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F3 Mission Development Framework (F2 for ArmA 3)

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Looks like this thread might be dead for now but, if not, I can't seem to get the 'body removal' module to work in a MCC4 dynamic mission. I realize that the script needs to be run manually after MCC has spawned AI units, but even doing that dead bodies never seem to get cleaned up. I was wondering if anyone had any ideas.

 

Dave

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Does F3 block chatter from spectator by defualt, or is that an ACRE2 thing?

 

To be more specific, my group is unable to hear living players while in spec and we'd like to change that.

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F3 v3-3-0 downloads

 

For anyone who uses the F3 mission development framework, you might might be interested to know that since its release in April 2015, F3 v3-3-0 has been downloaded over 2,000 times, from over 70 countries. And those figures don't take into account the many Arma groups that use F3 as the basis for their own frameworks - downloads of which we can't track.

 

Approaching 10 years of Fx

 

You might also be interested to know that the framework's 10-year anniversary is approaching in January 2017. Over nearly a *decade* of work we've been lucky enough to have dozens of contributors and the support of many key Arma groups and community figures (check out the readme file sometime).

 

Next, Apex ...

 

I'm happy to report that work on F3 v3-4-0 is already well underway. We're updating the framework to support the new terrain and content in the Apex expansion. Expect to see new and updated pre-placed platoons and gear scripts, a new default Orbat, and better integration with the Eden 3D editor. The next release will continue to be 100% SQM and SQF (with no requirement for any addons), and as ever will feature well-commented code and extensive documentation on our wiki. We hope to have this version ready in the coming weeks.

 

... but *you* make the missions

 

So head to Tanoa and start looking for your next mission's location. The guys with the AKs should be with you shortly ...

 

- Fer :)

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logo_f3_135x.png

F3 Mission Development Framework for Arma 3

F3 v3-4-0 Released (ACRE2/ACRE/TFR/AGM/Zeus Ready)

The F3 team is pleased to announce the release of v3-4-0 of its mission development framework, which now supports APEX. As ever, optional support for Zeus and popular mods ACRE2, TFR and AGM is included.

The development and testing team for v3-4-0 has been: Wolfenswan, Ferrard Carson, GeEom, Snippers, JonBons, Pasrules, SuicideKing, Przemro, darkChozo, boarnoah, Costno and Fer. The producers of this release were Wolfenswan and Fer. We would also like to thank the following communities for their assistance: Folk ARPS | Team One Tactical

If your community uses F3 (or uses it as part of your own mission framework), we'd really love to hear from you. Perhaps there are things you've created that could feature in a future release of F3 itself? Let us know who you are with a comment or post.

Download F3 from:
- http://www.ferstaberinde.com/f3/en/(English version) (PLEASE DO NOT MIRROR)

Discuss F3 at:
- BI Forums (http://forums.bistudio.com/showthread.php?149231-F3-Mission-Development-Framework-(F2-for-ArmA-3))
- Folk ARPS Forums (http://www.folkarps.com/forum/viewforum.php?f=44)

From the README.md file:





