PMC Conflict

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Faguss
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PMC Conflict

Post by Faguss » 2009-02-06 20:56:36

Unable to complete this mission.

End trigger condition is "ReadyToEnd" while in 'war.sqs' this is "ReadyForEnd".

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Re: PMC Conflict

Post by Snake Man » 2009-02-07 06:49:53

Thanks for reporting. I have now fixed that bug.

Is there any other tweaks would you like me to do while at it?

If there is nothing else, then I'll upload the end trigger fixed version.
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Re: PMC Conflict

Post by Faguss » 2009-02-07 13:01:58

You can wait and I'll send you localization for this mission.

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Re: PMC Conflict

Post by Snake Man » 2009-02-07 13:16:06

OK great. I'll also skim through the code if there is something I can improve without breaking the mission.
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Re: PMC Conflict

Post by Faguss » 2009-02-07 17:46:58

1. createsquad.sqs
Line 9 - client will never execute this script so this condition is pointless.

2. description.ext
Line 4 - this works only for single missions
Line 10-21 - there aren't any radio sounds, it's never used by the mission either so there's no sense to define it

3. overview.html
This file is never used in multiplayer.

4. stringtable.csv
This file is never used. Though I'm preparing localization so I'll send you new stringtable.

5. war.sqs
Line 21 - this label contains repeated instructions...

Code: Select all

~.01
@!CreateSquadRunning

_leader = NewSquad select 0

group _leader setbehaviour "aware";
group _leader setcombatmode "red";
...that could be easily replaced by a loop.

Line 265 - except fixing variable name you need to send it to other computers. See code below.
Line 268 - there is a hint but clients will never see it. I suggest you should make sth like this:

Code: Select all

? !local Server : goto "Client"

...
...

ReadyForEnd=true; publicvariable "ReadyForEnd"

#Client
@ReadyForEnd
hint "Congratulations..."
(script is terminated on last line so 'exit' command isn't necessary)

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Re: PMC Conflict

Post by Faguss » 2009-02-16 09:44:06

I've saw on your website that it's also meant to be played in SP. (by the way, link to OFP from your main website www.pmctactical.org leads to arma page)

So overwiev.html file and onLoadMission line in description should be kept, then.
You need to remove all these hints & title texts like War looper activated because server side (which is single player but also player-hosted-server) will see it.

Localization: http://euro-net.pl/~faguss/temp/pmcconflict.rar
Polish translation by me & Kraps. Finnish by Osku.
Uh, oh. It wasn't easy to do it because English in that briefing isn't really good.

So how to add it?

1. Description.ext

Code: Select all

onLoadMission=$STRLOAD
2. Mission.sqm

Code: Select all

class Markers
			Item 0    text=@BATTLE
			Item 1    text=@BOXES
			Item 2    text=@NATO
			Item 3    text=@RUSSIAN
			Item 4    text=@HOSPITAL
			Item 5    text=@DEPOT
3. War.sqs

Code: Select all

hint localize "CONGRATULATIONS"
---

You could also use:
1. negoview script for this mission. I have localized string for it so can send you if you'll decide to use it.
2. spectating script (also have localized strings for it). Or at least add to init.sqs

Code: Select all

DeathCamArray=units group player
So it would work with FDF servers (first time I've played PMC Conflict on [CiA] server)

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Re: PMC Conflict

Post by Snake Man » 2009-02-18 22:41:51

Faguss wrote:I've saw on your website that it's also meant to be played in SP.
Actually... I think its only meant to be played in SP... not sure though, its been quite while since my OFP mission editing not to mention MP times, so I might get it confused.

PMC Conflict actually was my first attempt of what has now been growing into my latest "PMC Real War" concept, it went from PMC Conflict into PMC Dynamic CE, PMC Tank Hunter to PMC Real War. Hehe its been long process indeed, PMC Conflict should definitely get small fixes and touches upgrade by this time as its so historical mission (to me).

Thank you very much for supporting it this way, its quite amazing actually after all this time :)
(by the way, link to OFP from your main website www.pmctactical.org leads to arma page)
Thank you very much for reporting it, its fixed now.
Localization: http://euro-net.pl/~faguss/temp/pmcconflict.rar
Polish translation by me & Kraps. Finnish by Osku.
Uh, oh. It wasn't easy to do it because English in that briefing isn't really good.
Thank you, much appreciated. I just wrote the credits for the readme.
You could also use:
1. negoview script for this mission. I have localized string for it so can send you if you'll decide to use it.
I'm not actually OFP editing anymore, so I'd hate to further develop it blind... unless you could do some heavy testing for me to make sure it works before I release any such upgrades?

