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  • Working on my first mission

    Looking for the following objects:

    [media]http://www.krauselabs.net/arma2/3.JPG[/media]

    Any ideas on how to replicate the buildings and walls present in that screenshot? I installed Jon C5 Editor Update, but it doesn't seem up to par... and its really frustrating to try to track down these things, is there a gallery somewhere of all the objects/buildings in ARMA 2?

    I need all the buildings I place to have interiors - and this is for a TG mission.

    Also, if I use an editor update to make my map, will everyone playing it require that add-on?
    Last edited by tyrspawn; 01-01-2010, 04:57 AM.

  • #2
    Re: Working on my first mission

    I haven't used the editor updates much yet, so I don't know if there are any suitable buildings, but I can at least confirm that everyone playing must have the editor update you are using for the mission to work.

    Thumbs up on the first CMSF mission though! That's a nice one! And I think it can get quite a lot harder in ArmA2 than in CMSF!



    Comment


    • #3
      Re: Working on my first mission

      If anyone else was wondering: you can supposedly use Jon C5's editor upgrade without requiring client-side addons (source: Inq).

      Comment


      • #4
        Re: Working on my first mission

        tcb-editorupdate also works without client- or server-side requirements. Only the mission maker needs it.
        Last edited by Fincuan; 01-01-2010, 02:24 PM.

        Comment


        • #5
          Re: Working on my first mission

          Ok so there are some buildings on Panthera that would do fine... how do I add them to my map? I tried adding using a script, under the guidance of inkompetent, but it proved fruitless. I am currently at a roadblock in development and can't do anything until someone provides some gems of wisdom. I can't really ask for help on the BI forums because I can only work with what the TG addons pack has to offer - and within that context.

          Text log:

          tl;dr version: I want to add the house "dum_mesto2," from Panthera, among others, to my mission, set on the map Sands.

          [2:34:31 PM] tyrspawn: Hey its Krause from TG
          [2:35:37 PM] Inkompetent: Inkompetent has shared contact details with tyrspawn.
          [2:35:43 PM] tyrspawn: Hail
          [2:35:47 PM] Inkompetent: Hallo, hallo
          [2:36:21 PM] tyrspawn: So i ran into a development roadblock on breakthrough
          [2:36:34 PM] tyrspawn: i cannot find suitable buildings for the stuff inside the base
          [2:36:36 PM] tyrspawn: i made the walls
          [2:36:42 PM] tyrspawn: the trenches (which i used sandbags for)
          [2:36:43 PM] tyrspawn: the berm
          [2:36:51 PM] tyrspawn: the US vehicles
          [2:37:21 PM] tyrspawn: but I need buildings with three floors with interiors, the only one i could find was the WIP under construction building and it looks like crap
          [2:37:23 PM] tyrspawn: any suggestions?
          [2:37:44 PM] Inkompetent: Settle for two floors? :S
          [2:37:50 PM] Inkompetent: Other than that I don't know really
          [2:37:51 PM] tyrspawn: possibly
          [2:37:53 PM] tyrspawn: what building?
          [2:38:03 PM] tyrspawn: the buildings on panthera look good but i dont know how to access them
          [2:38:18 PM] tyrspawn: they have multiple buildings with interiors which are 3-4 stories
          [2:38:48 PM] Inkompetent: No idea really... Never tried that kind of stuff. But I guess the buildings are included in the Panthera PBO
          [2:39:00 PM] Inkompetent: So as long as TG uses Panthera the buildings will be loaded into memory
          [2:39:16 PM] tyrspawn: >_<
          [2:40:03 PM] tyrspawn: They are not in the editor though
          [2:40:04 PM] tyrspawn: AFAIK
          [2:40:33 PM] Inkompetent: They aren't. But you can script them into position
          [2:40:39 PM] Inkompetent: As long as you know the class names
          [2:40:51 PM] tyrspawn: k
          [2:41:04 PM] tyrspawn: how would you reccomend doing that?
          [2:41:13 PM] tyrspawn: load panthera map?
          [2:42:04 PM] Inkompetent: Open the Panthera PBO, with cPBO or some other PBO-unpacking program, unbinarize the config.bin file, and check the class names in CfgStatic or CfgVehicle or what they are under
          [3:05:49 PM] tyrspawn: dum_mesto2
          [3:05:52 PM] tyrspawn: how do i add it?
          [3:06:44 PM] tyrspawn: "Houseafdum_mesto2"
          [3:06:58 PM] Inkompetent: let's see...
          [3:10:25 PM] tyrspawn: also
          [3:10:27 PM] tyrspawn: "panelak2"
          [3:10:31 PM] Inkompetent: Think that you could use:
          house1 = "Houseafdum_mesto2" camCreate (getMarkerPos "house1_mrk");

