Arm A guineni Pigs!

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Arm A guineni Pigs!

Postby zolop » Tue Mar 25, 2008 9:18 pm

I need some people to help test the map I made for ArmA

What this mod does have..

Custom Mission Briefing (Used ArmA Briefing Editor by Chris Henderson)
Custom Scripts (that use narative of C++)
custom mission parameters<
includes, Show GPS, Show Map, Players Respawn, etc
Add hidden Weapons .50 Anti-Tank rifle
Add Hidden Equipment Laser Designator

Required
I will get on Ventrillo or TS, whatever is convenient for the person that could help me.
Arma Assault Gold (or with Queen Gambit Expansion) Ver 1.14

Used a script for ArmA, if anyone does make their own maps for Arm A...(this is a description.ext file, basically a notepad file with a changed extension). Commets are made with "//" versus ";".
CODE wrote:OnLoadMission = "First Assualt";
OnLoadIntro = "This is zolops first almost completed mission";
respawn=3; //Respawn option is SIDE
respawnDelay=3; //Respawn Delay Seconds 3
showWatch = 1; //Stopwatch is visible
showPad = 1; //Pad is visible
showMap = 1; //Map is visible
showCompass = 1; //Compass is visible
ShowGPS = 1; //GPS is visiable

class header //Description for ingame Multiplayer Browser of Map
{
gametype = COOP; //COOP game type
minPlayers = 1 //Minimium amount of players
maxPlayers = 4 //Maximium amount of players
};

class Weapons //Weapons Added to be equiped at start.
{
class Binocular {count = 8;};
class SVD {count = 8;};
class javelin {count = 8;};
class G36K {count = 8;};
class G36C {count = 8;};
class G36a {count = 8;};
};

class Magazines //Magazines Added to be equiped at start.
{
class 10Rnd_762x54_SVD {count = 64;};
class Javelin {count = 40;};
class 30Rnd_556x45_G36 {count = 128;};
};


This Code was used to add weapons into a object inside the editor. If anyone else is making a mission and want to add more weapons to play copy this into a note file then save. Change the extension of the filename to SQS before you use this. You must have a ammo or support object named in the mission you are making, then replace the words "ammobox1", "ammobox2" and "ammostore1" with your named ammo or support object. If you don't know what a support or ammo object is please reply to this thread.

SQS files or Script Files use ";" for comments. I just put those ";" because I an used to C++ Coding where most lines end with ";". It is fine because every line starts a new command, but if I had code after ";" on the same line it would recognize any code on the same line after ";".

CODE wrote:ammobox1 AddMagazineCargo ["SmokeShell",80];
ammobox1 AddMagazineCargo ["SmokeShellRed",80];
ammobox1 AddMagazineCargo ["SmokeShellGreen",80];
ammobox2 AddWeaponCargo ["Binocular", 40];
ammobox2 AddWeaponCargo ["NVGoggles",150];
ammobox2 AddWeaponCargo ["Laserdesignator",80];
ammobox2 AddMagazineCargo ["Laserbatteries",80];
ammobox2 AddMagazineCargo ["pipebomb",40];
ammobox2 AddMagazineCargo ["Mine",40];
ammostore1 AddWeaponCargo ["JAVELIN",80];
ammostore1 AddMagazineCargo ["JAVELIN",150];
ammostore1 AddWeaponCargo ["Stinger",40];
ammostore1 AddMagazineCargo ["Stinger",80];
ammostore1 addweaponCargo ["M4A1SD",20];
ammostore1 addweaponCargo ["M4SPR",20];
ammostore1 addweaponCargo ["M16A4_ACG_GL",20];
ammostore1 addweaponCargo ["G36K",20];
ammostore1 addweaponCargo ["G36C",20];
ammostore1 addweaponCargo ["G36a",20];
ammostore1 addweaponCargo ["M107",20];
ammostore1 addweaponCargo ["M240",20];
ammostore1 addMagazineCargo ["10Rnd_127x99_M107",60];
ammostore1 addMagazineCargo ["100Rnd_762x51_M240",60];
ammostore1 addMagazineCargo ["30Rnd_556x45_G36",180];
ammostore1 addMagazineCargo ["20Rnd_556x45_Stanag",120];
ammostore1 addMagazineCargo ["30Rnd_556x45_StanagSD",120];
ammostore1 addMagazineCargo ["1Rnd_HE_M203",40];
ammostore1 AddMagazineCargo ["Laserbatteries",80];
ammostore1 AddMagazineCargo ["pipebomb",40];
ammostore1 AddMagazineCargo ["Mine",40];


The Briefing was made the tool mentioned above. Its similar to making a website with HTML

This is in HTML Code. "<!...>" I think is used for comments. but I am not sure.

