Re: Revisting Real Survival pack mod ...
Posted by benevolentdevil on Aug 21, 2018; 5:38am
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/Revisting-Real-Survival-pack-mod-tp19945p19973.html
You mean upload the mod/addon with changes? ------ I didn't change anything inside the Mod, all my changes were in the mission scripts.
I might be able to upload a grab and drop in init.sqf file ... but all anyone has to do is make a init.sqf file in the mission files , copy paste what I posted to use, save it and it will work.
I couldn't upload to Armaholic a changed mod , I did however leave info on the mod download comments , and forum pages for it on Armaholic how to use the init.sqf script properly.
I can't add or upload to armaholic, because I don't have the Authors permission , and he doesn't answer ( lost to time it seems.)
I am thinking on a working, ready to use example mission showing how it all works , and what's possible I know how to do so far.
All someone would have to do is copy/paste that Init.sqf and put it in thier mission before packing into PBO too.
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If anyone is curious ... when you open the editor to make a "mission" , the mission.sqf, or .sqm file will just be what units/vehicles/objects , ect that you placed.
It will copy any code/script placed in any unit/object "initField" of that object ... but those only "run" for that specific object.
( That sounds complex, but isn't really.)
Missions need more files before being packed into .pbo ( PBO ) usually. Init.sqf is a file that starts up many scripts and varibles , when it loads in. It's global ( unless you specify it not to be in the scripts. )
This way, you don't have to keep putting one script in the Init field of every unit , the mission init.sqf will work for all units off one script .
I simplified that , but thats the basics of it.
Breifing.sqf file ... Breifing file does some other things, it is the starting type of game, allows for notes, hints, and things you'd read ( like mission briefings) on the map screen.
I think breifing.sqf also is what loads up any custom settings, and custom loading screens for the mission as well. I'm not a breifing sqf expert.
Description.sqf file ... sets the type of game mode, handles respawn for multi-player/JIP modes , and other extras like setting terrain settings, custom color filters, and starts any dynamic weather o rstarting time/weather you put in the mission. More important for multiplayer , so everything syncs together when someone joins , than it is for single player missions.
Any script files from there ... what I call "external" , like if you for instance scripted your own random loot generation ...
Then either in the init.sqf you'd call the "external script" , something like :
[]execVM "myrandomsawnscript.sqf"; ... or in the init field of a player, or trigger, or object. ( again I greatly simplified the example just to get a point across. )
"external scripts" have to be called ... they can be Organized into folders , which just like any directory needs to be called properly by where they are located.
The above example , let's say we put "myrandomspawnscript.sqf" in a folder called "MyScripts" ...
Then you' d call the script to run, by saying -
[]execVM "MyScripts/myrandomspawnscript.sqf" ; in what ever init applies.
It'd probably be better, to watch some youtube tutorials on all the above, lol rather than read my typing and try to get it. That show I started learning how to make missions from scratch myself. I'm no expert, just kinda know some basics and bare minimal knowledge there.
Making a init.sqf , and adding to one/editing is probably the most important script to add to your mission.