3-4-0 | 13 JUL 2016

Updated Assign Gear component:
- Implemented new Folk ARPS 2016 loadout options.
- Added support for the Syndikat faction.
- Added support for the NATO Pacific faction.
- Added support for the CSAT Pacific faction.
- Pilots can now repair vehicles (via the new trait command).
- Vehicle and crate loadouts now split into separate files per faction.
- All IF checks now compare the faction to an array of possible factions.
- Strings such as 'aaf', 'nato' etc. can now be used when forcing a specific faction loadout (instead of a precise faction string such as 'ind_f').
Updated Assign AI Gear component:
- Added support for the Syndikat faction.
- All factions are now processed unless specifically excluded.
- Non-recognised units keep their default gear.
Updated Admin Briefing component:
- Added support for the Syndikat faction.
- NATO and CSAT Pacific factions see default NATO and CSAT breifings.
- Component checks against BIS factions
Updated F3 Folk ARPS Platoons component:
- Changed OrBat to Folk ARPS 2015 pattern:
-- Infantry squads now: SL, medic and 2 x 6-man FTs.
-- Mechanised squads now: SL, medic, 1 x 6-man FT and 1 x IFV (with crew).
- Added a pre-placed Syndikat platoon with attachments.
- Ranks of units adjusted to allow correct leadership when merging groups
- JTAC CAS elements now virtual.
- Removed pre-placed 'reserved for JIP' groups.
Updated F3 Folk ARPS Group IDs component:
- Moved group name definitions to the group object in EDEN editor.
- Added support for the Syndikat faction.
Updated F3 Folk ARPS Group Markers component:
- Component now gets group names from group object in EDEN editor.
- Added support for the Syndikat faction.
- NATO and CSAT Pacific factions are shown the default NATO and CSAT markers.
- Changed switch structure to several IF-checks (making it easier to show the same marker to several units / factions - you only need to add a string)
Updated F3 Spectator Script component:
- Fix spectator jumping on keyboard input.
Updated Insignia component:
- Added new insignia patches for NATO and CSAT Pacific factions.
- Script variable toggles NATO / CSAT factions between Altis and Tanoa patches.
- Script variable can also enable CSAT urban patches.
Updated Naming your mission and Loading Screen components:
- Moved some settings from description.ext to the EDEN editor:
-- Mission name.
-- Author name.
-- Mission load and overview screen texts and pictures.
Updated Medical Systems Support component:
- Fixed: SWS would on occasion not properly immobilise downed players.
Updated Mission Conditions Selector component:
- Pre-defined conditions now integrate time and atmospheric options.
- Parameters allow overrides for fog and wind settings.
- Pre-defined condtions adapt to support dawn/dusk on Altis and Tanoa.
- Added "Use mission settings" option to mission conditions parameter.
Updated Mute Orders and Reports component:
- Muting now only applies to playable AI units.
Updated PreMount component:
- Removed pre-placed modules (component can still be used via script).
Updated Radio Systems Support component:
- Added support for defaulting ACRE2 radios to a starting channel.
- TFR fix and radio designation changes:
-- Long range default is now ch1.
-- Short range radio (5km) to replace backpackRadios for weapons team leader (assistant) except the sniper's spotter.
-- Vehicle teams expected to use vehicle radios for long range comms.
- Removed support for ACRE1.
Updated Zeus Support component:
- Pre-Placed ZEUS units assign F3 AI Skill to created units.
Various optimisations:
- ACRE2 (Radio Systems Support component).
- fn_setAISkill now exits without an error message if AI skills are not set.
- Group IDs component.
- Insignia component.
- Move CfgFunctions F3 definitions into its own hpp file.
- Parameters system now works in singleplayer editor and has been made slightly faster.
- Re-ordered the init.sqf file code blocks.
Removed UAV Recharging component.


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 and with new components that take advantage of the new game's special features.

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

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Hi fer,

 

I maybe missing something but it appears that there may be a problem with the assign gear component regarding vehicles. Using the, unmodified, framework, the NATO "blu_f" squad truck is not filled with supplies. I have looked through the code and it appears as if the "f_assignGear_nato_v.sqf" is never called anywhere. Any help would be appreciated as I love using your framework for my group.

 

Thanks

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Hi Tuskegee_99th - You're absolutely right. There were a number of issues with the assignGear scripts which have just been fixed as part of our upcoming v3-4-1 release. However, if you'd like to grab them right now just use the contents of our Dev branch on GitHub: https://github.com/ferstaberinde/F3/tree/dev

 

BTW, what community do you play with and have you guys created your own variant of F3? :)

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Hi Fer,

 

I have a small group, 99th Special Combat Team (SCT). We have been playing together for many years, about 15 or so. I had starting making some small changes to the 3.3.3 version of F3, mainly adding some script components we like to use (DAC, TAW view distance, VComAI) and enabling the vanilla revive system. I've had also created some additional gear scripts to use RHS gear. Also, much like Shack Tactical, I prefer non magnified scopes, so I've modified some of the gear scripts to only provide reflex scopes. That's about it, when I saw 3.4 released I decided to start over with the base version of F3.

 

I've also noticed that the mission naming isn't working as mentioned on the wiki, when I change the mission name in the editor I still get "unnamed mission" when loading the mission.. Haven't figured that one out yet.

 

I'll give the dev code a try, thanks.

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I've also noticed that the mission naming isn't working as mentioned on the wiki, when I change the mission name in the editor I still get "unnamed mission" when loading the mission.. Haven't figured that one out yet.

 

Thanks for the background, Tuskegee - and was that you posting to our documentation issue for v3-4-1? We've just updated the mission header page (and released v3-4-1 ... see next post).

 

Hi, will you do ACE compatibility like now with AGM?

 

There are no plans at the moment, but I'll bet some ACE-using communities will have done this work already. I'll ask around and see if there is something that can be shared.

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logo_f3_135x.png

F3 Mission Development Framework for Arma 3

F3 v3-4-1 Released (ACRE2/ACRE/TFR/Zeus Ready)

The F3 team is pleased to announce the release of v3-4-1 of its mission development framework, which now supports APEX. As ever, optional support for Zeus and popular mods ACRE2 and TFR is included.

