Sample Mission 2 – Take On Helicopters
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===Continuing=== | ===Continuing=== | ||
# '''Load the simple | # '''Load the simple [[Sample_Mission_1|sample mission 1]]''' | ||
#* This 'advanced' sample mission guide is designed to work from the simple mission (mission 1) | #* This 'advanced' sample mission guide is designed to work from the simple mission (mission 1) | ||
#* Load the mission, or if you do not have it, either [ | #* Load the mission, or, if you do not have it, either [[Sample_Mission_1|make it]], or [http://takeonthegame.com/take-on-editing/ download the sample source]. | ||
# '''Save the mission''' | # '''Save the mission''' | ||
#* Save the mission and rename it ''sampleMissonAdvanced'' | #* Save the mission and rename it ''sampleMissonAdvanced'' |
Revision as of 15:17, 9 December 2011
Overview
This mission is designed to specifically build upon the techniques introduced by sample mission 1
- Introduces users to scripting outside of the game
- Demonstrates the use of tasks
- Introduces some simple randomisation
- Below you'll find a step-by-step guide to creating sample mission 2
- You can find and download the scenario itself here!
- note, unzip the file, and put the directory:
SampleMissionAdvanced.United_States_H
into your TKOH user profile's mission directory:[USER]\Documents\Take On Helicopters\missions\
- note, unzip the file, and put the directory:
Text Guide
Continuing
- Load the simple sample mission 1
- This 'advanced' sample mission guide is designed to work from the simple mission (mission 1)
- Load the mission, or, if you do not have it, either make it, or download the sample source.
- Save the mission
- Save the mission and rename it sampleMissonAdvanced
- This will create a new save directory, so you don't overwrite your previous work.
- note, this will only re-create the mission.sqm file in a new directory. If you had any other content in the original mission directory (like a script or text file), it would not be duplicated in the new directory, and you would need to manually copy it across.
Modifying the Mission
- Unlink the helicopter
- Desynchronize the heli from the heliport:
- Select the synchronize icon
- Click on the helicopter
- Click and hold the LMB (Left Mouse Button) and drag your cursor into empty space
- Release the LMB
- Desynchronize the heli from the heliport:
- Rename the Helicopter
- In the 'Variable Name' field, type:
HSim_Heli
- In the 'Variable Name' field, type:
- Move the player into the pilot seat
- The player needs to be manually added to the helicopter's pilot seat
- To do this, we use a script command
- Double click on the Player and, in the 'initialization' field, type:
this moveInDriver HSim_Heli
Using Script Files
- Modify the Attach Waypoint Args
- Double click on the Scripted Waypoint ('SCRIPTED (hsim_Player)') where you attach the cargo.
- Change the 'Arguments' field of the attach waypoint to:
[5,{[false] execVM "end.sqf"}]
- Here, we're handling a failure condition, telling the game that - if the rope breaks - it should execute the scripts contained within 'end.sqf'
- Create end.sqf
- We need to create our script outside of the game, using our favourite text-editor.
- Create a new document, and save it as 'end.sqf'.
- note, the file type must be '.sqf'; however, sometimes the security permission on your computer will create a file as '.sqf.txt'. Make sure you have the required privileges to change file types, and that it is saved in the correct format!
- This script will control the possible endings for the missions by passing simple arguments to it.
- In this case, they can be either true or false. True has the successful ending, false has the failure ending.
- In the end.sqf file, Type:
_HSim_IsSuccess = _this select 0; // Here, we're checking to see which ending was passed to the script.
if (_HSim_IsSuccess) then { // If _HSim_IsSuccess is true, that means the player has successfully landed.
[
"HSim_Land",
"SUCCEEDED",
false, // We do not want it to save the game as the mission is about to end.
true
] call BIS_fnc_taskSetState;
HSim_EndText = ""; // Since this is the correct ending, there is no need for any ending text.
}
else { // If _HSim_IsSuccess is not true, this will be called.
{ // We can apply these to multiple tasks, so we use the forEach syntax.
[
_x, // This _x variable is where the game will automatically substitute the variables you use with forEach.
"FAILED",
false, // We again do not want the game to save as the mission is going to fail.
true
] call BIS_fnc_taskSetState;
} forEach ["HSim_DropOff","HSim_Land"]; // These are the variables forEach is applying this code to.
HSim_EndText = "The rope was cut!"; // Since this is not the correct ending, we do want text to be shown.
};
titleCut [format ["%1",HSim_EndText],"BLACK OUT",4]; // This will black out the screen over 4 seconds.
4 fadeSound 0; // This will fade out all sound over 4 seconds.
4 fadeMusic 0; // This will fade out all music over 4 seconds.
4 fadeSpeech 0; // And this will fade out all speech over 4 seconds.
sleep 4; // Now we need to wait 4 seconds for it to black out and mute.
if (_HSim_IsSuccess) then {
endMission "END1"; // End the mission with endMission and the proper ending if it is successful.
} else {
failMission "END2"; // Or fail the mission with failMission and the proper ending.
};
- Modify the Attach Waypoint Initialisation
- We can handle assigning tasks in a cleaner way, by calling another script once we've successfully attached the crate to our helicopter.
- Change the On Act.: line of the attach waypoint to:
0 = [] execVM "attached.sqf"
- Create 'attached.sqf'
- Create another file in the sampleMisiosnAdvanced Directory, this name naming it 'attached.sqf'.
