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robert.barber

I'd appreciate some assistance.

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Hi,

 

So I have told my younger brother that I will make a arma mission for him to complete and would appreciate any assistance or tips that you could give.

 

My premise is this: Player will start on the water in a RHIB, scuba'd (would 300 m off shore be good distance do you think). Player will have to make way to shore and obtain a weapons cache (is there a way that I can place info there related to the actual mission and keep it a mystery till then please) which will reveal the mission. Mission is WW2 setting, he will have to infiltrate a heavily fortified castle and eliminate a high ranking general. Are dogs possible in Arma? 

 

Here is to my request please, I am going to take my time with this and make it to the best of my ability. I have watched some YT tutorials and they were useful as an overview: it would appear that I require MCC, Achilles, Zeus: can you recommend any others please? Do you have any tips that could help? Where would be best for WW2 models?

 

Lastly, is there a way that he can be wearing scuba gear that can then be discarded and hidden once he hits shore?

 

Thanks for reading, would greatly appreciate your help.

 

 

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No, you can't place an intel object in a crate. You can place it on top of it.

You can customize your intel and display what you need when the player grab it.

As example, copied and tweaked from BIKI, in init field of the intel file (Intel_File2_F) in editor :
 

Spoiler



[this] call BIS_fnc_initIntelObject;
if (isServer) then {
  this setVariable [
    "RscAttributeDiaryRecord_texture",
    "a3\structures_f_epc\Items\Documents\Data\document_secret_01_co.paa",
    true
  ];
  [
    this,
    "RscAttributeDiaryRecord",
    ["New Intel", "The enemies have a cave troll!"]  
  ] call BIS_fnc_setServerVariable;
 
  this setVariable ["recipients", west, true];
  this setVariable ["RscAttributeOwners", [west], true];
  [
    this,
    "IntelObjectFound",
    {
      params ["", "_foundBy"];
      private _msg = format ["Intel found by %1", name _foundBy];
      _msg remoteExec ["systemChat", 0];
    }
   ] call BIS_fnc_addScriptedEventHandler;
};


 

 

Dogs are possible but that needs to read and work around the good job of @johnnyboy   and probably his knowledge.

 

A great mod for WW2 is IFA3_IAO_LITE

I did a mission, with this mod + CBA + CUP terrain-core : https://steamcommunity.com/sharedfiles/filedetails/?id=1537586400

you have also:  WW2 units Mas

 

MCC Achilles Zeus.... It's up to you. I can't say, i have my own (MGI) modules for mission makers.

 

Yes, you can discard scuba and switch for better equipment.. or find a crate. See recent post from @zagor64bz for the first solution.

 

 

 

 

 

 

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5 hours ago, pierremgi said:

Can't tell you how much I appreciate the help mate, thanks so much.

 

 

 

 

No, you can't place an intel object in a crate. You can place it on top of it.

You can customize your intel and display what you need when the player grab it.

As example, copied and tweaked from BIKI, in init field of the intel file (Intel_File2_F) in editor :
 

  Reveal hidden contents

 



[this] call BIS_fnc_initIntelObject;
if (isServer) then {
  this setVariable [
    "RscAttributeDiaryRecord_texture",
    "a3\structures_f_epc\Items\Documents\Data\document_secret_01_co.paa",
    true
  ];
  [
    this,
    "RscAttributeDiaryRecord",
    ["New Intel", "The enemies have a cave troll!"]  
  ] call BIS_fnc_setServerVariable;
 
  this setVariable ["recipients", west, true];
  this setVariable ["RscAttributeOwners", [west], true];
  [
    this,
    "IntelObjectFound",
    {
      params ["", "_foundBy"];
      private _msg = format ["Intel found by %1", name _foundBy];
      _msg remoteExec ["systemChat", 0];
    }
   ] call BIS_fnc_addScriptedEventHandler;
};

 

 

 

 

 

Dogs are possible but that needs to read and work around the good job of @johnnyboy   and probably his knowledge.

 

A great mod for WW2 is IFA3_IAO_LITE

I did a mission, with this mod + CBA + CUP terrain-core : https://steamcommunity.com/sharedfiles/filedetails/?id=1537586400

you have also:  WW2 units Mas

 

MCC Achilles Zeus.... It's up to you. I can't say, i have my own (MGI) modules for mission makers.

 

Yes, you can discard scuba and switch for better equipment.. or find a crate. See recent post from @zagor64bz for the first solution.

