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LAPD

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Addon Problem in MP
« on: 15 Mar 2003, 22:50:39 »
Hi again :wave:

I finished working on my mission (soon in the missions depot. hope to get a good score  ;) ).

When I preview the mission it works great. Even when I play alone in MP (just to check if it works. I'm so lonely  ;)) it works great. But today, when I played it with friends from the Israeli community (ofp.vgames.co.il , good advertisement  :) ), the mission gave me an error at the start (and to all my friends too).
An attached file is add with the error (I know, it is hard to read, but I had to do that resulotion to keep the file size less than 50kb). The error says:
Quote
Cannot load mission, missing addons: bis_resistance

I created the mission myself so I dunno why it has a missing addon. I have resistance. What might cause this problem?

By the way: since it's a MP mission I decided to post it here. The addons forums are about texturing and so on, so I decided not to post it there.

Offline Terox

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Re:Addon Problem in MP
« Reply #1 on: 16 Mar 2003, 09:13:53 »
for some reason after 1.90 game version i think, the map editor has problems listing all the addons required in the mission.sqm file.

What you need to do is de-pbo the map file and add the  line bis_resistance into both the "Auto" and "Non auto" addon sections of the mission.sqm



its at the very start of your mission.sqm

Quote
version=11;
class Mission
{
   addOns[]=
   {
      "bis_resistance",
      "xms",
      "editorupdate102",
      "LaserGuided",
      "G36a",
      "OH58",
      "Vulcan",
      "Bradley",
      "HMMWV",
      "6G30",
      "BMP2",
      "BRDM"
   };
   addOnsAuto[]=
   {
      "editorupdate102",
      "bis_resistance",
      "xms",
      "6G30",
      "OH58",
      "Bradley",
      "HMMWV",
      "BRDM",
      "BMP2"
   };
   randomSeed=7294979;
   class Intel
   {
Zeus ARMA2 server IP = 77.74.193.124 :2302
Teamspeak IP = 77.74.193.123

Offline Chris Death

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Re:Addon Problem in MP
« Reply #2 on: 16 Mar 2003, 10:01:50 »
errm - If i understood you correct, you created this mission.
Then you shouldn't need to de-pbo the mission as you already
have the source (editor version) mission.

Just edit your mission.sqm in your codemasters/operationflashpoint/users/your_user_name/missions/mission_folder_name

And continue there with what Terox suggested to you.

:off course expecting you did save your mission before
exporting to mp

Also if you were using the editor in multiplayer - new mission
(where you can select the islands), then you should find
the mission source in:
codemasters/operationflashpoint/users/your_user_name/mpmissions/mission_folder_name

If you export the mission again, just make sure that you delete
the original missionname.pbo file, as OFP-editor cannot overwrite pbo files (in your Operationflashpoint/mpmissions folder).

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

LAPD

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Re:Addon Problem in MP
« Reply #3 on: 16 Mar 2003, 17:45:03 »
10x both, it worked.

Sorry to bug you again, but:
I was testing it with my friend and it worked great. I killed my friend (he was the leader) to see if a script works.
The script supposed to be activated when all the squad players are dead. But as I killed the leader the script activated and the message "all team members are dead" was shown, all though I was alive (I killed the leader).

The trigger which activates this script is set to west - not present. I don't understand why when the leader was killed it activated, as I was west and I was in the trigger area (and I was alive).

Any suggestions or ideas?

