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F3 Mission Development Framework (F2 for ArmA 3)

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Is there a way for the admin to easily use the briefing ending triggers after he died? I haven't found a way to access them when in spectator.

Edited by L3TUC3

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I was using your A2 Framework and am using the A3 one too every now and then and just wanted to give you a big thanks for your awesome work and help!

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F3 Mission Development Framework for Arma 3

F3 v3-1-1 Released (ACRE/TFR/AGM Ready)

The F3 team is pleased to announce the release of v3-1-1 of its mission development framework, with optional support for popular mods ACRE, TFR - and now AGM too.

We've added and improved many features; highlights include:

  • New Medical Systems Support component: select vanilla, AGM or F3 Simple Wounding System via mission parameter.
  • New pre-placed attachments for all factions: HMG, Heavy AT, Mortar, SAM and sniper teams.
  • Revised, more flexible AI Caching component for improved MP performance.
  • Revised spectator script places less load on CPU.
  • Revised ORBAT Notes component highlights player's own group.
  • Fixes to weather conditions (lightning now works correctly!).
  • Fixes to Radio Systems Support to make TFR spectator mode work correctly.

To make it even easier to start using F3, our fully illustrated online tutorials for making adversarial and coop missions can help you build your first F3 mission in 1-2 hours.

The core development team for v3-1-1 has been: Wolfenswan, Head, Cam, cptnnick, Linux and Fer. We would also like to thank the following communities in our wider review and testing team: Folk ARPS | Basterd ArmA | Black sh33p | Bourbon Warfare | Phantactical | Pointfire | Project Awesome | Team One Tactical | The Company

Download F3 from:

- http://www.ferstaberinde.com/f3/en/ (English version) (PLEASE DO NOT MIRROR)

Discuss F3 at:

- BI Forums

- Folk ARPS Forums

From the README.md file:

3-1-1 | 26 JUL 2014

Added Medical Systems Support component:

- Incorporates F3 Simple Wounding System

- Adds support for AGM medical supplies.

Updated AI Caching component:

- Workaround for vehicles being frozen if moving and cached at the same time.

- Caching completely run server side using global commands.

- New variable to set aggressiveness of caching.

Updated F3 Folk ARPS Platoons component:

- Added Heavy MG attachment.

- Added Heavy AT attachment.

- Added Mortar attachment.

- Added Medium SAM attachment.

- Added Heavy SAM attachment.

- Added Sniper Team attachment.

- Attachments are now led by the spotter.

Updated F3 Folk ARPS Assign Gear component:

- Tweaked MAT loadouts (gunner now starts with rocket in tube).

- Added support for unit types in new attachments.

Updated F3 Folk ARPS Assign Gear Clothing component:

- Component allows units to wear uniforms from any side or faction.

- Added new FIA uniforms, made various other tweaks.

- Changed CSAT small bag to correct camo.

Updated F3 Folk ARPS Group IDs component: added support for unit types in new attachments.

Updated F3 Folk ARPS Group Markers component: added support for unit types in new attachments.

Updated F3 Spectator Script:

- Revised code to reduce load on CPU.

- Virtual men no longer have visible name tags.

Updated Name Tags component:

- Height above unit determined by stance.

- Offset for passenger name tags fixed.

Updated ORBAT Notes component:

- Now lists all groups with playable units (not just player groups).

- Highlights player group (highlight colour determined by side).

Updated Radio Systems Support component:

- Improved support for spectators in TFR.

- Other minor tweaks.

Fixed Mission Conditions component:

- Lightning set correctly.

- All Intel values in editor set to manual/0.

Fixed PreMount component:

- Fixed issue where component would not slot turrets properly for vehicles with multiple turrets.

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Very nice. I see the static weapon crews made an entrance into the default framework. Very welcome indeed, I'm a sucker for CSWs.

I'll send a little addition I made for review for the next version.

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Very nice. Are you looking into adding CSE mod as an option to AGM? Would be good to have as many options as possible. Thanks for your hard work.

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Very nice. Are you looking into adding CSE mod as an option to AGM? Would be good to have as many options as possible. Thanks for your hard work.

CSE mod?

