SD_BOB 10 Posted February 14, 2009 Hey, I've been working on this for a while now. Â The main purpose was just to have a basic template for any mission I made on the Afghan Village map. It is designed primarily for MP Coop. I thought I would post it on here, hopefully it can be of use to others. Features:- :- FOB Hawk - Main FOB in South-East desert. :- FOB Condor - FOB located on the Northern edge of village. :- VCP - Vehicle Checkpoint on main highway. :- FAC Support - FAC access with VHF Radio. (Mando) :- Artillery Support - Call for HE/Smoke/Illum rounds. :- Call To Prayer - A call to prayer is sounded during the day. :- IDF Alarm - Random IDF attacks on FOB. :- IED's - IED's to interfere with missions. :- DAC2 Populated - Civilians and Insurgents in the village. :- BAS Framework - Conditions selector implemented. Although the village is populated with DAC2, the idea is the mission maker can add enemy units in their mission area. Â Its quite fun just to patrol out into town tho, done this on many occasions. Requirements:- - Version 1.14 (Warfare Objects) - Queens Gambit - ACE 1.04 (Should work with earlier versions) - Afghan Village Download - EMSI UAV Download - Editor Update 1.02 (Included with template) I do have a template in the works for Avgani aswell, hopefully i will get time to work on this a bit more soon. Anyway hope this is useful to someone, also there is probably room for improvement. Â So if anyone would like to modify this or add features, please do so. Â Just please update this post, so we can all enjoy it. Cheers. Template - Download Updated :- 22/02/09 [23:14] Share this post Link to post Share on other sites
usmc123 1 Posted February 14, 2009 This looks awesome, downloading... EDIT: Downloaded, but I'm a noob at mission editing. Where do I put it? Templates folder, missions folder? What? Share this post Link to post Share on other sites
SD_BOB 10 Posted February 14, 2009 Extract the RAR, place the template folder into your editing mission folder. "MyDocuments/ArmA/Missions" If you have changed you game profile from default. "MyDocuments/ArmA Other Profiles/Missions" If you dont have a "Missions" folder, create one. Then just open it up in the editor. Â Share this post Link to post Share on other sites
usmc123 1 Posted February 14, 2009 Thanks. I'll try it out now. Share this post Link to post Share on other sites
SD_BOB 10 Posted February 14, 2009 This is designed for MP Coop, to try in the editor you will have to change one of the "Playable" USMC guys to "Player". Alternatively if you just open it up in the editor, hit save. Â Then save as MP Mission. Â You can host you own sever and try it properly. Note:- There will probably be some slight stuttering when you 1st start the mission while DAC initialises. Share this post Link to post Share on other sites
manzilla 1 Posted February 14, 2009 Thanks for this. I love this type of stuff. And well hell, you're a step ahead of me. I was gonna add mando bombs/missiles to this for some added support but I see you've already got the folders in there. All I gotta do is add the plane/heli class name for what I want to use and do a few small tweaks. And DACv2 as well. Damn good choice. I can't make a mission with out it. Excellent! Share this post Link to post Share on other sites
SD_BOB 10 Posted February 14, 2009 Hehe yeah DAC is definatly worth using. Â As for the Mando scripts, i was going to leave all the features active (cruise missile etc.) Â But i felt this map was a bit small, once Razani is released i will do another template will all features worked in. I have replenishment scripts ready to go for this, so that although u may only get 2 bomb runs after say 30mins you will get another 2 (to simulate diff aircraft on station). Good to hear this is of interest tho. Share this post Link to post Share on other sites
SrA Bolano 0 Posted February 14, 2009 Hey, ive never used Templates before so how do i exactly use this?, to me it sounds pretty interesting but i dont really understand how to have it show up in Editor. Share this post Link to post Share on other sites
sas troop 0 Posted February 14, 2009 Template is mission that its element or nealy whole mission you modify to create our own. It has got ready scripts or editor buildings to copy/paste/modify for your own requirements. Share this post Link to post Share on other sites
