View Full Version : Mission Building....
Ok.. i've been tempted into ArmA mission editing... pretty daunting.
I'm making a mission for T&T.
So if you want anything in it shout now. Basically its a Iraq Insurgent mission based on Avgani map.
Focused on infantry squad play, with a nice close spawn, i.e an action map/mission.
Some of the features i have presently got working:
Spawns: gear, people & vehicles.
AI skill selector, choose AI skill level at mission start
Weather & time selector, choose time and weather at mission start.
IED scripts. Make anything an IED, user defined size and trigger radius.
(Support Pack V2) CAS support script: giving Heli and Fixed wing airstrikes, Arty, Ammo and medical supply drop, etc etc.
(Urban Partol Script) Dynamic AI numbers, placement and patrol routes. AI is also enhanced to act intelligently, flank, take cover etc.
Anyone got any ideas for an objective.. i have a few but would like some ideas.
How about spawning in this (http://www.armaholic.com/page.php?id=4391) and chuting to an objective :D :D
We've already discussed my 'steal the oil' mission haven't we? We'd need the cargo system for that (Katash has been looking at that but I don't know to what extent).
Most important things are respawn and keeping weapon loadouts (Will has scripts).
Would be nice to somehow limit the contents of the weapon crates so we don't have shitloads of stuff in there. Being able to transport the crates would be great (also requiring RKSL Cargo system).
I've looked at the cargo system.. RKSL.. the problem with it is, it only works on its own stuff.. i.e you cant transport ACE weapons for example, only default stuff that comes with RKSL.. so its a bit limited. It needs editing..not sure if i'm up for that.
Possbile objs:
- Kill terrorist cell leader
- Rescue captured marines/pilot etc
- Destroy the good ol caches!
- Reach iraqi police station, defend against attack!
Vilhelm123
07-01-09, 21:03
Possbile objs:
- Kill terrorist cell leader
- Rescue captured marines/pilot etc
- Destroy the good ol caches!
- Reach iraqi police station, defend against attack!
1. Standard, depends on how you implement it.
2. Getting Ai to switch sides and follow etc is very shakey and the Ai has a habit of not wanting to co operate
3. Hard to make them random without problems of placement + don't we do this all the time in pr?
4. Not bad idea, people dieing and respawning else where would be a pain in the arse though.
2. Getting Ai to switch sides and follow etc is very shakey and the Ai has a habit of not wanting to co operate
Or 2 or 3 of us could play as the pilot and some soldiers with him and have to hold off the insurgents untill the rest of us could get there.
Vilhelm123
07-01-09, 21:44
Or 2 or 3 of us could play as the pilot and some soldiers with him and have to hold off the insurgents untill the rest of us could get there.
True but it'd be ruddy boring for those people + i don't think you can only allow respawn for only certain people without some serious coding. Feel free to prove me wrong though :)
I'm trying my hand at it myself. One thing I'd like to find is the possibility of having roadblocks spawn randomly to prevent us getting too used to a map and to restrict our movement into certain areas.
Well it can be done by having say a 50% spawn probability for a bunch of trucks, cars, and busses on roads with 0 health. That way they don't always spawn and when they spawn they're a destroyed burning wreck with lots of smoke. But I find that you can still easilly sprint or even walk past them without any ill effects. So we can make a rule not to do that untill we can find something that properly blocks off a road.
Some other things worth looking into is the ability to spawn some OPFOR without weapons and some civilians with weapons. One of the hardest things in todays combat is discerning from civilians and enemies. Since not everyone carrying a gun is an insurgents, it can also be a farmer. That aside. Spawning some OPFOR without guns among a group of civilians would be interesting way of replecating the fact insurgents use lookouts to spot the enemy army coming and track their movement.
That last thing will add a greater urgency of speed to the mission. I find that we often prat about in one area for a long time. Letting the enemy AI know where we are, some AI squads can be send out to remove us from that area.
P.S.
I have never been good with scripts or setting up spawns and restrictions on ammo/weapon boxes. If any of you can help me or point me to a good website, much abliged.
I'm sure we can find an ArmA player (or players) here who wouldn't mind 'hiding out' somewhere on a map, waiting for some fit men with big weapons to rescue them...
I'd get bored and rescue myself :up:
In which case I'd like to be a guard, so I can shoot you :D
I think the biggest problem is not getting a little bit curious and looking out over the battlefield. The AI will spot you and hunt you down then. Wish there was a way to do it otherwise. Maybe the 'hostage' can be RACS and the RACS will be set as friendly to both sides?
Other than that perfectly willing to do it. Just don't dilly daddle and go in hard and fast.
This (http://www.armaholic.com/page.php?id=4055) might be a nice map to use in a mission :)
Talon have a look at the Urban Patrol Script, that has many features i think you are looking for.
For example you can control movement, and restrict them from leaving areas, etc etc. And its all dynamic and random. Does about 90% of the work load from what i can tell.
HELP!!
I'm trying to get a CAS script working.. i've tried a couple with poor success. The one that is most highly rated is "Mando Bombs and Mando Air Support", but i cant figure how the hell to get it working.
link to the script.. (http://www.ofpec.com/ed_depot/index.php?action=details&id=524&game=ArmA)
It looks excellent.. but my understanding of how everything works is clearly lacking..the attached readme just leaves me confussed.
If anyone can help i'd really appreciate it. I have a another look today if i get time.
No idea, but have you tried the tutorial at ofpec.com ?
http://www.ofpec.com/tutorials/index.php?action=show&id=14
Not that one.. i'll look through it. It looks good. I'm yet to find a good guide or walk through.