          Assuming you have a marker called house1_mrk
          [3:11:26 PM] tyrspawn: O\Hous\Panelak2
          "Dum11"
          Flats 4-Storey (Ent)
          [3:11:33 PM] tyrspawn: O\Hous\Panelak3
          "Dum12"
          Flats 8-Storey (Ent)
          [3:11:46 PM] Inkompetent: Alternative could be getPos to another object, or static coordinates like [1256.3,5567.1,0]
          [3:12:23 PM] tyrspawn: how do i implement that script?
          [3:12:33 PM] tyrspawn: and how do you make markers?
          [3:12:51 PM] tyrspawn: nvm
          [3:12:53 PM] tyrspawn: see how to make markers
          [3:12:56 PM] tyrspawn: how od i add the script though?
          [3:15:09 PM] Inkompetent: For example in the server's init.sqf
          [3:15:19 PM] Inkompetent: Or well, the mission's init.sqf, but with a servercheck
          [3:15:45 PM] Inkompetent: So:

          if (isServer) do {
          codecodecode
          };
          [3:15:54 PM] tyrspawn: :/
          [3:15:59 PM] tyrspawn: theres no way to add it to the mission itself?
          [3:16:21 PM] Inkompetent: Well, should be doable. But more work.
          [3:16:30 PM] Inkompetent: Manually editing the mission.sqf file
          [3:16:32 PM] tyrspawn: i want to be able to see what i have placed in th emap
          [3:16:50 PM] Inkompetent: Well, you are always server when hosting singleplayer
          [3:17:07 PM] Inkompetent: There is isServer, isPlayer, and isDedicated.
          [3:17:28 PM] Inkompetent: A dedicated is both server and dedicated, a person playing singleplayer is both player-client and server
          [3:17:53 PM] tyrspawn: yeah but it seems extremely cumbersome to have it add the building as a ocmmand
          [3:18:02 PM] tyrspawn: i need to be able to see objects relation to eachother
          [3:18:04 PM] tyrspawn: in the editor
          [3:18:12 PM] tyrspawn: also i need to garrison these buildings with troops
          [3:18:25 PM] Inkompetent: Without an editorupdate including those buildings it's not possible
          [3:18:30 PM] tyrspawn: >_<
          [3:18:37 PM] Inkompetent: Not to see them in the editor
          [3:18:55 PM] Inkompetent: So you'd need to modify -> preview -> modify -> preview
          [3:19:47 PM] Inkompetent: Same for putting units in buildings anyway really, since they are moved around by the game not to collect with objects, and are always placed at ground level, so need to be manually elevated to the correct floor
          [3:20:03 PM] tyrspawn: >_<
          [3:20:03 PM] tyrspawn: ok
          [3:20:52 PM] tyrspawn: s
          [3:20:53 PM] tyrspawn: so
          [3:20:54 PM] tyrspawn: i put:
          [3:20:55 PM] tyrspawn: if (isServer) do {
          codecodecode
          };
          [3:21:03 PM] tyrspawn: in the mission file, with the script where applicable
          [3:21:32 PM] Inkompetent: Nah, that can't be put into the mission.sqm just like that, because it's a definition file and not a script
          [3:21:59 PM] Inkompetent: However you can create a file called init.sqf in the mission folder, at the same place as the mission.sqm file, which automatically will run when the mission is started
          [3:22:05 PM] Inkompetent: *loaded
          [3:22:27 PM] Inkompetent: It is a "reserved file name" automatically identified by the game
          [3:22:34 PM] tyrspawn: i wonder if it would be possible to make this more aggrivating
          [3:22:42 PM] tyrspawn: cant think of any other way
          [3:22:57 PM] tyrspawn: i have to write a god damn script to add a building which already exists in the game
          [3:23:05 PM] tyrspawn: and the developers were too retarded to include in the editor
          [3:23:06 PM] tyrspawn: genius
          [3:24:02 PM] Inkompetent: Well, for editing I'd recommend the init.sqf approach. However... once you are satisfied with the building placement it'd be recommended to manually transcribe the building creation, with hard-coded static coordinates instead of any getPos stuff, to the mission.sqm file
          [3:24:32 PM] tyrspawn: why?
          [3:24:36 PM] Inkompetent: That way the building is native to everyone's computer to start with, without their existance having to be transfered across the net to all clients on startup
