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Author Topic: In-Game Saves?  (Read 856 times)

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Alex

  • Guest
In-Game Saves?
« on: 24 Feb 2004, 22:07:20 »
Hi All
       How Do You Get In-Game Saves? I Really Need Help And Also How Do You Get Weapon Select In Maps? Thanks,
Alex

PsyWarrior

  • Guest
Re:In-Game Saves?
« Reply #1 on: 24 Feb 2004, 22:19:56 »
Greetings, Alex.

1. In game saves can be done with one line of code: saveGame. You can put this in a trigger, in a script, or even in a waypoint (but remember, never use player waypoints for scripting, as the player is a random element - and also because waypoints do not appear in Veteran mode). What many people do is to create a trigger, set it to one of the radio channels (e.g. Radio Alpha) and put the code in the "On Activation" box. So:

Condition: this
On Activation: saveGame

See? Easy.

As for the weapons selection, I assume you're talking about choosing weapons during the briefing? If so, it needs to be done in the description.ext file. I'm not going to go on about it here because it's fairly well documented (and because description files were never my stong point). Searching on the forum or in the editors depot should reveal a solution.

Alternatively, Chris's OFP Script editor has a description.ext generator that will create the whole thing for you, complete with custom weapon selection.

That should solve your problem  :thumbsup:

-Supreme Commander PsyWarrior
-Psychic Productions Studios

Alex

  • Guest
Re:In-Game Saves?
« Reply #2 on: 24 Feb 2004, 22:33:09 »
*Alex Drops Down And Kisses PsyWarrior's Feet*
Thankyou! Thankyou! Thankyou!
 ;D
 ;D
 ;D
 ;D

Drakkhen

  • Guest
Re:In-Game Saves?
« Reply #3 on: 10 Mar 2004, 11:33:48 »
Hmmm...  :-\ there's a problem with that:

running scripts state and past inits are not replayed on reload. The result is that:
- if you were running a script when saving, after the reload it won't be restarted.
- if you ran an init field one frame script at the beginning of the game, it won't be replayed as you reload (some variables and other features of the addon can be missing).

PsyWarrior

  • Guest
Re:In-Game Saves?
« Reply #4 on: 11 Mar 2004, 16:33:45 »
Greetings,

Drakkhen, this is unfortunately true. Nevertheless, it is a problem with ALL ofp savegames.  :-\

The saveGame in the radio menu is a standardised method for enabling multiple save games. For example, you can find it in several of the BAS missions.

-PsyWarrior

P.S. - You May Stand, now Alex.  ::)
« Last Edit: 11 Mar 2004, 16:36:50 by PsyWarrior »

Alex

  • Guest
Re:In-Game Saves?
« Reply #5 on: 11 Mar 2004, 18:12:47 »
Lol Thanks Psy....

Offline Tomb

  • Contributing Member
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  • in2 Metal? Go 2 my sig
Re:In-Game Saves?
« Reply #6 on: 13 Mar 2004, 16:39:09 »
 :) hey m8. Here's some info on making weapons avaliable in a briefing:

Ya need to make a so called "description.ext" file with NOTEPAD :o :)

In here you put a code similar to this one below (just copy/paste and change the WP names) :


==================

class Weapons
{
    class M16
    {
          count= 4;
    };

    class M60
   {
          count= 1;
   };
};

class Magazines
{
      class M16
     {
            count= 18;
     };
      class M60
     {
            count= 5;
     };
};


=====================================


 :D See?! Its as simple as that, matey!  :-* ;)



PsyWarrior

  • Guest
Re:In-Game Saves?
« Reply #7 on: 14 Mar 2004, 00:29:44 »
Greetings,

Just to finish, you can find all the weapon names in the Command Reference Manual, and there are also some files in the editors depot that list them. The Command Reference can be found in the editing section of the official OFP site.

But for the most part, weapons and magazines are "M16", "M60" etc. There are some exceptions, like the magazine for the g36 is "G36amag".

-PsyWarrior

Offline macguba

  • Former Staff
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    • macguba's operation flashpoint page
Re:In-Game Saves?
« Reply #8 on: 14 Mar 2004, 01:09:25 »
The Tutorial Mission has a working description.ext with a fair selection of weapons in it.   Use it as a template.
Plenty of reviewed ArmA missions for you to play