OK, i've been working on this a bit more now, and
i've changed a few things.
First i've changed was the name of the whole thingy.
I'm not sure if reply 1 dealt about the word "multi"
+ uiox = copyrights by UIOX or so, but however the new name
of my project is now: MOTAG (MOre Than A Group).
Again i say: this is not a really very complex stuff, just well
thought combination of a few commands/triggers/waypoints and variables/arrays/boolean/strings.
Surely it's not perfect, but that's my reason to post it in the
BETA corner.
I've already made it more userfriendly, so that there are only
a few requirements to implement /enlarge it in user-made
missions:
Description for mission editors:Just use the whole context of the folder MOTAG.noe
(except the file: mission.sqm) and put it into your mission
folder as it is (leave file/folder structures as they are).
Now you can start setting it up as you want:
You need to create several AI groups
Then you need to give each group a name by the initialization
field of the groupleader: e.g: group1 = group this
Then for the next groupleader: group2 = group this - and so on
Then you need to setup 1 marker (F6) for each group.
This marker you need to name by the name field:
e.g: mark1
:note - the marker should look like you want your squad to
be displayed on the map (therefore i'm using USMC markers).
Then you need to enter the name of the groups and markers
into two arrays in the file INIT.SQS
Array where the groupnames goin into:
grp_def_array = [nogroup,group1,group2,etc.]
:note - nogroup is a reserved space and is required to be
the first element of the array
Array where the markernames goin into:
marker_array = ["dummymark","mark1","mark2","etc."]
:note - "dummymark" is a reserved space and is required to be
the first element of the array
::note - marker names need to be in "" (high qualifiers).
Create a marker somewhere and name it dummymark
:note - you don't need to care about how this marker looks like
because it will be changed into an empty marker in the game.
This is just a placeholder for the marker array being used
in MOTAG
Then you need a trigger:
activation: none/repeatedly
type: switch
condition: move_var == #number
onActivation: move_var = 0; move_temp = 0
:note - #number is the number of the group, as you have
entered it into GRP_VAR_ARRAY (in the case above, it would
be: grp_var == 1
for the trigger afillated to group1
grp_var == 2
for group2,
etc.
Then you need to create two waypoints for every group:
waypoint1 (type: hold)
waypoint2 (type: move)
Now you only need to syncronize (press F5 and drag a line)
the right trigger to waypoint1 of the right group.
Don't forget to place a player unit, or better a group (so that
you can use commanders view to watch the scene).
P.S: you can even use groups from different sides and take
control over both sides to let them fight.
I've also changed a few things for the action menu:
The menu doesn't offer anymore the option to directly select
a group instead of scrolling up/downwards through the available groups.
Then you are able to "show selected group" or "select current group".
After selecting the current group, you will be able to choose
a destination (single mapclick on the map),
conirm orders (to let them move to choosen destination),
or to select advanced settings.
Advanced settings will offer you to set behaviour/firemode/
formation/speed (on the click), while let them move to given
destination can only be executed after "confirm orders".
I've also included the feature that eliminated groups will be
removed by MOTAG, once you try to access them by "select current group".
Addons required:I've already removed the requirement of BAS_Deltas/Rangers,
so that this stuff will be open to more than only BAS fans
The USMC Marker addon 1.2 is still required in the example mission, i've attached, but in general it ain't needed aswell.
Installation:Just extract the contents of MOTAG.noe.zip into your:
OperationFlashpoint/users/username/missions folder, and
you will find MOTAG in your mission editor on the island
Nogova.
:note - i will still improve and update MOTAG on the job, so
count on newer versions soon.
near future updates:
a) engine improvements
b) transport: load/unload
c) artellery support
d) support: ammo/repair/fuel/medical
@ a) I'm still thinking about what to improve and any comments
or suggestions would be helpful.
@ b) c) d)
All these improvements will follow once i've made the basic
engine easy to setup/implement/use
Open for comments/suggestions/improvements/?critism/etc.
Well, for those who can live with the fact that i'm working
on stuff to enable the control over more than 11 AI soldiers,
(while this has already been done by others in a different
or even more complex way), this should be the end of my post.
hope this is useful for the comunity
~S~ CD
Declaration at UIOX: i've never bothered myself to have a look into your multi_squad script, nor did i try to create a better/worser or whatever version of your script.
I've sent you a private message about your reply, but you didn't
answer yet.
IMHO your reply is an insult to me and my work, before you have ever been looking into it to proove your assumptions.
As i have already told you in the PM i've sent to you, i did never
try to copy/downgrade/steal the "hard work" of anybody
else.
All stuff i'm using in MOTAG (former named multi_group_control)
came out of my knowledge, without looking into anybody else's
multi_group/squad/company or whatever script.
The use of switch-triggers isn't copyrighted by you
The use of addAction commands isn't copyrighted by you
The use of an idea (based upon modern warfare) => combined
attacks, isn't copyrighted by you
The use of scripts isn't copyrighted by you
The use of editor-commands in OFP, and combining them to
more complex stuff isn't copyrighted by you (e.g: setWPPos)
The name: UIOX doesn't appear anywhere in my variables,scriptnames,groupnames,unitnames,missionname,etc.
The word multi_group, which could probably have been the reason for you to reply this way CANNOT be copyrighted by
you, because
I've renamed the whole thingy into MOTAG (MOre Than A Group), if the reason above was really the one, to inspire
you for such a post
and last but not least:
My work is still BETA, so i haven't released anything yet
So what are you on about to reply to me like being done
above?
Was that just your EGO, telling you that "there can only be one".
If so, then feel free to think that you are the best and the only
one scripter,thinker,GENIUS out in this little world.
Pardon Monsieur,
!!!!!!!!!! WAKE UP !!!!!!!!!!
My first impression of you was:
you seem to be an intelligent nice guy,
but after your first word replying to me
these thoughts
have gone quicklyAh yeah - upon the reply above i'm sure i will never bother
me myself to have a look into any stuff wearing the sign :
UIOX's stuffNext time you reply anthing to anyone, first you should have a
look, what about you are replying to.
I mean: my first version was so simple that only BIS could have
had the rights to say: "you are using codes/commands from
our comref and you have had even the disrespect to combine
them together"
Version1 was built up so simple that if you would have had any copyrights on it, i would have thought: "there must be a better
version for sure".
hope this clears something up
~S~ CD