- We're going to make use of the function BIS_fnc_taskSetState.
- It too needs parameters passed to it, which are made-up as follows:
["task ID","task state",save game,show task hint] call BIS_fnc_taskSetState
- In the attached.sqf file, type:
[
"HSim_PickUp", // In this case, the task we're focusing on is "HSim_PickUp".
"SUCCEEDED", // We want it to be marked as "SUCCEEDED".
true, // We also want it to save the game.
true // And we want it to show the task hint.
] call BIS_fnc_taskSetState;
- Next, we're using the function BIS_fnc_taskSetCurrent to assign the next objective to the player.
- It has only one parameter passed to it, which is the ID of the task we wish to assign:
["task ID"] call BIS_fnc_taskSetCurrent
- In the attached.sqf file, type:
[
"HSim_DropOff" // In this example, we are going to set "HSim_DropOff" as the next task.
] call BIS_fnc_taskSetCurrent;
- Modify the Detach Slingload Arguments
- We want to force the player to maintain a stable hover to detach the cargo
- To achieve this, double click the detach slingload waypoint and modify the 'Arguments' field to:
[5]
- Modify the Detach Slingload Activation
- We want to handle updating the Player's tasks once the crate is successfully detached.
- To do this, we'll call another script file, similar to the way in which we handled the task of attaching the sling-load
- Change the 'On Act.:' line of the detach waypoint to:
0 = [] execVM "detached.sqf"
- Create 'detached.sqf'
- Once again, create an .sqf file in the mission directory, names 'detached.sqf'
- In the detached.sqf file, Type:
[
"HSim_DropOff", // We want to focus on the task "HSim_DropOff".
"SUCCEEDED", // We want it to be marked as "SUCCEEDED".
true, // We also want it to save the game.
true // And we want it to show the task hint.
] call BIS_fnc_taskSetState;
[
"HSim_Land" // In this case, we want to make the next assigned objective "HSim_Land".
] call BIS_fnc_taskSetCurrent;
- Modify the Land Waypoint
- We want to trigger a script when we successfully complete the landing waypoint
- Change the 'On Act.:' line of the land waypoint to:
0 = [true] execVM "end.sqf"
- Create the Tasks
- In the same mission directory, create another sqf file, called 'init.sqf'.
- It is perfect for setting parameters before the mission properly starts, which is exactly what we're going to use it for.
- note, the init.sqf is called automatically, immediately after the mission reaches the briefing screen. It processes all lines up to the first instance of a sleep or waitUntil command.
- So far, we've placed triggers for scripts in the waypoints, which relate to tasks for the player.
- We need to define these tasks, and add information, so the player knows what to do, using BIS_fnc_taskCreate.
- Task create's parameters are made up like so:
[unit,"task ID",["task description","task title","GUI task title"],task destination,current task] call BIS_fnc_taskCreate
- Note: you can preview the function in the Functions Viewer under configFile >> All >> Tasks >> BIS_fnc_taskCreate
- In the 'init.sqf', type:
[
HSim_Player, // In this example, the task only has to be given to the player unit, HSim_Player.
"HSim_Land", // Each task is given a unique ID to be referenced with later commands. In this case, it's "HSim_Land".
[
"Land on the helipad once you have dropped off the crate.", // The task description.
"Land on the helipad", // The task title.
"LAND" // The GUI title.
],
3, // Here we're going to have it reference waypoint 3 belonging to HSim_Player, which will automatically hide the waypoint.
false // And finally, we do not want it to be the current task just yet, so we set this to false.
] call BIS_fnc_taskCreate;
[
HSim_Player,
"HSim_DropOff",
[
"Once the crate is successfully attached to your helicopter, fly it back to your heliport and drop it off safely.",
"Drop off the crate",
"DROP OFF"
],
2,
false
] call BIS_fnc_taskCreate;
[
HSim_Player,
"HSim_PickUp",
[
"Fly to the cargo ship and safely pick up the crate.",
"Pick up the crate",
"PICK UP"
],
1,
true // We do, however, want this task to be the current task. So, we set this parameter to true.
] call BIS_fnc_taskCreate;
Finishing Up
- Create the briefing.html
- A single html file can be used to define all of the possible ending conditions for the mission.
- Create an html file in the mission directory, naming it 'briefing'.
- In 'briefing.html', type:
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
</head>
<body>
<h2><a name="debriefing:end1"></a><br> <!-- here we're defining a particular mission ending -->
Mission Complete!
</h2><br>
<p>
You have successfully transported the crate back to your heliport!
</p><br><hr>
<h2><a name="debriefing:end2"></a><br> <!-- here we're defining another (failure) -->
Mission Failed!
</h2><br>
<p>
The rope was cut!
</p><br><hr>
</body>
</html>
- Randomize the Date
- To randomise the date and time, we pass random parameters to the 'setDate' function.
- setDate parameters are made up like so:
setDate [year,month,day,hour,minute]
- At the top of the 'init.sqf' file, type:
setDate [
date select 0, // We want to keep the current year.
date select 1, // Keep the current month.
date select 2, // Keep the current day.
7 + random 12, // But we want to choose a random hour. In this case, between 7AM (07:00) and 7PM (19:00)
random 60 // And we also want to choose a random minute, in this case anything up to 60 minutes.
];