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yoannis1995

Load different mission.sqm

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Hi everyone !

I'm just wondering if there's any possibilities to load a mission.sqm during a mission via a script or something so that I could create several "missions" in a mission and put what I want in them with the editor and then load them depending on what the player does ?!

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No. As far as I know the closest you can get is to create an addon and create a campaign. Should be easy to google "arma 2 create campaign" (probably the same in A3).

That will "unlock" missions. I'm pretty sure you can load a different mission depending on the ending.

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Yeah I know you can do that with the campaign but I wanted to use that with the Strategic Map in Arma 3 so the player can complete different objectives without having any troubles with the IA waiting on other objectives or interfering with the current objectif. So maybe there's a way I can get all the position of the object I've placed in the editor from the mission.sqm and then create or delete them with a script when needed ?!

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Don't need different sqms for that. For each mission you want dynamically spawn things and set things in motion. Functions like BIS_fnc_spawnGroup and BIS_fnc_taskAttack will come in handy.

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Yeah but it's getting quite long complicated and long when you want to put choppers and groups in them and don't want them to be here when the player is not on that objective... Is there no way to copy the "class Item..." from the mission.sqm and then load then with a function or command ?

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Choppers with a group in them is 3 lines of code. If the player isn't on that objective AI shouldn't be there at all. You'd "copy" it by learning it and typing it. Stickies in this forum and the config viewer in the editor can get you class names. Or you can just look at the top right corner of any unit info page as you place something on the map to see it's class name.

First thing you should so is learn how to spawn a group. Once you have that then you can start expanding what you want to do. Here's a method to spawn a group and have them patrol an area. Figure out how it works and how you might combine it with say a moveInCargo forEach loop and BIS_fnc_spawnVehicle function to spawn a group and have them arrive in a chopper.

Recently there's been like 4-5 posts about helicopters dropping off units, maybe mix that in eventually. First though, start with being able to repeatedly spawn the units and just the units you want where you want them, then deal with other things. :)

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Choppers with a group in them is 3 lines of code. If the player isn't on that objective AI shouldn't be there at all. You'd "copy" it by learning it and typing it. Stickies in this forum and the config viewer in the editor can get you class names. Or you can just look at the top right corner of any unit info page as you place something on the map to see it's class name.

First thing you should so is learn how to spawn a group. Once you have that then you can start expanding what you want to do. Here's a method to spawn a group and have them patrol an area. Figure out how it works and how you might combine it with say a moveInCargo forEach loop and BIS_fnc_spawnVehicle function to spawn a group and have them arrive in a chopper.

Recently there's been like 4-5 posts about helicopters dropping off units, maybe mix that in eventually. First though, start with being able to repeatedly spawn the units and just the units you want where you want them, then deal with other things. :)

Yes thanks, I know how to spawn a group and use loops :P But I was wondering if there was any way to work with those mission.sqm files (which would be a quicker and esier way)...

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