PMC Conflict
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PMC Conflict
Unable to complete this mission.
End trigger condition is "ReadyToEnd" while in 'war.sqs' this is "ReadyForEnd".
End trigger condition is "ReadyToEnd" while in 'war.sqs' this is "ReadyForEnd".
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Re: PMC Conflict
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.
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
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
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...
...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:
(script is terminated on last line so 'exit' command isn't necessary)
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";
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..."
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Re: PMC Conflict
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
2. Mission.sqm
3. War.sqs
---
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
So it would work with FDF servers (first time I've played PMC Conflict on [CiA] server)
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
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
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
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Re: PMC Conflict
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.Faguss wrote:I've saw on your website that it's also meant to be played in SP.
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

Thank you very much for reporting it, its fixed now.(by the way, link to OFP from your main website www.pmctactical.org leads to arma page)
Thank you, much appreciated. I just wrote the credits for the readme.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.
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?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.
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.
Absolutely, can be done.2. spectating script (also have localized strings for it). Or at least add to init.sqs
So it would work with FDF servers
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(first time I've played PMC Conflict on [CiA] server)

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
You won't. Basically, negoview script just sets viewdistance based on computers performance.I wouldn't want to change the mission too much.
There is already gamelogic 'Server' so just launch it from init, for example:
Code: Select all
[5000] exec "negoview.sqs"
[CiA]Variable said that he like the mission, because he like conflicts.playing my shitty missions
Send and we'll test in on [CiA] server.should I send you the mission dir for play testing
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Re: PMC Conflict
Okay here is the changelog:
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.
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.
Download snake_conflict.eden.v1.1.rar - 14kb.
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
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Re: PMC Conflict
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.
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
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.
Please give me specifics, something I can change with text editor as I don't have OFP installed anymore.
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
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Re: PMC Conflict
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.
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.
Good reason to install again.I don't have OFP installed anymore
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Re: PMC Conflict
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?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.
As said I can do some text editor technical tweaks to improve it, but nothing more dramatic than that.
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
PMC since 1984
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
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Re: PMC Conflict
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.
Nevermind.
OK. So that's all. I'm through it.
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Re: PMC Conflict
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.
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
Ok...
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
PMC since 1984
Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel
PMC Tactical forum Advanced Search is power.
"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."