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F3 Mission Development Framework (F2 for ArmA 3)

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How do you call your function? It looks like all you pass in is something like [this] call new_fnc_Mofficer; because you just use "_unit = _this select 0;".

My patch, which was for F3, expected the unit object as the second argument.

So change my line to

_unit = _this select 0;

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I would like to use F3 but the name tags prevent the Task Force Arma 3 radio mod from working that my team uses. Seems to be that they both use the overlay to display something, but I do not know how/if this could be fixed?

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F3 Mission Development Framework for ArmA 3

F3 v3-0-8 Released (now with ACRE)

From the ReadMe.md file:

3-0-8 | 28 DEC 2013

Moved README.md to the F3 folder.

Added BIS debug console for logged-in admins.

Added Safe Start component.

Added new F3 Spectator component.

Overhauled F3 Name Tag component

Overhauled F3 Automatic Body Removal Component

Overhauled F3 Set AI Skill Component

Updated Briefing Template component to reflect new faction names.

Updated Mission Observers component to use BIS Splendid Camera.

Updated F3 Folk ARPS Platoons component to reflect new faction names.

Updated F3 Folk ARPS Assign Gear Script component to reflect new faction names.

Updated F3 Folk ARPS Group IDs to reflect new faction names.

Updated F3 Folk ARPS Assign Gear scripts to improve weight-distribution in fire teams and reduce overall weight

Expanded F3 Folk ARPS Platoons component to include FIA platoon.

Expanded F3 Folk ARPS Assign Gear Script component to support FIA platoon.

Expanded F3 Folk ARPS Assign Gear Script component to offer more variety for backpacks and vests

Expanded Briefing Template component to support FIA platoon.

Expanded F3 Folk ARPS Group IDs to support FIA platoon.

Expanded F3 Folk ARPS Group Markers to support FIA platoon.

Expanded F3 Folk ARPS JIP Reinforcement Options to support FIA platoon.

Re-enabled more weather parameter options in Mission Conditions Selector component.

Removed now obsolete old F2 name tag component

Removed obsolete F2 Tripwire Action entry in init.sqf

Removed unnecessary references to Stratis in mission.sqm

Disabled Weather synchronization in F3 Missions Conditions selector component for perfomance reasons

Fixed minor bug in F3 Folk ARPS Platoons component.

Fixed bugs in F3 Mission Conditions Selector introduced by A3 1.02.110.424

Special thanks to all contributing comrade scripting heroes (especially comrades Head, Wolfenswan, CaseMonster and Black Mamba)!

About F3

The F3 Mission Development Framework (F3) is the successor to the popular F2 and BAS f mission development frameworks for ArmA 2 and ArmA. The new framework contains many of the features you know from F2, updated to work with ArmA 3; new components which take advantage of the new game's special features are planned.

For downloads and to find out more please see our online manual:

Edited by Fer

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Updated: F3 Illustrated Step-by-Step Tutorial: Make an Adversarial Mission with F3

Note: Updated to reflect changes and additions in F3 v3-0-8.

From the introduction:

In this illustrated, step-by-step tutorial, you'll create a simple adversarial mission (team vs. team) using the F3 mission development framework for ArmA 3.

You'll use many components from F3, but by no means all of them. The tutorial will explain how to configure those components that require input from the mission maker. The tutorial will also explain the components that are automatically enabled simply by using F3 to make the mission.

When you finish this tutorial you'll have a mission that's ready to play on either your locally-hosted server, or uploaded to your community's dedicated server. To help you check that you've correctly followed each step, a downloadable copy of the tutorial mission folder is linked at the end

About F3

The F3 Mission Development Framework (F3) is the successor to the popular F2 and BAS f mission development frameworks for ArmA 2 and ArmA. The new framework contains many of the features you know from F2, updated to work with ArmA 3; new components which take advantage of the new game's special features are planned.

For downloads and to find out more please see our online manual:

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Updated: F3 Illustrated Step-by-Step Tutorial: Make an Cooperative Mission with F3

From the introduction:

In this illustrated, step-by-step tutorial, you'll create a simple cooperative mission using the F3 mission development framework for ArmA 3.

