Eogos 24 Posted June 23, 2017 So I'm making a custom version of the Combat Patrol mission for the community I'm with but I've run into a bit of a snag. I grabbed the parameters settings from the description.ext of the sample mission and added it into the description.ext I already have. However they don't seem to actually affect the mission in any way, weather and time doesn't change nor does amount of enemies if garrison size is changed. I don't believe it's my description.ext that caused it as the same thing happens on the sample mission itself with no changes. Here is the parameters from the Combat Patrol sample mission that I used. I'm not real good with code so I can't really tell if anything is wrong with it myself. class Params { class startingDaytime { title = "Starting time of day"; values[] = {-1, 0, 1, 2, 3, 4}; texts[] = {"Random", "Dawn", "Morning", "Afternoon", "Dusk", "Night"}; default = 1; }; class weather { title = "Weather"; values[] = {-1, 0, 1, 2, 3}; texts[] = {"Random", "Clear", "Semi-cloudy", "Cloudy", "Storm"}; default = 1; }; class garrison { title = "Enemy garrison"; values[] = {0, 1}; texts[] = {"Standard", "Reinforced"}; default = 0; }; class reinforcements { title = "Enemy reinforcements"; values[] = {0, 1}; texts[] = {"Standard", "Advanced"}; default = 0; }; class showInsertion { title = "Mark insertion position"; values[] = {1, 0}; texts[] = {"Yes", "No"}; default = 0; }; class tickets { title = "Respawn tickets"; values[] = {5, 10, 20, 50, 100}; texts[] = {"5", "10", "20", "50", "100"}; default = 10; }; class enemyFaction { title = "Enemy faction"; values[] = {0, 1, 2}; texts[] = {"CSAT", "AAF", "Random"}; default = 2; }; class locationSelection { title = "Location selection"; values[] = {0, 1}; texts[] = {"Manual", "Random"}; default = 0; }; }; Share this post Link to post Share on other sites
pokertour 30 Posted June 23, 2017 Hi Eogos, your description is ok, but you need to execute this params in your mission. Maybe this link can help you https://community.bistudio.com/wiki/Arma_3_Mission_Parameters Share this post Link to post Share on other sites
Stelarch 1 Posted June 25, 2017 The mission parameters don't need to be executed if you place the module in your mission as the module will execute them. The sample mission does have outdated Parameters though, the "description.ext" from the current update is: Spoiler onLoadMission = $STR_A3_combatpatrol_mission_2; onLoadName = $STR_A3_combatpatrol_mission_1; briefingName = $STR_A3_combatpatrol_mission_1d; loadScreen = "a3\missions_f_patrol\data\img\mp_moutm_ca.paa"; overviewPicture = "a3\missions_f_patrol\data\img\mp_moutm_ca.paa"; overviewText = $STR_A3_combatpatrol_mission_2; dev = "Jezuro"; author = $STR_A3_Bohemia_Interactive; saving = 0; respawn = 3; respawnOnStart = -1; respawnDialog = 0; respawnDelay = 10; disabledAI = 1; briefing = 0; debriefing = 0; respawnTemplates[] = {"MenuPosition", "Tickets", "Spectator"}; class Params { class BIS_CP_startingDaytime { title = $STR_A3_combatpatrol_params_1; values[] = {-1, 0, 1, 2, 3, 4}; texts[] = {$STR_A3_bis_fnc_respawnmenuposition_random, $STR_A3_combatpatrol_params_2, $STR_A3_combatpatrol_params_3, $STR_A3_combatpatrol_params_4, $STR_A3_combatpatrol_params_5, $STR_A3_combatpatrol_params_6}; default = 1; }; class BIS_CP_weather { title = $STR_A3_rscattributeovercast_title; values[] = {-1, 0, 1, 2, 3}; texts[] = {$STR_A3_bis_fnc_respawnmenuposition_random, $STR_A3_combatpatrol_params_7, $STR_A3_combatpatrol_params_8, $STR_A3_combatpatrol_params_9, $STR_A3_combatpatrol_params_10}; default = 1; }; class BIS_CP_garrison { title = $STR_A3_combatpatrol_params_11; values[] = {0, 1, 2}; texts[] = {$STR_A3_combatpatrol_params_12, $STR_A3_combatpatrol_params_13, $STR_A3_combatpatrol_params_14}; default = 0; }; class BIS_CP_reinforcements { title = $STR_A3_combatpatrol_params_15; values[] = {0, 1, 