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I found many other topic and guide to porting Arma2 content to Arma3, but all these about units or maps, not MISSIONs.

 

So I start this topic to discuss how to convert missions from Arma2.

 

First thing first, I'm a beginner in this and I have more questions than advises.

Don't start to porting missions if you are not familiar with Arma2 mission making and Arma3 mission making process!

 

0. I used CUP units for Arma2 and AiA maps.

1. I copied the arma2 mission's folder into arma3 missions folder.

2. I open the mission.sqm in an editor and change version=11 to version=12

3. I replace the old unit names to CUP classnames. Eg. USMC_Soldier_SL to CUP_B_USMC_Soldier_SL

4. I replace these classnames in the sqs and sqf scripts too.

5. I try to open the mission in Arma3 editor. If it complains to missing classnames, I find it in mission.sqm file and replace it to a CUP classname, or - if it's not exists - I try to find something similar. Maybe a classname from vanilla Arma3 ? I do it until editor can open the mission without warnings.

6. I try to preview the mission (play the mission) in mode where I can see the script errors on the screen. If any script drop an error message, I find it in the script file and try to solve it with googling for solution. Eg. like no more commands setVehicleInit or processInitCommands, so need solution to make the script working without these. It's a good start to looking for a newer version of that script. Eg there is an Arma3 version of good old UPSMON script.

7. Change to old briefing and tasking system to new one.

8. Remove the A2 healing system.

 

 

I know it's too brief and there is a lot of specific questions. I guess this topic is a good tart.

 

I got questions, so I start a FAQ here:

 

Q: Do the scripts from A2 still work?

A: Some of them yes, others not. Actually most of them will work under A3, than from A1. There are a few script command what is removed (it mentioned above). So you have to check all the script you used in a mission manually and one by one. If you used in A2 a third party script (eg UPSMON), the best solution to ask the original author and maybe there is an A3 version. But if the script was created by you, you have to check it line by line. What will not work in A2 scripts in A3: the A2 animations, some of the A2 classnames (you have to replace the CUP classnames), the A2 first aid module, most of the A2 other modules...etc

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My question is, when I port a mission like above, it works perfectly locally: SP and MP. But when I publish it in Steam Workshop, subscribers can only play in SP, but not even shown in MP.

Any advice?

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My question is, when I port a mission like above, it works perfectly locally: SP and MP. But when I publish it in Steam Workshop, subscribers can only play in SP, but not even shown in MP.

Any advice?

Does it make a difference whether you publish from the SP editor or the MP editor?

 

Thanks for the guide!

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Ok. This is a way to port your A2 mission.sqm files:
 
I use Notepad++ and I download Python Script plugin in the plugin manager.
I write a small python script:

with open('D:/Temp/A2toCUP.txt') as f:
    for l in f:
        s = l.split()
        editor.replace('vehicle="'+s[0]+'"', 'vehicle="'+s[1]+'"')

And I create a file (you can place it elsewhere, but don't forget to edit the python script): D:/Temp/A2toCUP.txt
In this text file I added as many arma2 classnames as I can and pair them with the CUP classnames. Separated by space.
 

 

This is my current A2toCUP.txt (but of course I always insert new lines as I found new unported classnames - last update: 19 may 2016):

