The mission name is missing.I tried the stringtable wirh "@STR_missiontitle" in the mission name in the editor, it works ok in editor but not in MP on a dedi, I saw that last night, and don't know why it doesn't work... :dunno:
Not a bad little intro, it does the trick and with the new multiplayer lobby options you can easily add an option to disable.As there are allready two options, number of revives and daytime, can I had a third one for intro skipping?!
Also the netting covering the vehicles and stuff was destroyed by the end of the missionI saw that... I tried "allowdamage false" for them, but they still go to the ground when you touch them... They're usefull just for the look of the base.
well the initial base I thought was over crowded. Too many playable slots.The number of slots is a demand of the team i'm now part of... I didn't disable AIs in the lobby to allow the use of high command fonctions, but you can disable some manually if you wish to reduce teams.
we totally avoided the direct route by roadSo you didn't see the interesting hidden objectives you can find on that route!
We did lay down one satchel at the station but never got credit for it. Do you need more then 1?Oh yes you do!!
Don't forget to remove the french from the MP params settings.Easy to change for example the titleParam1 with stringtable, but I was unable to change the same way the textsParam1[]
As there are allready two options, number of revives and daytime, can I had a third one for intro skipping?!
I saw that... I tried "allowdamage false" for them, but they still go to the ground when you touch them... They're usefull just for the look of the base.
So you didn't see the interesting hidden objectives you can find on that route!
At least ten to destroy ALL buildings of power station, but perhaps i'll reduce the objective there to the destruction of just the 3 electric transformers...
With the 1.03 patch, I noticed that the main building needs 3 times at least the charges needed before, even with a setdamage set to 0.9 in init, it's not interesting doing that job...
The mission didn't end when the objective was completeThe mission doesn't end with the destruction, which is just a quarter of it!! :whistle:
Have you considered breaking the mission down into a MP campaign?No... but not a bad idea...
Only suggestion at this point is to put an option for the intro and a remove grass option.i'll do it soon...
I tested the mission v11 today on our public server and really enjoyed it,so did all the other members in my squad and the public. Well done on a very good mission.
when you have to return to base at the end make it show up in the tasks.(Unless it did and I missed it)Do you mean creating a "return to base" task after destroying the power station?
Got them down to the boats but the objective didn't complete. Do we have to get them in the RHIBs or the fishing boat?If I arrive with them in a truck near boats, the objective is completed when i order them to disembark (or perhaps it's just a delay in the triger), with a trigger condition "independent present". After a short time, they leave your group (alpha) and join the doctor at US base, then live the sector by boat.
One problem was them (AI) running out of ammo!they should have the weapons and ammo they had before being killed once revived, no prob with that, or that's because they went swimming! :D
the sidechat message in yellow with the custom voice is only played for me. it doesn't play for the other player.I think you're talking about the intro message ("All the staff is watching you..."): did the other player ear the voice?
I think you're talking about the intro message ("All the staff is watching you..."): did the other player ear the voice?Or is it that he didn't have voice nor text?
The medic should have number 7 in the lobby.
He hear's nothing sees nothing.I've changed that first radio message with globalchat, for its voice, it's now globalradio... tell me if it changes something for other players, if it does, I'll have to make the changes for all commander messages.
He is player 8 in the leader menu.I know but he appears on seventh position in the lobby and the mission.sqm... :dunno:
7: Medic (Mobile Respawn)
is in the description field of alpha medic
Server RPT...
Performance warning: Very large search for 376791 (>300 m)
Performance warning: Search for 77a8800# 376791: trafostanica_velka.p3d was very large (10470 m)
Performance warning: Very large search for 363697 (>300 m)
Performance warning: Search for 363697: wall_woodf_5_2.p3d was very large (10260 m)
Performance warning: Very large search for 348629 (>300 m)
Performance warning: Search for 348629: t_salix2s.p3d was very large (9150 m)
UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,0.301897.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'!
client rpt..