2}; texts[] = {$STR_A3_combatpatrol_params_12, $STR_A3_combatpatrol_params_13, $STR_A3_combatpatrol_params_16}; default = 0; }; class BIS_CP_showInsertion { title = $STR_A3_combatpatrol_params_17; values[] = {1, 0}; texts[] = {$STR_A3_cfgvehicles_modulestrategicmapimage_f_arguments_shadow_values_yes_0, $STR_A3_cfgvehicles_modulestrategicmapimage_f_arguments_shadow_values_no_0}; default = 0; }; class BIS_CP_tickets { title = $STR_A3_combatpatrol_params_18; values[] = {5, 10, 20, 50, 100}; texts[] = {"5", "10", "20", "50", "100"}; default = 20; }; class BIS_CP_enemyFaction { title = $STR_A3_combatpatrol_params_19; values[] = {0, 1, 2}; texts[] = {$STR_A3_cfgfactionclasses_opf_f0, $STR_A3_cfgfactionclasses_ind_f0, $STR_A3_bis_fnc_respawnmenuposition_random}; default = 2; }; class BIS_CP_locationSelection { title = $STR_A3_combatpatrol_params_20; values[] = {0, 1}; texts[] = {$STR_A3_combatpatrol_params_21, $STR_A3_bis_fnc_respawnmenuposition_random}; default = 0; }; class BIS_CP_objective { title = $STR_A3_combatpatrol_params_22; values[] = {-1, 1, 2, 3}; texts[] = {$STR_A3_bis_fnc_respawnmenuposition_random, $STR_A3_combatpatrol_params_26, $STR_A3_combatpatrol_params_27, $STR_A3_combatpatrol_params_28}; default = -1; }; }; class CfgTaskEnhancements { enable = 1; //0: disable new task features (default), 1: enable new task features & add new task markers and task widgets into the map 3d = 1; //0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers 3dDrawDist = 0; //3d marker draw distance (default: 2000) share = 1; //0: do not count assigned players (default), 1: count how many players have the task assigned propagate = 1; //0: do not propagate (default), 1: propagate shared tasks to subordinates }; There are a bunch of things in there that you really don't need, for example our group run it as a single life with no re-spawns so we dumped the ticket counter and respawn templates. Because the Parameter values are string references you might need to launch the mission and check the parameters there to see what they actually do. I have the same problem and it took me a while to figure it out so hopefully this saves you or others some time. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted June 25, 2017 If you want to add/remove mission parameters it's also worth looking into the init script file itself. Paramters are initialised like this: if (count (missionNamespace getVariable ["paramsArray", []]) == 0) then { paramsArray = [1, 1, 0, 0, 0, 10, 2, 0, -1]; }; _parent = missionConfigFile >> "Params"; _paramsClasses = "TRUE" configClasses _parent; _defaults = [ "BIS_CP_startingDaytime", 1, "BIS_CP_weather", 1, "BIS_CP_garrison", 0, "BIS_CP_reinforcements", 0, "BIS_CP_showInsertion", 0, "BIS_CP_tickets", 20, "BIS_CP_enemyFaction", 0, "BIS_CP_locationSelection", 0, "BIS_CP_objective", -1, "Revo_CP_camouflage", 0, "BIS_CP_votingTimer", 0 ]; As you can see I added "Revo_CP_camouflage" and "BIS_CP_votingTimer" Share this post Link to post Share on other sites
Eogos 24 Posted June 26, 2017 @Stelarch @R3vo wow, thanks guys. Haven't had a chance to look at this thread in a bit but thanks for the help, will look into fixing mine right away! On another note has anyone figured out if it's possible to use different factions other than CSAT or AAF and if so how? Share this post Link to post Share on other sites
pierremgi 4850 Posted June 26, 2017 6 minutes ago, Eogos said: @Stelarch @R3vo wow, thanks guys. Haven't had a chance to look at this thread in a bit but thanks for the help, will look into fixing mine right away! On another note has anyone figured out if it's possible to use different factions other than CSAT or AAF and if so how? Follow this topic. Share this post Link to post Share on other sites
Eogos 24 Posted June 26, 2017 9 minutes ago, pierremgi said: Follow this topic. thanks, will look into it Share this post Link to post Share on other sites