USMC_Officer CUP_B_USMC_Officer
USMC_Soldier_Officer CUP_B_USMC_Officer
USMC_Soldier_Medic CUP_B_USMC_Medic
USMC_Soldier_Crew CUP_B_USMC_Crew
USMC_Soldier CUP_B_USMC_Soldier
USMC_Soldier2 CUP_B_USMC_SpecOps_SD
USMC_Soldier_Pilot CUP_B_USMC_Pilot
USMC_SoldierM_Marksman CUP_B_USMC_Soldier_Marksman
USMC_SoldierS_Engineer CUP_B_USMC_Engineer
USMC_Soldier_SL CUP_B_USMC_Soldier_SL
USMC_Soldier_AR CUP_B_USMC_Soldier_AR
USMC_Soldier_GL CUP_B_USMC_Soldier_GL
USMC_Soldier_AT CUP_B_USMC_Soldier_AT
USMC_Soldier_HAT CUP_B_USMC_Soldier_HAT
USMC_Soldier_TL CUP_B_USMC_Soldier_TL
USMC_Soldier_MG CUP_B_USMC_Soldier_MG
USMC_Soldier_LAT CUP_B_USMC_Soldier_LAT
USMC_SoldierS_Spotter CUP_B_USMC_Spotter
USMC_SoldierS CUP_B_USMC_SpecOps
USMC_Soldier_Light CUP_B_USMC_Soldier_Light
FR_Commander CUP_B_FR_Commander
FR_Sykes CUP_B_FR_Story_Sykes
FR_Miles CUP_B_FR_Story_Miles
FR_Cooper CUP_B_FR_Story_Cooper
FR_Rodriguez CUP_B_FR_Story_Rodriguez
FR_OHara CUP_B_FR_Story_OHara
FR_AC CUP_B_FR_Soldier_Operator
RHIB2Turret CUP_B_RHIB2Turret_USMC
A10 CUP_B_A10_CAS_USA
F35B CUP_B_F35B_LGB_USMC
MV22 CUP_B_MV22_USMC
HMMWV_M2 CUP_B_HMMWV_M2_USMC
HMMWV_Armored CUP_B_HMMWV_M1114_USMC
MTVR I_Truck_02_transport_F
MtvrRefuel I_Truck_02_fuel_F
HMMWV_MK19 CUP_B_HMMWV_MK19_USMC
HMMWV_Ambulance CUP_B_HMMWV_Ambulance_USMC
HMMWV CUP_B_HMMWV_Unarmed_USMC
HMMWV_TOW CUP_B_HMMWV_TOW_USMC
AAV CUP_B_AAV_USMC
LAV25 CUP_B_LAV25_USMC
M1A2_TUSK_MG CUP_B_M1A2_TUSK_MG_USMC
M1A1 CUP_B_M1A1_Woodland_USMC
UH1Y CUP_B_UH1Y_GUNSHIP_USMC
MH60S CUP_B_MH60S_USMC
M119 CUP_B_M119_USMC
C130J CUP_B_C130J_USMC
AH1Z CUP_B_AH1Z
MQ9PredatorB CUP_B_USMC_MQ9
TOW_TriPod CUP_B_TOW_TriPod_USMC
USBasicWeaponsBox CUP_USBasicWeaponsBox
USBasicAmmunitionBox CUP_USBasicAmmunitionBox
USSpecialWeaponsBox CUP_USSpecialWeaponsBox
USVehicleBox CUP_USVehicleBox
MineMine ATMine
Ins_Soldier_CO CUP_O_INS_Commander
Ins_Commander CUP_O_INS_Commander
Ins_Soldier_Medic CUP_O_INS_Medic
Ins_Lopotev CUP_O_INS_Story_Lopotev
Ins_Bardak CUP_O_INS_Story_Bardak
INS_Soldier_Sab CUP_O_INS_Saboteur
Ins_Soldier_1 CUP_O_INS_Soldier
INS_Soldier_Sapper CUP_O_INS_Soldier_Exp
Ins_Soldier_2 CUP_O_INS_Soldier_AK74
Ins_Soldier_AR CUP_O_INS_Soldier_AR
Ins_Soldier_AT CUP_O_INS_Soldier_AT
Ins_Soldier_GL CUP_O_INS_Soldier_GL
Ins_Soldier_MG CUP_O_INS_Soldier_MG
Ins_Soldier_AA CUP_O_INS_Soldier_AA
Ins_Soldier_Sniper CUP_O_INS_Sniper
Ins_Soldier_Crew CUP_O_INS_Crew
Pickup_PK_INS CUP_O_Datsun_PK
FirstAidSystem Logic
AlternativeInjurySimulation Logic
BIS_SRRS_Logic Logic
BIS_animals_Logic Logic
BIS_ARTY_Logic Logic
BattleFieldClearance Logic
SecOpManager Logic
UAVManager Logic
Land_Fregata CUP_B_Frigate_ANZAC
Land_Destroyer CUP_B_Frigate_ANZAC
Fishing_Boat CUP_C_Fishing_Boat_Chernarus
LocalBasicWeaponsBox CUP_LocalBasicWeaponsBox
LocalBasicAmmunitionBox CUP_LocalBasicAmmunitionBox
USLaunchersBox CUP_USLaunchersBox
Ural_INS CUP_O_Ural_CHDKZ
UralOpen_INS CUP_O_Ural_Open_CHDKZ
ZU23_Ins CUP_O_ZU23_ChDKZ
ZSU_INS CUP_O_ZSU23_ChDKZ
Ins_WarfareBMGNest_PK Land_fortified_nest_small
BMP2_HQ_INS_unfolded CUP_O_BMP_HQ_CHDKZ
Su25_Ins CUP_B_Su25_CDF
UralRefuel_INS CUP_O_Ural_Refuel_CHDKZ
UralReammo_INS CUP_O_Ural_Reammo_CHDKZ
UAZ_INS CUP_O_UAZ_Unarmed_CHDKZ
SPG9_Ins CUP_O_SPG9_CHDKZ
D30_Ins CUP_O_D30_ChDKZ
AGS_Ins CUP_O_AGS_CHDKZ
DSHkM_Mini_TriPod CUP_O_DSHkM_MiniTriPod_ChDKZ
Mi17_medevac_Ins CUP_O_Mi8_medevac_CHDKZ
Mi17_Ins CUP_O_Mi8_CHDKZ
Ins_Soldier_Pilot CUP_O_INS_Pilot
DSHKM_Ins CUP_O_DSHKM_ChDKZ
T72_INS CUP_O_T72_CHDKZ
BMP2_INS CUP_O_BMP2_CHDKZ
BRDM2_INS CUP_O_BRDM2_CHDKZ
UAZ_MG_INS CUP_O_UAZ_MG_CHDKZ
UAZ_AGS30_INS CUP_O_UAZ_AGS30_CHDKZ
UAZ_SPG9_INS CUP_O_UAZ_SPG9_CHDKZ
Villager4 CUP_C_C_Villager_04
Villager3 CUP_C_C_Villager_03
Villager2 CUP_C_C_Villager_02
Villager1 CUP_C_C_Villager_01
Citizen1 CUP_C_C_Citizen_01
Citizen2 CUP_C_C_Citizen_02
Citizen3 CUP_C_C_Citizen_03
Citizen4 CUP_C_C_Citizen_03
Worker1 CUP_C_C_Worker_01
Worker2 CUP_C_C_Worker_02
Worker3 CUP_C_C_Worker_03
Worker4 CUP_C_C_Worker_04
Woodlander1 CUP_C_C_Woodlander_01
Woodlander2 CUP_C_C_Woodlander_02
Woodlander3 CUP_C_C_Woodlander_03
Woodlander4 CUP_C_C_Woodlander_04
Assistant1 CUP_C_C_Assistant_01
Rocker1 CUP_C_C_Rocker_01
Rocker2 CUP_C_C_Rocker_02
