", "
                            
                            Platoon Command: Officer(Capt.) Crewman (Sgt.),<br/>
                            
                            Armoured Platoon: Crewman (Lt.) Crewman x3 (Sgt.) Crewman x 3 (Cpl.) Crewman x 2 (Pvt.) <br/>
                            
                            Assault Infantry Section: Squad Leader (Sgt.) Corpsman (Cpl.) Marksman (Cpl.) 3x Infantry (Pvt.) <br/>
                            
                            Assault Infantry Section: Squad Leader (Sgt.) Corpsman (Cpl.) Marksman (Cpl.) 3x Infantry (Pvt.) <br/>
                            
                            Platoon Level Sniper Team: Spotter (Sgt.) Sniper M107 (Sgt.)"]]; 
                            
                            bluforco createDiaryRecord ["Diary", ["COMMANDER", "Your platoon tasking is to move west from F.O.B Calais to the vicinity of Devil's Castle.  As a Reconnaissance element, your primary concern will be with finding and identifying the enemy fortifications.  Preliminary UAV overflights indicate a high concentration of organic crew-served anti-tank positions, so you are advised to utilize your assets with this consideration in mind.  Remember your training, even at a Platoon Level, the only way you will win this engagement is through fire and maneuver. Structure of defenses around the fortress indicates you will be quickly be attrited in any conventional assault.  Focus on Operational Judo, the OODA loop (Observe, Orient, Decide, Act) and struggle to keep the Russian Defenders off balance. A CIA supplied MQ-9 Reaper is available for your use, and will eventually be replaced if you lose it.  You can access the Reaper from the UAV control station in the F.O.B. and can also summon a link to it in the field at the Stryker RV.
                            </br>
                            "]]; 
                            
                            player createDiaryRecord ["Diary", ["BACKGROUND", "As part of 'Operation Stalwart Swordsman'a Reconnaissance platoon from the US Army's 66th Armoured Battalion (4th Infantry Division) is moving west from the coastline of Chernarus to support embattled CDF forces.  Primary intelligence reports indicate that that elements of the 34th Motor Rifles Division, Sixth Battalion have established their position in western Chernarus and are supplying local marxist CHDKZ fighters with weapons and funding in an attempt to undermine the legitimate authority of the democratically elected Chernarussian government.  Hostilities between the two major global powers have boiled over locally and the first shots of the third world war are about to be fired.  American intelligence indicates that a Battalion HQ has been established by the Sixth Battalion at <marker name ='dvlc'>Devil's Castle</marker> and a Reconnaissance Platoon has been dispatched from <marker name ='klen'>F.O.B Calais</marker> to eliminate Russian Operational Capacity in central Chernarus.  A reinforcement company has been dispatched from <marker name ='rsup'>Russian Support FOB</marker> in the Grozovy Pass.  It is expected to arrive at <marker name ='dvlc'>Devil's Castle</marker> within the next hour and a half.  The 34th Motor Rifles HQ Platoon is expected to try and hold out until reinforcements arrive."]]; 
                            
                            
                            tskobj_1 =  player createSimpleTask["Eliminate Battalion HQ"];
                            tskobj_1 setSimpleTaskDescription ["Eliminate Russian Operational HQ located in and around <marker name ='dvlc'>Devil's Castle</marker> and sieze the fortifications within an hour and a half, or 34th Motor Rifle Division Reinforcements will arrive.", "Eliminate Battalion HQ", "Battalion HQ"];
                            		
                            		
                            	};
                            	
                            	
                            	case EAST: //
                            	{
                            
                            player createDiaryRecord ["Diary", ["GAMEPLAY NOTES", "Crossing LOA = Death.  Players respawn every 5 minutes.  Respawn amount unlimited.  Vehicles respawns are present but limited as follows:<br/>
                            <br/>
                            BTR-90 2 respawns @ 10 minutes
                            <br/>
                            Vodnick 3 respawns @ 10 minutes
                            <br/>
                            UAZ Unlimited @ 5 minutes
                            <br/>
                            Motorcycle 2 instant respawns<br/>
                            <br/>
                            <br/>
                            <br/>
                            <br/>
                            Mission by H. Rearden"]];
                            
                            player createDiaryRecord ["Diary", ["SITUATION: HOSTILE", "Hostile elements consist of 1x Stryker IFV and 3x M1A1 MBT's.  Precise number of American infantry unknown at this time."]]; 
                            
                            player createDiaryRecord ["Diary", ["SITUATION: FRIENDLY", "
                            
                            Command Element: Officer (Col.)<br/>
                            
                            Organic Anti-Armour Element: Squad Leader (Sgt.) AT Gunner x3 (Cpl.) AT Ammo Bearer x3 (Pvt.) <br/>
                            
                            Infantry Element: Team Leader (Ltn.) Team Leader x2 (Sgt.) Corpsman (Cpl.) Infantry x5 (Pvt.) <br/>
                            
                            Vitayaz MVD Infantry: Squad Leader (Ltn.), Machinegunner (Sgt.), RPG-7 Operator (Sgt.), Grenadier (Sgt.), Marksman (Cpl.)
                            