Offline Terox

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Re:Addon Problem in MP
« Reply #4 on: 16 Mar 2003, 21:14:45 »
it sounds like it requires server side scripting or the wrong type of variable eg global local etc is being used

post the script and the trigger (Copy the trigger from your mission.sqm in the sensors section
Zeus ARMA2 server IP = 77.74.193.124 :2302
Teamspeak IP = 77.74.193.123

LAPD

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Re:Addon Problem in MP
« Reply #5 on: 16 Mar 2003, 21:31:56 »
This is the trigger:

Code: [Select]
class Item11
      {
         position[]={5328.117676,108.376175,7193.018066};
         a=99999.000000;
         b=99999.000000;
         activationBy="GROUP";
         activationType="NOT PRESENT";
         age="UNKNOWN";
         idVehicle=6;
         expCond="";
         expActiv="[] exec ""Failed.sqs""";
         class Effects
         {
         };

And this is the script:

Code: [Select]
cutRsc ["Failed","PLAIN"]
TitleRsc ["Team","PLAIN DOWN"]
~6
EndII = True

exit

And this is the part related to the cutRsc and TitleRsc from the description.ext file:
Code: [Select]
class RscText
{
  type=0;
  idc=-1;
  style=0;
  h=0.080000;
  colorBackground[]={0,0,0,0};
  colorText[]={0.000000,1.000000,1.000000,1.000000};
  font="tahomaB24";
  sizeEx=0.040000;
};

class RscTitles
{
  class Failed
  {
      idd=-1;
      movingEnable=0;
      duration=10;
      name="Failed";
      controls[]={"Text"};
      class Text : RscText
      {
        style="16 +                2 +            512";
        lineSpacing=1.000000;
        text="Mission Failed";
        x=0.050000;
        y=0.30000;
        w=0.900000;
        h=0.500000;
        colorText[]={1.0,0.0,0.0,1};
        font="tahomaB36";
        sizeEx=0.030000;
      };
  };
class Complete
  {
      idd=-1;
      movingEnable=0;
      duration=10;
      name="Complete";
      controls[]={"Text"};
      class Text : RscText
      {
        style="16 +                2 +            512";
        lineSpacing=1.000000;
        text="Mission Accomplished";
        x=0.050000;
        y=0.30000;
        w=0.900000;
        h=0.500000;
        colorText[]={0.35, 0.35, 1.0, 1};
        font="tahomaB36";
        sizeEx=0.030000;
      };
  };
class Team
  {
      idd=-1;
      movingEnable=0;
      duration=10;
      name="Complete";
      controls[]={"Text"};
      class Text : RscText
      {
        style="16 +                2 +            512";
        lineSpacing=1.000000;
        text="All Team Members Are Dead";
        x=0.050000;
        y=0.60000;
        w=0.900000;
        h=0.500000;
        colorText[]={1, 1, 1, 1};
        font="courierNewB64";
        sizeEx=0.030000;
      };
  };
  titles[]={"Failed","Complete","Team"};
};

Hope this helps.

By the way: I tried to change the trigger to be activated by drawing a line using Groups (F2) from the squad to the group leader and selecting it to be activated by the whole group.
Now it ain't working even when all the squad is down. (I tried it in 2 players in MP, without AI, when there is max players posibilty of 9).
« Last Edit: 16 Mar 2003, 21:36:45 by LAPD »

Nasty Buttler

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Re:Addon Problem in MP
« Reply #6 on: 17 Mar 2003, 04:02:25 »
what i would do is create an array of the men in the groups names  . eg.

W_ARRAY_Grp1 = [guy1,guy2,etc]

then i would have a sript that runs that looks like this

[W_ARRAY_Grp1] exec "check.sqs"

check.sqs should have a loop that checks all units individually, it should probably look alittle like this

Code: [Select]
;check.sqs
;By DeaDMeaT

_array = _this select 0
_total = count _array
_i = 0

#check

?(!alive _array select _i):_i = _i + 1
?(_i > _total):goto "ALLDEAD"
~5
goto "CHECK"

#ALLDEAD

myvariable = true
publicvariable "myvariable"
exit


please note, i havent tested this, i just jotted it down to give you an idea of what it would look like.