You'll use many components from F3, but by no means all of them. The tutorial will explain how to configure those components that require input from the mission maker. The tutorial will also explain the components that are automatically enabled simply by using F3 to make the mission.

When you finish this tutorial you'll have a mission that's ready to play on either your locally-hosted server, or uploaded to your community's dedicated server. To help you check that you've correctly followed each step, a downloadable copy of the tutorial mission folder is linked at the end

About F3

The F3 Mission Development Framework (F3) is the successor to the popular F2 and BAS f mission development frameworks for ArmA 2 and ArmA. The new framework contains many of the features you know from F2, updated to work with ArmA 3; new components which take advantage of the new game's special features are planned.

For downloads and to find out more please see our online manual:

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Updated: F3 Illustrated Step-by-Step Tutorial: Make an Cooperative Mission with F3 UPDATED

What's new?

New (illustrated) instructions have been added for enabling the AI Skill Selector component of F3. This important feature allows server admins to change the skill levels of AI, which is useful if you're finding the default AI a little too good ;)

The downloadable mission folder that accompanies the tutorial has also been updated.

From the introduction:

In this illustrated, step-by-step tutorial, you'll create a simple cooperative mission using the F3 mission development framework for ArmA 3.

You'll use many components from F3, but by no means all of them. The tutorial will explain how to configure those components that require input from the mission maker. The tutorial will also explain the components that are automatically enabled simply by using F3 to make the mission.

When you finish this tutorial you'll have a mission that's ready to play on either your locally-hosted server, or uploaded to your community's dedicated server. To help you check that you've correctly followed each step, a downloadable copy of the tutorial mission folder is linked at the end

About F3

The F3 Mission Development Framework (F3) is the successor to the popular F2 and BAS f mission development frameworks for ArmA 2 and ArmA. The new framework contains many of the features you know from F2, updated to work with ArmA 3; new components which take advantage of the new game's special features are planned.

For downloads and to find out more please see our online manual:

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hi Fer,

thank you for updating your fantastic framework :)

Do you have any plans to include the ORBAT function to the description.ext and preset ORBAT markers on the map?

Maybe even a few examples :)

I noticed that you included Orbat on the level of the units (8.11 ORBAT Notes) but I mean the ORBAT like BIS is using it

to give the player more intel on the map.

Edited by Radioshack.

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Hi Radioshack - We don't have plans at the moment, but always keen to hear suggestions. In addition to the ORBAT included in the F3 briefing notes, have you looked at the F3 Folk ARPS Group Markers and Fireteam Member Markers components in F3? Curious to know if you'd see the ORBAT function as a replacement for those.

:)

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F3 Mission Development Framework for ArmA 3

F3 v3-0-9A Released (with AI caching)

From the ReadMe.md file:

3-0-9A | 12 FEB 2014

Updated AI Caching component.

3-0-9 | 09 FEB 2014

Added AI Caching component.

Updated F3 Folk ARPS Group Markers component:

- Functions are now defined in cfgFunctions via description.ext.

- Fixed bug where marker was frozen despite the group still having members.

Updated F3 Folk ARPS Assign Gear Script component:

- Added uniform randomisation.

- MAT teams now use NLAWs or RPGs.

- Rifleman (AT) loadout tweaked.

- Rifleman (AT), MAT loadouts work when backpacks are disabled.

- Added mini grenades to many loadouts.

- Expanded engineer detachment.

- Split engineer role into two specialisms: demo and mines (both types have repair kits and mine detectors).

- Adjusted loadouts and outfits to reflect changes introduced in A3 1.10.

Updated Name Tags component:

- Added optional display of unit group (defined by setGroupID / F3 Folk ARPS Group IDs component).

- Added optional feature to display distance in metres.

- Added optional feature to display type of mounted vehicle for driver/gunner/commander.

- Drawing of name tags is now its own function defined in cfgFunctions.

- Fixed issue where name tag height for units in buildings would be incorrect.

- Fixed issue where name tags would display for enemy/neutral units in vehicles.

- Misc. improvements and tweaks.

Updated F3 Folk ARPS Platoons component:

- Added tank and attack helo groups to AAF.

- Temporarily removed JIP groups (for all factions).

