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Author Topic: multi player missions  (Read 1412 times)

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kittycat

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multi player missions
« on: 12 Apr 2003, 13:46:40 »
Hi

I want to make a mulitplayer mission with 1 team defending a fueltruck from team2. The mission should end when 1 team is killed or the truck is destroyed. No respawning. How can I do this? I am very unexperienced with multiplayer and this server side script stuf gets me confused.

can I get help with this?

Offline Terox

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Re:multi player missions
« Reply #1 on: 13 Apr 2003, 13:24:02 »
what you are asking here is for us to design your mission for you.
I suggest your first map should be based on one of the BIS templates, and then as you work through it, ask more specific questions.

Before i designed my first ever mission, i literally spent hours reading through the OFPEC forums to get an idea on what i could and couldnt do. I then tried various tutorials and downloaded various reference lists etc and basically developed from there.

Before you get onto the actual mission objectives and how to end missions, i would first start by playing with the Editor and learn how to place objects, vehicles, soldiers markers, triggers etc

Learn about the description.EXT, the Init.sqs and Briefing how these files effect the mission or inform players what the mission is about


Games are normally ended by a "Trigger", which is looking for various states to occur, eg, length of game time, score or in your case the damage the fuel truck has suffered or when all the players on 1 side are dead


The tools for the job are as follows

1) A depbo program. This is used to decompile somebody's mission pbo file
Once decompiled, you can have a look into how someone did something

2) Notepad
used to read, edit or create most of the mission folders files

3) A lot of patience

4) Specific and accurate information when posting a question
*****************************************************************************

Good luck! :)
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kittycat

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Re:multi player missions
« Reply #2 on: 13 Apr 2003, 14:12:54 »
I am experienced with missions. I just want to know if there is something special that I have to take care of when making it multiplayer (like server/client side scripts)

Offline Terox

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Re:multi player missions
« Reply #3 on: 13 Apr 2003, 18:23:35 »
oh, ok

The most important things that need to be server side scripted is
1) Scoring
2) Vehicle respawn

its better for the server to keep track of this info and then tell the clients, otherwise all sorts of weird things can happen caused by lag and desync etc

this is normally done by creating a gamelogic and naming it "server" and then using the following line to have everything but the server skip to the next section

?!(local Server): goto "label name" or Exit etc

Hope this helps
« Last Edit: 13 Apr 2003, 18:25:39 by Terox »
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Tactician

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Re:multi player missions
« Reply #4 on: 14 Apr 2003, 02:04:00 »
Your mission seems simple enough to work by itself with no fancy pancy client/server stuff.  There's only one item that could need work: synchronizing the endings.

I assume you've got some triggers that look like "if the truck is dead, trigger end #2", or "if all members of team2 are dead, start end #1".  If you use boolean variables, a publicVariable will ensure that everyone sees the event at the same time.  Here's an example.

init.sqs snippet:
Code: [Select]
;; these lines will declare your ending variables as false
;; if you don't use multiple endings, delete the ones you don't need
;; End1 will be team2's win (fuel truck destroyed OR team1 eliminated)
;; End2 will be team1's win (team2 eliminated, truck defended)
End1 = false
End2 = false
;; ending variable is to prevent endings from overlapping
ending

Trigger activated once
(this is not a trigger of type End #x!)
Condition: !alive fueltruck AND !ending
Activation: End1 = true; publicVariable "End1"; ending = true; publicVariable "ending"

Trigger activated once
(this is not a trigger of type End #x!)
Condition: "alive _x" count (units team1group) == 0 AND !ending
Activation: End1 = true; publicVariable "End1"; ending = true; publicVariable "ending"

Trigger activated once
(this is not a trigger of type End #x!)
Condition: "alive _x" count (units team2group) == 0 AND !ending
Activation: End2 = true; publicVariable "End2"; ending = true; publicVariable "ending"

Trigger activated once
End #1
Condition: End1
Activation: whatever you want

Trigger activated once
End #2
Condition: End2
Activation: whatever you want

So there you have the framework for a synchronized multiple-ending mission.  In the activation of the End triggers you can have forceEnd for immediate termination or call an outro script, whatever you want.
« Last Edit: 14 Apr 2003, 02:05:18 by Tactician »