Pyro05x/airfield control – User

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This is my most valuable piece of work.
This is my most valuable piece of work.
I'm polishing this off for the 505 release this month.
I'm polishing this off for the <s>505 release</s> 1.05 patch this month.
Due to the lack of players, this mission is just too big for early release.
Due to the lack of players, this mission is just too big for early release.
My editor is configured to use 4-character tab stops.
My editor is configured to use 4-character tab stops.
(I don't feel like reformatting it.)
(I don't feel like reformatting it to look correctly on here.)
==To Do==
==to do==


===Known Bugs===
===to do before v1.0 final release===
{{Important_bug|join in progress issue with the lights inside the hangar.}}


===Features to Add===
====known bugs====
* <s>join in progress issue with the lights inside the hangar.</s> ''Fixed: beta 90''
* the oil pumps spin once and freeze the duration of the game.  no known fix or work-around.
 
====testing====
* switching "move" and "hold" waypoints
* switching "move" and "hold" waypoints
** init: find a way to name the groups and keep track of the waypoint id's
* hangar with the light switches is killed, the lights could remain on.
** on capture: switching the waypoints
* class-specific equipment on spawn
{{Important|Figure out more information about the [[addWaypoint]] and [[deleteWaypoint]] commands.}}
 
* add sandbag bunkers around the flag.
====features to add====
* more buildings and objects to create a better fighting environment...too much open area gives snipers too much of an advantage.
* better object choice for runway lights.
** maybe use the particle drop command to do this?
* begin work on the progress bar HUD element.  (v1.1 features may be here sooner than planned)
** make the box with 25 progress stages.
 
====tweaks====
* weapons crates
 
===scheduled for v1.1===
* more buildings and objects
** sandbags near the landing sites
** sandbags near the landing sites
** repair stations
** repair stations
** a power station and power lines
** a power station and power lines
*** destruction of power station results in a ''low-power'' state for the runway and hangar lights.
**** add generators.  start them when power station gets blown up.  if the generators go down, creepy darkness.
** other industrial buildings
** other industrial buildings
** maybe another hotel
** maybe another hotel
* find a way to beautifully display capture progress in a way that does not interfere with game play. (oooo shiny!)
* rescale the point system
:point gain possibly 5 per 10 seconds.  both flags are visible when the game starts.  when a team gains points the flag will slowly rise from the ground.  game ends when the flag hits the top (a score limit set by server (300-2000 range)) or the time limit is reached.  the team with the highest flag wins.
* movement actions and better model choice for the light switches in the hangar
* put <span style="background-color: #000">xxxxxx xxxxxxxx</span> or <span style="background-color: #000">xxxxxxxx xxxxxxxxxx</span> in the <span style="background-color: #000">xxx xxxxxx</span>.
* a paradropping system
** wait 30 seconds after selecting your drop location


===Tweaks===
===ideas for a v1.2 release===
* relocate the bases so the distances are even
* buildings/environment - '''complete overhaul'''
** probably going to move the blufor base to pita.
** a power station and power lines
* scheduled for v1.1:
** other industrial buildings
** find a way to create a custom in-game dialog box for flag capture progress. (oooo shiny!)
** a well-defined line between residential and industrial areas
 
===Things to ponder for a future revision===
* make the character climb up the flagpole, remove the enemy flag, hang his team's flag and climb back down.
* add buildings
** well-designed residential districts (upper and lower classes)
** well-designed residential districts (upper and lower classes)
** some houses here and there
** maybe some houses here and there
** apartment buildings
** apartment buildings
** farms?
** farms?
* less likely stuff:
** JointOps-style PSPs:  scattered spawn points that can be captured...this will have to include giving players the ability to choose their spawn points.
*** ''The scope of this idea strays from my original dream of a massive battle at nightfall.  It would have to be in a separate edition of the mission.''


===unlikely ideas===
* JointOps-style PSPs:  scattered spawn points that can be captured...this will have to include giving players the ability to choose their spawn points.
::''The scope of this idea strays from my original dream of a massive, centralized, battle at nightfall.  It would have to be in a separate edition of the mission.''


==Features and Scripts==


===Counter-Measures for choppers===
==features and scripts==
with audible alarm and [finally] flares!!!
 
after a lot of tweaking, it has that ''flickering'' effect.
===counter-measures for choppers===
{{Box File|onIncomingMissile.sqf|<pre>/* onIncomingMissile.sqf
with audible alarm and visual representation of flares with a ''flickering'' effect.
{{Box File|onIncomingMissile.sqf|
<pre>
/* events\onIncomingMissile.sqf
  * written by pyro05x
  * written by pyro05x
  *
  *
Line 145: Line 164:
/* RandomDirectionPeriod */ 0,
/* RandomDirectionPeriod */ 0,
/* RandomDirectionIntensity */ 0,
/* RandomDirectionIntensity */ 0,
/* OnTimer */ "sparklies.sqf",
/* OnTimer */ "events\sparklies.sqf",
/* BeforeDestroy */ "",
/* BeforeDestroy */ "",
/* Object */ _target];
/* Object */ _target];
Line 165: Line 184:
0,
0,
0,
0,
"sparklies.sqf",
"events\sparklies.sqf",
"",
"",
_target];
_target];
Line 252: Line 271:
</pre>}}
</pre>}}