 

 

 

 

 

 

 

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8 hours ago, pierremgi said:

Yes, you can discard scuba and switch for better equipment.. or find a crate. See recent post from @zagor64bz for the first solution.

:yeahthat:

9 hours ago, robert.barber said:

Lastly, is there a way that he can be wearing scuba gear that can then be discarded and hidden once he hits shore?

@robert.barber Getting to shore and swap gear is simple: just a matter of "save inventory">>>" load inventory" if you need to preserve the "original" loadout. Even easier if you start the mission with scuba gear, and once onshore you'll "find" a crate and want to get all dressed up for war. The "hardest"🤣 part is getting into the virtual arsenal, play "combat-barbie" and put down the list of needed items/weapons/whatnots.

Let me know if you need more hints on how to do it.

As an example, the following script will remove any gear you and AI teammates have on and dress you up with new gear:(squad of 4...)

Spoiler

comment "Exported from Arsenal by ZAGOR64BZ";

comment "[!] UNIT MUST BE LOCAL [!]";
if (!local s01) exitWith {};

comment "Remove existing items";
removeAllWeapons s01;
removeAllItems s01;
removeAllAssignedItems s01;
removeUniform s01;
removeVest s01;
removeBackpack s01;
removeHeadgear s01;
removeGoggles s01;

comment "Add weapons";
s01 addWeapon "CUP_arifle_ACRC_EGLM_wdl_68";
s01 addPrimaryWeaponItem "CUP_muzzle_snds_68SPC";
s01 addPrimaryWeaponItem "CUP_acc_ANPEQ_15_Top_Flashlight_Black_L";
s01 addPrimaryWeaponItem "optic_Hamr_khk_F";
s01 addPrimaryWeaponItem "CUP_30Rnd_680x43_Stanag";
s01 addPrimaryWeaponItem "CUP_1Rnd_HE_M203";
s01 addWeapon "CUP_hgun_Glock17";
s01 addHandgunItem "CUP_muzzle_snds_M9";
s01 addHandgunItem "optic_MRD";
s01 addHandgunItem "CUP_17Rnd_9x19_glock17";

comment "Add containers";
s01 forceAddUniform "CFP_GUER_Tigerpants";
s01 addVest "CFP_RAV_Breacher_Multicam";
s01 addBackpack "CFP_Kitbag_MCam_Grn";

comment "Add binoculars";
s01 addMagazine "Laserbatteries";
s01 addWeapon "CUP_SOFLAM";

comment "Add items to containers";
s01 addItemToUniform "ItemGPS";
s01 addItemToUniform "optic_Nightstalker";
for "_i" from 1 to 3 do {s01 addItemToUniform "CUP_30Rnd_680x43_Stanag";};
for "_i" from 1 to 3 do {s01 addItemToVest "SmokeShellGreen";};
for "_i" from 1 to 2 do {s01 addItemToVest "SmokeShell";};
for "_i" from 1 to 3 do {s01 addItemToVest "CUP_HandGrenade_M67";};
for "_i" from 1 to 6 do {s01 addItemToVest "CUP_1Rnd_HE_GP25_M";};
for "_i" from 1 to 3 do {s01 addItemToVest "CUP_17Rnd_9x19_glock17";};
for "_i" from 1 to 2 do {s01 addItemToVest "Chemlight_green";};
for "_i" from 1 to 2 do {s01 addItemToVest "B_IR_Grenade";};
for "_i" from 1 to 5 do {s01 addItemToVest "CUP_1Rnd_HE_M203";};
for "_i" from 1 to 5 do {s01 addItemToVest "CUP_1Rnd_HEDP_M203";};
for "_i" from 1 to 2 do {s01 addItemToBackpack "FirstAidKit";};
for "_i" from 1 to 2 do {s01 addItemToBackpack "DemoCharge_Remote_Mag";};
s01 addItemToBackpack "Laserbatteries";
for "_i" from 1 to 16 do {s01 addItemToBackpack "CUP_30Rnd_680x43_Stanag";};
s01 addHeadgear "CUP_H_PMC_Cap_Back_EP_Tan";
s01 addGoggles "CFP_Scarfbeardshades_grey";

comment "Add items";
s01 linkItem "ItemMap";
s01 linkItem "ItemCompass";
s01 linkItem "ItemWatch";
s01 linkItem "ItemRadio";
s01 linkItem "B_UavTerminal";
s01 linkItem "NVGogglesB_blk_F";
comment "Set identity";
[s01,"WhiteHead_18_tattoo_8","male10eng"] call BIS_fnc_setIdentity;

