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Wolffy.au
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Joined: 24/06/2009
crB Demo Mission Checklist

Might as well list what we think should be included in every demo mission, keep it consistent and have something to check before we publish.




  1. INIT.SQF
    processInitCommands;

    setViewDistance 2000;
    setTerrainGrid 50;

    if(isNil "mission_init") then {
        mission_init = false;
        publicVariable "mission_init";
    };

    waituntil {!isnil "bis_fnc_init"};

    if (isServer) then {
        mission_init = true;
        publicVariable "mission_init";
    };
    waitUntil{mission_init};

    player globalChat format["Mission Initialisation Complete"];

    finishMissionInit;

  2. Confirm if you need DESCRIPTION.EXT

  3. HintC intro trigger noting demo and script features. For example:
    Choose Blast size by removing the // comments from the _shelltype line you want to use via the crB_MineExplode.sqf. Use radio commands for camera and teleport functions.

    Created by: (AEF)Wolffy.au [2CAV]

    Contact: http://creobellum.org

  4. ALPHA radio command to switch to camera mode

  5. BRAVO radio command to teleport

  6. README.TXT

    • One line demo summary

    • Feature list of the demo

    • Instructions on how to use script

    • Compare previous release and update Change Log

    • Developer credits

    • Developer notes

    • Visit http://creobellum.org mentioned

    • Confirm text is up-to-date

  7. Confirm only required files are included with zip file

  8. Screenshots for the forum posts (470px wide)

  9. Post updates to the following websites:

  10. Add a 'Syndicated' section to your post listing all the websites that have been updated.
odin
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Joined: 23/08/2009
Just was reading a few of the

Just was reading a few of the Comments on the download page at Armaholic in regard to the Minefields script. I noticed that we have two qustions


 


1==>   Posted by Tommy D   2009-11-03 17:27  


Looks like a great effect. But what is a Init.sqf file?
[Yes, I no nothing about computersoftware.]


 


2==>   Posted by R.M009   2009-11-03 20:50  


How do I get it to work on other islands, like Chernarus??
Thanks,
R.M009


 


So I think we are going to have to add instructions to cover these 2 bases in the read me file Smile

Wolffy.au
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Joined: 24/06/2009
Yeah, those were posted in

Yeah, those were posted in the first version I released. Not sure if the contents of the current README.TXT cover those or not. We can publish an improved version for the next release.

odin
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Joined: 23/08/2009
Yeah I was thinking mayby

Yeah I was thinking mayby just in all future demos we state how to merge the contents to thier mission, where Mission folders are located just a few basics, I will write something up in the Reinforcments pack, that we can use if you like.

Wolffy.au
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Joined: 24/06/2009
Wicked!

Wicked!

odin
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Joined: 23/08/2009
*****************************

****************************************************************************************
Copy all scripts and folder's from this Demo into your own Mission folder, leave the Demo mission.sqm Description.exe and Init.sqf in the Demo mission folder.
Add the lines from the Demo missions Init.sqf and Description.exe, into your Missions Init.sqf and Description.exe. If you do not have an Init.sqf or Description.exe use the one's provided. 
Your Mission Folder should be located in your Documents Folder in either the ARMA2/missions or ARMA2/Other profiles/missions/YourMissionName folder. eg. C:\Users\MyPC\Documents\ArmA 2 Other Profiles\MyName\missions.


In game Components Ie. Triggers, Markers, Logics and Modules can be created either by following the steps contained within this ReadMe or by Copy and Paste from the Demo mission to your mission while in the editor, by selecting the Components, then use Ctrl C to Copy from the Demo. then load your mission and use Ctrl V to paste the Components in.
****************************************************************************************


 


How is that?

 
Original Design by Gary Storey