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ofp:missions:real_campaign [2007-09-20 06:32]
snakeman created real_campaign initial page
ofp:missions:real_campaign [2017-10-06 22:13] (current)
snakeman http to https switch.
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 This article introduces you to a **real campaign** that remembers the weapon loadout, team status and captured objectives by your and enemy forces. This article introduces you to a **real campaign** that remembers the weapon loadout, team status and captured objectives by your and enemy forces.
 +
  
 ====== Commands ====== ====== Commands ======
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   * addWeaponPool   * addWeaponPool
   * saveVar   * saveVar
 +
  
 ====== Missions ====== ====== Missions ======
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   * trigger activated by west   * trigger activated by west
   * east and west starting location gamelogic'​s   * east and west starting location gamelogic'​s
 +
  
 ====== Scripts ====== ====== Scripts ======
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 StartMission.sqs:​ StartMission.sqs:​
-<​code>​+<​code ​cpp>
 ;---- weaponpool stuff ;---- weaponpool stuff
 _q = 1 _q = 1
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 This script saves the occupation status by looking the marker colors and the team weaponpool and savestatus. This script saves the occupation status by looking the marker colors and the team weaponpool and savestatus.
  
-<​code>​+<​code ​cpp>
 ; ;
 ; this is for the captured towns stuff. ; this is for the captured towns stuff.
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 This script checks if we have any free groups in the PMC_groups array. If there is, the group will be selected, its leader and side passed into the sendgroup-<​side>​.sqs script. This script checks if we have any free groups in the PMC_groups array. If there is, the group will be selected, its leader and side passed into the sendgroup-<​side>​.sqs script.
  
-<​code>​+<​code ​cpp>
 if (!local Server) then { exit; }; if (!local Server) then { exit; };
  
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 Here is the scripts that choose the target for this given group, selects the group behaviour and sends them on their way, managing them during the waypoints and while on the target area. If all goes well, group reaches target and patrols it, group is put back on the rotation to the moving.sqs script. Here is the scripts that choose the target for this given group, selects the group behaviour and sends them on their way, managing them during the waypoints and while on the target area. If all goes well, group reaches target and patrols it, group is put back on the rotation to the moving.sqs script.
  
-<​code>​+<​code ​cpp>
 PMC_sdg=PMC_sdg+1;​ PMC_sdg=PMC_sdg+1;​
  
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 At start we define the local variables for the unit classnames. I wanted to have this script easily changed for other addons. At start we define the local variables for the unit classnames. I wanted to have this script easily changed for other addons.
  
-<​code>​+<​code ​cpp>
 _WB="​JAM_WBHDSoldier";​ _WB="​JAM_WBHDSoldier";​
 _WAT="​JAM_CAVS_WBHDLAWALLSoldier";​ _WAT="​JAM_CAVS_WBHDLAWALLSoldier";​
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 There there is check for players benchmark which is used to decide how many units we place on the mission at one given time. This is sort of fishy as user with great computer gets much more intense fights than guy with poor computer, on the other hand you could say that nowadays everyone has benchmark for the highest score set here, which is the mission playability optimum/​max. There there is check for players benchmark which is used to decide how many units we place on the mission at one given time. This is sort of fishy as user with great computer gets much more intense fights than guy with poor computer, on the other hand you could say that nowadays everyone has benchmark for the highest score set here, which is the mission playability optimum/​max.
  
-<​code>​+<​code ​cpp>
 ; unit maxes regarding CPU powah! ; unit maxes regarding CPU powah!
 if (benchmark < 3000) then { MaxEast=50/​2;​ MaxWest=MaxEast;​ }; if (benchmark < 3000) then { MaxEast=50/​2;​ MaxWest=MaxEast;​ };
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 Then there is the looping part which checkes periodically if there is room to place new units. PMC_WLoopDelay is the delay how long time we wait until next check. CreateEast and CreateWest are the goto labels for the unit/​vehicle creation parts. Then there is the looping part which checkes periodically if there is room to place new units. PMC_WLoopDelay is the delay how long time we wait until next check. CreateEast and CreateWest are the goto labels for the unit/​vehicle creation parts.
  
-<​code>​+<​code ​cpp>
 #Loopah #Loopah
 ; ;
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 Then the CreateWest label part where we create the west soldiers and vehicles, this varies a bit but in this example we list just the first squad done. Additionally this loads up the ai.sqs improved AI by Bremmer, as well as killed.sqs and smoke/​special effects scripts. Then the CreateWest label part where we create the west soldiers and vehicles, this varies a bit but in this example we list just the first squad done. Additionally this loads up the ai.sqs improved AI by Bremmer, as well as killed.sqs and smoke/​special effects scripts.
  
-<​code>​+<​code ​cpp>
 ; ;
 ; create US JAM Anti Armor soldier squad ; create US JAM Anti Armor soldier squad
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 ====== Notes ====== ====== Notes ======
  
-PMC Dynamic CE official topic [[http://tactical.nekromantix.com/​forum/​viewtopic.php?​t=20857|here]].+PMC Dynamic CE official topic [[https://www.pmctactical.org/​forum/​viewtopic.php?​t=20857|here]].
  
-PMC Tank Hunter official topic [[http://tactical.nekromantix.com/​forum/​viewtopic.php?​t=21164|here]].+PMC Tank Hunter official topic [[https://www.pmctactical.org/​forum/​viewtopic.php?​t=21164|here]].
  
-Download campaigns [[http://tactical.nekromantix.com/​ofp/​downloads.php|here]].+Download campaigns [[https://www.pmctactical.org/​ofp/​downloads.php|PMC Tactical OFP Downloads]].
  
 (This page is under work, but its pretty complete already). (This page is under work, but its pretty complete already).
ofp/missions/real_campaign.1190269977.txt.gz ยท Last modified: 2007-09-20 06:32 (external edit)