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hello,

thanks for the update :)

I noticed that you added a new part (class CfgFunctions) to the description.ext, I was running a different function before (VAS Ammo Script*) and I cant get it to run anymore.

Question:

How I have to include external functions in the framework to keep them working?

Thank you for your time :)

* Link VAS

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F3 Mission Development Framework for Arma 3

NEW F3 Web Tools - F3 Briefing Generator

If you find editing the faction-specific briefing files fiddly or confusing, there's now a web tool that will help you generate the correct code. Check it out here:

http://www.ferstaberinde.com/f3/f3webtools/index.php

Remember, to make it even easier to start using F3, our fully illustrated online tutorials for making adversarial and coop missions can help you build your first F3 mission in 1-2 hours.

Download F3 from:

- http://www.ferstaberinde.com/f3/en/ (English version) (PLEASE DO NOT MIRROR)

Discuss F3 at:

- BI Forums

- Folk ARPS Forums

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http://www.ferstaberinde.com/f3/en/logo_f3_135x.png

F3 Mission Development Framework for Arma 3

NEW F3 Web Tools - Debriefings Code Generator

If you find editing the description.ext file to add all your debriefings fiddly or confusing, there's now a web tool that will help you generate the correct code. Check it out here:

http://www.ferstaberinde.com/f3/f3webtools/debriefings.php

Remember, to make it even easier to start using F3, our fully illustrated online tutorials for making adversarial and coop missions can help you build your first F3 mission in 1-2 hours.

Download F3 from:

- http://www.ferstaberinde.com/f3/en/ (English version) (PLEASE DO NOT MIRROR)

Discuss F3 at:

- BI Forums

- Folk ARPS Forums

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Is there a relatively easy way to have a ticket respawn system in F3 *and* using the spectator script when tickets run out? It's for a TvT.

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@ rzon - Not sure, as I don't play with a community that uses respawn and tickets; have asked the wider F3 team (and the author of the spectator system) to see if they have ideas. :)

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Great, thanks :) I don't think we've ever played with respawn before, but I want to make the TvT last a bit longer and I think ticket respawn would do it. Ticket respawn works okay as it is, but I have no idea how to bring up the spectator script when you're dead and out of tickets.

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Is this compatible with ACRE2?

I'm getting weird behavior when using the acre option in parameters.

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Great, thanks :) I don't think we've ever played with respawn before, but I want to make the TvT last a bit longer and I think ticket respawn would do it. Ticket respawn works okay as it is, but I have no idea how to bring up the spectator script when you're dead and out of tickets.

Is there any event handler that fires only when a player dies the "final death"? In that case you could call the spectator-init function from that event handler.

Update 3.1.2 and still missing changelog ?

3-1-2 was only a small hotfix for the mission conditions selector. Fer probably forgot to update the OP.

Is this compatible with ACRE2?

I'm getting weird behavior when using the acre option in parameters.

Not yet but the upcoming 3-2-0 release will be fully compatible with ACRE2. Take a look at our dev branch on github if you're curious.

Edited by Wolfenswan

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logo_f3_135x.png

F3 Mission Development Framework for Arma 3

F3 v3-1-2 Released (ACRE/TFR/AGM Ready)

The F3 team is pleased to announce the release of v3-1-2 of its mission development framework, with optional support for popular mods ACRE, TFR - and now AGM too.

We've added and improved many features; highlights include:

  • New Medical Systems Support component: select vanilla, AGM or F3 Simple Wounding System via mission parameter.
  • New pre-placed attachments for all factions: HMG, Heavy AT, Mortar, SAM and sniper teams.
  • Revised, more flexible AI Caching component for improved MP performance.
  • Revised spectator script places less load on CPU.
  • Revised ORBAT Notes component highlights player's own group.
  • Fixes to weather conditions (lightning now works correctly!).
  • Fixes to Radio Systems Support to make TFR spectator mode work correctly.

To make it even easier to start using F3, our fully illustrated online tutorials for making adversarial and coop missions can help you build your first F3 mission in 1-2 hours.

