Re: well
I've been playing with the Mission Wizard too. I can make some good Single player missions, but my inept programming skills (ie none) leave me behind when I comes to makeing MP games. I still havn't figured out the Re-spawning thing.
I even followed Cadman's instructions and! ...nothing happens.
So far I have two (three) maps that i am proud of.
a couple single person maps, as Rebels without friends. and one East vs West Bunker based Single or Multi-player optional Game.
Basically I took a couple game made bases and re-enforced them. Added men (defenders) and weapons and with players superior tactics and skill, you get a very good multi-part map. Now if I could only get the Re-spawning thing to work it would be wonderful.
Any cut and paste solutions for the Re-Spawn available yet?
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We've all played the maps where you could chose different weapons in the briefing before the mission starts. Well, this is done via the description.ext file.
and here's how you can do it for your custom maps.
EDIT
Thanks to KnYnE for emailing me about an error in the example file. A misplaced ";" sorta screws you .
Anyway, i've fixed that bug, plus updated the example file to include the strings for the new weapons released in the Beta 1.29 Patch. These are :
MM1 / 6G30 / Bizon / Steyr / G36a
Please note, this is NOT a comprehensive tutorial on everything you can do with the description.ext file. It covers the basics most people have asked for. More details on the other functions will follow......
A quick word on files first ...
You add the description.ext into the mission folder. The same place as the mission.sqm. This folder is hiding in the /operationflashpoint/users//missions/ folder. You must have saved the map you're working on, so the mission folder is there. Please note, save the mission as a user mission and do not export it. Exporting the mission creates the mission pbo file.
The pbo file is basiclly just the mission folder wrapped up into one file. As such, once you export the mission, you can't edit the files inside the pbo. What i find works best is this.
Open the editor, and get the basics of your custom mission worked out. That is, the location on the island, and place a Player unit. Then save the mission as a user mission and exit the game. Open the /operationflashpoint/users//missions/ folder, and create your description.ext file. It's really just a text file, but i've included a sample description.ext file HEREhere for you to download.
It's really personal preference as to which order you do this. You can edit the description.ext file either before, during or after you put your map together. Or you can be like me and edit it constantly throughout the mission making process . The major pain-in-the-ass with the editor is the inability to check the description.ext file during the preview. This means that to check your description.ext is working, you need to export the mission, and play it. This is a problem, as you must exit the game to delete the old pbo file before you can save the mission again. It's a real drawback that the editor does not save over missions
end of files stuff
What can the description.ext file do for you ??
well, you can set the respawn method and time, add more weapon options at the briefing stage, set whether the watch,radio, or GPS are available during a mission, or even stop the map itself from displaying !
And it's all nice and simple too
Respawn Options
Suits has put together a nice little bit of info on respawning, and here it is :-
Modes
NONE - no respawn
BIRD - as seagull (default)
INSTANT - at place you last died
BASE - at your base ( set with markers "Respawn_West", "Respawn_East")
GROUP - into a remaining soldier of your group (assigned group/platoon)
SIDE - into a remaining soldier of your side (east, west)
The respawn modes are set in a description.ext file located with your mission.sqm in a folder. The description.ext is just a text file, so you can make one with notepad. Add it in the same folder as your mission.sqm before exporting to a multiplayer mission. (PBO file)
Here is the text you will need to add to the description.ext.
respawn = "mode"
respawndelay = time
-Change type to one of the respawn modes from the list above. example : respawn = "instant"
-Change time to any number. This sets the time before the player can respawn in seconds. example : respawndelay = 20
To make a BASE respawn you will have to add 2 makers in your mission. One called Respawn_West and the other Respawn_East. Place the markers where you want the players to respawn at.
Note in the earlier releases of the game Group only allowed the commander of the group to spawn into other AI members. Also SIDE respawn had some weird effects as well. I dont know if the have been fixed with the new patch or not.
Many thanks to Suits for that. Saved me writing it
In the example description.ext i've listed the various respawn modes again, to make it easier for you
As an additional note, you can also use numbers instead of the respawn modes...
1 = None
2= Seagull
3 = Instant
4 = Base
5 = Group
6 = Side
So you can use ....
respawn = X
respawndelay = time
where X is the number.
Map Options
Another easy section. For most of the options here, it's either a yes or no answer.
0 = No
1 = Yes.
really personal preference and map design for what is visible. At a minimum, allow the compass to be seen. Unless you want to be cruel
The 2 title options are pretty easy too. Just substitute the text you want the player(s) to see.
Weapon Options
And we come to the main reason for this tutorial
This section lets you chose additional weapons and equipment that is available to the player(s). This works for both MP and SP maps.
The basic outline for each weapon looks like this :-
class Weapons
{
class AK74;
{
count = 0
};
To add weapons, just change the "0" to however many you want to add.
It's the same for ammo..
class Magazines
{
class AK74
{
count = 0
};
If you look at the sample file i provided, you should notice that i've separated the different sides weapons. You can mix'n'max happily. That is, you only need one "Class Weapons" section, and one "Class magazines" section.
Also, more importantly, note that at the end of each section there is 2 "};" lnes. This tells the game that the section has ended. As such it's vital that these 2 lines are included.
Also, make sure to place the Magazines section AFTER the weapons section.
Ok then, that about wraps this up. feel free to email me at the address below if you have any questions....
Hangfyre.
That explains why my mission Ext file never worked. I PHOed it all the time.