Also as a note, I wouldn't want to change the mission too much. Its very old mission and historic one for me as I said, I don't want to change the backbone too much.
2. spectating script (also have localized strings for it). Or at least add to init.sqs
So it would work with FDF servers
Absolutely, can be done.
(first time I've played PMC Conflict on [CiA] server)
Wow, thats amazing to hear. I didn't think anyone is playing my shitty missions out there. Really cool to hear, thanks for letting me know :)

Anyways thanks for the help you have provided, I'll definitely make the tweaks what you sent for me and fix any bugs I can find. When I have done the upgrades, should I send you the mission dir for play testing and evaluation that all the edits are properly integrated etc?
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Re: PMC Conflict

Post by Faguss » 2009-02-19 16:36:10

I wouldn't want to change the mission too much.
You won't. Basically, negoview script just sets viewdistance based on computers performance.
There is already gamelogic 'Server' so just launch it from init, for example:

Code: Select all

[5000] exec "negoview.sqs"
playing my shitty missions
[CiA]Variable said that he like the mission, because he like conflicts.
should I send you the mission dir for play testing
Send and we'll test in on [CiA] server.

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Re: PMC Conflict

Post by Snake Man » 2009-03-14 16:16:02

Okay here is the changelog:

Code: Select all

--- v1.1
- added negoview.sqs for viewdistance changes.
- updated random-pos-new-EVERON.sqs script.
- added spectacting script support.
- updated mission.sqm with stringtable.csv references.
- updated war.sqs main script.
- updated description.ext file.
- added version number to MP briefing.
- updated english briefing few parts.
- created this readme.
Please test this and provide feedback, if all goes well and no new bugs have been introduced, I'll add this to our mission download page.

Download snake_conflict.eden.v1.1.rar - 14kb.
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Re: PMC Conflict

Post by Faguss » 2009-03-16 03:44:13

I see you haven't changed it much. Well, suit yourself.
Anyway, I've modified it a little:
1. Changed 'onLoadIntro' value. No point to localize this string.
2. Added command to hint end message in trigger.
3. Added localization for negoview message.
4. Set medic to playable.

Link for it: http://euro-net.pl/~faguss/temp/snake_conflict.eden.pbo

I've actually played this mission three times (one time long ago, twice today) and feeling is the same. It' s hard to spot enemy units. Battle is going somewhere but mostly not near you. Or horizon is empty, or you only see already destroyed units. One of the players said that mission is "weird and buggy". I'd say: good idea but it's boring.

I can give you more detailed report on how game went if you're interested.

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Re: PMC Conflict

Post by Snake Man » 2009-03-16 07:54:13

Huh, I thought I put in most of your suggestions(?) That's not good enough? What more do you want to change?

Please give me specifics, something I can change with text editor as I don't have OFP installed anymore.
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Re: PMC Conflict

Post by Faguss » 2009-03-17 00:04:32

Modified it a little. It's available under the same link.

1. Init.sqs
Line 2 - because ReadyToEnd is in condition of the trigger it needs to be predefined. Otherwise game can ignore it.
Line 12 - further code isn't necessary for client (like defining all these variables)

2. Description.ext
Deleted 'onLoadIntro'. I've checked it out and it only works on single mission IF there is intro. So it won't be ever displayed in this one.

3. War.sqs
Line 4 - deleted condition. Due to changes in init.sqs this wont' be useful.
Line 8 - I've noticed that this control messages display. So I set it to zero.
Line 32-46 - replaced code with a loop
Line 128 - set in condition. Don't know if this line supposed to be visible or not. Anyway it's visible only on server side.
Also deleted code after updating 'ReadyToEnd' variable. Won't be useful.

4. Changed overview files and added image (which isn't really good, maybe I'll make a better one)
5. Some fixes in PL briefing.


But that's less important changes. You need to do sth to make it playable. Maybe add some communication with NATO forces be informed where Russian are? That's only a idea.
I don't have OFP installed anymore
Good reason to install again.

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Re: PMC Conflict

Post by Snake Man » 2009-03-17 07:23:49

Faguss wrote:You need to do sth to make it playable. Maybe add some communication with NATO forces be informed where Russian are? That's only a idea.
I thought it was already playable but needed some small tweaks to improve it more, didn't you say some CiA guys already played and liked it?

As said I can do some text editor technical tweaks to improve it, but nothing more dramatic than that.
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Re: PMC Conflict

Post by Faguss » 2009-03-17 12:21:07

Exactly Variable said that "I would give this mission a try, because I like conflicts" after checking Montignac which was totally clear.

Nevermind.


OK. So that's all. I'm through it.

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Re: PMC Conflict

Post by Faguss » 2009-03-24 23:35:08

Tried again.
I've modified it a little (added radio) and tested it with guys. But still nothing.
http://euro-net.pl/~faguss/temp/snake_conflict.eden.rar

The mission objective is really bad - killing 50 spawns of 25 units.
It's hard to find them. I don't think that randomness is a good way because it's chaotic. Forces aren't organized.

You need to remake this mission.

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Re: PMC Conflict

Post by Snake Man » 2009-03-25 03:54:26

Ok...
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