Offline Chris Death

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Re:Addon Problem in MP
« Reply #7 on: 17 Mar 2003, 05:25:56 »
I suppose your trigger activated because you killed your mate
and therefore you weren't be seen as west anymore.

you teamkiller you (ts ts)  ;D


Well, to ensure the trigger only activates, once all squad members are dead (you're talking about only one squad right?)
you need two triggers:

Trigger 1:

size: (as big as it covers your whole squad - maybe a lil bit
bigger to get sure it covers the squad really)

activation: west/present/once

condition: this

onActivation: guy1 = thislist select 0; group1 = group guy1

Trigger 2:

size: 0/0

activation: none

condition: "alive _x" count (units group1) == 0


OK, the name of the group you could also define in the leader's
init field by using: group1 = group this
but in multiplayer you will never have guaranteed that some
people will not disable a unit in the player selection screen,
and then the whole code inside the init field of the leader
would not exist in the game. Therefore i suggest you to use
the 2 trigger variant  ;)

hope this helps

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

LAPD

  • Guest
Re:Addon Problem in MP
« Reply #8 on: 17 Mar 2003, 12:24:00 »
Hi

Code: [Select]
onActivation: guy1 = thislist select 0; group1 = group guy1
Guy1 is supposed to be the group leader? Or other squad member? And do I need to put there only the leader (or squad member, dunno), or all the guys in my squad (guy2, guy3 etc ...).

Code: [Select]
"alive _x" count (units group1) == 0
When I press ok in the trigger it says: type Bool, expected Nothing.

What to do?

Offline Chris Death

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Re:Addon Problem in MP
« Reply #9 on: 17 Mar 2003, 13:47:16 »
Quote
Guy1 is supposed to be the group leader? Or other squad member? And do I need to put there only the leader (or squad member, dunno), or all the guys in my squad (guy2, guy3 etc ...).

Let's have a look, what the trigger below does

Code: [Select]
Trigger 1:

size: (as big as it covers your whole squad - maybe a lil bit
bigger to get sure it covers the squad really)

activation: west/present/once

condition: this

onActivation: guy1 = thislist select 0; group1 = group guy1

When you start your game, the trigger becomes activated,
because your west squad is inside the trigger area.

The trigger now creates an array of all west units inside
it's range. This array can be accessed by thislist.

If you would give the trigger a name in the name field, then
you could access the trigger list from anywhere else aswell
by "list triggername".

Now the code: guy1 = thislist select 0

This tells the trigger to name the first unit in it's trigger list
with the name "guy1" (can be a groupleader or whatever)

Now the code: group1 = group guy1

This tells the trigger to give the group of the unit we named
guy1 (above) the groupname "group1"

:note - it doesn't matter if "guy1" is the groupleader or not,
as the code says: group1 = group guy1 - and this means
that the group, where this unit is a member from has to be
named "group1".

:sidenote - it should only be the one western group inside
the trigger area, which we are talking about. If there were
two different groups in the same trigger area, it could happen
that the wrong group will be named "group1"  ;)

:edit - ah yeah forgot your secondary question in question 1  :)

You don't have to name your other units, and don't use those
names (guy1,group1) already in the unit's name fields.

The names  "guy1" and "group1" will be defined in-game when
using my suggested method. If you use the same names already before, you would create two equal names when starting the game, and then: who is who ??

I think, when reading my explanation of the trigger above,
you should already see, why it isn't required to name the
other guys of the group.

Now to the second trigger:

Code: [Select]
"alive _x" count (units group1) == 0

When I press ok in the trigger it says: type Bool, expected Nothing.

What to do?

Could you tell me exactly, how you did it, because i can only
imagine a typo or a missclick somewhere in the trigger.

The code:
Code: [Select]
"alive _x" count (units group1) == 0
should work for sure if it is placed into the condition field
(and only this code in our case - not THIS or TRUE with the code)

Just make sure that you've entered the syntax correct:

~S~ CD
« Last Edit: 17 Mar 2003, 13:52:40 by Chris Death »
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

LAPD

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Re:Addon Problem in MP
« Reply #10 on: 17 Mar 2003, 20:58:56 »
It worked!

Thanks :thumbsup:

My mission is complete! YAY!  :) :D