Rocker3 CUP_C_C_Rocker_03
Doctor CUP_C_C_Doctor_01
Priest CUP_C_C_Priest_01
Schoolteacher CUP_C_C_Schoolteacher_01
Policeman CUP_C_C_Policeman_02
Madam1 CUP_C_C_Citizen_01
Madam2 CUP_C_C_Citizen_02
Madam3 CUP_C_C_Citizen_03
Madam4 CUP_C_C_Citizen_04
ValentinaFit CUP_C_C_Schoolteacher_01
ValentinaVictim CUP_C_C_Doctor_01
Farmwife5 CUP_C_C_Villager_04
Farmwife3 CUP_C_C_Villager_03
Farmwife1 CUP_C_C_Villager_01
HouseWife3 CUP_C_C_Assistant_01
WorkWoman5 CUP_C_C_Worker_01
Sportswoman4 CUP_C_C_Rocker_04
Sportswoman1 CUP_C_C_Rocker_03
Damsel1 CUP_C_C_Citizen_01
Damsel2 CUP_C_C_Citizen_02
Damsel3 CUP_C_C_Woodlander_03
Damsel4 CUP_C_C_Woodlander_04
Functionary1 CUP_C_C_Functionary_01
Secretary4 CUP_C_C_Assistant_01
Hooker1 CUP_C_C_Villager_03
Kamaz C_Truck_02_transport_F
Skoda CUP_C_Skoda_Blue_CIV
SkodaRed CUP_C_Skoda_Red_CIV
SkodaBlue CUP_C_Skoda_Blue_CIV
Lada CUP_C_SUV_CIV
Lada1 CUP_C_Golf4_blue_Civ
Lada_base CUP_C_Skoda_Blue_CIV
VWGolf CUP_C_Golf4_blue_Civ
car_sedan CUP_C_Skoda_Red_CIV
hilux1_civil_3_open CUP_C_Datsun_Plain
hilux1_civil_2_covered CUP_C_Datsun_Plain
hilux1_civil_1_open CUP_C_Datsun_Plain
datsun1_civil_3_open CUP_C_Datsun_Plain
Ikarus CUP_C_Ural_Open_Civ_01
TT650_Civ CUP_C_Ural_Open_Civ_02
V3S_Civ C_Van_01_transport_F
INS_Villager4 CUP_O_INS_Villager4
INS_Woodlander1 CUP_O_INS_Woodlander1
Ins_Worker2 CUP_O_INS_Worker2
INS_Woodlander3 CUP_O_INS_Woodlander3
INS_Villager3 CUP_O_INS_Villager3
INS_Woodlander2 CUP_O_INS_Woodlander2
RUOrdnanceBox CUP_RUOrdnanceBox
RUBasicAmmunitionBox CUP_RUBasicAmmunitionBox
Goat Goat_random_F
Sheep Sheep_random_F
Cow04 Rabbit_F
Cow03 Rabbit_F
Cow02 Rabbit_F
Cow01 Rabbit_F
Rabbit Rabbit_F
Hen Hen_random_F
WildBoar Rabbit_F
Cock Cock_random_F
Pastor Alsatian_Sandblack_F
Goat01_EP1 Goat_random_F
Goat02_EP1 Goat_random_F
Owl Sound_Owl
Crickets1 Sound_Crickets1
Crickets2 Sound_Crickets2
Crickets3 Sound_Crickets3
Crickets4 Sound_Crickets4
BadDog Sound_BadDog
Frog Sound_Frog
Frogs Sound_Frogs
CDF_Commander CUP_B_CDF_Commander
CDF_Soldier_TL CUP_B_CDF_Soldier_TL
CDF_Officer CUP_B_CDF_Officer
CDF_Soldier_Medic CUP_B_CDF_Medic
CDF_Soldier_Crew CUP_B_CDF_Crew
CDF_Soldier CUP_B_CDF_Soldier
CDF_Soldier_Pilot CUP_B_CDF_Pilot
CDF_SoldierM_Marksman CUP_B_CDF_Soldier_Marksman
CDF_SoldierS_Engineer CUP_B_CDF_Engineer
CDF_Soldier_Engineer CUP_B_CDF_Engineer
CDF_Soldier_Officer CUP_B_CDF_Officer
CDF_Soldier_SL CUP_B_CDF_Soldier_SL
CDF_Soldier_AR CUP_B_CDF_Soldier_AR
CDF_Soldier_GL CUP_B_CDF_Soldier_GL
CDF_Soldier_AT CUP_B_CDF_Soldier_AT
CDF_Soldier_MG CUP_B_CDF_Soldier_MG
CDF_Soldier_LAT CUP_B_CDF_Soldier_LAT
CDF_Soldier_Militia CUP_B_CDF_Militia
CDF_Soldier_Sniper CUP_B_CDF_Sniper
CDF_Soldier_Marksman CUP_B_CDF_Soldier_Marksman
CDF_Soldier_Strela CUP_B_CDF_Soldier_AA
CDF_Soldier_RPG CUP_B_CDF_Soldier_LAT
Ural_ZU23_CDF CUP_B_Ural_ZU23_CDF
Ural_CDF CUP_B_Ural_CDF
UralOpen_CDF CUP_B_Ural_Open_CDF
BMP2_CDF CUP_B_BMP2_CDF
BRDM2_CDF CUP_B_BRDM2_CDF
BRDM2_ATGM_CDF CUP_B_BRDM2_ATGM_CDF
ZU23_CDF CUP_B_ZU23_CDF
AGS_CDF CUP_B_AGS_CDF
UAZ_AGS30_CDF CUP_B_UAZ_AGS30_CDF
DSHKM_CDF CUP_B_DSHKM_CDF
SPG9_CDF CUP_B_SPG9_CDF
2b14_82mm_CDF CUP_B_2b14_82mm_CDF
D30_CDF CUP_B_D30_CDF
GRAD_CDF CUP_B_BM21_CDF
UralReammo_CDF CUP_B_Ural_Reammo_CDF
UralRepair_CDF CUP_B_Ural_Repair_CDF
UralRefuel_CDF CUP_B_Ural_Refuel_CDF
BMP2_Ambul_CDF CUP_B_BMP2_AMB_CDF
BMP2_HQ_CDF_unfolded CUP_B_BMP_HQ_CDF
T72_CDF CUP_B_T72_CDF
ZSU_CDF CUP_B_ZSU23_CDF
UAZ_MG_CDF CUP_B_UAZ_MG_CDF
UAZ_CDF CUP_B_UAZ_Unarmed_CDF
Su25_CDF CUP_B_Su25_CDF
Mi17_CDF CUP_B_Mi17_CDF
RUS_Soldier_TL CUP_O_RUS_Soldier_TL_Autumn
RUS_Soldier_GL CUP_O_RUS_Soldier_GL_Autumn
RUS_Soldier3 CUP_O_RUS_SpecOps_Autumn
RUS_Soldier_Marksman CUP_O_RUS_Soldier_Marksman_Autumn
RU_Commander CUP_O_RU_Commander_VDV
RU_Soldier_Crew CUP_O_RU_Crew_EMR
RU_Soldier_SL CUP_O_RU_Soldier_SL_EMR
RU_Soldier_TL CUP_O_RU_Soldier_TL_EMR
RU_Soldier_AT CUP_O_RU_Soldier_HAT_EMR
RU_Soldier_GL CUP_O_RU_Soldier_GL_EMR
RU_Soldier_Marksman CUP_O_RU_Soldier_Marksman_EMR
RU_Soldier_LAT CUP_O_RU_Soldier_LAT_EMR
RU_Soldier_AR CUP_O_RU_Soldier_AR_EMR
RU_Soldier_Medic CUP_O_RU_Medic_EMR
RU_Soldier_MG CUP_O_RU_Soldier_MG_EMR
RU_Soldier CUP_O_RU_Soldier_EMR
