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MISSION MAKER FRAMEWORK for ARMA III, ver.  0007 (2020)

438077-1569903549.jpg
 This MODULE is compatible with BASE GAME (current version)

 

 

MMF_fnc is an easy-to-use function library for mission designers. MMF modules like Automatic Startup, Nemesis and Base Builder allow instant configuration of missions with nothing more than a player character.

live readMe
Discord Channel
(new)  Change Log

(dev) MMF_vX (drive)

New Features

Spoiler

Base Building
Create a base in real-time using a slick menu interface with previews.

Auto-Population
Add traffic, ambient pedestrians and empty vehicles to the map instantaneously.

Color Space
Dynamic Post-process color-correction based on time of day.

Helicopter Insertion / Extraction
Easy-to-call, programmable functions for AI and Players.

Get/Set unit loadout
Equip units and groups from editor placed templates.
 

Nemesis
Populate area around centre with enemy. Nemesis enemies will move from their starting position to capture other areas, garrison nearby buildings, patrol, establish fixed weapons (HMG/mortar) and, if they have nothing else to do, stalk the players.


Wounding
All scenario NPCs will get knocked down on hit. While in this knockdown state friendly units can be "Assisted", enemy units can be "Captured". If the unit isn't killed, assisted or captured after a period of time they will get back up on their own and continue fighting. Each unit can only do this once (the EH is removed). This feature is super-fun and leads to many interesting scenarios. It makes pistols and RGN grenades strategically useful.

Surrender
Under certain circumstances units may surrender themselves for capture (enabled with wounding).


Special FX
There are two effects which can be automatically deployed at start up-- flaming wrecks and continuous bombing. Both of which are designed to add ambience. Define the number of wrecks and area to deploy (around centre) and turn bombs off any time with a variable switch. (note: bombs exclude 1/2 area around centre).


Damage Handler
Indicate "danger" with screen effects without damaging players. Does not make players invincible. Pseudo-damage HP amount can be configured via player start up.


Kill points / Economy
Earn money and resources by destroying enemies, completing tasks and making decisions. By default the points can only be spent within the base services module but the system is there for you to use.


Injectors
Inject your mission parameters at start up and you're done!

Fire Propagation
Set buildings on fire and burn them to the ground. Fire will dynamically move based on the criteria supplied to the function.

Companion (SP)
A basic companion will follow the player, report (count and assign targets), automatically board/disembark player vehicles and run a knockdown routine when injured.

 


Have fun!

Credits:
Soolie
Build Menu GUI

SmartGames
Function Configs
Folder Structure
Custom Notification

APL-SA.png
Arma Public License No Derivatives (APL-ND)

Use:

Spoiler

Please link back to this forum when you post missions based on MMF so other users can find these tools, too. Use my signature as a banner if you like.

 

Edited by wogz187
Version Update
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1 hour ago, GEORGE FLOROS GR said:

Thank you very much for sharing this Wogz !

Keep it up !  :wave:

:yeahthat:

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This information is outdated,

Spoiler

 

This project will be configured for 3 levels of design skill. Each level will build user confidence and encourage an eventual graduation to the next level of skill.

level 1: Mission Maker  (10 minutes)
Place the helpers and use pre-configured mission types to run the functions. This is pretty self explanatory and is exactly like the FTA Airport Module Tutorial.


Level 2: Script Designer (20 minutes to several hours depending on complexity)
Place the helpers and configure your own mission type to run functions.

 

Level 3: Pro (take your time)
Use whatever objects you want to determine placement, reconfigure functions and write your own mission type.

 


Have fun!

Edited by wogz187
outdated
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I posted a link to the V2 preview in the main topic if anybody wants to try it out before the official release.

have fun!

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This information is outdated,

Spoiler

It's come to my attention that I can seriously improve the framework with an edit to the system of global variables. I thought using variables like that would be easier for end-users but it could be one step easier still and closer to MP compatible all at the same time. All I have to do is completely rewrite the entire function library again.

