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Larsen

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Different weapons for different groups
« on: 02 May 2004, 12:17:08 »
I want to give players in different groups different weapons to select from (sniper guns for sniper team etc.).

Is there a way to make separate weapon lists for different player groups ?

I guess it would be done in description.ext, but i don't know if it's possible.

Please help   ;D
« Last Edit: 02 May 2004, 12:19:12 by Larsen »

Offline Chris Death

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Re:Different weapons for different groups
« Reply #1 on: 02 May 2004, 13:21:41 »
Seperate weapon selection during the briefing can
only be done sidewise. All groupleaders of a side will
share the same pool of available weapons.

If you want to seperate weapon selection for groups
on the same side, i would suggest to use a dialog right
after the briefing screen, when the mission itself starts.

Check out the ed-depot or de-pbo some maps like
battlefield 1958, where such dialogues are used.

~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

Larsen

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Re:Different weapons for different groups
« Reply #2 on: 03 May 2004, 17:42:10 »
Ok, thanks for help.

Now i know how to create dialogues.

I created a dialogue with combo-box, and i want to add weapon names to the list (selecting a name should add a weapon and ammo), but ... i don't know how to do it correctly.

I looked into few missions, but the scripts there were too complicated for me.

Can anyone help me?


Offline Chris Death

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Re:Different weapons for different groups
« Reply #3 on: 03 May 2004, 18:43:33 »
Well, here's one where i passed an array, containing
strings to a script:

let's say:

["option 1","option 2","option 3"] exec "scriptname.sqs"

Code: [Select]
_ok = createDialog "DIALOG1"
?(!_ok): hint "Fehler!"; exit

_array = _this
_max = count _array
_i = 0

#loop

_option = _array select _i
_item = format ["Item" + "%1",_i]
_index = lbAdd [104, _option]
lbSetData [104, _index, _item]

_i = _i + 1
?(_i < _max): goto "loop"

lbSetCurSel [104, 0]

how it work:

_array = _this select 0

that means: _array = ["option 1","option 2","option 3"]

_max = count _array

that means: _max = 3 (as _array consists of 3 strings)

_i = 0

#loop


nothing to add here

now the main part - building the combo contents:

_option = _array select _i

that means: _option = _array select 0 (as _i is 0 atm)
ergo: _option = "option 1"

_item = format ["Item" + "%1",_i]

that means: _item = "Item" + 0 = "Item0" (note: _i is still 0)

_index = lbAdd [104, _option]
lbSetData [104, _index, _item]


this will make "option 1" become the first option of the combo box
:note - my combo box is idc: 104
first line assigns "option 1" for idc 104, second line
makes it to be the first entry of the combo box

_i = _i + 1
?(_i < _max): goto "loop"


that means: _i = 0 + 1 (= 1)
and if _i (1) < _max (3) then goto "loop"

This will make the combo box look like:

option 1
option 2
option 3


and the last line:

lbSetCurSel [104, 0]

will make entry 0 ("option 1") to be selected in the combo box
by default

:note lbSetCurSel [104, 1] would select "option 2" to be default.

hope this helps instead of confuses  ;D

~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

Larsen

  • Guest
Re:Different weapons for different groups
« Reply #4 on: 03 May 2004, 19:58:34 »
Ok, thanks again mate.

Now i have a list of ... let's say weapon names.

I still don't know what to do next - how to turn list values into adding a weapon?
And - what about changing the selected object from list?



Offline Chris Death

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Re:Different weapons for different groups
« Reply #5 on: 04 May 2004, 01:07:17 »
Well, i'm very short on time at the moment, as i've only got 4 hours left to sleep until having to go to work, so here's a first
start (will come back to tell you more later):

_selector = lbcursel 104

would assign _selector to the string, being selected from the
combo box

that means: if player selects option 2, then:

_selector = "option 2"

You would have to make a loop which would end, once the player
hits cancel/exit/ok (or however you named the button to leave
the dialog - except escape-key)

OkieDokie - gonna get some sleep now

~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

Larsen

  • Guest
Re:Different weapons for different groups
« Reply #6 on: 04 May 2004, 10:31:35 »
Ok, everything is up and running :-)

Now i'm looking for smart way to add this dialogue to every human player in mission (this dialogue should appeare only once - at start of the mission)

I need to run script a bit differently for every player
player1 -  ["option 1"] exec "scriptname.sqs"
player2 -  ["option 8"] exec "scriptname.sqs"

etc., but when i'm adding the script to initialisation field of a unit dialogue pops at briefing, not at the start of the mission.

How to deal with that ?
« Last Edit: 04 May 2004, 10:38:39 by Larsen »