{{Box File|sparklies.sqf|<pre>/* sparklies.sqf
{{Box File|events\sparklies.sqf|/* events\sparklies.sqf
  * written by pyro05x
  * written by pyro05x
  *
  *
Line 290: Line 309:
</pre>}}
</pre>}}


===King of the Hill===
===king of the hill===
:I don't plan on modifying this one any more.  Right now, it appears to be a solid script.
:I don't plan on modifying this one any more.  Right now, it appears to be a solid script.
{{Box File|onPlayerKilled.sqf|<pre>/* onPlayerKilled.sqf
{{Box File|events\onPlayerKilled.sqf|<pre>/* events\onPlayerKilled.sqf
  * written by pyro05x
  * written by pyro05x
  *
  *
Line 426: Line 445:
</pre>}}
</pre>}}


===Lighting up the runway===
===lighting up the runway===
:The Island of Antigua has a dirt runway on it.  I decided to light it up because it looks cool and the mission is at night.
:The Island of Antigua has a dirt runway on it.  I decided to light it up because it looks cool and the mission is at night.
{{Box File|loadScripts\runway.sqf|<pre>/* runway.sqf
{{Box File|loadScripts\runway.sqf|<pre>/* runway.sqf
  * by pyro05x
  * by pyro05x
  *
  *
  * this script lights up the runway on antigua island.  Currently it is not as
  * this script lights up the runway on antigua island.  currently it is not as
  * easy to spot from the air as it should be.
  * easy to spot from the air as it should be.
  *
  *
Line 490: Line 509:
</pre>}}
</pre>}}


===Awarding points to a player===
===awarding points to a player===
:The file's header explains it quite clearly...
:The file's header explains it quite clearly...
{{Box File|pScore.sqf|<pre>/* pScore.sqf
{{Box File|pScore.sqf|<pre>/* pScore.sqf
Line 522: Line 541:
_points = _this select 1;
_points = _this select 1;
_delay = _this select 2;
_delay = _this select 2;
if (isNil ("_points")) then {_points = 1;};
if (isNil("_points")) then {_points = 1};
if (isNil ("_delay")) then {_delay = 0.001;};
if (isNil("_delay")) then {_delay = 0.001};
_s = "";
_s = "";
if ((name player == _pName) and (_points > 0)) then
if ((name player == _pName) and (_points > 0)) then
Line 558: Line 577:
</pre>}}
</pre>}}


===Flag capture progress===
===flag capture progress===
:The progress is shown in a textual form for now.  A dialog box is scheduled for v1.1.  I'm still trying to figure out how to create dialogs that do not interfere with gameplay.  Currently, you can't move while a dialog is open.
:The progress is shown in a textual form for now.  A dialog box is scheduled for v1.1.  I'm still trying to figure out how to create dialogs that do not interfere with game play.  Currently, you can't move while a dialog is open.
 
:'''This file is not published under a Creative Commons License.'''
{{Box File|progress.hpp|<pre>#define FontM "tahomaB"
#define ST_LEFT 0
#define ST_RIGHT 1
#define ST_CENTER 2
#define CT_STATIC 0
#define CT_LISTBOX 5
#define CT_SLIDER 3
#define ST_HPOS 0x0F
#define Col_DkGray {0.4, 0.4, 0.4, 0.7}
#define Col_LtGray {0.7, 0.7, 0.7, 0.8}
#define Col_Invis {0.4, 0.4, 0.4, 0.0}
#define wRes 1024
#define hRes 768
 
class RscText
{
type = CT_STATIC;
idc = -1;
style = ST_LEFT;
colorBackground[] = Col_Invis;
colorText[] = Col_DkGray;
font = FontM;
sizeEx = 0.04;
};


class RscListBox
:Starting over on this...
{
{{Box File|progress.hpp|<pre>
type = CT_LISTBOX;
style = ST_LEFT;
idc = -1;
colorText[] = Col_DkGray;
colorBackground[] = Col_Invis;
colorSelect[] = Col_DkGray;
colorSelectBackground[] = Col_Invis;
font = FontM;
sizeEx = 0.025;
rowHeight = 0.04;
};


class RscSliderH {
DELETED!
type = CT_SLIDER;
style = ST_HPOS;
color[] = Col_DkGray;
idc = -1;
sizeEx = 0.025;
};