CODE wrote:<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
<!--------------------------------------------------------->
<!-- Briefing file for Armed Assault -->
<!-- Created with ArmA Edit - Version 1.2.9500 -->
<!-- -->
<!-- DO NOT edit this file manually to guarantee it can -->
<!-- be re-opened by the Briefing Wizard. Click the -->
<!-- "Edit Briefing" button on the toolbar to edit. -->
<!--------------------------------------------------------->
</head>
<body>

<!-- [BRIEFING_WIZARD_30] -->

<!---------------------------------------------------->
<!-- Plans -->
<!---------------------------------------------------->
<p><a name="plan"></a>
<!-- [PLAN] -->
Your Objective is to at first take the <a href = "marker:MARK_Enemy_F_Base">enemy forward base</a>. Once that is completed your next task is to destroy their <a href = "marker:MARK_2nd_Obj">main base</a>.
<!-- [END] -->
</p><hr>

<!---------------------------------------------------->
<!-- Notes (in handwriting) -->
<!---------------------------------------------------->
<h6><a name="main"></a>
<!-- [NOTES] -->
Many options are Available for you to use. Many Anti-Tank weapons, Laster Designators and AT Rifles weapon <a href = "marker:Mark_Ammo">Here</a>.<br><br>Also Available are to a single player is a Harrier and Air Support to call in, <a href = "marker:respawn_west">here</a>.<br><br>Some Armor is ready to be taken to attack the enemy, left at <a href = "marker:respawn_west">HQ</a>.<br><br>Lastly some Lightly armed <a href = "marker:MARK_Navy_Craft">Navy Craft</a> are available to be use.<br><br>Many Misc weapons are located near the Ammo Stockpiles, inside the Ammo Truck. These do include Laser Designators, Javelins, Stingers, .50 AT Rifle, Favorite Rifles, Enigneer Items, etc.
<!-- [END] -->
</h6><hr>

<!---------------------------------------------------->
<!-- Objectives -->
<!---------------------------------------------------->
<!-- Objective 1 -->
<p><a name="obj_1"></a>
<!-- [OBJ_1] -->
Destroy <a href = "marker:MARK_enemy_F_Base">Enemy Forward Base</a>
<!-- [END] -->
</p><hr>

<!-- Objective 2 -->
<p><a name="obj_2"></a>
<!-- [OBJ_2] -->
Destroy <a href = "marker:MARK_2nd_Obj">Main Base</a>
<!-- [END] -->
</p><hr>

<!---------------------------------------------------->
<!-- Debriefing -->
<!---------------------------------------------------->
</body>
</html>
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Re: Arm A guineni Pigs!

Postby zolop » Wed Apr 09, 2008 2:05 pm

Made a new mission using similar code, that has a Defend and Attack Objective.
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Re: Arm A guineni Pigs!

Postby Florp Incarnate » Fri Apr 11, 2008 12:52 pm

Aw man.... OFP and Resistance rocked soooo hard... but my old compy can't run ArmA properly. Otherwise I would be "all up ons" as Strongbad would say.
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Re: Arm A guineni Pigs!

Postby zolop » Sun Apr 13, 2008 10:26 pm

Damn Florp!

Oh well, play Sins with me sometime then.
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Re: Arm A guineni Pigs!

Postby zolop » Sun Apr 13, 2008 10:30 pm

Florp Incarnate wrote:Aw man.... OFP and Resistance rocked soooo hard... but my old compy can't run ArmA properly. Otherwise I would be "all up ons" as Strongbad would say.


You might be able to run it Florp

Hers my Specs..

Important PC parts
Athlon 64 X2 4400
Geforce 7800 GTX
4 gigs of Ram

etc (Audio, OS....)
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