.kju 3245 Posted November 10, 2014 @ Plattfuss .\configuration\MissionParameters.hpp How to set them in the mission cycle. Some older docu (non complete): A&S ProMode mission parameters Share this post Link to post Share on other sites
gerhart 19 Posted November 20, 2014 I was wondering/hoping that someone could help me figure out what I may be doing wrong in trying to make my own modsets. I'm trying to use the Missing Units mod, specifically the mu_islam to make a different modset for the east/opfor side. I made the changes that I thought I had to make but still the default csat shows up after selecting the new modset. I made the changes I could think of and named it ClassesDefinition_East_MU_islam.hpp // Called by : init.sqf // Function area : game configuration // Description // CSAT set (Standard A3) for the East side. class East_MU_islam { // infantry kits class Classes { class Grenadier { displayName = "$STR_AAS_RULES_MODSETS_GRENADIER"; shortName = "G"; medicType = true; className = "O_MU_islam_GL_F"; backpack = "B_MU_IS_Carryall_cbr_A"; uniform = "-"; vest = "-"; headgear = "-"; primaryWeapon = "arifle_Katiba_GL_ACO_pointer_F"; secondaryWeapon = ""; pistolWeapon = ""; extraWeapons[] = {}; extraMagazines[] = {}; numberOfClasses = -1; numberOfHandGrenades = 0; numberOfSmokeGrenades = 0; }; class Assault { displayName = "$STR_AAS_RULES_MODSETS_ASSAULT"; shortName = "AS"; medicType = true; className = "O_MU_islam_AR_F"; backpack = "B_MU_IS_Carryall_cbr_A"; uniform = "-"; vest = "-"; headgear = "-"; primaryWeapon = "SMG_02_ACO_F"; secondaryWeapon = "launch_Titan_short_F"; pistolWeapon = ""; extraWeapons[] = {}; extraMagazines[] = {}; numberOfClasses = 2; numberOfHandGrenades = 3; numberOfSmokeGrenades = 3; }; class MachineGunner { displayName = "$STR_AAS_RULES_MODSETS_MACHINEGUNNER"; shortName = "AR"; medicType = true; className = "O_MU_islam_A_F"; backpack = "B_MU_IS_Carryall_cbr_A"; uniform = "-"; vest = "-"; headgear = "-"; primaryWeapon = "LMG_Zafir_Holo_MU_IS_F"; secondaryWeapon = ""; pistolWeapon = ""; extraWeapons[] = {}; extraMagazines[] = {}; numberOfClasses = -1; numberOfHandGrenades = 3; numberOfSmokeGrenades = 3; }; class HeavyGunner { displayName = "$STR_AAS_RULES_MODSETS_HEAVY_GUNNER"; shortName = "MG"; medicType = true; className = "XXX"; backpack = ""; uniform = "-"; vest = "-"; headgear = "-"; primaryWeapon = "XXX"; secondaryWeapon = ""; pistolWeapon = ""; extraWeapons[] = {}; extraMagazines[] = {}; numberOfClasses = 0; numberOfHandGrenades = 3; numberOfSmokeGrenades = 3; }; class AT_Gunner { displayName = "$STR_AAS_RULES_MODSETS_AT_GUNNER"; shortName = "LAT"; medicType = false; className = "O_MU_islam_R2_F"; backpack = "B_MU_IS_AssaultPack_rgr_AT"; uniform = "-"; vest = "-"; headgear = "-"; primaryWeapon = "arifle_Katiba_ACO_F"; secondaryWeapon = "launch_RPG32_F"; pistolWeapon = ""; extraWeapons[] = {}; extraMagazines[] = {}; numberOfClasses = 2; numberOfHandGrenades = 2; numberOfSmokeGrenades = 2; }; class AT_Specialist { displayName = "$STR_AAS_RULES_MODSETS_AT_SPECIALIST"; shortName = "HAT"; medicType = false; className = "O_MU_islam_AT_F"; backpack = "B_MU_IS_AssaultPack_rgr_AT"; uniform = "-"; vest = "-"; headgear = "-"; primaryWeapon = "arifle_Katiba_C_ACO_pointer_F"; secondaryWeapon = "launch_O_Titan_short_F"; pistolWeapon = ""; extraWeapons[] = {}; extraMagazines[] = {}; numberOfClasses = 1; numberOfHandGrenades = 2; numberOfSmokeGrenades = 2; }; class AA_Gunner { displayName = "$STR_AAS_RULES_MODSETS_AA_GUNNER"; shortName = "AA"; medicType = false; className = "O_MU_islam_AA_F"; backpack = "B_MU_IS_AssaultPack_dgtl_AA"; uniform = "-"; vest = "-"; headgear = "-"; primaryWeapon = "arifle_Katiba_C_ACO_pointer_F"; secondaryWeapon = "launch_O_Titan_F"; pistolWeapon = ""; extraWeapons[] = {}; extraMagazines[] = {}; numberOfClasses = 1; numberOfHandGrenades = 2; numberOfSmokeGrenades = 2; }; class Engineer { displayName = "$STR_AAS_RULES_MODSETS_ENGINEER"; shortName = "ENG"; medicType = true; className = "O_MU_islam_engineer_F"; backpack = "B_MU_IS_TacticalPack_blk_engineer"; uniform = "-"; vest = "-"; headgear = "-"; primaryWeapon = "arifle_Katiba_ACO_pointer_F"; secondaryWeapon = ""; pistolWeapon = ""; extraWeapons[] = {"Binocular"}; extraMagazines[] = {}; numberOfClasses = 2; numberOfHandGrenades = 2; numberOfSmokeGrenades = 2; }; class AmmoBearer { displayName = "$STR_AAS_RULES_MODSETS_AMMO_BEARER"; shortName = "AB"; medicType = true; className = "O_MU_islam_R2_F"; backpack = "B_MU_IS_Carryall_cbr_A"; uniform = "-"; vest = "-"; headgear = "-"; primaryWeapon = "arifle_Katiba_ACO_pointer_F"; secondaryWeapon = ""; pistolWeapon = "hgun_Rook40_F"; extraWeapons[] = {}; extraMagazines[] = {{"ClaymoreDirectionalMine_Remote_Mag",2}}; numberOfClasses = 1; numberOfHandGrenades = 3; numberOfSmokeGrenades = 3; }; class HeavySniper { displayName = "$STR_AAS_RULES_MODSETS_HEAVY_SNIPER"; shortName = "HS"; medicType = false; className = "O_MU_islam_M_F"; backpack = ""; uniform = "-"; vest = "-"; headgear = "-"; primaryWeapon = "srifle_GM6_LRPS_MU_M_F"; secondaryWeapon = ""; pistolWeapon = "hgun_Rook40_F"; extraWeapons[] = {"Rangefinder"}; extraMagazines[] = {}; numberOfClasses = 1; numberOfHandGrenades = 0; numberOfSmokeGrenades = 2; }; class Saboteur { displayName = "$STR_AAS_RULES_MODSETS_SABOTEUR"; shortName = "SAB"; medicType = false; className = "O_MU_islam_R3_F"; backpack = "B_MU_IS_Carryall_cbr_A"; uniform = "-"; vest = "-"; headgear = "H_Booniehat_dirty"; primaryWeapon = "arifle_Mk20_plain_Holo_MU_M_F"; secondaryWeapon = ""; pistolWeapon = "hgun_Rook40_snds_F"; extraWeapons[] = {"Laserdesignator"}; extraMagazines[] = {{"Laserbatteries",1},{"SatchelCharge_Remote_Mag",2}}; numberOfClasses = 2; numberOfHandGrenades = 0; numberOfSmokeGrenades = 3; }; class Officer { displayName = "$STR_AAS_RULES_MODSETS_OFFICER"; shortName = "O"; medicType = false; className = "O_MU_islam_SL_F"; backpack = ""; uniform = "-"; vest = "-"; headgear = "H_Cap_headphones"; primaryWeapon = "srifle_EBR_ARCO_pointer_F"; secondaryWeapon = ""; pistolWeapon = "hgun_Rook40_snds_F"; extraWeapons[] = {"Binocular"}; extraMagazines[] = {}; numberOfClasses = 1; numberOfHandGrenades = 0; numberOfSmokeGrenades = 0; }; class Diver { displayName = "$STR_AAS_RULES_MODSETS_DIVER"; shortName = "D"; medicType = true; className = "O_MU_DD_diver_medic_F"; backpack = ""; uniform = "-"; vest = "-"; headgear = "-"; primaryWeapon = "arifle_SDAR_F"; secondaryWeapon = ""; pistolWeapon = "hgun_Rook40_F"; extraWeapons[] = {};//{"G_O_Diving"}; extraMagazines[] = {{"30Rnd_556x45_Stanag",3}}; numberOfClasses = -1; numberOfHandGrenades = 0; numberOfSmokeGrenades = 1; }; }; // vehicles class Vehicles { motorcycles[] = {}; unarmedCars[] = {"O_MU_islam_Offroad_01_F","I_MU_mercs_Quadbike_01_F","O_MU_islam_Van_01_F","O_Truck_02_transport_F","O_Truck_03_transport_F","O_Truck_03_covered_F","O_Truck_03_device_F"}; armedCars[] = {"MU_NATO_Strider_GMG","MU_NATO_Strider_HMG","O_MU_islam_Offroad_01_armed_F"}; mediumTanks[] = {"O_APC_Tracked_02_cannon_F","O_APC_Tracked_02_AA_F"}; heavyTanks[] = {"O_MBT_02_cannon_F"}; selfPropelledGuns[] = {"O_MBT_02_arty_F"}; unarmedWheeledAPCs[] = {}; armedWheeledAPCs[] = {"O_APC_Wheeled_02_rcws_F"}; unarmedHelicopters[] = {"MU_CIV_Mohawk","MU_AAF_HummingBird"}; armedHelicopters[] = {"MU_AAF_pawnee","O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"}; fighterPlanes[] = {"O_Plane_CAS_02_F"}; bomberPlanes[] = {"O_UAV_01_F","O_UAV_02_F","O_UAV_02_CAS_F"}; antiTankGuns[] = {}; supportVehicles[] = {"O_MU_islam_Offroad_01_repair_F","O_Truck_03_ammo_F","O_Truck_03_fuel_F","O_Truck_03_medical_F","O_Truck_02_box_F","O_Truck_02_medical_F","O_Truck_02_Ammo_F","MU_CIV_Zamak_fuel"}; }; // configuration class Configuration { flagTexture = "\a3\Data_F\Flags\Flag_CSAT_CO.paa"; handGrenadeClassName = "HandGrenade"; handGrenadeMuzzleClassName = "HandGrenadeMuzzle"; smokeGrenadeClassName = "SmokeShell"; smokeGrenadeMuzzleClassName = "SmokeShellMuzzle"; }; }; I also made changes to the MODSetDefinitions.hpp to include them on the East side and didn't have to do the weapons because it told me they were already defined. They use the vanilla weapons. As a matter of fact everything the mod uses is vanilla just arranged differently to produce these units. class