So, no worries. You have what I have for now in the preview and we'll do the official release with an even better framework next week.

Thanks for your patience. Please stand-by...

In the meantime you can still play the demo and most importantly,


Have fun!

Edited by wogz187
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It sounds like you're making a mission maker framework for MP?  Bless your heart.  I will see what comes.  

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15 hours ago, jandrews said:

It sounds like you're making a mission maker framework for MP?  Bless your heart.  I will see what comes.  

It does kinda sound like that but MP is outside the current scope of this project. If I employ best practice when it comes to variables now, whenever MP is considered, it will at least be plausible.

Have fun!

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This information is outdated,

Spoiler

 

Added, 
Function Instructions
to begin explaining mission script design. This only includes some of the functions users may call.

While adding parameters to the functions I also extracted all of the arrays to make them easy to customize.


Mission scripts are the main driver of this framework. The included templates, MMF_fnc_sceneType and MMF_fnc_sceneState, are scheduled environments for users to place calls from. If you can write a text message you can script missions in ArmA 3. Here's a useful analogy for a complex call:

Spoiler

You're on break at work and Jim left to fetch your coffee order. Pam and Susan walk into the break-room but they didn't get to place their order with Jim before he left. You need to text Jim with Pam and Susan's coffee orders in such a way that when he comes back he can say, "Pam, here's your order", and, "Susan, here's your order.".

If you can do that you can make complex missions with MMF. Also, you'd be an excellent work-mate!


This means you can write missions anywhere you can write text. And once you have written a mission, it is a spawn-able function.

 

Pre-configured missions for mission makers to use with the helper markers are simply examples of the above mission scripts already filled out.


 


Have fun!

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This information is outdated,

Spoiler

MMF_fnc_0002b

Another as-is version. This version has nothing for "mission makers". Placing the helper marks will not automatically spawn a scenario.

Instead I encourage designers to open the supplied VR demo and try placing calls through the debug console to see what happens. The file "MMF_calls" has instructions and call examples for all the primary functions as does the file Function Instructions. The bundled readMe also has a few callable shortcut examples for the VR scenario (like MMF_easyHostage).

Soon:
"mission maker" templates (demo missions)
Shortcut functions (see bundled readme for a couple examples to use in the VR demo)
Tutorials for both mission makers and script designers


Have fun!

Edited by wogz187
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Released: A Checkpoint Darkly, on Steam Workshop.

The first actual mission designed with MMF_fnc is now live on Steam. It was prudent to create a mission using the framework before taking the project any further.

Bonus: If you hop in the helicopter you can spend the whole mission dropping groups off at the battlefield. If you need to practice low-flying and combat landings, there's a lot of that.

Grab South Asia and the TOH Core.

Here's the mission files for designers to check out. Because it's MMF_fnc you can change one integer in fnc_design and have an empty scenario ready to play with the redux Sumrakent (streets and props) already laid out.

Spoiler

Navigate to the bottom of MMF_fnc_design (set up) and change master_type to 2-5 or 9. See comment.


Have fun!

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Release!
 

This project will continue to evolve and grow but I'm confident the framework can do its job. Documentation is a little sparse because MMF is a brand-new toy. We know how to turn it on and off but what do all these other knobs and switches do? I'm working on it. You can help by playing around with the functions and reporting back what happened.

 

Coming soon:
Tutorials
Shortcut functions

 

Have fun!

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3 posts with the same message in one topic within 10 mins. What was that called... I had a word for it... Damnit it was right there.. 

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Maybe a person can try to help too aggressively? I dunno,

Have fun!

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Coming soon,

MMF_fnc provides a pretty slick interface for mission creation. Need something? Just call. However it still requires a bit of script knowledge to write a mission script. If you like writing missions scripts that's great and that is the fun. But if you don't like writing mission scripts and you just want to play-- that's not fun! And we can't have not fun because not fun is not fun at all.