RU_Soldier_Light CUP_O_RU_Soldier_Light_EMR
RU_Soldier_Pilot CUP_O_RU_Pilot_EMR
T90 CUP_O_T72_RU
T72_RU CUP_O_T72_RU
BMP3 CUP_O_BMP3_RU
GRAD_RU CUP_O_BM21_RU
Ka52Black CUP_O_Ka52_Blk_RU
Mi17_rockets_RU CUP_O_Mi8_RU
Mi24_V CUP_O_Mi24_V_RU
Su34 CUP_O_SU34_AGM_RU
UAZ_RU CUP_O_UAZ_Unarmed_RU
UAZ_AGS30_RU CUP_O_UAZ_AGS30_RU
KamazReammo CUP_O_Ural_Reammo_RU
KamazRefuel CUP_O_Ural_Refuel_RU
KamazOpen CUP_O_Ural_Open_RU
2S6M_Tunguska CUP_O_2S6M_RU
D30_RU CUP_O_D30_RU
BTR90 CUP_O_BTR90_RU
BTR90_HQ_unfolded CUP_O_BTR90_HQ_RU
GAZ_Vodnik_HMG CUP_O_GAZ_Vodnik_PK_RU
Igla_AA_pod_East O_static_AA_F
RU_Villager4 CUP_C_C_Villager_04
RU_Villager3 CUP_C_C_Villager_03
RU_Villager2 CUP_C_C_Villager_02
RU_Villager1 CUP_C_C_Villager_01
RU_Woodlander1 CUP_C_C_Woodlander_01
RU_Woodlander2 CUP_C_C_Woodlander_02
RU_Woodlander3 CUP_C_C_Woodlander_03
RU_Woodlander4 CUP_C_C_Woodlander_04
RU_Damsel1 CUP_C_C_Citizen_01
RU_Damsel2 CUP_C_C_Citizen_02
RU_Damsel3 CUP_C_C_Citizen_03
RU_Farmwife1 CUP_C_C_Villager_01
RU_Farmwife2 CUP_C_C_Villager_02
RU_Farmwife3 CUP_C_C_Villager_03
RU_Farmwife4 CUP_C_C_Villager_04
RU_WorkWoman1 CUP_C_C_Worker_01
RU_WorkWoman2 CUP_C_C_Worker_02
RU_WorkWoman3 CUP_C_C_Worker_01
RU_WorkWoman4 CUP_C_C_Worker_02
RU_WorkWoman5 CUP_C_C_Worker_01
RU_Citizen1 CUP_C_C_Citizen_01
RU_Citizen2 CUP_C_C_Citizen_02
RU_Citizen3 CUP_C_C_Citizen_03
RU_Worker1 CUP_C_C_Worker_01
RU_Worker2 CUP_C_C_Worker_02
RU_Worker3 CUP_C_C_Worker_03
RU_Worker4 CUP_C_C_Worker_04
RU_Hooker1 CUP_C_C_Villager_01
RU_Hooker2 CUP_C_C_Villager_02
RU_Hooker3 CUP_C_C_Villager_03
RU_Doctor CUP_C_C_Doctor_01
RU_Priest CUP_C_C_Priest_01
RU_Schoolteacher CUP_C_C_Schoolteacher_01
RU_Policeman CUP_C_C_Policeman_02
US_Soldier_Officer_EP1 CUP_B_US_Officer
US_Soldier_SL_EP1 CUP_B_US_Soldier_SL
US_Soldier_TL_EP1 CUP_B_US_Soldier_TL
US_Soldier_Medic_EP1 CUP_B_US_Medic
US_Soldier_AT_EP1 CUP_B_US_Soldier_AT
US_Soldier_HAT_EP1 CUP_B_US_Soldier_HAT
US_Soldier_AR_EP1 CUP_B_US_Soldier_AR
US_Soldier_AAR_EP1 CUP_B_US_Soldier_AAR
US_Soldier_GL_EP1 CUP_B_US_Soldier_GL
US_Soldier_Marksman_EP1 CUP_B_US_Soldier_Marksman
US_Soldier_MG_EP1 CUP_B_US_Soldier_MG
US_Soldier_EP1 CUP_B_US_Soldier
US_Soldier_Engineer_EP1 CUP_B_US_Soldier_Engineer
US_Pilot_Light_EP1 CUP_B_US_Pilot_Light
US_Soldier_Pilot_EP1 CUP_B_US_Pilot
M2A3_EP1 CUP_B_M2A3Bradley_USA_D
M2A2_EP1 CUP_B_M2Bradley_USA_D
M1A2_US_TUSK_MG_EP1 CUP_B_M1A2_TUSK_MG_DES_US_Army
M1A1_US_DES_EP1 CUP_B_M1A1_DES_US_Army
M1126_ICV_mk19_EP1 CUP_B_M1126_ICV_MK19_Desert
M1128_MGS_EP1 CUP_B_M1128_MGS_Desert_Slat
Stinger_Pod_US_EP1 CUP_B_TOW_TriPod_US
M2StaticMG_US_EP1 CUP_B_M2StaticMG_US
HMMWV_M998A2_SOV_DES_EP1 CUP_B_HMMWV_SOV_USA
HMMWV_M1035_DES_EP1 CUP_B_HMMWV_Unarmed_USA
C130J_US_EP1 CUP_B_C130J_USMC
AH64D_EP1 CUP_B_AH64D_USA
MtvrReammo_DES_EP1 B_Truck_01_ammo_F
USBasicAmmunitionBox_EP1 CUP_USBasicAmmunitionBox_EP1
USBasicWeapons_EP1 CUP_USBasicWeapons_EP1
USSpecialWeapons_EP1 CUP_USSpecialWeapons_EP1
TK_INS_Soldier_TL_EP1 CUP_O_TK_INS_Soldier_TL
TK_INS_Soldier_MG_EP1 CUP_O_TK_INS_Soldier_MG
TK_INS_Soldier_GL_EP1 CUP_O_TK_INS_Soldier_GL
TK_INS_Soldier_EP1 CUP_O_TK_INS_Soldier
TK_INS_Soldier_2_EP1 CUP_O_TK_INS_Soldier_FNFAL
TK_INS_Soldier_3_EP1 CUP_O_TK_INS_Soldier_Enfield
TK_INS_Soldier_4_EP1 CUP_O_TK_INS_Mechanic
TK_INS_Soldier_AT_EP1 CUP_O_TK_INS_Soldier_AT
TK_INS_Soldier_AR_EP1 CUP_O_TK_INS_Soldier_AR
TK_INS_Soldier_Sniper_EP1 CUP_O_TK_INS_Sniper
TK_Soldier_Officer_EP1 CUP_O_TK_Officer
TK_Commander_EP1 CUP_O_TK_Commander
TK_Soldier_SL_EP1 CUP_O_TK_Soldier_SL
TK_Soldier_MG_EP1 CUP_O_TK_Soldier_MG
TK_Soldier_AT_EP1 CUP_O_TK_Soldier_AT
TK_Soldier_HAT_EP1 CUP_O_TK_Soldier_HAT
TK_Soldier_GL_EP1 CUP_O_TK_Soldier_GL
TK_Soldier_LAT_EP1 CUP_O_TK_Soldier_LAT
TK_Soldier_AAT_EP1 CUP_O_TK_Soldier_AAT
TK_Soldier_AMG_EP1 CUP_O_TK_Soldier_AMG
TK_Soldier_Engineer_EP1 CUP_O_TK_Engineer
TK_Soldier_AR_EP1 CUP_O_TK_Soldier_AR
TK_Soldier_EP1 CUP_O_TK_Soldier
TK_Soldier_SniperH_EP1 CUP_O_TK_Sniper_KSVK
TK_Soldier_Spotter_EP1 CUP_O_TK_Spotter
TK_Soldier_Medic_EP1 CUP_O_TK_Medic
TK_Aziz_EP1 CUP_O_TK_Story_Aziz
TK_GUE_Soldier_TL_EP1 CUP_I_TK_GUE_Soldier_TL
TK_GUE_Soldier_MG_EP1 CUP_I_TK_GUE_Soldier_MG