SD_BOB 10 Posted February 14, 2009 Bolano please check my 2nd post for directions on using the template. Also i am still currently having problems with the seperate spawns for each group.  Currently the Force Recon marines a supposed to spawn in FOB Condor, while the normal marines spawn at FOB Hawk.  Currently only the teamleader from each is doing this, everyone else spawns at the default respawn_west which is in the desert. I will try to fix this asap, think my problem is that the group ame is defined within the leader's init, with no ai selected in the mission the group isnt named correctly. /////////////////////////////////////////////////////////////////// EDIT :- Respawn Fixed. Link on 1st post updated. I think i've fixed the issue, the download has been updated. Share this post Link to post Share on other sites
usmc123 1 Posted February 15, 2009 Is there a way to stop enemy respawns. For Example, keep all Mando scripts and support scripts just stop enemies from spawning in areas. Help would be appreciated, remember I'm an idiot when it comes to this. Great job nonetheless, had a lot of fun so far. Share this post Link to post Share on other sites
SrA Bolano 0 Posted February 15, 2009 idk For me on MP when me and my Friend Die the Respawn doesnt work and ive DL the new One. Share this post Link to post Share on other sites
Jungle.Sniper 0 Posted February 15, 2009 Out standing m8ty. Share this post Link to post Share on other sites
SD_BOB 10 Posted February 15, 2009 @usmc123 Do you mean stop enemy AI spawning all together? Â If so, delete the following zones "Main, MainE1, MainE2, MainE3, MainE4". Note Civilians will still spawn as they are on diff zones. If you want to just stop enemy respawning when they're killed, look at the "Main" zone. Â in the init box it should say this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">["Main",[1,0,0,500,300],[10,1,50,5],[2,1,20,10],[],[5,1,5,1,100,100],[0,0,0,11]]exec "DAC\Scripts\DAC_Init_Zone.sqs" change it to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">["Main",[1,0,0,500,300],[10,1,50,5],[2,1,20,10],[],[],[0,0,0,11]]exec "DAC\Scripts\DAC_Init_Zone.sqs" @Bolano I'm looking more into respawn issues, i did test the latest version on my dedi server and it worked fine. Will check again, can anyone else confirm that it is not working? For now m8, if look in the bottom left corner of the map in the editor, there is a marker called "Respawn_west" Â just move this into one of the FOB's. @Jungle Cheers m8. Hey quick question, on your forums. Is that photo you have as the banner taken at Urban Assault airsoft site? Share this post Link to post Share on other sites
Jungle.Sniper 0 Posted February 15, 2009 Yes m8ty it is,do you go there? Share this post Link to post Share on other sites
SrA Bolano 0 Posted February 15, 2009 Alright i got it working but i cant find where the Respawn_west Marker is on the map :O Share this post Link to post Share on other sites
usmc123 1 Posted February 15, 2009 @usmc123Do you mean stop enemy AI spawning all together? If so, delete the following zones "Main, MainE1, MainE2, MainE3, MainE4". Note Civilians will still spawn as they are on diff zones. I did this, however the Air Support (Mando) scripts are disabled along with the artillery scripts. I get this message. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Script DAC\Scripts\DAC_Init_Zone.sqs was not found Sorry for all the trouble, but I'd like a little help is all. Share this post Link to post Share on other sites
Jungle.Sniper 0 Posted February 15, 2009 @Shadow.D. ^BOB^ Is there any chance you couuld edit it for so there no UAV in it by anychance as we dont use them in our clan. [i have tried but it comes up with error regaurding bin.config thingy] Update - No need Ive done it now. Share this post Link to post Share on other sites
SD_BOB 10 Posted February 15, 2009 @usmc123 In the editor, are you deleting the each trigger that I mentioned? Main, MainE1, MainE2, MainE3, MainE4. I have just tried this and have no errors if i delete those zones. If you still have problems, have a look in the trigger for each zone.  In the init box it should look something like this:- <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">["Main",[1,0,0,500,300],[10,1,50,5],[2,1,20,10],[],[5,1,5,1,100,100],[0,0,0,11]]exec "DAC\Scripts\DAC_Init_Zone.sqs" Change the 2nd number in the line from 0 to 1. so it would look like this:- <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">["Main",[1,1,0,500,300],[10,1,50,5],[2,1,20,10],[],[5,1,5,1,100,100],[0,0,0,11]]exec "DAC\Scripts\DAC_Init_Zone.sqs" That will make the zone inactive. If you want to disable DAC2 altogether, look in the init.sqf. Where is says:- // DAC Initialisation []execVM "DAC\DAC_Config_Creator.sqf"; Change it to:- // DAC Initialisation //[]execVM "DAC\DAC_Config_Creator.sqf"; That will stop DAC from populating the map (Civilians included). @Bolano The Respawn_West marker is the very left bottom corner of the map. Make sure you scroll all the way out and have markers selected (F6). @Jungle Glad to see you sorted the UAV.  