Updated Mission Conditions component to adjust fog values.

Updated Buddy Team Colours component.

Updated Automatic Body Removal component.

Fixed ACRE Support component issue with spectator script.

Misc. typo fixes in various components.

Special thanks to all contributing comrade scripting heroes (especially comrades Head and Wolfenswan, CaseMonster and Black Mamba), and to all at Folk ARPS.

About F3

The F3 Mission Development Framework (F3) is the successor to the popular F2 and BAS f mission development frameworks for ArmA 2 and ArmA. The new framework contains many of the features you know from F2, updated to work with ArmA 3; new components which take advantage of the new game's special features are planned.

For downloads and to find out more please see our online manual:

Edited by Fer

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I haven't gotten around to get a full look at the issue yet, but replacing

nul = [_loadout,player] execVM "f\common\fn_folk_assignGear.sqf";

with

[_loadout,player] call f_fnc_folk_assignGear;

in line 47 of f_JIP_reinforcementOptions.sqf should fix the gear selection.

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When a player joins a group with some players in it he gets no gear (assign gear wont work). He does when he joins a completely empty one. Anyone having the same issue?

Edited by goldenfiver

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When a player joins a group with some players in it he gets no gear (assign gear wont work). He does when he joins a completely empty one. Anyone having the same issue?

Hi goldenfiver - please could you post a little more detail about the issue you have encountered? A mission with this issue would be even better :)

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Hi goldenfiver - please could you post a little more detail about the issue you have encountered? A mission with this issue would be even better :)

Sure:

I have changed the platoon structure, and assign gear script (different weapons ,less players, less/different roles). When a player joins the server after the mission started he gets the gear normally only if he picks a role in an empty group (the first player in this group/fiteteam).

I think its just a JOIP problem. Is there anyway to make JOIP players call the assign gear script without using the JOIP options dialog (kit picker)? *kit picker doesnt seem to work, I am playing on a non dedicated server and it gives gear to the host only*

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Hmmm. There's no reason the gear script shouldn't fire for players joining groups with players. Would it be possible for you to post your mission (unPBO'd)? Also, which version of F3 are you using? We disabled the JIP component in v3-0-9A (the latest version).

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The spectator script appears to be broken in Multiplayer on Dedicated. With it enabled players start in the ocean in the SW of the map. Also, I can't seem to get the briefing notes to show up on a dedicated server, they work fine in SP.

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The spectator script appears to be broken in Multiplayer on Dedicated. With it enabled players start in the ocean in the SW of the map. Also, I can't seem to get the briefing notes to show up on a dedicated server, they work fine in SP.

Hi Rellikplug, assuming you're using v3-0-9A, both of those components are known to be working correctly on dedicated servers. Have you made any changes to the relevant scripts? I'm afraid I'm travelling right now, otherwise I'd offer to look at your mission file. You may be able to get one of the Folk ARPS mission makers to look if you post here: http://www.folkarps.com/forum/viewforum.php?f=44

Lastly, have you used the F3 tutorials yet? If you're new to F3, those can help a lot. Hope this us useful.

:)

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I have changed the platoon structure, and assign gear script (different weapons ,less players, less/different roles). When a player joins the server after the mission started he gets the gear normally only if he picks a role in an empty group (the first player in this group/fiteteam).

I think its just a JOIP problem. Is there anyway to make JOIP players call the assign gear script without using the JOIP options dialog (kit picker)? *kit picker doesnt seem to work, I am playing on a non dedicated server and it gives gear to the host only*

Hey goldenfiver,

Is AI enabled on those slots? The gear script should run when units are initialized, so if the AI is present they should get the adequate gear. However due to some quirks in A3 is is currently run only on the server (or the host in a non-dedicated environment) which explains your issue. We're still trying to figure out a good way to solve this.

This is experimental, but try replacing the usual gear stuff with this in the unit init:

[["r",this],"f_fnc_folk_assignGear",false] call BIS_fnc_MP;

"r" is the gear obviously. If that doesn't work try replacing the false with true.

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Hi F3 team.

