ArmA II CO Editor Anleitung
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Die Description.ext
The description.ext is a text file located in the root of the mission folder which allows you to define many things in your mission.
http://community.bistudio.com/wiki/Description.ext
class Header{ gameType = Coop; // values: DM, CTF, FF, Coop, Team, Scont, Hold, Unknown minPlayers = 1; // min # of players the mission supports maxPlayers = 12; // max # of players the mission supports }; Respawn = "BIRD"; // RespawnType (BIRD,INSTANT,BASE,GROUP) RespawnDelay = 6; // DelayInSeconds RespawnDialog = 0; // Show the scoreboard and respawn countdown timer for a player if he is killed with respawnType 3. Default is 1 (true) disabledAI = 1; // Removes all playable units which do not have a human player. (MP) (0=off/1=on)
loadScreen = "yourloadScreen.paa";
onLoadMission = "text"; // the text that will be shown while the mission loads OnLoadMissionTime = false; // show the mission time when mission loads (true/false) showCompass=1; // Defines if the compass is visible. showRadio=1; // Defines if the Radio is visible. showGPS=1; // Enables/Disables the GPS. showMap=1; // Defines if the map is shown after the mission starts. showNotepad=1; // In ArmA, defines if the NotePad is shown after the mission starts. showWatch=1; // Defines if the watch is visible. debriefing=1; // Defines if the debriefing is visible.
Das Briefing
/*
* Mikey's Briefing Template v0.03
*nul = [objNull, ObjNull, tskObj1, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
*nul = [objNull, ObjNull, tskObj1, "CURRENT"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
*nul = [objNull, ObjNull, tskObj1, "FAILED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
*nul = [objNull, ObjNull, tskObj1, "CREATED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
*nul = [objNull, ObjNull, tskObj1, "CANCELED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
*
* Notes:
* AKTIVATE IN init.sqf execVM "briefing.sqf";
* - Use the tsk prefix for any tasks you add. This way you know what the varname is for by just looking at it, and aids you in preventing using duplicate variable names.
*
*
* Required briefing commands:
* - Create Note: player createDiaryRecord ["Diary", ["*The Note Title*", "*The Note Message*"]];
* - Create Task: tskExample = player createSimpleTask ["*The Task Title*"];
* - Set Task Description: tskExample setSimpleTaskDescription ["*Task Message*", "*Task Title*", "*Task HUD Title*"];
*
* Optional briefing commands:
* - Set Task Destination: tskExample setSimpleTaskDestination (getMarkerPos "mkrObj1"); // use an existing marker!
* - Set the Current Task: player setCurrentTask tskExample;
*
* Formatting:
* - To add a newline: <br/>
* - To add a marker link: <marker name='mkrObj1'>Attack this area!!!</marker>
* - To add an image: <img image='somePic.jpg'/> 128 x 128 or 256 x 256 or 512 x 512 or any power of 2
* - custom width/height: <img image='somePic.jpg' width='200' height='200'/>
*
* Commands to use in-game:
* - Set Task State: tskWestObj1 setTaskState "SUCCEEDED"; // states: "SUCCEEDED" "FAILED" "CANCELED" "CREATED"
* - Get Task State: taskState tskExample;
* - Get Task Description: taskDescription tskExample; // returns the *task title* as a string
* - Show Task Hint: [tskExample] call mk_fTaskHint; // make sure tskExample and the mk_fTaskHint function exist
*
*
* Authors: Jinef & mikey
*/
// since we're working with the player object here, make sure it exists
waitUntil {!(isNull player)};
switch (side player) do
{
case WEST: // BLUFOR briefing goes here
{
player createDiaryRecord["Diary", ["Info", "<br/>Author - Jinef<br/>Version 1.00<br/>"]];
player createDiaryRecord["Diary", ["Enemy forces", "<br/>Enemy forces are expected to consist of lightly armed locals mixed with trained regulars of the enemy."]];
player createDiaryRecord["Diary", ["Friendly forces", "<br/>1st Platoon will be deployed on the north flank. 2nd Platoon will capture the high ground overlooking the airfield."]];
player createDiaryRecord["Diary", ["Mission", "<br/>1st Platoon is to secure the northen flank of the island."]];
player createDiaryRecord["Diary", ["Situation", "<br/><img image='pic.jpg'/><br/><br/>Prior to our landing on the main island of Chenarus"]];
// Secondary Objective
tskWestObj3 = player createSimpleTask["Secondary: Avoid Civilian Casualties"];
tskWestObj3 setSimpleTaskDescription["The civilians here are relying on us to restore order and let them return to a peaceful life.", "Avoid Civilian Casualties", "Avoid Civilian Casualties"];
tskWestObj3 setSimpleTaskDestination (getMarkerPos "obj3");
//>---------------------------------------------------------<
// Secondary Objective
tskWestObj2 = player createSimpleTask["Secondary: Avoid Friendly Casualties"];
tskWestObj2 setSimpleTaskDescription["Let's not take any risks. It's not worth going home in a box for this", "Avoid Friendly Casualties", "Avoid Friendly Casualties"];
tskWestObj2 setSimpleTaskDestination (getMarkerPos "obj2");
//>---------------------------------------------------------<
// Primary Objective
tskWestObj1 = player createSimpleTask["Primary: Secure The Town"];
tskWestObj1 setSimpleTaskDescription["Your squad has just landed on the beach <marker name='BAlpha'>here</marker>.", "Secure The Town", "Secure The Town"];
tskWestObj1 setSimpleTaskDestination (getMarkerPos "obj1");
player setCurrentTask tskWestObj1;
};
case EAST: // REDFOR briefing goes here
{
};
case RESISTANCE: // RESISTANCE/INDEPENDENT briefing goes here
{
};
case CIVILIAN: // CIVILIAN briefing goes here
{
};
};
Funksprüche
Lassen sich durch Auslöser oder Wegpunkte aktivieren.
[west,"HQ"] sideChat "HQ für Hitman-1 Ihre Missionsziele wurden Aktualisiert!"; Name sideChat "Test 1-2" Name spricht zu seiner Truppenseite Name groupChat "Test 1-2" Name spricht nur zu seiner Gruppe Name globalChat "Test 1-2" Name spricht zu allen Seiten Name vehicleChat "Test 1-2" Name spricht zu Leuten innerhalb seines Fahrzeuges
Die Waffenkiste
Platziert eine Munitionskiste und schreibt in die Initialisierungszeile folgenden Code
Beispiel:
clearWeaponCargo this; clearMagazineCargo this; this addMagazineCargo ["30Rnd_556x45_Stanag",16]; this addWeaponCargo ["M16A4",2];
Im folgenden Beispiel wird eine Kiste mit 2 M16A4 und 16 Magazinen beladen.