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Everything posted by thy_
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addeventhandler How do we know if a vehicle is shooting?
thy_ posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How do we know if a vehicle is shooting? fnc_isSomeTeamMemberShooting = { params ["_teamVeh"]; private [...]; _isShooting = false; { if ( incapacitatedState (gunner _x) isEqualTo "SHOOTING" ) then { _isShooting = true }; // output is an empty string "" when the artillery vehicle is sending 155mm bullets through the sky... } forEach _teamVeh; // return: _isShooting; }; // IMPORTANT: this _teamVeh is NOT composed by member of the same Group (e.g. "Alpha-1-1"). https://community.bistudio.com/wiki/incapacitatedState I know I could use findIf to avoid this forEach, but for another reason (not relevant now), I need to check _isShooting through each member. -
addeventhandler How do we know if a vehicle is shooting?
thy_ replied to thy_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying but still not working and not understand the EH logic. -
Hey. I developed this script that considers if you are in a mission with respawn-points or not, always working for single and multiplayer. You can check the video demo over there too.
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addeventhandler How do we know if a vehicle is shooting?
thy_ replied to thy_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I had a few issues with canFire. I'll read it again later. Hmm, good. Even I got to know about the EH, now I think I finally got it. So, yes, it looks like work here: fnc_isSomeTeamMemberShooting = { params ["_teamVeh"]; private [...]; _isShooting = false; { _x addEventHandler ["Fired", { //params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; _isShooting = true; }]; } forEach _teamVeh; // return: _isShooting; }; About the code above: the output (_isShooting) is always "false", even between addEventHandler and forEach if I ask for _isShooting over there. Context: The _teamVeh is a bunch of artillery pieces from different types. That said, imagine 4 vehs where 2 are howitzers and 2 MRLs, firing times absolutely different. 12 rounds for an MRL is about 10 seconds against +60s for howitzers. I wanna make the group wait in a waitUntil loop until NO _teamVehs member is firing anymore. while { ... } do { ... ...The entire group firing a lot... waitUntil { sleep 20; [_teamVeh] call fnc_isSomeTeamMemberShooting }; // restarting the shooting a few times more, but the entire group together/at the same time. }; Thought about EH: -
script [Release] Dynamic Artillery Pieces (DAP)
thy_ posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
DAP is an Arma 3 script that allows the Mission Editor (you) to create real (or virtual) artillery/mortar fire missions faster and smarter for one or multiple sides, using Eden marker’s positions and an external fire missions list where you plan the caliber, ammo type, rounds, cycle of repetition and more. Creation concept: make use of artillery-pieces practical, fast, and scalable for multiplayer or single-player missions. How to install / Documentation: https://github.com/aldolammel/Arma-3-Dynamic-Artillery-Pieces-Script/blob/main/_DAP_Script_Documentation.pdf What you set for each fire mission with DAP: Real or virtual (Virtual is WIP) The side that owns the fire mission; Potential target sectors (Eden markers); How much weaponry you want in the fire mission; What caliber these weaponry will be (Light, Medium, Heavy, Super Heavy); Ammunition type (HE, Cluster, Smoke, Flare etc); Control the volume of rounds; How many cycle repetitions; Triggers that will trigger the fire mission (trigger activation, timer, kill/destruction). What you set globally with DAP: Custom callsign for artillery side; Which pieces can use CommandChat to report (On/Off) Infinite ammunition (On/Off); Fire mission areas visible on the player map (On/Off) WIP Custom cooldown between cycles of fire mission repetition; Pre-defined whitelist of weaponry working (Arma, DLCs, RHS, CUP, etc); Pre-defined whitelist of ammunition working (Arma, DLCs, RHS, CUP, etc); Pre-defined blacklist of currently bugged vehicles; Pre-defined blacklist of currently bugged ammunition; Debug mode; etc... Automatically DAP library supports content from: Arma 3; Expansion Apex; DLC Tanks; DLC Contact; CDLC Western Sahara; CDLC Reaction Forces; CDLC Expeditionary Forces; CDLC Global Mobilization; Mod RHS; Mod CUP. How DAP works internally: (for advanced editors' valuation) There's a workflow in the first pages of the documentation. Check it out! Video demo: Soon (this week) Check the file above on GitHub. Check the file above on GitHub. <Soon the image of the documentation> Link on this post header. Dependencies: None 😉 Download: - On GitHub: https://github.com/aldolammel/Arma-3-Dynamic-Artillery-Pieces-Script - On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3371824030 Missions using it: - Soon. - - - - - - - - - - - Changelog: Nov, 25th 2024 | v1.0: news, fixes and notes. Known issues: - None yet. - - - - - - - - - - - Video tutorials (playlist): - Soon in my secret YouTube channel hehe -