The core development team for v3-1-1 / v3-1-2 has been: Wolfenswan, Head, Cam, cptnnick, Linux and Fer. We would also like to thank the following communities in our wider review and testing team: Folk ARPS | Basterd ArmA | Black sh33p | Bourbon Warfare | Phantactical | Pointfire | Project Awesome | Team One Tactical | The Company

Download F3 from:

- http://www.ferstaberinde.com/f3/en/ (English version) (PLEASE DO NOT MIRROR)

Discuss F3 at:

- BI Forums

- Folk ARPS Forums

From the README.md file:

3-1-2 | 12 SEP 2014

Fix for Mission Conditions Selector component.

3-1-1 | 26 JUL 2014

Added Medical Systems Support component:

- Incorporates F3 Simple Wounding System

- Adds support for AGM medical supplies.

Updated AI Caching component:

- Workaround for vehicles being frozen if moving and cached at the same time.

- Caching completely run server side using global commands.

- New variable to set aggressiveness of caching.

Updated F3 Folk ARPS Platoons component:

- Added Heavy MG attachment.

- Added Heavy AT attachment.

- Added Mortar attachment.

- Added Medium SAM attachment.

- Added Heavy SAM attachment.

- Added Sniper Team attachment.

- Attachments are now led by the spotter.

Updated F3 Folk ARPS Assign Gear component:

- Tweaked MAT loadouts (gunner now starts with rocket in tube).

- Added support for unit types in new attachments.

Updated F3 Folk ARPS Assign Gear Clothing component:

- Component allows units to wear uniforms from any side or faction.

- Added new FIA uniforms, made various other tweaks.

- Changed CSAT small bag to correct camo.

Updated F3 Folk ARPS Group IDs component: added support for unit types in new attachments.

Updated F3 Folk ARPS Group Markers component: added support for unit types in new attachments.

Updated F3 Spectator Script:

- Revised code to reduce load on CPU.

- Virtual men no longer have visible name tags.

Updated Name Tags component:

- Height above unit determined by stance.

- Offset for passenger name tags fixed.

Updated ORBAT Notes component:

- Now lists all groups with playable units (not just player groups).

- Highlights player group (highlight colour determined by side).

Updated Radio Systems Support component:

- Improved support for spectators in TFR.

- Other minor tweaks.

Fixed Mission Conditions component:

- Lightning set correctly.

- All Intel values in editor set to manual/0.

Fixed PreMount component:

- Fixed issue where component would not slot turrets properly for vehicles with multiple turrets.

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,

I'm not sure how to fix this (I've taken a look at the code, but I'm a bit lost) but when a unit respawns, a unit defined under f_radios_settings_tfr_backpackRadios does not spawn with their backpack radio.

Any ideas?

Also, I was wondering what parameters I can edit within the SimpleWoundingSystem to increase the tolerance of damage (so instead of one headshot instakilling, a headshot only makes unconscious for example).

Thanks!

Edited by halex1316
Added a question!

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I'm not sure how to fix this (I've taken a look at the code, but I'm a bit lost) but when a unit respawns, a unit defined under f_radios_settings_tfr_backpackRadios does not spawn with their backpack radio.

Try adding

[] execVM "f\radios\radio_init.sqf";

after line 57 in JIP/f_JIP_playerRespawn.sqf and after line 34 in JIP/f_JIP_reinforcementOptions.sqf.

Edited by Wolfenswan

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Hi there,

Just a quick bug report: currently F3's loadout init line for vehicles (such as trucks, cars etc.) doesn't seem to work with Red Hammer Studios' US vehicles.

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Hi there,

Just a quick bug report: currently F3's loadout init line for vehicles (such as trucks, cars etc.) doesn't seem to work with Red Hammer Studios' US vehicles.

Can you do a quick check which faction a empty RHS vehicle returns? In any case the next version of F3 will allow forcing a faction via assignGear.

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Your spectator script looks interesting. How about releasing it as standalone script for the community? It may be useful for mission makers who don't need the whole framework functionality.

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Your spectator script looks interesting. How about releasing it as standalone script for the community? It may be useful for mission makers who don't need the whole framework functionality.

It's pretty straightforward to extract the spectator script from the framework and use alone (no inner dependencies) and for us it's better to focus on developing the framework as a whole rather than having to maintain several sub-releases besides F3 itself.

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