Too bad we can't just make a mission in-game while playing. Or can we? What if the functions were tied to contextually accurate representations of their purpose? What if we had a Fallout 4 style "base builder" with functional pieces each representing a game-play mechanism? With something like that you could design a mission by making choices as you play. That would be fun.

And it is.

438077-1573488469.png

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Happy New Year!

This minor update replaces the somewhat glitchy "Net" with usable targets. Build custom Kill-House scenarios with targets that reset with a menu action.

 

Have fun!

Edited by wogz187
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@black_hawk_mw2_87, @zagor64bz, @johnnyboy, @GEORGE FLOROS GR, @Vandeanson, @Jove Chiere, @Jnr4817, @gc8

The next "feature rich" demo release is still a couple days away (no later than next Friday) but I wanted to give you guys something to read over,

MMF_V5 Demo ReadMe,
 

Spoiler

MMF_fnc Version 0005 (DEMO)
=========================================
Welcome to the MISSION MAKER FRAMEWORK v5 DEMO,
 

Combat a CSAT mobile division and local militias on Altis in a bid to own the central airbase. Choose your vehicle, request a mission from SatComm and get to work on one of several repeatable scenarios.
 

While at your airbase use the "Objects" menu to build additional defenses and unlock perk objects like the Comm Tower (base defense mission) and base helipad (helicopter support). Open the arsenal to swap gear, skip time ahead (and fully heal), create recruits (tents); repair vehicles, re-arm vehicles, drop off hostages and survivors, and request SatComm missions.
 

More:
*    Take part in an extraction scenario if ejected or forced to abandon helicopter
*    Use radio codes to assign destinations and request landing approach vectors
*    Check the weather forecast
*    Find the Canyon Run (ring course)
*    Find salvage boxes, destroy enemy assets for extra salvage (watch out for enemy forces also searching for salvage)
*    Helicopters are automatically crewed
*    If a mission requires support friendly groups/vehicles are automatically deployed
*    Build Supply Object 1 to keep track of collected salvage
*    Ground crew (WIP)
*    Aircraft warning system


Missions:
 

On foot:
Use the arsenal option to ensure you're prepared for whatever the mission throws at you. Use the Mission Helicopter at the airbase to quickly deploy to the mission location and RTB after the mission task is completed. Discover salvage boxes while deployed on a mission which are used to unlock perks (such as helicopter support) in future missions.
=========================================
Disrupt the patrol
Recover stolen Intel
Assassinate the Commander
Rescue the Hostage
Base Raid
(bonus: build a base, build a training course with targets, create a squad, Defend the airbase, collect lost salvage)
 

UH Chopper:
Fly to glory by climbing into any of the utility helicopters. Complete the missions below by deploying groups into the AO. Intercept enemy patrols, ferry soldiers to the Base Raid and Destroy Enemy Technicals. Alternatively, use the "Rescue Ready" button while in a UT Chopper to begin rescue missions. While rescue missions are relatively peaceful, enemy can still be encountered and caution should be used.
=========================================
Disrupt the Patrol
Base Raid
Destroy the Vehicle
(bonus rescue lost squads)
 

Attack Chopper:
Provide essential firepower to ground forces and destroy unmarked enemy assets for extra salvage. Use speed and brute force to send a message to CSAT forces.
=========================================
Disrupt the Patrol
Base Raid
Destroy the Vehicle
Assassinate the Commander
(bonus unmarked targets)


Jet Fighter:
Take-off from the airbase or ride the Mission Helicopter out to U.S.S Freedom and launch from the deck with a wing-man. Join the Striker group to patrol the sky above Altis. Request SatComm missions to receive objectives on the ground or intercept incoming fighters. A single canyon run (ring course) is available if you happen to spot the starting ring (WIP more soon).
=========================================
Intercept incoming Enemy Aircraft
Base Raid (w/ground forces)
Destroy the vehicle
Disrupt the patrol
(bonus canyon run, shot down scenario)