script [Release] Dynamic Artillery Pieces (DAP)
thy_ replied to thy_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Interesting... This week I gonna drop DAP v1.2 but maybe later I could implement this feature too. Good. -
script [Release] Dynamic Artillery Pieces (DAP)
thy_ replied to thy_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Documentation is complete for now. You have all you need. Tomorrow I will be working on a v1.1. Cheers. -
script [Release] Dynamic Artillery Pieces (DAP)
thy_ replied to thy_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
The documentation has been update. Next update in a few hours (Pocket guide ammunition section) -
global mobilization MRL's in Global Mobilization are broken for doArtilleryFire
thy_ posted a topic in ARMA 3 - CREATOR DLC
Just a head up for the Global Mobilization team. What is NOT working: For some reason, any MRL from GM is NOT able to use commands like inRangeOfArtillery and doArtilleryFire: gm_ge_army_kat1_463_mlrs gm_gc_army_ural375d_mlrs gm_pl_army_2p16 gm_gc_army_2p16 Mags associated: gm_40Rnd_mlrs_122mm_he_9m22u gm_36Rnd_mlrs_110mm_he_dm21 gm_1Rnd_luna_he_3r9 In my tests, sometimes the animation of the turret starts but is 'canceled', returning to its initial position. I used the GM DLC with Arma 3 Original Content from Default DLCs and, to make things clear, later I tried isolating the GM but nothing was different. All GM MRLs look broken using BIS some artillery commands related. Disclaimer: MRL Fire missions work if using Waypoint > Advanced > Fire Mission, even though the animation looks broken in some angles when compared with the rocket smoke tracks. What is working: The howitzers are working okay, so it means: gm_ge_army_m109g gm_dk_army_m109 gm_gc_army_2s1 gm_pl_army_2s1 Cheers!-
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ETHICS is a full solution script for ARMA 3 that provides wide creation and management over statics kill zones like minefields, UXO zones, and trap zones. Built for single-player and multiplayer, ETHICS include kill zone doctrines such as land anti-personnel, land anti-materiel, naval anti-materiel, unexploded ordnance, and booby-trap. How to install / Documentation: https://github.com/aldolammel/Arma-3-Ethics-Minefields-Script/blob/main/_ETH_Script_Documentation.pdf What to expect from ETHICS script: Drag and drop a marker on Eden to create a full and unique kill zone such as minefields; Also easy to build naval minefields, Unexploded ordnance zones (UXO), and Trap zones; Ethics control (ON/OFF) to avoid planting explosive devices through civilian areas; Topography control (ON/OFF) to avoid planting over rock clusters and mountains; UXO doesn't respect Ethics or topography rules, and can be dropped under the water; Boobs-trap doesn't respect topography rules and they are always hidden, never in the open; Anti-personnel (AP) landmines avoid roads and streets; Anti-materiel (AM) landmines can be planted (ON/OFF) only on roads and streets; Classic minefields can also be hybrid, bringing AP and AM mines features; Customize each doctrine's explosive with devices from RHS, CUP, or any mod; Set (or not) for each kill zone has a faction owner; Set (or not) for each kill zone a percentage of presence, controlling the kill zone spawn probability; Easy explosive devices amount management through the global intensity presets: lowest, low, mid, high, or extreme; Easy way to hide all markers on the map (ON/OFF), even to kill zone owners; Debugging: friendly error handling; Debugging: a hint monitor, and systemChat feedbacks for the mission editor; Debugging: full documentation available. Video demo: Soon. Script config: Dependencies: None 😉 Download: On GitHub: https://github.com/aldolammel/Arma-3-Ethics-Minefields-Script On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2926204522 Missions using it: Escape from Kherson: https://steamcommunity.com/sharedfiles/filedetails/?id=2878171355 Sharia in Raqqa: https://steamcommunity.com/sharedfiles/filedetails/?id=1849325560 Adsumus: https://steamcommunity.com/sharedfiles/filedetails/?id=1838939661 Tank hunting: https://steamcommunity.com/sharedfiles/filedetails/?id=2468255648 - - - - - - - - - - - Changelog: Nov, 16th 2024 | v1.9: news, fixes and notes. Known issues: UXO cosmetic smokes are not working properly on Dedicated Server (WIP); Dynamic Simulation looks not work properly with mines; Mines is not editable by the Zeus module yet;
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minefields [Release] Ethics Minefields
thy_ replied to thy_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ethics Minefields updated | Released v1.9 | Main topic message updated: Fixed known issue: UXO smokes were not shown in Dedicated servers; Improved the debug minefields colors based on the minefields side; Improved the script snippet from initPlayerLocal.sqf file; New folder structure to make the installation easier; Documentation has been updated (Nov, 17th); -