I've been using F3 group markers for all my missions and it worked just great for vanilla units and factions (NATO, CSAT, AAF, FIA). Currently I'm building a mission using "Russians" addon and I can't make the group markers appear on the map. I tried to change:

case "AAF":

to

case "sud_russians":

in the folk_setLocalGroupMarkers.sqf but that didn't work. Could you give me a hint on how to add third party factions to the group marker script?

EDIT: I discovered that the class name for Russains is SUD_RU, but that doesn't work as well...

Edited by CaptainGalaxy

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Hi F3 team.

I've been using F3 group markers for all my missions and it worked just great for vanilla units and factions (NATO, CSAT, AAF, FIA). Currently I'm building a mission using "Russians" addon and I can't make the group markers appear on the map. I tried to change:

case "AAF":

to

case "sud_russians":

in the folk_setLocalGroupMarkers.sqf but that didn't work. Could you give me a hint on how to add third party factions to the group marker script?

EDIT: I discovered that the class name for Russains is SUD_RU, but that doesn't work as well...

Hey CaptainGalaxy,

there shouldn't be a

case "AAF":

anywhere in that file, as aaf is not a correct faction designation and it should be

case "ind_f":

That aside, replacing the faction name is the correct method. I don't know the addon you're using but the easiest way to find out the faction you need is to launch a quick mission with the player as a unit of the faction and put

faction player

in the debug console.

If you have the correction faction but it still doesn't work, make sure you've assigned the correct group names as well.

To help trouble-shooting you can also but this at the bottom of folk_setLocalGroupMarkers.sqf:


["UnitAAF_CSL_M", 0, "CM", "ColorBlack"] spawn f_fnc_localSpecialistMarker;
      };
   [color="#000080"]default {player globalchat format ["%1 is not defined!",_unitfaction]};[/color]
};

It'll display an error message should you're using a wrong faction. Not that you need to put the blue parts between the last two }; and not at the total end of the file.

Let me know if that helps.

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The spectator script appears to be broken in Multiplayer on Dedicated. With it enabled players start in the ocean in the SW of the map. Also, I can't seem to get the briefing notes to show up on a dedicated server, they work fine in SP.
Hi Rellikplug, assuming you're using v3-0-9A, both of those components are known to be working correctly on dedicated servers. Have you made any changes to the relevant scripts? I'm afraid I'm travelling right now, otherwise I'd offer to look at your mission file. You may be able to get one of the Folk ARPS mission makers to look if you post here: http://www.folkarps.com/forum/viewforum.php?f=44

Lastly, have you used the F3 tutorials yet? If you're new to F3, those can help a lot. Hope this us useful.

:)

Thanks for the reply. I believe I figured out what the cause of this problem is and likely the cause of a few others like the parameters not being displayed in the briefing. I am trying to add the VAS (v2.5) to my mission and I had overwritten the F3 stringtable.xml with the VAS strintable.xml; both named just "stringtable.xml". Would anyone know how I might go about allowing VAS or F3 to call on a stringtable.xml with a modified name. Maybe: stringtableVAS.xml or stringtableF3.xml?

EDIT: Derp... I guess I could just combine the two... I'll give that a try.

EDIT: Worked like a charm.

Edited by Rellikplug
Success

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@ Rellikplug - Glad you were able to get it sorted :)

@ F3 users - FYI, a new build of F3 is in the works. I'm keen to hear from communities that use F3 today, and which might have an interest in helping us do the final shakedown on the v3-1-0 RC build. A lot of things are changing in v3-1-0, or being introduced. If you're interested, please drop me a PM here. Thanks!

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I would like to create a squad that is larger than the default fire-team size. I would like an 11 man squad comprised of: SL, AR, AAR, AT (RPG), Medic (used the "_ASL_M" so the map marker appears), X5 rifleman, and a FTL

Adjusting the load-outs and description of each unit is done but I would like the the group markers to appear but I can't seem to be able to name each units properly to have the group markers appear. I assume that the group markers are tied to the unit name so, because I cannot duplicate the name of a unit, I cannot have the group markers appear. Is there any thing I can alter to allow the functionality of the group markers for my custom squad?

EDIT: It was only during the editor preview that the group markers didn't show up. On the dedicated server everything was good.

Edited by Rellikplug
Update

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