          [3:24:44 PM] tyrspawn: ah
          [3:25:17 PM] Inkompetent: Since otherwise clients will have to syncronize every single building with the server when joining, and it'd get a bit complex since you need to make sure the building still exists, etc
          [3:25:56 PM] Inkompetent: It is a bit of a chore to get done, but without coding some plugin to be used with one of the editor upgrades I think it's the "easiest" thing to do
          [3:26:15 PM] tyrspawn: do you really think the panthera guy did this?
          [3:26:28 PM] tyrspawn: there are thousands of buildings on the island
          [3:26:40 PM] tyrspawn: i need to make a line of buildings to make a barracks
          [3:28:59 PM] Inkompetent: Yes, I think he did actually, unless using some home-made/modified editor update
          [3:29:11 PM] Inkompetent: It's a bitch to create islands
          [3:29:22 PM] tyrspawn: i just want to make a line of buildings >_<
          [3:30:25 PM] tyrspawn: where does it even save missions from the editor?
          [3:30:47 PM] Inkompetent: My Documents\ArmA 2
          [3:31:03 PM] tyrspawn: so
          [3:31:08 PM] tyrspawn: i make a plaintext init.sqm
          [3:31:17 PM] tyrspawn: and then put in that code
          [3:31:29 PM] tyrspawn: and a building should magically exist in my mission even though i wont be able to see it in the editor
          [3:32:26 PM] tyrspawn: if (isServer) do {
          house1 = "Houseafdum_mesto2" camCreate (getMarkerPos "house1_mrk");
          };
          [3:32:37 PM] tyrspawn: ?
          [3:34:51 PM] Inkompetent: Yep
          [3:35:08 PM] Inkompetent: That way you can just move the marker "house1_mrk" around until you get the building where you want it
          [3:35:22 PM] tyrspawn: how do i orient the building?
          [3:35:51 PM] Inkompetent: http://community.bistudio.com/wiki/setDir
          [3:36:21 PM] Inkompetent: so in this case for example:
          house1 setDir 166;
          [3:36:24 PM] tyrspawn: i see
          [3:36:26 PM] tyrspawn: easy enough
          [3:36:50 PM] tyrspawn: i really hope this mission is fun
          [3:37:29 PM] Inkompetent: To be worth all the work? Yeah
          [3:45:32 PM] tyrspawn: hrm
          [3:45:34 PM] tyrspawn: did not work
          [3:45:48 PM] Inkompetent: =/
          [3:45:58 PM] tyrspawn: init.sqm created in the mission folder
          [3:46:03 PM] tyrspawn: with those lines of code i pasted
          [3:46:08 PM] tyrspawn: made a marker in the editor
          [3:46:09 PM] tyrspawn: previewed
          [3:46:11 PM] tyrspawn: not there
          [3:46:13 PM] Inkompetent: init.sqm or init.sqf?
          [3:46:17 PM] tyrspawn: sqm
          [3:46:20 PM] tyrspawn: its supposed to be sqf?
          [3:46:24 PM] Inkompetent: Yep
          [3:46:25 PM] tyrspawn: whoops
          [3:48:54 PM] tyrspawn: still nto there
          [3:49:06 PM] tyrspawn: do i need to reload the editor or something?
          [3:49:13 PM] tyrspawn: i just renamed init.sqm to init.sqf and clicked preview again
          [3:50:38 PM] Inkompetent: You might have to reload the editor/mission for the game to pick up the new file - yes
          [3:52:01 PM] tyrspawn: erm
          [3:52:02 PM] tyrspawn: wtf
          [3:52:07 PM] tyrspawn: when i reloaded the mission the marker is gone
          [3:52:19 PM] Inkompetent: Press F6
          [3:52:23 PM] Inkompetent: I.e. go into marker mode
          [3:55:17 PM] tyrspawn: same
          [3:55:19 PM] tyrspawn: not working
          [3:55:36 PM] tyrspawn: wait
          [3:55:40 PM] tyrspawn: is the marker supposed to be house1?
          [3:55:42 PM] tyrspawn: or house1_mrk
          [3:55:45 PM] tyrspawn: house1 i guess?
          [3:55:51 PM] Inkompetent: house1_mrk
          [3:55:54 PM] tyrspawn: ok
          [3:55:55 PM] tyrspawn: thats what i have
          [3:56:00 PM] Inkompetent: Since you are just using its position as reference
          [3:56:05 PM] tyrspawn: yes thats what i have
          [3:56:31 PM] Inkompetent: Hmm...
          [3:56:45 PM] tyrspawn: if (isServer) do {
          house1 = "Houseafdum_mesto2" camCreate (getMarkerPos "house1_mrk");
          };
          [3:57:20 PM] Inkompetent: If you open the mission.sqm file you should at the top have something along the lines of this:

          addOns[]=
          {
          "chernarus",
          "cacharacters2",
          "camisc3",
          "caweapons",
          "CAMisc",
          "caweapons_ammoboxes",
          "CAWheeled",
          "ace_sys_wounds"
          };
          addOnsAuto[]=
          {
          "cacharacters2",
          "caweapons",
          "ace_sys_wounds",
          "camisc3",
          "CAMisc",
          "caweapons_ammoboxes",
          "CAWheeled",
          "chernarus"
          };
          [3:57:36 PM] Inkompetent: I assume that there's nothing that has to do with Panthera in that list?
          [3:57:58 PM] tyrspawn: sec
          [3:58:25 PM] tyrspawn: version=11;
          class Mission
          {
          addOns[]=
          {
          "gnt_sands",
          "camisc3",
          "acex_c_veh_m1",
          "acex_c_veh_stryker",
          "caroads2dam",
          "acex_c_veh_ah1",
          "ace_module_easa",
          "castructures_ruins"
          };
          addOnsAuto[]=
          {
          "acex_c_veh_ah1",
          "camisc3",
          "acex_c_veh_m1",
          "acex_c_veh_stryker",
          "caroads2dam",
          "castructures_ruins",
          "gnt_sands"
          };
          randomSeed=8772752;
          class Intel
          {
          briefingName="Breakthrough at the Berm";
          startWeather=0.10000002;
          forecastWeather=0.30000001;
          year=2010;
          month=8;
          day=6;
          hour=5;
          minute=0;
          };
          [3:58:49 PM] tyrspawn: panthera isn't an addon... its an island
          [3:59:06 PM] tyrspawn: the building i am trying to add is listed here:
          [3:59:06 PM] tyrspawn: http://community.bistudio.com/wiki/M...-_NonStrategic
          [3:59:12 PM] Inkompetent: It is an addon. It's in .pbo form, thus it is an addon
          [3:59:44 PM] tyrspawn: ok well i dont want to require panthera in order to use my map..... :/
          [3:59:47 PM] tyrspawn: plz tell me i dont have to do that
          [3:59:58 PM] tyrspawn: this mission is not even set on panthera
          [4:00:19 PM] Inkompetent: Which is an old OFP list of houses, so they don't exist in ArmA2, which is why we need to load the relevant part of (all of?) Panthera's config
          [4:01:23 PM] Inkompetent: And yes, if you want to use buildings that are on Panthera but not on Sands or what island you are using, then you must make the mission dependant on Panthera
          [4:02:19 PM] tyrspawn: ok
          [4:02:21 PM] tyrspawn: so how do i do that?
          [4:02:58 PM] Inkompetent: First we need to know the CfgPatches-name of the addon containing the config for what we need, just unpacked Panthera to check that
          [4:03:29 PM] Inkompetent: In this case it is "ibr_panthera2"
          [4:04:01 PM] Inkompetent: Or in fact...
          [4:04:10 PM] Inkompetent: It could be "ibr_rn". Just a sec..
          [4:05:51 PM] tyrspawn: thnx for all your help
          [4:06:34 PM] Inkompetent: Okay, actually it seem to be in the a bit stupidly named addon "ibr_plants" which panthera2 in turn relies on
          [4:07:41 PM] Inkompetent: So add "ibr_plants" to the addOns[] listing you have in your mission.sqm file. To be sure it is updated properly, first leave the editor (back to main menu), then open your mission.sqm file and edit it
          [4:10:13 PM] Inkompetent: With that added the mission will also make sure to load the resources in that addon, so that the building is available. At least it should :P
          [4:10:15 PM] tyrspawn: testing
          [4:12:42 PM] tyrspawn: >_<
          [4:12:44 PM] tyrspawn: didn't work
          [4:12:57 PM] tyrspawn: version=11;
          class Mission
          {
          addOns[]=
          {
          "gnt_sands",
          "camisc3",
          "acex_c_veh_m1",
          "acex_c_veh_stryker",
          "caroads2dam",
          "acex_c_veh_ah1",
          "ace_module_easa",
          "castructures_ruins",
          "ibr_plants"
          };
          [4:13:24 PM] Inkompetent: If you un-PBO the ibr_plants.pbo file (in the TG mod dir) and check the config there, does your building exist in that list?