Notes:
*    You must be within two kilometres of the airbase to request missions for any vehicle
*    Radio codes override all so don't use them while on mission or you may lose track of the objective (doesn't interfere with the mission)
*    Due to the random nature of the missions it is likely they can be rendered un-complete-able-- though this should be rare!
*    There is no end scenario except by drowning or otherwise dying
*    U.S.S. Freedom is considered a "home base" and you can access time skip, arsenal, vehicle repair, group load options while there
*    During base defense you are given the "Target Hint" option. Using this option sends a request to the SatComm AI which begins searching for a suitable target. This process can take some time.
*    Base objects can be dangerous. This anomaly happens with regular game objects too (Go climb around on the scaffold outside the stadium NE of Kaval for example) but be aware-- if you randomly take damage at your base it is likely a bad object.
*    The Mission Helicopter and Loaded groups deploy to your current waypoint. Your objective is always the task marker.
*    You were handed a fresh map. If you want to create an intel map-- get out there and do some recon!
*    Base objects can be grabbed and removed after being placed. "Weapon Holder" objects may also be grabbed and placed.
*    Base Targets can be reset
*    Friendly Jets take-off from the main runway-- you should use the secondary runway to ensure no mishaps
*    If you are not on one of the designated carrier launch positions your wing-man might have a difficult take-off


This feature update and scenario are WIP for testing and fun. The Framework is released as is (with some lazy per/scenario scripting) that will not be easily converted to all scenarios. That said-- it's still pretty usable if you wanted to try to create something new and I'm around to help configure mission scripts/functions.

Vehicle event handlers do a lot of the work in this scenario and can be viewed in the .sqf vehicleEH_list.

Have Fun!
===========================================================wogz187 2020

Have Fun!

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The MMF_fnc V5 Demo is now available for fun and features play-testing.

Live ReadMe,

Have fun!

Edited by wogz187
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Links to the main module are currently suspended pending an update.

Spoiler

A while ago I said,

Quote

Documentation is a little sparse because MMF is a brand-new toy. We know how to turn it on and off but what do all these other knobs and switches do? I'm working on it.

and so, after using all the knobs and switches I figured out what they each do. I determined what works well, what doesn't work well and, most important, what is too difficult or unreliable to use bother using in the first place. There are fewer functions each with greater functionality. Function calls-- which are the primary way of accessing the library-- are easier to use and comprehend. The framework has never been closer to complete MP compatibility-- however that is still outside the scope of the project (it may just happen by adherence to best practice).

Anyway, instead of a cluster of knobs and switches the framework now looks a little cooler; like something you might strap into and feel like a super-hero for a while!


Update features:
* The framework has been completely rewritten to make it more functional, reliable and easier to use.
* New functions like fnc_populate, fnc_getSet and fnc_handleDamage
* New documentation
* Will include: Playable demo, Example mission, Function library (the playable demo is my showcase mission, the example mission allows you to place a player and go in any mission .sqm)

Follow topic for updates!

Have fun!

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A quick update for interested parties,

Spoiler

MMF_version_x

Changes from previous versions


Start up functions
In previous versions of MMF common functions had to be started manually with calls to each function. Now all of those things and more are initiated from a single block in the setup portion of MMF_fnc_design (bottom). The mission start up determines the object treated as centre, intro message and type, dynamic weather, kill points and enables other features, see below.


No predefined objects
Previous versions required a number of predetermined helper objects to define locations. Now only a player character is required. Note: It's still suggested to design with helper objects as this will allow a greater amount of control over mission parameters. You may use triggers, objects and units instead of helpers.


No triggers
MMF only uses one optional trigger which exists for 1/2 second.


No scene states
The scene state script is reserved for complex, multi-stage, multi-outcome missions. For simple missions see the new feature MMF_injectors.


No sides
It does not matter what side players belongs to, all other features will automatically shift accordingly.


No numbered variables/params that are not numbers
Previous versions of MMF used numbers to select various special param features. All of these things have been replaced by bool or common language string selections which makes writing calls much more simple than before.