AAS_ClassesDefinition { class West { #include "ClassesDefinition_West_A3_NATO.hpp" #include "ClassesDefinition_West_A3_AAF.hpp" #include "ClassesDefinition_West_A3_FIA.hpp" #include "ClassesDefinition_West_IF_Wehrmacht.hpp" #include "ClassesDefinition_West_IF_USArmy.hpp" }; class East { #include "ClassesDefinition_East_A3_CSAT.hpp" #include "ClassesDefinition_East_A3_CSAT_Urban.hpp" #include "ClassesDefinition_East_IF_RedArmy.hpp" #include "ClassesDefinition_East_MU_islam.hpp" }; }; class AAS_WeaponDefinition { class West { #include "WeaponDefinition_A3.hpp" #include "WeaponDefinition_IF.hpp" }; class East { #include "WeaponDefinition_A3.hpp" #include "WeaponDefinition_IF.hpp" }; }; Made the corrections in the MissionParameters.hpp to include them, example added the number 3 at the values line and the name MU_islam in the texts line class AAS_Params_MODsEast { title = $STR_AAS_EXT_EAST_SIDE; values[] = {-999,0,1,2,3}; default = -999; texts[] = {__EVAL(localize "STR_AAS_EXT_DEFAULT" + ": " + "A3 CSAT"),"A3 CSAT","A3 CSAT Urban","IF Red Army","MU islam"}; }; After all this I still get Csat spawning even though I pick MU-islam in the parameters before mission start. I would appreciate it if someone could tell me what I'm doing wrong as I would like to make more modsets with other unit mods I have. Before it's asked, yes I am loading up the missing units mod at the game launch lol. I have several missions already made and hope to render the videos soon to put up on my channel, some really good fights in them. Share this post Link to post Share on other sites
.kju 3245 Posted November 21, 2014 @ Gerhart You need to expand also the init.sqf. Best check this diff of RHS modset integration. That said, if you have only visual replacements, a replacement config would be the better approach. This way it works also for other missions, and in MP people dont have to have the mod to join. Share this post Link to post Share on other sites
Plattfuss 10 Posted November 21, 2014 I think its done! Maybe someone can check my Server: Share this post Link to post Share on other sites
gerhart 19 Posted November 21, 2014 Thank you kju for your reply, I didn't know about the init.sqf file. Once I render some of my Blitzkrieg game play videos do you mind if I link them in this thread? They are in missions I made thanks to your release of the templates. The Blitzkrieg missions are some of my favorite missions to play and they're so easy to make thanks to those templates. Share this post Link to post Share on other sites
.kju 3245 Posted November 21, 2014 @ Plattfuss Well done! Do you run the pure PvP version or with AI? Try to team up with other PvP teams and community playing IFA3. :) @ Gerhart Feel free to :) Share this post Link to post Share on other sites
dr death jm 117 Posted November 23, 2014 I put all the missions on server BiNaRyBoNe BooTCamP ip 67.212.78.133 port 2302 thanks kju Share this post Link to post Share on other sites
.kju 3245 Posted December 3, 2014 New version available: https://dev-heaven.net/projects/push/files Changes: Added: Integrate RHS modsets. Much thanks to t-800a for doing most of the work for it! Added: Integrate CUP modsets. Added: Integrate A2 USMC and RU modsets. Changed: Port random mode missions from A2+OA. Changed: Port scenarios from A2+OA. Changed: Port templates from A2+OA. Changed: Add transport plane vehicle set to modsets. Fixed: Missing vehicle set/type customization in mission parameters. Fixed: Missions and templates on Iron Front terrains still use IF infantry classes. Full details: https://dev-heaven.net/versions/1666 ============ = Additional info = ============ Random Mode: This is a special version for the game mode. The way it works is: 1. It automatically crates a mission different each time played. 2. As admin one can change the number of zones, their size and distance in the mission parameters. 3. As admin one can also adjust the positions of the zones during the briefing phase ( ).Works of course with or without AI. Overall it allows you to easily play on new locations or terrain each time. Modsets: By default West plays as NATO and East as CSAT. Modsets gives the admin in the mission parameters to change the faction/look of the units. One can also easily add new custom factions/modsets. One can also customize the equipment of the classes and vehicles used this way. Enjoy. :bounce3: Share this post Link to post Share on other sites