The producers of this release were Wolfenswan and Fer. We would also like to thank the following communities for their assistance: Folk ARPS | Team One Tactical

If your community uses F3 (or uses it as part of your own mission framework), we'd really love to hear from you. Perhaps there are things you've created that could feature in a future release of F3 itself? Let us know who you are with a comment or post.

Download F3 from:
- http://www.ferstaberinde.com/f3/en/(English version) (PLEASE DO NOT MIRROR)

Discuss F3 at:
- BI Forums (http://forums.bistudio.com/showthread.php?149231-F3-Mission-Development-Framework-(F2-for-ArmA-3))
- Folk ARPS Forums (http://www.folkarps.com/forum/viewforum.php?f=44)

From the README.md file:



3-4-1 | 19 JUL 2016

Added F3 Gendarmerie component, with support for this added to:
- Briefing Template component.
- F3 Folk ARPS Assign Gear Script component.
- F3 Folk ARPS Group Markers component.
- F3 Folk ARPS Group IDs component.
Updated F3 Folk ARPS Assign Gear Script component:
- Various minor fixes.
Updated F3 Folk ARPS Platoons component:
- Fixed issues with order of Syndikat slots.
Updated Insignia component:
- Automatically supports mission-maker placed Pacific units (NATO and CSAT).
Updated Mission Header component documentation.


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 and with new components that take advantage of the new game's special features.

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

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Hi, will you do ACE compatibility like now with AGM?

 

This is not likely. The reality is most communities that use F3 with ACE also use other mods and as such non-vanilla loadouts are used. Therefore the assign gear loadouts are typically edited and it's not too difficult to add the ACE medical supplies to meet your own communities need.

 

So simply just add the ACE items you need in the assign gear component. If you are unfamiliar with the process F3's wiki has a wonderful page dedicated to how to edit the assign gear component -> http://ferstaberinde.com/f3/en//index.php?title=F3_Folk_ARPS_Assign_Gear_Script

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Hello F3 devs,

 

It appears there may be an issue with having removed some functions from the description.ext and relying on the, now, in editor provided features. For example, mission naming. I've noticed that if I use the Eden 'Attributes' menu to name the mission, that during mission load, as soon as the description.ext file is read the mission name reverts to 'unnamed mission' because the description.ext contains no info in that regard. So I've gone back to including the loading screen info in that file.

 

Another thing I've noticed is that mission endings don't seem to be working as in previous versions of F3 as well. I'm not getting the text I specify in the description.ext just the vanilla BI text.

 

Disregard: Used a fresh copy of 3.4.1 and all is good now.

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Hello F3 devs,

 

It appears there may be an issue with having removed some functions from the description.ext and relying on the, now, in editor provided features. For example, mission naming. I've noticed that if I use the Eden 'Attributes' menu to name the mission, that during mission load, as soon as the description.ext file is read the mission name reverts to 'unnamed mission' because the description.ext contains no info in that regard. So I've gone back to including the loading screen info in that file.

 

Another thing I've noticed is that mission endings don't seem to be working as in previous versions of F3 as well. I'm not getting the text I specify in the description.ext just the vanilla BI text.

 

Disregard: Used a fresh copy of 3.4.1 and all is good now.

 

I've also encountered this. What isn't clear yet is whether or not this is something BI will fix in a future patch or not - because it seems pointless to put all that new functionality into 3DEN and then require code to be manually inserted into description.ext

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Concerning the spectator script: Is there a way to limit players who die and are spectating to only be able to view players of their team in 1st person view?

 

thanks

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Hi Fer

 

 This post from 2 years ago more or less resembles what I also am trying to achieve, where our clan has a custom faction that I am attempting to add.

 

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...

 

 

In the f_setLocalGroupMarkers_Blufor.sqf file I've added some new lines to accommodate the change:

// MARKERS: BLUFOR > 39BN
// Markers seen by players in 39BN slots.

if (_unitfaction in ["a39th_battalion"]) then {

	//B COY, 1PL, 1 Section, Alpha/Bravo FT
	["Grp21A1",_ft, "Alpha", "ColorRed"] spawn f_fnc_localSpecialistMarker;

};

I am reasonably certain our faction name is correct, however when I preview in Eden, a debug message appears relating to line 31 in fn_localSpecialistMarker.sqf. The markers do not work either.

Is there another location the custom faction needs to be defined to possibly fix this?

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I'm using the F3 in conjunction with a unit spawning script and I can't get the two to work together.