Download, Mission briefing, loadout, and more: https://steamcommunity.com/sharedfiles/filedetails/?id=3365964800 Languages supported: English and Portuguese. Support ACE Medical and ACRE2 Radios: More info on the Steam link above. This mission AI was dynamically built by CSWR:
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sandbox [Release] Controlled Spawn And Waypoints Randomizr (CSWR)
thy_ replied to thy_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
New video tutorial: How to sectorize the spawns and destinations! -
sandbox [Release] Controlled Spawn And Waypoints Randomizr (CSWR)
thy_ posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
CSWR is an Arma 3 script that allows the Mission Editor to spawn AI units and vehicles (by ground or air paradrop) and makes those groups move randomly to waypoints forever in life, where spawn-points and waypoints are easily pre-defined by Mission Editor through Eden marker's positions. CSWR accepts faction loadout customization, including additional customizations for sniper teams and paratroopers. CSWR almost doesn't change any original Arma AI behavior, saving server performance and Arma 3 integrity. Creation concept: bring life to the mission through non-stop units' movements with some level of unpredictability without losing control of server performance and what AI units can do. Special thanks: To the old (but gold) "T8 Units" script for the inspiration over the years. How to install / Documentation: https://github.com/aldolammel/Arma-3-Controlled-Spawn-And-Waypoints-Randomizr-Script/blob/main/_CSWR_Script_Documentation.pdf What to expect from the CSWR script: No dependencies from other mods or scripts; Manually define which markers the faction can use as spawn-points; Create unlimited different types of spawn-points: Common spawn: for units and ground vehicles; Vehicle spawn: exclusive for ground vehicles; Heli spawn: exclusive for helicopters; Paradrop spawn: for units and ground vehicles; Sectorized spawn: all spawn types can be sectorized to be available only for specific groups/vehicles inside a faction; Spawn-points can be triggered by: Mission starts: right after the mission gets started; Timer delay: a down count; Trigger delay: when some editor's trigger is activated; Target delay: when a specific unit or vehicle or building is killed/destroyed; Once the spawn-points are created, the script will spawn the groups randomly through their faction spawns; There is no re-spawn. Death is death for units and vehicles spawned by CSWR; Vehicles with turrets spawned by CSWR, when damaged, their gunners never leave the vehicle, doing the last standing in combat until death; Manually define which markers will be used as one types of destinations (waypoints) for AI units and vehicles; Create unlimited different types of destinations: Move: groups will move randomly through your predefined move-markers; IMPROVED! Watch: sniper groups will search for the best high position to cover one of your predefined watch-markers; Hold: soldiers, civilians, or ground vehicles (mainly tracked ones) will set position facing a specific direction predefined by you with hold-markers; IMPROVED! Occupy: soldiers and civilians will search for a building around a predefined occupy-marker, and will go there, get in, and stay; IMPROVED! Sectorized destination: all destination types can be sectorized to be available only for specific groups/vehicles inside a faction; Once the destination markers are created, CSWR will take care of taking (or not) the groups there, randomly; Manually set the number of soldiers, who they are, their loadouts, who belongs in each group type, and even ground vehicles and helicopters; Add or remove Night-Vision-Goggles and Flashlights for one or more factions, easily through "True" or "False" management; There are 7 infantry templates and 8 vehicle templates to customize (with modded or vanilla things) for each faction; Define easily how many AI groups are in-game, what squad types they belong to, and their behavior: safe, aware, stealth, combat, chaos. For more details, check the documentation; IMPROVED! Available white and blacklist for buildings and ruins when groups are using Occupy movements; All vehicles and units spawned by CSWR can be (ON/OFF) editable by Zeus; Set if the CSWR should wait for another script load first on the server; Debugging: friendly error handling; Debugging: hint monitor to control some AI numbers; IMPROVED! Debugging: full documentation available. . Video demo: Check the file above on GitHub. Check the file above on GitHub. Link on this post header. Link on this post footer. (Above) Editor set if all one side can use night vision goggles (or just parachuters, or only sniper teams), or only flashlights, or both gears or none. If flashlights are available they need to be on all the mission long or just when each AI decides. (Above) WATCH destination (specific for sniper groups) is working much better with high natural terrains, regardless of whether the map is an official one. (Above) Group executing OCCUPY destinations can get in high towers