New Features (enabled or disabled at start up)


Get/Set unit loadout
Equip units and groups from editor placed templates.
 

Nemesis
Populate area around centre with enemy. Nemesis enemies will move from their starting position to capture other areas, garrison nearby buildings, patrol, establish fixed weapons (HMG/mortar) and, if they have nothing else to do, stalk the players.


Wounding
All scenario NPCs will get knocked down on hit. While in this knockdown state friendly units can be "Assisted", enemy units can be "Captured". If the unit isn't killed, assisted or captured after a period of time they will get back up on their own and continue fighting. Each unit can only do this once (the EH is removed). This feature is super-fun and leads to many interesting scenarios. It makes pistols and RGN grenades strategically useful.


Special FX
There are two effects which can be automatically deployed at start up-- flaming wrecks and continuous bombing. Both of which are designed to add ambience. Define the number of wrecks and area to deploy (around centre) and turn bombs off any time with a variable switch. (note: bombs exclude 1/2 area around centre).


Damage Handler
Indicate "danger" with screen effects without damaging players. Does not make players invincible. Pseudo-damage HP amount can be configured via player start up.


Kill points/economy
Earn money and resources by destroying enemies, completing tasks and making decisions. By default the points can only be spent within the base services module but the system is there for you to use.


Injectors
Inject your mission parameters at start up and you're done!


Overhauled

Base building
Base building set up is now part of the player start function. If enabled, you can determine an object to act as the base center. A static object makes a static base but the object does not have to be static, it could be anything. Here you can determine the amount of resources deployed for players to gather (if any), the area over which to deploy resources and the unit's starting resources (if any).

Two new features are added to base services:
1) Auto-crew
Auto-crew ("OFF", "ON", "PER"), "OFF" means no auto-crew,  "ON" means vehicles will be crewed automatically when player boards vehicle (inside camp area), "PER" means auto-crew will persist after player exits vehicle (as player group). (auto-crew is mostly for missions which require vehicles).

2) Vehicle spawning
Use supply object 2 to summon various vehicles including an autonomous mobile patrol.


Other
Call structure (array driven instead of object focused)
Lazy evaluation of conditions
Folder structure (WIP)
MP compatibility (hypothetically but not yet configured or supported)
 

Something tangible soon,

Have fun!

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Thanks for your patience.

The MMF_v6 demo (drive) is now available for download. The demo isn't static. Users may move the player character anywhere on any map to generate a new set of missions. The only requirement to use the demo on a new map is a playable character.

Pre-programmed injector types:
MMF_battle: Navigate the battlefield to reach your designated objective
MMF_SP_manhunt: Conduct a "Terrorist Hunt" style mission against a number of enemies
MMF_hostageRescue: Secure hostages in multiple locations
MMF_squadRescue: Reach the injured squad, render aid, and defend the location until secured

The demo will randomly select an injector each time. Users may spawn a specific injector type by following the simple instructions in MMF_fnc_design. Injectors have customizable parameters to allow missions to be designed around that game mechanic. Users can easily design their own injectors.

Examples:

Spoiler

//in mmf_fnc_design startup
MMF_injector={[] spawn MMF_SP_manhunt};

//end scenario with mission completion
MMF_injector={[true] spawn MMF_SP_manhunt};

//do not end scenario, spawn 20 enemy in ~100 meters
MMF_injector={[false, player, 20, 100] spawn MMF_SP_manhunt};

each injector has it's own list of parameters. See MMF_fnc_design and the readMe for more information.


Have fun!

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*minor update

Spoiler

Version 0006a

* Added variable to stop Nemesis before next cycle

* Added ability to assist friendly units in surrender state

* Added “Land” drone to vehicle spawner

* Moved player character to generate a new demo

* Minor corrections

* Fixed potential error in squad rescue injector

* Fixed potential error if player is civilian

* Fixed “HIT” event handler error

MMF_v6a (drive)

Have fun!

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