Performance warning: Very large search for 362086 (>300 m)
Performance warning: Search for 4c95800# 362086: ind_pec_03a.p3d was very large (1740 m)
Performance warning: Very large search for 362226 (>300 m)
Performance warning: Search for 50aec00# 362226: a_stationhouse.p3d was very large (1740 m)
Performance warning: Very large search for 362099 (>300 m)
Performance warning: Search for 4c96000# 362099: ind_stack_big.p3d was very large (1740 m)
Performance warning: Very large search for 376789 (>300 m)
Performance warning: Search for 4456800# 376789: trafostanica_velka.p3d was very large (1770 m)
Performance warning: Very large search for 376790 (>300 m)
Performance warning: Search for 89a5400# 376790: trafostanica_velka.p3d was very large (1770 m)
Performance warning: Very large search for 376791 (>300 m)
Performance warning: Search for 5291800# 376791: trafostanica_velka.p3d was very large (1800 m)
Performance warning: Very large search for 363697 (>300 m)
Performance warning: Search for 363697: wall_woodf_5_2.p3d was very large (1590 m)
Performance warning: Very large search for 348629 (>300 m)
Performance warning: Search for 348629: t_salix2s.p3d was very large (1500 m)
_mobile_man = alpha1;
Then replace the init_related_scripts.sqf in the revive_sqf subfolder with the one in the attached archive. You should then be able to select either the player deployable mobile spawn or the vehicle deployable mobile spawn in the mission parameters.
I wonder if the balance will be off/difficulty higher because of the smarter and numerous AI.I've tested the mission and didn't notice any difference in the ai behaviour... perhaps because of the UPS script...
Except the tasks in the briefing is only showing on one pc. The titles are there but the body isn't.:dunno: I don't see a reason for this... each PC runs the same briefing.sqf, so if you have the title, you should also have the task description.
In the MP lobby you got 1 dude who isn't groupedhe was grouped, it was the medic with a "space" character in his description field, so his reference in the lobby wasn't appearing...
Briefing and notes not showing for all players playerMay be I've finally found what was wrong... (hard to explain in english... may be a problem of "return to line" in the briefing.sqf file!)
You removed the grenade launcher hummer
perhaps you can add back the mobile man.That choice is available again:
Still no breifings and notes...I have no clue about what's going on... I've done again some changes, and everything is still ok when I join my own dedicated server... :dunno:
The white building never seems to want to blow up either. like 20 satchels and no goI tried and there was no problem... (it's setdamage to 0.9 in init file...)
Error in expression <//disabled because of scripting time lim>
Error position: <//disabled because of scripting time lim>
Error Invalid number in expression
Error in expression </*_params = switch (_status) do {>
Error position: </*_params = switch (_status) do {>
Error Invalid number in expression
Error in expression <};*/>
Error position: <};*/>
Error Missing {
I searched the mission files pretty hard and I wasn't able to find this. It must be some error from the teamswitch script.UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,0.355892.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'!
Ref to nonnetwork object b570800# 1075182: trafostanica_velka_ruins.p3d
Ref to nonnetwork object b570800# 1075182: trafostanica_velka_ruins.p3d
Are you continually checking for objects that maybe dead already?I searched the mission files pretty hard and I wasn't able to find thisneither was I!
Are you continually checking for objects that maybe dead already?No.
C:\temp\Destroy_Power_Station_v23.Chernarus\UPS.sqf (1 hits)
Line 119: KRON_HQ="Logic" createVehicle [0,0];
Many cases where Ennemy is spelt wrong Enemy.
Releasing of the prisoners isn't working right... ...how about we just release the civis back into society and forget about getting back with themPrisoners should join your group, do they?
We got the prisoners first before the electrical plant, so the text after the electrical plant was incorrect.I checked it... No reason to have that text about prisoners after destroying the electrical plant, unless you didn't release ALL prisoners in the chuch.
Prisoners should join your group, do they?
As there is an ambush at the service station when you go with them to the evac point, i think the escort task is interesting... if the ambush is a surprise!
The prisoners didn't release. I would suggest having only the leader release them if your going to keep it that way... but if you happen to take the in town route you come across them before heading to the plant. So the logical order doesn't seem to work if you know what I mean.
Could you make it the boss man?I'm not sure I'm undestanding... ???