Awesome.
All my enemies and target objects are set. Waypoints for enemies set. Objective markers and gear dump for players set. Triggers set (though not all working how I want yet). I've got to set the conditions for "Mission Accomplished" and also make sure my heli extraction is working. But otherwise I'd say it is 90% done.
I need to play test it solo to make sure it is not completely imbalanced, but that is more play than work so . . . I just might have this thing done by Sunday. I realized in the course of some play testing today that, placing AI in the "best" locations to defend houses is not likely to create fun because of how awkward peeking around corners and grenade use is in the game. So I've put him in decent hiding places but tried to avoid making it too hard.
I seem to have squashed all the errors that the script checker spotted (use of parentheses and brackets is a real no-no in your briefing isn't it?).
However, when I Preview the mission, I don't get any briefing.
I've got all the files Phantom included in his "test_mission_simple_west.Desert_E" template folder, plus the task tracker code and the HousePatrol code (which is working fine):
briefing.html
briefing.sqf
description.ext
fhqtt.sqf
HousePatrol.sqf
init.sqf
mission.sqm
overview.html
However, when I preview the mission my briefing is not showing up for some reason. Probably a simple thing?
Code:
/* Briefing
* The briefing can be defined by calling FHQ_TT_addBriefing.
* The array is built like this.
* The first element should be a filter (side, group, faction, or a piece of script). All units matching the
* filter will see the briefing
* This is followed by pairs of strings, a head line, and an actual text.
* Briefings are added in the order in which they appear for any unit that matches
* the last filter.
*/
[
west,
["Mission",
"7 Dec 2014, 23:50: A squad of 11 Marine special operators call-sign Delta-7 will conduct direct action inside enemy
controlled territory at the village of Nur. Objective is the destruction of four weapons caches which are suspected
to be hidden in and around the buildings near the village center based on combined intelligence. Insertion 2.5km
north-northeast of Nur by MH-60S will be at 23:30. Your squad can re-arm at a small air-dropped munitions cache,
checkpoint Alpha, 700m west of Nur and from there reconnoiter the situation and execute the mission by
whatever means are expedient. Following completion of the objective, you will move east-southeast to Checkpoint
Bravo for extraction."],
["Situation",
"As you know, the situation in Takistan has deteriorated rapidly since the assasination of President Karmbi last March.
The Takiban now control most of the northern portion of the country and resistance to their spreading influence is weakening
in the south. Recent HUMINT, partially confirmed by satellite reconnaisance indicates that a recent shipment of Russian weapons
arrived yesterday in the village of Nur. Nur is a historical bastion of Takiban support and base of operations for Colonel
Azzizz, the infamous Butcher of Bastam. Destruction of these munitions would achieve both a material and psychological
impact that should weaken the Takiban's growing power."],
["Execution",
"Based on human intelligence, we believe that the munitions have been separated into four separate caches hidden in and
around buildings near the center of the village of Nur. As such your squad must include a detachment of two Demolitions
Specialists equipped with at least three (3) explosive devices each. Because there may be more than four caches,
equipping your squad with additional devices is recommended at your discretion.
<br/>
We suspect that a full platoon of Takiban irregulars are dug-in at Nur. However, the enemy is unlikely to have
anticipated an attack this far inside of his controlled territory. As such, prepared defenses and heavy weapon
emplacements are unlikely. Because your insertion site is 2.5km from Nur, it is unlikely that the enemy will be alerted
to your presence in the area prior to your arrival on foot at Checkpoint Alpha. However, combined intelligence indicates
that enemy patrols (both foot and mounted in technicals) extend up to 1km from the village center.
<br/>
Delta-7 has authorization to use unrestrained lethal force on any and all armed personnel in the area. However, unnecessary
civilian casualties are to be avoided if at all possible.
"],
["Allied forces",
"As you know, we are already stretched very thin. The MH-60S which will provide insertion and extraction and the small
munitions cache that will be airdropped at checkpoint Alpha just before you arrive is unfortunately the full extent
of support available. You will be heavily outnumbered and assualting an enemy in a defensive posture inside a town
loyal to the enemy. Azzizz has been engaged in vigorous recruitment, training and arms buildup in recent weeks. However,
it is unlikely that the enemy is well-equipped, well-trained or disciplined."],
["Weather",
"As of 22:30, the weather in north-central Takistan is overcast with moderate fog. Moreover,
the forecast is for these unusual conditions to persist for at least the next 12 hours. It is even possible that
Nur may see a bit of rain tonight!
<br/>
Despite being deep inside enemy territory and heavily outnumbered, with conditions on a night like this, Delta-7 is
well-situated to exemplify our Force Recon motto:
<br/>
Celer, Silens, Mortalis
Swift, Silent, Deadly
"],
["Credits",
"Mission by Anthropoid.<br/>"]
 Â
] call FHQ_TT_addBriefing;
[
west,                             // Filter
  ["task1", // Task name
    "Destroy Munitions",    // Task text in briefing
    "Destroy Munitions", // Task title in briefing
    "Munitions Caches", // Waypoint text
    getmarkerpos "m1" // Optional: Position or object
// Optional: Initial state
    ],
["task2", // Task name
    "Extract",    // Task text in briefing
    "Extract", // Task title in briefing
    "Checkpoint Bravo", // Waypoint text
    getmarkerpos "m3" // Optional: Position or object
    ]
] call FHQ_TT_addTasks;
And yes! Varanon, your work is extremely appreciated!
It is just that: when you are new to coding and new to editing, that FFQTT.sqf looks like DEATH by syntax!Â
Having deciphered how the basic briefings work, I came to the realization that, all that complexity in the FFQTT.sqf is (evidently) irrelevant for me finishing a mission at this stage. Apparently all I gotta do is plug in the content and let your app do the hard work for me! = Happy and Appreciate Noob.
-=-=-ADDIT-=-=-
I think I might have an idea why the Briefing isn't showing up -> Briefings don't show up with this setCaptive true on the player.