GieNkoV 30 Posted December 31, 2014 Could you include AGM support into these maps? Mainly medical system is needed and medicaments for each classes. Kindly please :). Happy New Year!!! Share this post Link to post Share on other sites
Incus 1 Posted March 9, 2015 Is it possible to do a randommode on AIA maps with 64 players. EG by just adding the .chernarus.pbo or .takistan.pbo prefix? Share this post Link to post Share on other sites
.kju 3245 Posted March 9, 2015 Essentially yes. You only need to adjust the "bottom left" and "top right" marker to set the playable area. Share this post Link to post Share on other sites
sig 10 Posted March 10, 2015 Can these missions be played in single player? Share this post Link to post Share on other sites
.kju 3245 Posted March 10, 2015 Yes its fully supported in the latest version. However you best host a local server (MP-host), as this gives access to the mission parameters. If you lock the server or set a password, you can still play just for yourself - aka single player. Share this post Link to post Share on other sites
sig 10 Posted March 12, 2015 What mods do I need for single player? Share this post Link to post Share on other sites
coffeecup 10 Posted June 22, 2015 Have you got anything with AI options for ARMA II? (I only have the basic ARMA II) Share this post Link to post Share on other sites
.kju 3245 Posted June 3, 2016 At dev heaven (link in the first post) you find a version compatible to the new IFA3 LITE version and using IFA3 modsets by default. If I find time, I want to try to make a tank/vehicle only version to get something roughly similar to WoT. Share this post Link to post Share on other sites
onedigita 17 Posted June 3, 2016 Is this alive still? was trying to check it out and its crashing on start Share this post Link to post Share on other sites
SkillerPenguin 6 Posted June 5, 2016 Edit: Nevermind. I dun goofed. Share this post Link to post Share on other sites
viper4aa 0 Posted June 15, 2016 Hi .kju, will you add a RandomMode version for the coming Tanoa island? Or is there a simple way transforming an existing RandomMode mission file to a Tanoa version? Thanks. Share this post Link to post Share on other sites
.kju 3245 Posted June 16, 2016 @ viper4aa I will do an update (along with adding support to custom A3 terrains that have been released in the meantime) in the near future. For now its simple to do it yourself: 1. Extract a randomMode.pbo with mikero's tools (or something that can derap the mission.sqm) 2. Rename the folder extension (.Stratis) to the terrain of your choice (if unsure, put an unit on the desired terrain, save the mission and check the folder name) 3. Open the mission in the editor 4. Adjust the bottomLeft and topRight gamelogic to mark the playable area 5. Build/pack mission to pbo 6. Play :) 2 Share this post Link to post Share on other sites
slim_jim 10 Posted June 17, 2016 AAS has always been a favorite, I'm looking forward to the Update :) Tried to host this mission yesterday for some quick action with the Apex sneak peak build but unfortunately the markers doesn't seem to work anymore. "No entry 'mpmissions\_cur_mp.Stratis\description.ext/RscTitles/AAS_HudBase/MiniMap.LineMarker'" The Mission hasn't been modifed and everything else appears to be working as intended, just the markers are missing. Share this post Link to post Share on other sites
.kju 3245 Posted June 17, 2016 @ slim_jim Still need to update the regular package. You can either play the IFA3 version for now, wait for the update, or live with the marker issues for now. :) 1 Share this post Link to post Share on other sites
R0adki11 3949 Posted June 17, 2016 Great to hear that theres an update in work, FUSION played this maps when the Arma3 Alpha was released :) Share this post Link to post Share on other sites