Ive played once at Urban Assault when i visited a mate up that way.  Also some of the marshalls from there came to the Ground Zero national weekender last year.  I was one of the staff who gave them a bollocking for have a their fire out of control. lol  Share this post Link to post Share on other sites
usmc123 1 Posted February 15, 2009 Yeah I deleted the main zones, I'll try what you said. Sorry for all the trouble. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted February 15, 2009 What can I say, you did a hell of a good job on this. I plan on putting this to use for sure. Nice to see someone else who likes to design bases. I can get lost for days just messing around building, heh. Great job! Hope to see more in the future. -John Share this post Link to post Share on other sites
SD_BOB 10 Posted February 15, 2009 No need to apologise, we all start somewhere. Share this post Link to post Share on other sites
Alex72 1 Posted February 15, 2009 Nice job Shadow! I was wondering 2 things. Sorry for my lack of understanding this, but first the AT MINES that can be dropped by radio. How do they work? I tested to drop but cant see anything going on. Second the UAV's. Are they just included when you made the mission or can they be spawned by radio or something similar? Bases are awesome, and the enemy triggers are good - maybe more RPG guys though (gonna try read trough DAC and see how to spawn more of other AI units). Was a bit too easy to drive around in a Bradley for example. All in all great work. Highly appreciated your work. Regards Alex Share this post Link to post Share on other sites
SD_BOB 10 Posted February 15, 2009 @Alex I think by default the AT Mine's are disabled. If you check the arty_options.sqs in the Scripts folder. Look for where is says:- <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Ammount of AT mines available for laying mine fields: count_mine = 0 Just change to the desired amount. Also i have just noticed something i overlooked for the side messages. Â In that same file at the top look for:- <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Name of a friendly unit that represents your arty (used for radio messages): ; Tip: Kill this unit in your mission to disable arty support at any time. arty_unit = arty Change the unit name from "arty" to "arty_1". Â You will then get the side messages. ( I will fix this with an update soon.) Regarding UAV's, the Reaper UAV is tied into the FAC Console. Â Either play as the Recon Marine FAC (FOB Condor) or just pick up a VHF radio from the rucksack crate to access the FAC Console. You will see a button in there with "RC" on it, that will call in the UAV. Â On the bottom right of that screen you will also see a "Target Area" box, if you click on "RC ON" you will be taken to the UAV view. (I will take a few minutes for the UAV to get over the target area.) Finally if you would like more RPG guys, go into the DAC folder then Configs. Â Open the "DAC_Config_Units.sqf", at the top you will see an array with all the ACE insurgent units. I have just included one of each, but if you want more chance of RPG guys being spawned just increase the number of "ACE_SoldierERPG_IRAQ_INS" in the array. Like i said the point of this was just a template really, so i didnt want there to be alot of enemy in the village as the mission maker can then add desired numbers. Hope this helps. Â Looking at how many people are using this, i will make a few updates this week and try to address a few problems. Share this post Link to post Share on other sites
usmc123 1 Posted February 15, 2009 Wow, I'm retarded. I figured out I was saving the new missions but I wasn't putting the necessary scripts and such into the mission's folder. That's why it was giving me the error. Works fine now, thanks. By the way I just love the way the template is set up, I just made a simple Raid type mission and I had a blast. Called in for evac and a Black Hawk Down situation was created. Used my QRF at the FOB to move in and get the team and the downed crew out....awesome. Share this post Link to post Share on other sites