TK_GUE_Bonesetter_EP1 CUP_I_TK_GUE_Guerilla_Medic
TK_GUE_Soldier_AR_EP1 CUP_I_TK_GUE_Soldier_AR
TK_GUE_Soldier_EP1 CUP_I_TK_GUE_Soldier
TK_GUE_Soldier_2_EP1 CUP_I_TK_GUE_Soldier_M16A2
TK_GUE_Soldier_3_EP1 CUP_I_TK_GUE_Soldier_AK_47S
TK_GUE_Soldier_4_EP1 CUP_I_TK_GUE_Guerilla_Enfield
TK_GUE_Soldier_5_EP1 CUP_I_TK_GUE_Soldier
TK_GUE_Soldier_AT_EP1 CUP_I_TK_GUE_Soldier_AT
TK_GUE_Soldier_HAT_EP1 CUP_I_TK_GUE_Soldier_HAT
TK_GUE_Soldier_Sniper_EP1 CUP_I_TK_GUE_Sniper
BRDM2_TK_GUE_EP1 CUP_I_BRDM2_TK_Gue
DSHKM_TK_GUE_EP1 CUP_I_DSHKM_TK_GUE
KORD_high_TK_EP1 CUP_O_KORD_high_TK
D30_TK_EP1 CUP_O_D30_TK
Metis_TK_EP1 CUP_O_Metis_TK
V3S_TK_GUE_EP1 CUP_O_Ural_TKA
UAZ_AGS30_TK_EP1 CUP_O_UAZ_AGS30_TKA
UAZ_MG_TK_EP1 CUP_O_UAZ_MG_TKA
BTR40_MG_TK_INS_EP1 CUP_O_BTR40_MG_TKM
BTR60_TK_EP1 CUP_O_BTR60_TK
T34_TK_EP1 CUP_O_T34_TKA
T72_TK_EP1 CUP_O_T72_TKA
T55_TK_EP1 CUP_O_T55_TK
ZSU_TK_EP1 CUP_O_ZSU23_TK
BMP2_TK_EP1 CUP_O_BMP2_TKA
LandRover_MG_TK_INS_EP1 CUP_O_LR_MG_TKM
LandRover_MG_TK_EP1 CUP_O_LR_MG_TKA
BRDM2_HQ_TK_GUE_unfolded_EP1 CUP_O_BRDM2_HQ_TKA
BRDM2_TK_EP1 CUP_O_BRDM2_TKA
BRDM2_ATGM_TK_EP1 CUP_O_BRDM2_ATGM_TKA
DSHKM_TK_INS_EP1 CUP_O_DSHKM_TK_INS
KORD_TK_EP1 CUP_O_KORD_high_TK
SPG9_TK_INS_EP1 CUP_O_SPG9_TK_INS
UH1H_TK_EP1 CUP_O_UH1H_TKA
V3S_TK_EP1 CUP_O_Ural_TKA
Mi17_TK_EP1 CUP_O_Mi17_TK
Su25_TK_EP1 CUP_O_Su25_TKA
V3S_Open_TK_EP1 CUP_O_Ural_TKA
M113Ambul_TK_EP1 CUP_O_M113_Med_TKA
TKBasicWeapons_EP1 CUP_TKBasicWeapons_EP1
TKBasicAmmunitionBox_EP1 CUP_TKBasicAmmunitionBox_EP1
TKLaunchers_EP1 CUP_TKLaunchers_EP1
TKOrdnanceBox_EP1 CUP_TKOrdnanceBox_EP1
TK_CIV_Takistani01_EP1 C_man_polo_1_F_afro
TK_CIV_Takistani02_EP1 C_man_polo_2_F_afro
TK_CIV_Takistani03_EP1 C_man_polo_3_F_afro
TK_CIV_Takistani04_EP1 C_man_polo_4_F_afro
TK_CIV_Takistani05_EP1 C_man_polo_5_F_afro
TK_CIV_Woman01_EP1 C_man_p_fugitive_F_afro
TK_CIV_Woman02_EP1 C_man_p_fugitive_F_asia
TK_CIV_Woman03_EP1 C_man_polo_1_F_asia
TK_CIV_Worker01_EP1 C_man_w_worker_F
TK_CIV_Worker02_EP1 C_man_p_beggar_F_asia
Old_moto_TK_Civ_EP1 CUP_C_UAZ_Open_TK_CIV
Lada2_TK_CIV_EP1 CUP_C_Skoda_White_CIV
hilux1_civil_3_open_EP1 CUP_C_SUV_TK
Volha_1_TK_CIV_EP1 CUP_C_LR_Transport_CTK
LandRover_TK_CIV_EP1 CUP_C_LR_Transport_CTK
BAF_Soldier_TL_W CUP_B_BAF_Soldier_TL_WDL
BAF_Soldier_FAC_W CUP_B_BAF_Soldier_FAC_WDL
BAF_Soldier_AR_W CUP_B_BAF_Soldier_AR_WDL
BAF_Soldier_Marksman_W CUP_B_BAF_Soldier_Marksman_WDL
BAF_Soldier_Medic_W CUP_B_BAF_Medic_WDL
BAF_Soldier_Officer_W CUP_B_BAF_Officer_WDL
BAF_Soldier_Officer_MTP CUP_B_BAF_Officer_MTP
BAF_Merlin_HC3_D CUP_B_Merlin_HC3_GB
CZ_Special_Forces_TL_DES_EP1 CUP_B_CZ_SpecOps_TL_DES
CZ_Special_Forces_MG_DES_EP1 CUP_B_CZ_SpecOps_MG_DES
CZ_Special_Forces_GL_DES_EP1 CUP_B_CZ_SpecOps_GL_DES
CZ_Special_Forces_DES_EP1 CUP_B_CZ_SpecOps_DES
CZ_Special_Forces_Scout_DES_EP1 CUP_B_CZ_SpecOps_Scout_DES
CZ_Special_Forces_Exp_DES_EP1 CUP_B_CZ_SpecOps_Exp_DES
LandRover_Special_CZ_EP1 CUP_B_LR_Special_Des_CZ_D
CZBasicWeapons_EP1 CUP_CZBasicWeapons_EP1
UNBasicAmmunitionBox_EP1 CUP_UNBasicAmmunitionBox_EP1
SUV_PMC_BAF CUP_C_SUV_CIV
Zodiac CUP_B_Zodiac_USMC
GUE_Soldier_Sab CUP_I_GUE_Saboteur
GUE_Soldier_AT CUP_I_GUE_Soldier_AT
GUE_Soldier_MG CUP_I_GUE_Soldier_MG
GUE_Soldier_Scout CUP_I_GUE_Soldier_Scout
SoldierGMarksman CUP_I_RACS_RoyalMarksman
SoldierGGuard CUP_I_RACS_RoyalGuard
SoldierGMedic CUP_I_RACS_Medic
SoldierGMG CUP_I_RACS_MMG
SoldierGG CUP_I_RACS_GL
SoldierGAT CUP_I_RACS_Soldier_MAT
OfficerG CUP_I_RACS_Officer
SquadLeaderG CUP_I_RACS_SL
TeamLeaderG CUP_I_RACS_SL
SoldierGB CUP_I_RACS_Soldier
MH6_RACS CUP_I_MH6J_RACS
LandroverMG CUP_I_LR_MG_RACS
Truck5tOpen C_Truck_02_covered_F
RHIB CUP_I_RHIB_RACS
M113_RACS CUP_I_M113_RACS
AH6_RACS CUP_I_AH6J_MP_RACS
PBX CUP_O_PBX_SLA
SoldierESniper CUP_O_sla_Sniper
SoldierEB CUP_O_sla_Soldier
SoldierEAT CUP_O_sla_Soldier_HAT
SoldierEMedic CUP_O_sla_Medic
SoldierEMG CUP_O_sla_Soldier_MG
SoldierECrew CUP_O_sla_Crew
UAZMG CUP_O_UAZ_MG_SLA
UAZ CUP_O_UAZ_Unarmed_SLA
D30 CUP_O_D30_ChDKZ
DSHKM CUP_I_DSHKM_NAPA
T72 CUP_O_T72_SLA
Mi17_MG CUP_O_Mi8_SLA_1
Mi17 CUP_O_Mi8_SLA_1
Ural CUP_O_Ural_Open_SLA
UralRefuel CUP_O_Ural_Refuel_SLA
UralReammo CUP_O_Ural_Reammo_SLA
BRDM2 CUP_O_BRDM2_SLA
SpecialBoxEast CUP_SpecialWeaponsBox