class DlgProgress {
idd = 4130;
movingEnable = true;
controlsBackground[] = { ProgressBg, StatusBorder };
class ProgressBg : RscText {
colorBackground[] = Col_LtGray;
text = ;
idc = 413000;
x = 0.5 - 90/wRes;//0.5 - (180/2)/wRes;//0.42 - 0.02;
y = 0.2 - 30/hRes;//0.2 - (60/2)/hRes;//0.78 - 0.08;
w = 180/wRes;//0.16 + 0.04;
h = 60/hRes;//0.11;
};
class StatusBorder : RscListBox {
idc = 413001;
x = 0.5 - 82/wRes;//0.5 + (8 - 180/2)/wRes;//0.42 - 0.005;
y = 0.2 - 22/hRes;//0.2 + (8 - 60/2)/hRes;//0.78 - 0.005;
w = 164/wRes;//(180-16)/wRes;//0.16 + 0.01;
h = 18/hRes;//0.02 + 0.01;
text = ;
};
controls[] = { FlagStatus, ProgressText };
class FlagStatus : RscSliderH {
idc = 413010;
x = 0.5 - 80/wRes;//0.5 + (10 - 180/2)/wRes;//0.42;
y = 0.2 - 20/hRes;//0.2 + (10 - 60/2)/hRes;//0.78;
w = 160/wRes;//(180-20)/wRes;//0.16;
h = 14/hRes;//0.02;
};
class ProgressText : RscText {
idc = 413011;
x = 0.5 - 78/wRes;//0.5 + (12 - 180/2)/wRes;//0.42;
y = 0.2 - 6/hRes;//0.2 + (24 - 60/2)/hRes;//0.82;
w = 174/wRes;//(180-16)/wRes;//0.16;
h = 22/hRes;//0.06;
text = "Hanging flag...";
};
};
</pre>}}
</pre>}}

Revision as of 06:46, 21 February 2007

http://i.creativecommons.org/l/by-nc-sa/2.5/88x31.png
All work shown here is licensed under a Creative Commons Attribution- NonCommercial-ShareAlike 2.5 License unless otherwise indicated.

This is my most valuable piece of work. I'm polishing this off for the 505 release 1.05 patch this month. Due to the lack of players, this mission is just too big for early release. My editor is configured to use 4-character tab stops. (I don't feel like reformatting it to look correctly on here.)

to do

to do before v1.0 final release

known bugs

  • join in progress issue with the lights inside the hangar. Fixed: beta 90
  • the oil pumps spin once and freeze the duration of the game. no known fix or work-around.

testing

  • switching "move" and "hold" waypoints
  • hangar with the light switches is killed, the lights could remain on.
  • class-specific equipment on spawn

features to add

  • better object choice for runway lights.
    • maybe use the particle drop command to do this?
  • begin work on the progress bar HUD element. (v1.1 features may be here sooner than planned)
    • make the box with 25 progress stages.

tweaks

  • weapons crates

scheduled for v1.1

  • more buildings and objects
    • sandbags near the landing sites
    • repair stations
    • a power station and power lines
      • destruction of power station results in a low-power state for the runway and hangar lights.
        • add generators. start them when power station gets blown up. if the generators go down, creepy darkness.
    • other industrial buildings
    • maybe another hotel
  • find a way to beautifully display capture progress in a way that does not interfere with game play. (oooo shiny!)
  • rescale the point system
point gain possibly 5 per 10 seconds. both flags are visible when the game starts. when a team gains points the flag will slowly rise from the ground. game ends when the flag hits the top (a score limit set by server (300-2000 range)) or the time limit is reached. the team with the highest flag wins.
  • movement actions and better model choice for the light switches in the hangar
  • put xxxxxx xxxxxxxx or xxxxxxxx xxxxxxxxxx in the xxx xxxxxx.
  • a paradropping system
    • wait 30 seconds after selecting your drop location

ideas for a v1.2 release

  • buildings/environment - complete overhaul
    • a power station and power lines
    • other industrial buildings
    • a well-defined line between residential and industrial areas
    • well-designed residential districts (upper and lower classes)
    • maybe some houses here and there
    • apartment buildings
    • farms?

unlikely ideas

  • JointOps-style PSPs: scattered spawn points that can be captured...this will have to include giving players the ability to choose their spawn points.
The scope of this idea strays from my original dream of a massive, centralized, battle at nightfall. It would have to be in a separate edition of the mission.


features and scripts

counter-measures for choppers

with audible alarm and visual representation of flares with a flickering effect. Template:Box File

Template:Box File

king of the hill

I don't plan on modifying this one any more. Right now, it appears to be a solid script.

Template:Box File

lighting up the runway

The Island of Antigua has a dirt runway on it. I decided to light it up because it looks cool and the mission is at night.

Template:Box File

awarding points to a player

The file's header explains it quite clearly...

Template:Box File

flag capture progress

The progress is shown in a textual form for now. A dialog box is scheduled for v1.1. I'm still trying to figure out how to create dialogs that do not interfere with game play. Currently, you can't move while a dialog is open.
Starting over on this...

Template:Box File