Thanks..
Katash and I have both been going through that mission/tutorial. It's pretty handy.
Vilhelm123
14-01-09, 10:09
When i get back tonight i'll try and find a link for the guide i use, if i can't i'll just upload it somewhere.
Okay i've uploaded a mission i've made... its NOT complete, but it should be very playable. It is presently running on the server.
But i want/needed to test it with a few others on a dedicated server. As i really dont want to do too much without testing stuff... i cant do alone.
There are two objectives presently, 2 AA sites that need to be eliminated. This is an infantry mission. Assets are; one armoured vehicle (transport), one transport LB, hummers, repair & supply vehicles, bikes & ATVs.
US main base is very close to the action.
Mission is dynamic, each time the mission is loaded troop deployment will be different, in numbers and in location.
Some of the features i have presently got working:
Spawns: gear, people & vehicles.
AI skill selector, choose AI skill level at mission start
Weather & time selector, choose time and weather at mission start.
IED scripts. Make anything an IED, user defined size and trigger radius.
(Urban Partol Script) Dynamic AI numbers, placement and patrol routes. AI is also enhanced to act intelligently, flank, take cover etc.
I've dumped the cargo system.. its crap!.. in its present form. (no ACE)
I've also dumped the CAS support.. very buggy. But I have uploaded a version with CAS on it.. "co10_aceversion_tacteam_v1-1.afghan_village.pbo" and would like to test it again...
The present version on the server is "co10_aceversion_tacteam_v1-0.afghan_village.pbo" and i believe it is running smooth.
If you play it, give me feedback pls.
I can get online tonight for a few hours - from about 7ish. Will gladly test with you if you're online.
cool... that'll be good. I should be on either side of dinner.
I'll try and make it for 7pm too, btw ... just tested the IED script - v.nice!
i got air strike script working last night.. its fecking sweet.
I'll add it to that mission and get rid of unneeded addon stuff etc.
http://www.ofpec.com/ed_depot/index.php?action=details&id=524&game=ArmA
Tommy
I found the mission a little laggy, compared to other missions I tried last night.
I wonder if there's too much 'stuff' - perhaps at mainbase? You've got more vehicles than we probably need, toilets, dead bodies etc. They add to the ambience, but I wonder if they could be causing a performance impact.
I don't normally have performance issues on missions.
Just a thought. Loved the mission though, and the air strike thing would be cool.
I personally think your ridg was having issues. Have you shown it any affection recently?
At main there are approx. 12 friendly troops and maybe 12 statics. And when you compare that to missions like Claw whatever, where the whole base is made from statics placed by the mapper, it's nothing. It is also almost empty in comparision to Domination or Evolution, it really has very little on it and i get no lag on it at all, even when testing with a load of apps open in the background.
So its all a bit odd... i'm gonna remove any ACE island stuff and get the CAS script working and see how it is. I'll try and get troops to only spawn when they are needed.
We have pretty simular systems and i was lag free... maybe your rig needs an IT engineer to look at it :tom:
(it could be some script that does not like MP.. i'll root around)
Smart ass :disgust:
Evo and domination run fine. Claw is ok, but laggy at times - that's most likely due to loads of scripts running.
Smart ass :disgust:
:arr:
... here is a wee vid of the mando_bombs_basic_mapclick.sqf in action.
Bombs away! (http://blip.tv/file/1669989)
Looks good, to be fair the mission plays fine for me.
Ok i have a nearly finished mission. Here is the mission, (not in pbo format, so put it in your MyDocs Arma folder in MPmissions, extract the rar 1st of course.)
Mission files (www.tacteam.org/madtommy/co10_aceversion_tacteam_v1-0.afghan_village.rar)
What it is missing, if any can help is:
Bomb runs are presently unlimited... needs a limit and i'd like them to be disable prior to the 1st two objectives being completed.
I'd like to remove the Javelin form the weapons boxes.. otherwise killing the tanks is too easy.
So in its present form the mission will play ok IF you refrain from using the bomb runs on the AA sites and refrain from getting a Javelin. If anyone can help me sort this out, it would be much appreciated.
Try the mission and give me feedback! Dropping bombs is a lot of fun :D
Addons needed.. ACE, Avagani, Sign pack, Queens Gambit, mapfact, (list may not be complete).... You dont need ACE-islands anymore.
I've uploaded the new version to the server.... co10_aceversion_tacteam_v1-0.afghan_village.pbo
Cool. I'll be on from about 7.
anyone got links to the mods I now need to play ArmA on our server? I'm available to play a bit tonight (in about 30 mins) and it's clear a bit's changed...
Look in my 'what mods you need (http://www.tacteam.org/forums/showthread.php?t=2199)' thread to get started. Get on TS and we'll get you up and running.
Anything else we'll add as needed.
HELP....
I need to add a script to a players action menu, in this case an arty stike and have it available once every 10 minutes, for example.
Anyone know how to do this.. Will? the command is addAction but i'm unable to make it work..
Vilhelm123
17-01-09, 00:09
I've no idea to be honest mate.
http://rapidshare.com/files/184597978/Editing-Guide-SE102-EN.pdf.html
Uploaded the guide i use though, that may have the answers for you, in fact i'd be amazed if it doesn't.
cheers mate.. i have that guide... can't say i got on too well with it.. seemed to over egg the obvious bits and not explain the truly complicated bits.. but i'll have another look. Thanks
Vilhelm123
28-02-09, 15:33
Weather & time selector, choose time and weather at mission start.
What script is that your using tommy? I'm failing to find one myself...
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