////////////////////////////////////////////////////////////////////
comment "Exported from Arsenal by ZAGOR64BZ"; 
 
comment "[!] UNIT MUST BE LOCAL [!]"; 
 
 
comment "Remove existing items"; 
removeAllWeapons s02; 
removeAllItems s02; 
removeAllAssignedItems s02; 
removeUniform s02; 
removeVest s02; 
removeBackpack s02; 
removeHeadgear s02; 
removeGoggles s02; 
 
comment "Add containers"; 
s02 forceAddUniform "CFP_GUER_3CDespants"; 
for "_i" from 1 to 2 do {s02 addItemToUniform "FirstAidKit";}; 
for "_i" from 1 to 3 do {s02 addItemToUniform "CUP_17Rnd_9x19_glock17";}; 
s02 addItemToUniform "Laserbatteries"; 
s02 addVest "CFP_RAV_MG_Multicam"; 
s02 addItemToVest "Chemlight_green"; 
s02 addItemToVest "Chemlight_red"; 
s02 addItemToVest "B_IR_Grenade"; 
for "_i" from 1 to 5 do {s02 addItemToVest "CUP_HandGrenade_M67";}; 
s02 addItemToVest "SmokeShell"; 
s02 addItemToVest "SmokeShellRed"; 
for "_i" from 1 to 3 do {s02 addItemToVest "CUP_200Rnd_TE4_Red_Tracer_556x45_M249";}; 
for "_i" from 1 to 2 do {s02 addItemToVest "SmokeShellGreen";}; 
s02 addBackpack "B_LegStrapBag_coyote_F"; 
s02 addItemToBackpack "CUP_200Rnd_TE4_Red_Tracer_556x45_M249"; 
s02 addHeadgear "H_Cap_headphones"; 
s02 addGoggles "CFP_Scarfshades_white"; 
 
comment "Add weapons"; 
s02 addWeapon "CUP_lmg_m249_pip3"; 
s02 addPrimaryWeaponItem "muzzle_snds_M"; 
s02 addPrimaryWeaponItem "optic_ERCO_blk_F"; 
s02 addWeapon "CUP_hgun_Glock17_blk"; 
s02 addWeapon "Laserdesignator_03"; 
 
comment "Add items"; 
s02 linkItem "ItemMap"; 
s02 linkItem "ItemCompass"; 
s02 linkItem "ItemWatch"; 
s02 linkItem "ItemRadio"; 
s02 linkItem "ItemGPS"; 
s02 linkItem "SP_Kneepads_Tan"; 
 
comment "Set identity"; 
[s02,"WhiteHead_14_tattoo_4","male01eng"] call BIS_fnc_setIdentity;
///////////////////////////////////////////////////////////////////
comment "Exported from Arsenal by ZAGOR64BZ"; 
 
comment "[!] UNIT MUST BE LOCAL [!]"; 
comment "Remove existing items"; 
removeAllWeapons s03; 
removeAllItems s03; 
removeAllAssignedItems s03; 
removeUniform s03; 
removeVest s03; 
removeBackpack s03; 
removeHeadgear s03; 
removeGoggles s03; 
 
comment "Add containers"; 
s03 forceAddUniform "CFP_GUER_ChocChippants"; 
s03 addItemToUniform "FirstAidKit"; 
for "_i" from 1 to 3 do {s03 addItemToUniform "CUP_17Rnd_9x19_glock17";}; 
s03 addItemToUniform "CUP_30Rnd_556x45_Stanag"; 
s03 addItemToUniform "Laserbatteries"; 
s03 addVest "CFP_LBT6094_operator_Multicam"; 
s03 addItemToVest "Chemlight_green"; 
s03 addItemToVest "Chemlight_red"; 
s03 addItemToVest "B_IR_Grenade"; 
for "_i" from 1 to 2 do {s03 addItemToVest "CUP_HandGrenade_M67";}; 
s03 addItemToVest "SmokeShell"; 
s03 addItemToVest "SmokeShellRed"; 
for "_i" from 1 to 7 do {s03 addItemToVest "CUP_1Rnd_HEDP_M203";}; 
for "_i" from 1 to 8 do {s03 addItemToVest "CUP_1Rnd_Smoke_M203";}; 
for "_i" from 1 to 5 do {s03 addItemToVest "CUP_30Rnd_556x45_Stanag";}; 
s03 addHeadgear "SP_Shemagh_CheckGreen"; 
s03 addGoggles "CFP_Scarfshades_green"; 
 