                            Armour Element: Crewman (Sgt.) Crewman x2 (Cpl.)"]]; 
                            
                            opforco createDiaryRecord ["Diary", ["COMMANDER", "Colonel, the American dogs who are coming to attack your position at Devil's Castle are hand picked from one of the finest armoured and reconnaissance units the Capitalists have.  You would be advised to move out to meet the pigs in the field before the castle and if a forward defense fails or your position is overrun, to withdraw into the fortress.  The castle takes its name from a local legend that says the Devil himself inhabits the fortification and possesses any man who sets foot within its tumbled stones.  Ancient superstions of farm-wives perhaps, but I expect you to fight like he has possessed you.  Advance elements of our reinforcement company will be arriving at your position within an hour.  Hold out until we have arrived.  I would hate to have to report your failure to the Kremlin.  I have dispatched an elite unit of Vitayaz MVD Counterterror specialists to the vicinity of Gvozdno, where they are tasked with distributing arms to the local population. They will be at your disposal as an advanced guard/reconaissance unit.  Our last communications with them indicates that they have established a strongpoint at an abandoned <marker name ='fort'>CDF Fortification/marker> just east of Gvozdno.  Use these men wisely.<br/>
                            <br/>
                            Sincerely,<br/>
                            Maj. Gen Mikhail Ulyanov. <br/>"]]; 
                            
                            vitayaz1 createDiaryRecord ["Diary", ["VITAYAZ", "As elite counterterrorism operatives, you have been inserted into the countryside to provide arms and act in an advisory capacity to CHDKZ Marxist Separtist elements in Chernarussian society.  With the appearance of American forces and the initiation of 'Operation Stalwart Swordsman' and the U.S. intervention in Chernarus, your unit is transitioning from 'Peace Support Operations' to a dedicated assymetrical combat role.  You are amply supplied with ordnance and launchers, previously destined for the hands of the CHDKZ Guerillas.  Your current position at the <marker name ='fort'>Abandoned CDF Fortification</marker> near Gvodzno puts your unit in an excellent position to provide intelligence and delay the U.S. Advance long enough for our reinforcements to arrive.  Doubtless you will receive support from elements at the <marker name ='dvlc'>Devil's Castle Battalion HQ</marker> but do not count on their immediate support.  Engage at will any U.S. forces in your AO.  If your position becomes untenable or the Americans pass you by, make haste back to the Castle and defend the HQ."]]; 
                            
                            vitayaz2 createDiaryRecord ["Diary", ["VITAYAZ", "As elite counterterrorism operatives, you have been inserted into the countryside to provide arms and act in an advisory capacity to CHDKZ Marxist Separtist elements in Chernarussian society.  With the appearance of American forces and the initiation of 'Operation Stalwart Swordsman' and the U.S. intervention in Chernarus, your unit is transitioning from 'Peace Support Operations' to a dedicated assymetrical combat role.  You are amply supplied with ordnance and launchers, previously destined for the hands of the CHDKZ Guerillas.  Your current position at the <marker name ='fort'>Abandoned CDF Fortification</marker> near Gvodzno puts your unit in an excellent position to provide intelligence and delay the U.S. Advance long enough for our reinforcements to arrive.  Doubtless you will receive support from elements at the <marker name ='dvlc'>Devil's Castle Battalion HQ</marker> but do not count on their immediate support.  Engage at will any U.S. forces in your AO.  If your position becomes untenable or the Americans pass you by, make haste back to the Castle and defend the HQ."]];
                            
                            vitayaz3 createDiaryRecord ["Diary", ["VITAYAZ", "As elite counterterrorism operatives, you have been inserted into the countryside to provide arms and act in an advisory capacity to CHDKZ Marxist Separtist elements in Chernarussian society.  With the appearance of American forces and the initiation of 'Operation Stalwart Swordsman' and the U.S. intervention in Chernarus, your unit is transitioning from 'Peace Support Operations' to a dedicated assymetrical combat role.  You are amply supplied with ordnance and launchers, previously destined for the hands of the CHDKZ Guerillas.  Your current position at the <marker name ='fort'>Abandoned CDF Fortification</marker> near Gvodzno puts your unit in an excellent position to provide intelligence and delay the U.S. Advance long enough for our reinforcements to arrive.  Doubtless you will receive support from elements at the <marker name ='dvlc'>Devil's Castle Battalion HQ</marker> but do not count on their immediate support.  Engage at will any U.S. forces in your AO.  If your position becomes untenable or the Americans pass you by, make haste back to the Castle and defend the HQ."]];
                            
