I changed some values in the mission file, init.sqf of a mission I had Real Survive Pack enabled on, and ...
at least the food/hunger ICON started working!!!!
ASP_Food_Delay = 1; / / minutes
ASP_Water_Delay = 1; / / minutes
ASP_Animal_Delay = 30; / / seconds
ASP_Garbage_Delay = 60; / / seconds
ASP_Debug = true; / / On | Off Debug mode
ASP_Enabled = Enable; / / Disable | Enable Survive pack
The Icon changes from light green, to dark green, to orange/brown , then flashes ... after it flashes if you don't eat, you will pass out for a while ... lol.
So far, I have not noticed the "water/drink ICON make any changes ... but , at least one is working and gives some indication you need to eat , and a smart person would also drink to keep them about equal just in case.
Running full speed a lot , in the daytime "drains" the food faster, than say walking in the day , or sitting still, .. night time seems to "drain" a tad slower ... I assume it's trying to simulate exertion/energy use by that.
But while this is not big "news" ... I thought it was at least some improvement ... half the icons visibly doing something, and of course long term effects actually effecting the character being played.
Nice. I did comment this in your second thread on this topic, but if you can, do upload a working " RSP module" here or at Armaholic. If so i'll grab that in a sec. If we can place it in a mission with a module click everybody could use it. Really cool. It would open Arma up a lot.
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.
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.