 

 

 

Q: "Now I have, thanks for the hint and the link. I have no idea how to run a python script in N++ yet, but I hope I'll figure it out somehow." (Dar)

A: Start Notepad++ and run Plugins/Plungin Manager/Show Plugin Manager! Search Python Script in the list. Check the checkbox next to it and then press Install button. After install, you have to restart N++. And then there will be a new menu under Plugins menu: Python Script.

 

Warning: This list is not perfect and contains compromises. Eg until CUP release this list convert RU T-90 to CUP RU T-72 or MTVR US army truck to vanilla A3 AAF truck. And there was females in A2, but not in A3 and I know CUP working hard, but I doubt will be females in A3 soon, so this list convert Chernorus civilian females to male...

 

Asking: If you use this list and insert new line because you found unpared A2-CUP classnames (or you create your own list), please post it in this topic (if it's long as above, hide it by spoiler tag) and I will insert your new lines into this one. Let this list edited by community!

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Hi,

 

I see "USMC_Soldier2" in some A2 missions.  Do you what unit that refers to?

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Hi,

 

I see "USMC_Soldier2" in some A2 missions.  Do you what unit that refers to?

I think its a soldier with a shotgun. M1014?

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I think its a soldier with a shotgun. M1014?

 

Ok, thanks.  I'll check it out.

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I don't know yet, how can I do this topic more useful. because I thought I post here comments like blogpost about what I convert today. But if someone find this post, in this way hard to find useful information in later comments. So I decided to edit the first post many time and put it together some kind of guide.

 

Ok. So a detailed sequence, how I port my arma2 missions:

 

0. Subscribe the CUP weapons, CUP units, CUP vehicles, CUP terrains, CUP maps in Workshop and run Arma3 with those mods (+ CBA mod)

1. Copy the old mission folder into the My Documents\Arma 3\Missions folder (and I add a CUP prefix of the folder name - it's just me to keep things more organised)

2. Open the mission.sqm file with Notepad++ and replace all known classnames to CUP classnames (see the small guide, how to replace many sring in Notepad++ by Python script, and the long list of classnames pairs). The save the modified mission.sqm file.

3. Open the mission.sqm with Arma3. In a very lucky situation it will open without warnings and you are happy.

3.a. But mostly expected it will show you a worning some classnames is missing. You have to decode the classname and find out what kind of unit could it be (eg what man is USMC_Soldier2 ?).

3.b. When you figured out, open an empty (or a previously saved test map) in the 2D editor and put down that unit (represented by CUP) to the map. Save it, and open that test mission.sqm with Notepad and look for the CUP classname.

3.c. When you find out, write down this classname pair into your converter list file: first the old A2 classname, separate it with space and secondly the new CUP classname.

3.d. Use the python script to replace classnames in the ported mission.sqm (not the test one!) with the newly updated classname pair list file. And try to open it with Arma3 again (and loop this process from 3.)

3.e. Of course you can speed up this process with batch handling: don't do it one classname by one classname. But read the mission.sqm and when you found a suspicious, not CUP classname, write it down. And when you collect enough, then find their CUP pair with the test mission.

3.f. No need to convert every old A2 classname to new one! Lot of classname (like wrecks and buildings or fort components) are use the same classname in CUP, so no need to replace it.

4. When mission.sqm is loaded in Arma3 without warnings. I continue to convert description.ext.

4.a. I use my vanilla A3 missions to check new commands/tags in description.ext, like the author name or the loading picture... etc. And do the changes in the porting description.ext

4.b. In Arma2 - at least how I did - use html files to define the debrieging text. Now it's in the decription.ext in section to define END1, END2.. etc debriefing sections. (I will detail this paragraph later)

4.c. If you did use personality (face, name, glass, voice) to your characters in A2, you can use the same structure, but check the Arma3 face names and the voice names, and the glass names, because these are different in Arma3.

4.d. If you did use weapon selection during briefing, you can use the same structure but change the classnames. It was a little bit tricky for me. I can get the CUP weapons classnames from the missions by a small radio trigger what is Hint (print into the screen) the classname of primaryWeapon, secondaryWeapon... etc. But those classnames did't work in description.ext. So I go to the Virtual Arsenal (in Arma3 main menu) and equip a soldier with the needed weapon, and Export it to the clipboard. The Paste this equipment to an emptu textfile and check the weapon name. That classname will be good in description.ext

4.e. Be careful, double check everything in description.ext. If you do something wrong, Arma3 will crash to desktop when load the mission.

4.f. If you have a picture in your old folder, it is in 256 x 256 pixel size (or at least every side is the same dimension) and if you check it in a viewer it's a pressed, transformed picture. But in Arma3, you need the original size (the same dimansion what look like the original picture). So load your A2 picture into an image editor and resize it to it's original rectangle dimensions: eg 256 x 512.

5. When description.ext is done, focus on init.sqf (or init.sqs - if you have init.sqs in your old mission, I suggest you to rework it to sqf)

5.a. Check your init.sqf and look for Arma2-specific things: classnames, moduls, processInitCommands command... etc. There is no strict solution to everything. If you cannot solve some incompatibility in your init.sqf, ask in this topic. Eg: I used first aid module of arma2 in my missions, but not the modul in the editor (it was buggy), but I initialized the BIS funcions manually in the init.sqf. Now I have to remove it and (it's up to you) I use ais injury system, what is a script and I have to initialize it in the init.sqf...

5.b. There are new features in Arma3 what was not there in Arma2, like fatigue. So if you like temper with these thing (I prefer to turn fatigue off) you can do it in the init.sqf.

5.c. There aren't some features in Arma3 what was there in Arma2, like turn off the all conversations of island (in A2 if you don't disable converastions and a player was close enough to a civilian, he will tell you things about the enemy or weather...) In A2 I prefer to turn these feature off, but it's no need in A3, because there is no such thing.