          [4:13:58 PM] tyrspawn: does it have to be under addonsauto?
          [4:14:19 PM] Inkompetent: can always try
          [4:14:25 PM] Inkompetent: I don't really know the difference between the two
          [4:17:55 PM] tyrspawn: class Markers
          {
          items=1;
          class Item0
          {
          position[]={30188.994,442.94958,39274.523};
          name="house1_mrk";
          type="Empty";
          };
          };
          [4:17:58 PM] tyrspawn: is that correct?
          [4:18:22 PM] Inkompetent: Looks like it - yes
          [4:20:54 PM] tyrspawn: ::Rips hair out::
          [4:21:00 PM] tyrspawn: adding to autoaddons did nothing
          [4:23:12 PM] Inkompetent: And the building does exist in ibr_plant.pbo's config?
          [4:23:28 PM] tyrspawn: not sure trying to figure out how to unpbo
          [4:24:41 PM] tyrspawn: cpbo is on armaholic?
          [4:24:46 PM] Inkompetent: Patch 1.05 screwed up file associations, so first you'll have to have fun with regedit
          [4:25:05 PM] Inkompetent: And I'm not sure if it is actually
          [4:25:07 PM] Inkompetent: sec
          [4:25:38 PM] Inkompetent: http://www.kegetys.net/dl.php/tools06062009.zip
          [4:25:57 PM] Inkompetent: There. That's Kegetys' tools for ya, with cPBO and unRap
          [4:30:10 PM] tyrspawn: extracting now
          [4:30:58 PM] tyrspawn: no file called Houseafdum_mesto2
          [4:31:04 PM] tyrspawn: or anything with "mesto"
          [4:31:33 PM] tyrspawn: or AFDum_mesto2
          [4:32:14 PM] Inkompetent: Just search in the config.cpp
          [4:32:46 PM] Inkompetent: If there's no hit there, then the building doesn't exist by that name there either
          [4:33:01 PM] tyrspawn: nothing
          [4:33:14 PM] Inkompetent: Then it must have some other name
          [4:33:17 PM] tyrspawn: LOL
          [4:33:26 PM] tyrspawn: ok well
          [4:33:36 PM] tyrspawn: i opened panthera...
          [4:33:42 PM] tyrspawn: the building name was what i said
          [4:33:45 PM] tyrspawn: i googled it
          [4:33:48 PM] tyrspawn: this came up:
          [4:33:54 PM] tyrspawn: http://community.bistudio.com/wiki/M...-_NonStrategic
          [4:34:03 PM] Inkompetent: That's a list from OFP
          [4:34:08 PM] tyrspawn: AFDum_mesto3
          "Houseafdum_mesto3"
          Burnt Out Building
          [4:34:09 PM] tyrspawn: etc
          [4:34:19 PM] tyrspawn: yeah but it was called
          [4:34:45 PM] tyrspawn: ssec
          [4:34:53 PM] tyrspawn: dum_mesto2
          [4:35:04 PM] tyrspawn: on the actual panthera map
          [4:35:11 PM] tyrspawn: if you hover over the house
          [4:35:32 PM] tyrspawn: Dum_mesto2
          "Housedum_mesto2"
          Large House (Ent)
          [4:35:40 PM] Inkompetent: Then it should indeed be "Housedum_mesto2", but only if we assume they use the same config names as in OFP
          [4:35:50 PM] tyrspawn: ****.. .hold on
          [4:35:51 PM] Inkompetent: If they don't, then it has some other class name
          [4:36:46 PM] tyrspawn: i think Houseafdum_mesto2 is wrong
          [4:36:56 PM] tyrspawn: it should be Housedum_mesto2 i think
          [4:37:13 PM] tyrspawn: not that it matters because neither are in plant
          [4:38:02 PM] tyrspawn: any ideas before i give up on this map?
          [4:38:27 PM] Inkompetent: Try with the class names that do exist in ibr_plants
          [4:38:58 PM] Inkompetent: Like "Aljazev_stolp"
          [4:39:43 PM] Inkompetent: But well.. I am at quite a loss in general. I dunno to what config the house belongs :S
          [4:43:32 PM] tyrspawn: ok
          [4:43:41 PM] tyrspawn: not sure if it actually worked because i have no idea waht class is supposed to be
          [4:43:46 PM] tyrspawn: but i am 99% sure it didn't work
          [4:44:03 PM] Inkompetent: :(
          [4:45:43 PM] Inkompetent: I've actually never created a building through script, so I might very well have missed out on something vital
          [4:46:35 PM] tyrspawn: my only solace is killing the pilot of my cobra
          [4:46:41 PM] tyrspawn: everytime it fails to add the building