                            vitayaz4 createDiaryRecord ["Diary", ["VITAYAZ", "As elite counterterrorism operatives, you have been inserted into the countryside to provide arms and act in an advisory capacity to CHDKZ Marxist Separtist elements in Chernarussian society.  With the appearance of American forces and the initiation of 'Operation Stalwart Swordsman' and the U.S. intervention in Chernarus, your unit is transitioning from 'Peace Support Operations' to a dedicated assymetrical combat role.  You are amply supplied with ordnance and launchers, previously destined for the hands of the CHDKZ Guerillas.  Your current position at the <marker name ='fort'>Abandoned CDF Fortification</marker> near Gvodzno puts your unit in an excellent position to provide intelligence and delay the U.S. Advance long enough for our reinforcements to arrive.  Doubtless you will receive support from elements at the <marker name ='dvlc'>Devil's Castle Battalion HQ</marker> but do not count on their immediate support.  Engage at will any U.S. forces in your AO.  If your position becomes untenable or the Americans pass you by, make haste back to the Castle and defend the HQ."]];
                            
                            vitayaz5 createDiaryRecord ["Diary", ["VITAYAZ", "As elite counterterrorism operatives, you have been inserted into the countryside to provide arms and act in an advisory capacity to CHDKZ Marxist Separtist elements in Chernarussian society.  With the appearance of American forces and the initiation of 'Operation Stalwart Swordsman' and the U.S. intervention in Chernarus, your unit is transitioning from 'Peace Support Operations' to a dedicated assymetrical combat role.  You are amply supplied with ordnance and launchers, previously destined for the hands of the CHDKZ Guerillas.  Your current position at the <marker name ='fort'>Abandoned CDF Fortification</marker> near Gvodzno puts your unit in an excellent position to provide intelligence and delay the U.S. Advance long enough for our reinforcements to arrive.  Doubtless you will receive support from elements at the <marker name ='dvlc'>Devil's Castle Battalion HQ</marker> but do not count on their immediate support.  Engage at will any U.S. forces in your AO.  If your position becomes untenable or the Americans pass you by, make haste back to the Castle and defend the HQ."]];
                            
                            player createDiaryRecord ["Diary", ["Background", "As part of 'Operation Stalwart Swordsman'a Reconnaissance platoon from the US Army's 66th Armoured Battalion (4th Infantry Division) is moving west from the coastline of Chernarus to support embattled CDF forces.  Primary intelligence reports indicate that that elements of the 34th Motor Rifles Division, Sixth Battalion have established their position in western Chernarus and are supplying local marxist CHDKZ fighters with weapons and funding in an attempt to undermine the legitimate authority of the democratically elected Chernarussian government.  Hostilities between the two major global powers have boiled over locally and the first shots of the third world war are about to be fired.  American intelligence indicates that a Battalion HQ has been established by the Sixth Battalion at <marker name ='dvlc'>Devil's Castle</marker> and a Reconnaissance Platoon has been dispatched from <marker name ='klen'>F.O.B Calais</marker> to eliminate Russian Operational Capacity in central Chernarus.  A reinforcement company has been dispatched from <marker name ='rsup'>Russian Support FOB</marker> in the Grozovy Pass.  It is expected to arrive at Devil's Castle within the next hour and a half.  The 34th Motor Rifles HQ Platoon is expected to try and hold out until support is available."]]; 
                            
                            
                            
                            
                            
                            
                            tskobj_2 =  player createSimpleTask["Defend Battalion HQ"];
                            tskobj_2 setSimpleTaskDescription ["An American Army Armoured Reconnaissance Platoon is making its way westward from the airport at <marker name ='klen'>Krasnostav</marker> to attack our Operational Battalion HQ at <marker name ='dvlc'>Devil's Castle</marker>.  You must hold your positions at the HQ for an hour and a half, until all Americans are killed, or Reinforcements from our 34th Motor Rifle Division arrive.", "Defend Battalion HQ", "Battalion HQ"];
                            			
                            	};
                            	
                            	
                            	case RESISTANCE: // RESISTANCE/INDEPENDENT briefing goes here
                            	{
                            		
                            		
                            	};
                            	
                            	
                            	case CIVILIAN: // CIVILIAN briefing goes here
                            	{
                            		
                            		
                            	};
                            };
                            <body>
                            <html>
                            <h2><p><a name="Debriefing:End1">BLUFOR VICTORY</a></p></h2>
                            <br><p>
                            American Forces have successfully eliminated the Russian HQ vehicle at Devil's Castle
                            </p><br>
                            <hr><br>
                            <h2><p><a name="Debriefing:End2">OPFOR VICTORY</a></p></h2>
                            <br><p>
                            Russian Forces managed to hold out long enough for reinforcements to arrive.
                            </p><br>
                            </body>
                            </html>


                            If the leader is filled with high ambition and if he pursues his aims with audacity and strength of will, he will reach them in spite of all obstacles.
                            -Carl Von Clausewitz



                            'The Great Game' -Blog on War in Afghanistan:

                            Comment


                            • #15
                              Re: Jip

                              Huh, I post this code... and go back to run the mission to test the alignment of my porto-potties in the US FOB and the notes load first try. :/ I guess I'm done, then.


                              If the leader is filled with high ambition and if he pursues his aims with audacity and strength of will, he will reach them in spite of all obstacles.
                              -Carl Von Clausewitz



                              'The Great Game' -Blog on War in Afghanistan:

                              Comment

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