6. Briefing. In Arma2 I used a separate briefing.sqf script (called by init.sqf) to put the tasks together for player in the breifing section. Well, those BIS functions are not available in Arma3. So you have to convert it to Arma3-style briefing.

6.a. To create and manage tasks I use FHQ Task Tracker script (it's easy and MP-safe) in Arma3. So I have to use this simply way to recreate the briefing sections and the tasks from the Arma2 style. If you need, I can post examples, but it's so simply, this is the easiest part of porting mission from A2 to A3.

 

 

Ok. I will continue it soon...

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Now I had a problem. I port a mission where the enemy is CDF. But CDF is not implemented by CUP team, so they use NATO soldiers 2035 from vanilla Arma3 as placeholders. The problem is, these soldiers wear extremly powerful body armor. So my mission seems very difficult: I have to shoot a single CDF soldiers at least 4-8 times to kill him with AK. So I decided to remove their bodyarmor. But I what if CUP will release the CDF units in next week?

 

So I create this script to call for every CDF soldiers:

if (!isServer) exitWith{};

_unit = _this select 0;
_vest = vest _unit;

if (_vest=="V_PlateCarrier1_rgr" or _vest=="V_PlateCarrier2_rgr" or _vest=="V_PlateCarrier3_rgr" or _vest=="V_PlateCarrierGL_rgr" or _vest=="V_PlateCarrier1_blk" or _vest=="V_PlateCarrierSpec_rgr") then {
	_items = vestItems _unit;
	_itemstoBackpack = [];
	removeVest _unit;
	_unit addVest "V_BandollierB_blk";
	{
		if (_unit canAddItemToVest _x) then {
			_unit addItemToVest _x;
		} else {
			_itemstoBackpack = _itemstoBackpack + [_x];
		};
	} forEach _items;
	
	if (count _itemstoBackpack > 0) then {
		_unit addVest "B_Carryall_oli";
		{
			_unit addItemToBackpack _x;
		} forEach _itemstoBackpack;
	};
	
	removeHeadgear _unit;
	_unit addHeadgear "H_HelmetIA";
	removeGoggles _unit;
};

It's only work if CDF units wear NATO 2035 bodyarmor, but do nothing if they have other bodyarmor (hopefully CUP will not add so powerful vest).

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Hi,

 

I am having problems getting localization to work for an SP mission ported from Arma 2.  I have a stringtable.xml file in the mission folder.  Most localization works fine; mission title, diary entries, and other things are all ok.  For debriefing in description.ext, this does not work for title and description:

class CfgDebriefing
{  
    class End1
    {
        title = @briefing.html_1_20;
        subtitle = "All tasks completed";
        description = @briefing.html_2_19;
        pictureBackground = "";
        picture = "b_inf";
        pictureColor[] = {0.0,0.3,0.6,1};
    };   

I also tried

 

title = $briefing.html_1_20;

title = "@briefing.html_1_20"; and

title = localize "briefing.html_1_20";  All of those also do not work: the stringtable is not read.

 

Also, I cannot get localization to work for overviewtext, in mission.sqm.  If I use

class ScenarioData
{
    author="Bohemia Interactive";
    overviewText="@overview.html_1_8";
    overViewPicture="overview_squad_ca.paa";

localization will not work when mission is exported to SP.  But the stringtable will be read for the overviewtext with that code if mission is exported to MP and played in MP.  I am quite confused.  Can anyone offer some suggestions?

 

Edit:  Note that the Biki page for stringtable gives no indication on how to (or if) stringtable tags can be referenced from mission.sqm, where scenario data can go since Eden.  Even if I move the ScenarioData entries from mission.sqm to description.ext, and format the tags as in the Biki, no overview text is shown after mission is exported to SP missions directory.

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If you go into Attributes -> General (if I remember right), you get a dialog box where you can enter values like this

 

a_generalSettings.jpg

 

Obviously title and text are stringtable entries. I tested this yesterday by copying the stringtable entry for Badlands in the Arma 2 stringtable to my mission's stringtable, and then referencing it as I mentioned in the CUPS thread. I know those names have the dot in them, so if you enter in the GUI as above and save it, then you can open mission.sqm and see the correct formatting.

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If you go into Attributes -> General (if I remember right), you get a dialog box where you can enter values like this

 

Obviously title and text are stringtable entries. I tested this yesterday by copying the stringtable entry for Badlands in the Arma 2 stringtable to my mission's stringtable, and then referencing it as I mentioned in the CUPS thread. I know those names have the dot in them, so if you enter in the GUI as above and save it, then you can open mission.sqm and see the correct formatting.

 

Thanks for the suggestions!  I will try them tonight.  To clarify, as an example, please provide the exact name of the overviewText key in the stringtable, and exactly what you enter into the Attributes/General dialog for the overviewText.  I have tried renaming the stringtable key many times, among many other things, using both description.ext and mission.sqm. 

 

If my overviewText keyname is overview.html_1_8, so what do I enter in the dialog? @overview.html_1_8 doesn't work.  Do I have to rename that key to get it recognized?  What should I enter in the dialog for that key?  @STR_overview.html_1_8?  There's some secret combination or naming convention that should be more clearly described in the Biki, for chrissake. 

 

As a test, I just renamed tag to str_overview.html_1_8, and then entered @STR_overview.html_1_8 in Eden, and that didn't work.  That failed method is what the stringtable Biki page seems to say.  This has been a huge waste of time so far.  :-(    >-{

 

Stringtable:

 

       <Key

          ID="str_overview.html_1_8">

...

 

mission.sqm:

 

class ScenarioData

{

    author="Bohemia Interactive";

    overviewText="@STR_overview.html_1_8";

...

 

What I have been doing is exporting from Eden to SP mission folder.  Then I go to Play/Scenarios, and I have never yet seen proper overviewtext when I click on the mission.  As I wrote above, if I export the mission to MP, then the overviewtext works fine from the stringtable.  But when I copy that mission into SP mission folder, then the overviewtext disappears.  This is starting to look like a bug to me for the overviewText.  I got the debriefing stuff to work by renaming stringtable keys to str_key, and then using $STR_KEY with no quotes in the desc.ext. 

 

All localize commands work perfectly with the stringtable.

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I put a little sample mission together

http://www.azcoder.com/arma3/overtest.zip

 

It includes an overview, one briefing entry, and one debriefing. To trigger the end of the mission, just shoot the SLA troop on the roof.

2 of the stringtable entries came from Arma 2. However cfgDebriefing would only read it if I prefixed "STR_" to the ID tag --> description = $STR_briefing.html_2_19;

 

Anyway it's all in the zip file. Hope it helps.

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I put a little sample mission together

http://www.azcoder.com/arma3/overtest.zip

 

It includes an overview, one briefing entry, and one debriefing. To trigger the end of the mission, just shoot the SLA troop on the roof.