          Comment


          • #6
            Re: Working on my first mission

            So those buildings are in TCB's editor update - just didn't see them because they are not sorted, just in a huge unsorted list.

            Comment


            • #7
              Re: Working on my first mission

              Nice that ya found them at least!



              Comment


              • #8
                Re: Working on my first mission

                if you use a map editor upgrade, please check to make sure if clients and server need the mods. if they do then the mission will be unplayable on the TG servers

                Comment


                • #9
                  Re: Working on my first mission

                  Originally posted by browna3 View Post
                  if you use a map editor upgrade, please check to make sure if clients and server need the mods. if they do then the mission will be unplayable on the TG servers
                  Why can't we just add map editor upgrade to our TG addons? People were asking for it and I'm one of them (we used it in old modpack). Its less than 1 MB - takes few seconds to put it on server.

                  Comment


                  • #10
                    Re: Working on my first mission

                    because......

                    erm....

                    i um....

                    i dunno

                    Comment


                    • #11
                      Re: Working on my first mission

                      Originally posted by browna3 View Post
                      because......

                      erm....

                      i um....

                      i dunno
                      Cmon browna3 :). You are the man! You can do it! :).

                      Can you just upload it on server with next ACE update?

                      Comment


                      • #12
                        Re: Working on my first mission

                        Originally posted by tyrspawn View Post
                        If anyone else was wondering: you can supposedly use Jon C5's editor upgrade without requiring client-side addons (source: Inq).
                        I have used this before for my IHS missions. Only the map maker needs it. It just loads up the buildings client side when the mission loads.

                        [unit][squadl][command2]

                        KnyghtMare ~You could always tell the person holding the gun to your head you would like to play on a different server...

                        Comment


                        • #13
                          Re: Working on my first mission

                          Originally posted by Dredge View Post
                          I have used this before for my IHS missions. Only the map maker needs it. It just loads up the buildings client side when the mission loads.
                          Yeah, I'm using it. However it doesn't contains all objects and some buildings are missing. With mapfact editor upgrade you can put in your missions every possible object in the game, even roads, trees, rocks and water.

                          Admins, please? :) - it's exactly 46 kb, less than 1 MB.

                          http://www.armedassault.info/index.p...t=news&id=2685

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