comment "Add weapons"; 
s03 addWeapon "CUP_arifle_mk18_m203_black"; 
s03 addPrimaryWeaponItem "CUP_muzzle_snds_M16_desert"; 
s03 addPrimaryWeaponItem "CUP_acc_ANPEQ_15_Top_Flashlight_Tan_L"; 
s03 addPrimaryWeaponItem "CUP_optic_Eotech553_Coyote"; 
s03 addWeapon "CUP_hgun_Glock17_blk"; 
s03 addWeapon "Laserdesignator"; 
 
comment "Add items"; 
s03 linkItem "ItemMap"; 
s03 linkItem "ItemCompass"; 
s03 linkItem "ItemWatch"; 
s03 linkItem "ItemRadio"; 
s03 linkItem "ItemGPS"; 
s03 linkItem "SP_Kneepads_Green"; 
 
comment "Set identity"; 
[s03,"WhiteHead_14_tattoo_4","male03eng"] call BIS_fnc_setIdentity; 

/////////////////////////////////////////////////////////////////////////////////////
 

comment "Exported from Arsenal by ZAGOR64BZ";

comment "[!] UNIT MUST BE LOCAL [!]";


comment "Remove existing items";
removeAllWeapons s04;
removeAllItems s04;
removeAllAssignedItems s04;
removeUniform s04;
removeVest s04;
removeBackpack s04;
removeHeadgear s04;
removeGoggles s04;

comment "Add containers";
s04 forceAddUniform "CUP_I_B_PMC_Unit_12";
for "_i" from 1 to 5 do {s04 addItemToUniform "FirstAidKit";};
for "_i" from 1 to 3 do {s04 addItemToUniform "CUP_17Rnd_9x19_glock17";};
s04 addVest "CFP_LBT6094_operator_OGA_OD";
s04 addItemToVest "CUP_NVG_HMNVS";
for "_i" from 1 to 2 do {s04 addItemToVest "CUP_17Rnd_9x19_glock17";};
s04 addItemToVest "Chemlight_red";
s04 addItemToVest "Chemlight_blue";
s04 addItemToVest "Chemlight_yellow";
s04 addItemToVest "Chemlight_green";
for "_i" from 1 to 2 do {s04 addItemToVest "SmokeShellGreen";};
for "_i" from 1 to 6 do {s04 addItemToVest "SmokeShell";};
for "_i" from 1 to 14 do {s04 addItemToVest "CUP_30Rnd_556x45_PMAG_QP_Olive";};
s04 addBackpack "CFP_Kitbag_Olive";
s04 addItemToBackpack "Medikit";
for "_i" from 1 to 15 do {s04 addItemToBackpack "FirstAidKit";};
s04 addHeadgear "CUP_H_PMC_Beanie_Headphones_Black";
s04 addGoggles "CUP_G_Shades_Blue";

comment "Add weapons";
s04 addWeapon "CUP_arifle_HK416_CQB_Wood";
s04 addPrimaryWeaponItem "CUP_muzzle_snds_M16_camo";
s04 addPrimaryWeaponItem "CUP_acc_ANPEQ_2";
s04 addPrimaryWeaponItem "CUP_optic_Elcan_reflex_OD";
s04 addWeapon "CUP_hgun_Glock17_blk";
s04 addWeapon "CUP_LRTV";

comment "Add items";
s04 linkItem "ItemMap";
s04 linkItem "ItemCompass";
s04 linkItem "ItemWatch";
s04 linkItem "ItemRadio";
s04 linkItem "SP_MouthScarf_Green";

comment "Set identity";
[s04,"WhiteHead_13_tattoo_3","male05engb"] call BIS_fnc_setIdentity;

This script can be called with an addAction or a trigger or....use your imagination.

Cheers man.

 

 

 

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My suggestion is to do it all using standard equipment and weapons.

 

Only after you have succeeded, then you can consider doing it again with a WW2 mod.  

 

 

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16 hours ago, Joe98 said:

My suggestion is to do it all using standard equipment and weapons.

 

Only after you have succeeded, then you can consider doing it again with a WW2 mod.  

 

 

:yeahthat:is also part of the fundamentals, especially if you're moving the first steps in mission-making. After you're sure that everything runs smoothly with "vanilla" assets, you can focus on mods related conflicts,  if problems arise. Most of the time, mods are just cosmetic..as far as the story development, and sure, they can make or break the "immersion" factor... but not needed to prove a mission-concept.

Just my 2 cents.

 

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