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Author Topic: Is the editor buggy?  (Read 1408 times)

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barney_1st

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Is the editor buggy?
« on: 06 Jun 2003, 22:08:41 »
hello everybody

I got a problem with a multiplayer mission I create. I've downloaded in the Mission Center the multiplyaer sector control map "Highlands v5 (2-40)", in order to study the weapon respawn script. I've seen this way I could use the script easily for my needs, just copying one script file and in changing some players names...
But the fact IS it still doesn't work ; the playes respawn with no weapon at all instead with their original weapons...
But after a while, I finally found out why ; there were a kind of conflict between the code in the unit's Init field, and in the weaponrespawn script. So I've deleted the Init fild of one player, saved as a multiplayer mission, and tryed it...and It worked!

Knowing the solution, I've deleted all the Init fields of all the playable soldiers, saved...but when I tested the mission again with the other players, they still started with no weapon! Even worse : I've deleted the multiplayer mission created, to compile it all again throught the editor, and the first player I've modified doesn't have weapon neithe now : it worked, but for no reason, it doesn't no more!

Can someone tell me what's the hell?

Offline CrashDome

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Re:Is the editor buggy?
« Reply #1 on: 06 Jun 2003, 23:36:33 »
I dont have the mission... can you post (or attach) the script?

Offline Terox

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Re:Is the editor buggy?
« Reply #2 on: 06 Jun 2003, 23:54:52 »
without looking at the scripts used this is only a guess


Has the init fields of your units got
removeallweapons player



If they have, then they will respawn without any weapons at the start

If they havent, they will respawn with the standard primary weapon and 1 ,magazine for that soldier class




Most reload scripts give the soldiers a custom loadout after their first respawn, eg after they have died once. You normally have to manually  load them up in their init field first, for their initial spawn.

Some reload scripts actually do all this for you, if their reload trigger's condition is alive unitname

eg alive W1

However to do this, they must have removeallweapons player at the start of the loadout system in the script.

If they dont, the player will keep the initial primary weapon of his soldier class and the 1 magazine issued. The reload script will fill up all the empty ammo slots available with the other  magazine types you are trying to load him with.

You casn check if this has happened by clicking on your "Gear Tab" in the briefing Notepad
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barney_1st

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Re:Is the editor buggy?
« Reply #3 on: 07 Jun 2003, 12:23:15 »
Ok : I've found out why it didn't work no more ; it was because I've put the script there was in the Init field of the soldiers into the respawn/rearm script file. So this simple line totally prevent the sequel of the script to continue :

this addrating (-(rating this)-10000)

I've adapted it to put into this scriptin several ways to try :

this addrating (-(rating _unitid)-10000)
_unitid addrating (-(rating _unitid)-10000)

but none works ; the line is executed, but the scipt end just after, ignoring all the rearm part...

is there a way to prevent that? do you know other ways than this script line to make every soldier to fight eachother in a deathmatch? ???

Tactician

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Re:Is the editor buggy?
« Reply #4 on: 07 Jun 2003, 15:39:24 »
Barney, that reloadGuy script requires a seperate trigger for each soldier.  Nothing in the soldier's init field is required.  Open the full original mission in the editor and you'll see what I mean.

I recommend using a newer reload on respawn script, Highlands v5 is very very old.  Check out the Ed Depot under Weapons and Respawning.  Especially the one named Adversarial Weapons Respawn.  Requires nothing but the script and one line in your init.sqs to implement.