I need this line to run in the .init but it seems like the F3 .init doesn't want to run it:

 

call compile preprocessFileLineNumbers "JebusInit.sqf";

Any advice? I'm sure this is simple but I don't understand what is what in the .init


User error.

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Hi shermanderland and Fer,

 

I also am noticing the some of the F3 components don't work so well when using scripts to spawn AI. In particular I've been adding Dynamic AI Creator (DAC) and Enemy Occupation System (EOS) scripts to my groups custom F3 based mission framework. Now, for example, the casualties cap component seems unable to check units/groups created by either script. Also, even simple triggers set to (side) NOT PRESENT seem unable to work properly when using the scripts.

 

I suspect much of this might be the result of the AI spawn scripts not having finished before the checks from F3 are activated. And triggers may be checking before units actually exist yet.

 

I've done the COOP tutorial on the F3 wiki and it works fine. But, of course, that doesn't use any AI spawning scripts. Any thoughts or ideas about how to integrate things like DAC or EOS with F3 from anyone would be greatly appreciated. Thanks.

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Hello Fer, I have edited the framework to suit my groups needs by basically removing everything that wasn't needed and that included the assignGear component of the framework. Now since needs have changed  i needed to add it back and the ACRE2 functionality.

 

Now i have added it back again and got it working i keep getting the same error on the acre2_clientinit.sqf file that the f_var_debugMode is undefined and this happens on both the _hasLR and _hasSR component

if (_hasLR) then {
	if (f_var_debugMode == 1) then
	{
		player sideChat format["DEBUG (f\radios\acre2\acre2_clientInit.sqf): Setting radio channel for '%1' to %2", _radioLR, _groupLRChannelIndex + 1];
	};
        [_radioLR, (_groupLRChannelIndex + 1)] call acre_api_fnc_setRadioChannel;
};

I know this changes the playerunits radio channels to their squads channel

 

Any idea would be helpful since I'v been trying now for two hours to figure out where this variable is supposed to come from.

 

https://puu.sh/szEZt/208059609f.rar (rared Mission file)(requires ace)

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18 minutes ago, Kuisalsega said:

Does someone know how i add RHS to Zeus because i don't get it listed when i am in zeus

 

Make sure that the option inside the Zeus module is set to "Include all addons (including unofficial addons)" rather than the default option

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So I'm currently making a  mini-campaign for about 24 players and having some issues with filling vehicle inventories. The faction is blufor and they are getting a "fake" CTRG loadout which is defined in specific assigngear files (assigngear_s2, assigngear_s2_standard, assigngear_s2_v). Unfortunately, the game seems to completely ignore the (unmanned) vehicle loadouts defined in the assigngear scripts and just offers the default AAF inventory. This is happening when using a nato faction and nato-ized striders, hellcats, mohawk with blufor soldiers. Seems that the assigngear_<unit>_v.sqf only works for vehicles as the same faction as the units. How to circumvent this? Version is 3.4.1 mostly unmodified (regarding assigngear).

 

Edit: Assigning inventory for empty NATO vehicles works, just not for the "non nato" vehicles. Also I get the following error message (from RPT) - not sure if it is related, but it has only appeared when assigning the customized blufor inventory to the indfor vehicles:

Edit2: Reverted to manually setting inventory in editor for non NATO vehicles.

 

16:55:26 Error in expression <"];
private _faction = toLower (faction _unit);
_insignia_style_NATO>
16:55:26   Error position: <_unit);
_insignia_style_NATO>
16:55:26   Error Undefined variable in expression: _unit
16:55:26 File D:\Documents\Arma 3 - Other Profiles\Lukio\missions\IGAP_base.altis\f\assignGear\f_assignInsignia.sqf, line 7

 

Another questions:

 

I've seen some groups use multiple loadouts for different variants of factions, not only the default stuff, how to do this without having to rewrite the whole assigngear scripts each and every time? Something like a collection of loadout templates.

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Hate to be this guy, but what is the advantage of your script? Why not just edit to loudouts through the virtual arsenal in eden editor? I'm asking because my group who I like very much force mission makers to use your script and I'm trying to figure out the advantage over just doing what I described.

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I won't speak for the developers of the fantastic framework. But, I can tell you that when developing missions using the F3 framework the loadout scrips make it much easier to make global changes to the loadouts. For example let's say you outfitted most of your units with an M16A4 from RHS and now you'd like to replace that rifle for all units with the M4A1. That can be done with one quick class name edit and all the units that had an M16A4 now have an M4A1. Another example would be globally changing the amount of ammunition being carried. I could probably think of lot's of others.

 

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