2 of the stringtable entries came from Arma 2. However cfgDebriefing would only read it if I prefixed "STR_" to the ID tag --> description = $STR_briefing.html_2_19;

 

Anyway it's all in the zip file. Hope it helps.

 

Thank you for the test mission, but the overviewtext doesn't work for it, either.  See image:

 

7e9f3c482918210.jpg

 

I had already tried that setup many times, all to no avail.  Are you using A3 dev or stable branch?

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Ah the overview page, I'll check it out later when I can. I was thinking mission loading overview. I think BIS is using using the STR_ convention for everything in A3, and with underscores only, no periods within the name. Which kind of sucks for porting A2 missions, but that might be the problem.

 

I use stable.

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This looks more and more like a nasty, time-wasting bug.  (*&*(^$&^@(!)(!*~~  And even if we can get something to work, the answer isn't documented anywhere at all.  I just tried

class ScenarioData
{
    author="Bohemia Interactive";
    overviewText="@STR_OVERVIEW_1_8";  (after renaming key to str_overview_1_8)

Still doesn't work.  I also tried the desc.ext convention ($STR_...) with no quotes, and that also doesn't work.  This is total crap.

 

Periods in key names are OK, I think.  There is a period in the mission name, and it works fine in mission.sqm, using "@STRMISSION..." convention. 

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If you set overviewText to a stringtable ID that's in a mod, such as $STR_A3_Showcase_Infantry_Showcase_Summary_text, then it works. So yeah I think it's a bug, because it only loads it if the entry exists as a mod, which all BIS stringtables are.

 

You could try creating the mission as a mod, as outlined here https://community.bistudio.com/wiki/Mission_Overview

Since mods are loaded with the game, that might fix the overview problem.

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Yeah, I was thinking this morning that direct export of the mission pbo from Eden may be the problem.  If so, then it's definitely a bug.  The amount of time I've wasted discovering and then chasing down and understanding BI bugs is remarkable, since it happens more than 80% of the time when I make missions.  The shock and disbelief that "how could it be possible that I, again, am the first person to encounter this problem or care enough to report it?"*  Add to that the time spent trying to understand and control AI behavior - which results in frustration not necessarily related to bugs per se, but just with the engine.  Perhaps it's time to get a new hobby!  ;)

 

* but that happens quite frequently at work with scientific image processing and GIS software as well.  :angry: :lol: :blink:  

 

This page

 

https://community.bistudio.com/wiki/Mission_Export#External

 

hints at the problem by listing at bottom that localized mission name is only available with addon-format missions.  But that is not true, as localized mission name works fine with in-game mission export.  It's just that localized overviewtext (and perhaps other elements?) will only work with addon-format missions.  Of course this fact is not explained anywhere.

 

--

 

Edit:  Yep, using the $STR convention in mission.sqm:

 

class ScenarioData
{
    author="Bohemia Interactive";
    overviewText= $STR_OVERVIEW_1_8;

 

and packing the mission as a mod (hassle, using pboproject, P: drive, etc.), everything works.  :blink:  Now I'm deciding whether to spend time reporting the bug... 

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The bug tracker is still down, do we have to post in a bug tracking thread now?

Well I was thinking to release my next campaign as an addon anyway.

 

@Bardosy - I hope this has been of some value to your thread. You listed a lot of good steps which hold true for new missions as well. Took me awhile to adjust to the new ways of doing things when I created my first A3 mission from scratch.

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I think we're supposed to post bugs in Troubleshooting forum until feedback tracker is fixed.

 

Edit:  Another nasty thing about this problem is, you have to manually edit the mission.sqm to add the  

 

overviewText= $STR_OVERVIEW_1_8;

 

and then you can't ever open that mission in Eden before packing, for if you do, Eden won't understand that string without the quotes, and will delete the whole line.

 

:angry: :wacko: :icon_evil: :raisebrow:  :banghead:

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@Bardosy - I hope this has been of some value to your thread. You listed a lot of good steps which hold true for new missions as well. Took me awhile to adjust to the new ways of doing things when I created my first A3 mission from scratch.

I'm really glad you use this topic.

When I post something very specific (like that todo list), I will copy it to the first post and then it will be some guide. But rest of the topic, all the posts are for questions and answers. Thank you for helping here!

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I suggest that you provide date or version # to your A2toCUP.txt classname conversion table so that people will know when you have made a change to it.

 

-----

 

Edit:  Here is my bug report.

 

https://forums.bistudio.com/topic/190734-bug-eden-str-prefix-syntax-doesnt-work-for-localized-overviewtext-in-missionsqm/#entry3023598

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I suggest that you provide date or version # to your A2toCUP.txt classname conversion table so that people will know when you have made a change to it.

Good suggestion! I will mark the edit date in the next time!

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Because of the localization problem with overviewText, I must build my ported missions as addon pbos.  Some missions require animals for ambience.  As only rabbits are available in A3, and none are in CUP, I tried placing Ambient_site animal modules in Eden.  I am now running into a terrible, massively time-wasting problem with this:

 

Has anyone been able to use Addon Maker or ProProject to build a working, binarized addon-format mission when an Ambient_Site animal module is placed in Eden? A very complex question perhaps no one can answer. If I pack with Addon Maker, resultant binarized pbo is broken, missing mission.sqm. If I pack with Pbo Pro, mission will crash A3 with this error: "ErrorMessage: File Source_folder\Test_mission.Chernarus\mission.sqm, line 0: '.raP': '' encountered instead of '='" It appears that there is a problem with binarization of Ambient_SIte animal module (?). There is no issue with exporting from Eden as mission pbos containing the modules.

 

 
(from a post in A3 #mission_makers thread on Discord)
 
Looks like another bug to me.  Hopefully I am wrong.  I went over the issue in painstaking detail with kju and Mikero.
 
---
 
EDIT:  Mikero fixed the crashing problem by updating pboProject with an option to produce a pbo with unbinarized sqm.

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@OMAC

 

There is no other animal available in editor of A3, just rabbit. But there are other model in vanilla Arma3: goats, dogs... etc, just cannot put them in editor. But you can edit the mission.sqm and place other animals in vanilla A3 than rabbit.

Here is a small part of my converting file (on the left is the A2 classname, on the right the A3 classname):

Goat Goat_random_F
Sheep Sheep_random_F
Rabbit Rabbit_F
Hen Hen_random_F
Cock Cock_random_F
Pastor Alsatian_Sandblack_F
Goat01_EP1 Goat_random_F
Goat02_EP1 Goat_random_F

I saw you need cows, and unfortunately there is no cow...

 

And about their behaviuor... in A2 the ambient animal behaviour worked very badly. Animals' AI use 85% of CPU and immediate FPS drop. Probably BIS cannot solve this problem in A3 neither, so this why there is no animal AI here. They just stand.

Fortunately, in my missions the animals are only props in the scene. No need AI. But unfortunately I need cows too... ;)

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