with better distribution positions inside. (Above) Group executing OCCUPY, if they select an acceptable ruin/destroyed building, the group will always get in a crouch in this kind of position. (Above) Even heavy ground vehicles can be paradropped. (Above) All groups paradropped, when touched the ground, they will focus on regrouping with their squad leader before starting their missions. (Above) Helicopters automatically identify where all safe and not busy helipads are to land if they need to rearm, repair, refuel, or heal their wounded crew. Dependencies: None 😉 Download: - On GitHub: https://github.com/aldolammel/Arma-3-Controlled-Spawn-And-Waypoints-Randomizr-Script - On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2740912514 Missions using it: Basically all my missions on Steam Workshop. - - - - - - - - - - - Changelog: Apr, 14th 2024 | v6.5.2: news, fixes and notes. Known issues: - Watch > Sniper groups still not considering buildings when no natural highlands to take a position for overwatching; - Occupy > If you hide a building and the building can be occupied, the groups will consider that hidden building as a regular place to occupy; Paradrop > When parachuters are civilians, they're crouched right after landing and stay like this forever. - Move Hold > Sometimes tracked vehicles are not facing exactly the marker direction configured by the editor; - - - - - - - - - - - Video tutorials (playlist):- 37 replies
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sandbox [Release] Controlled Spawn And Waypoints Randomizr (CSWR)
thy_ replied to thy_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
New video tutorial: Common destinations (move_public, move_restricted, move_any). As soon as possible, I'll drop a video about the Specialized destinations (hold, occupy, watch) -
ai mods compilation All Arma 3 Steam Workshop AI Mods Compilation List
thy_ replied to Gunter Severloh's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks, Gunter. I just dropped a new video showing how powerful can be just one aspect of the CSWR: creating a basic army (soldiers and vehicles) As soon as possible, I will release videos about loadout customizations and specialized destination features such as Hold, Occupy, and Watch. 😉- 19 replies
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sandbox [Release] Controlled Spawn And Waypoints Randomizr (CSWR)
thy_ replied to thy_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
The main post has been updated with the CSWR video tutorials playlist! I just released this one! I guess it's instructive as needed. Cheers! -
tutorial [TUTORIAL] How to Setup a Coop Mission
thy_ posted a topic in Arma Reforger - Scenario Editing
This topic is a practical and objective step-by-step for new Reforger Editors who are coming in. After here, you will be ready to explore your creativity through the World Editor tool much more painlessly instead of going around in circles, trying for hours to make your mission run properly. Feel free to suggest updates, tweaks, and improvements around the tutorial below. Most recent tutorial update: 2024 Sep 18th SUMMARY Installation Project Setup Coop Mission Features Mission Creation (skipped) Final Touch & Publishing More Details - - - - - - - - - - - - - - - - - - - - - - 1) INSTALLATION About this chapter: Just once needed by PC. On Steam, install Arma Reforger Tools and open it; In Enfusion Workbench Launcher, click on Add Project and, after that, on Add Existing Project; Go to your Arma Reforger folder in the Steam folder, and open the ArmaReforger.gproj file; Steam path example: C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger\addons\data\ 2) PROJECT SETUP About this chapter: Just once by Campaign/Lone mission project. In Enfusion Workbench Launcher, click on Add Project and, after that, on Create New Project; Give a project name and select the location where the mission files will be allocated. Recommended: pick a custom location where you have more control of your backups; Open your recently created project and welcome to the Enfusion Workbench interface; In the Resource Browser left column, select your project folder based on your project's name chosen; On the same place as the addon.gproj file, with right-click or through the Create button, create the folders "Worlds", "Missions", and "Images"; Now, open the World Editor somewhere on the Enfusion Workbench interface; On the World Editor, click Load World and select the base world (map) you want to use for your mission. Examples: ArmaReforger > worlds > Arland > Arland.ent ArmaReforger > worlds > Eden > Eden.ent After the map is loaded on the screen, click Create New World and select Sub-Scene; After the loading, save it in <YourProjectFolder>/Worlds/here_name_of_my_mission_without_spaces_and_special_characters; 3) COOP MISSION FEATURES About this chapter: for each mission inside your project. Very basic: Double-click over the "default" layer shown in the Hierarchy area, and select through the top menu the option Plugins > Game Mode Setup; Make sure the template selected is ScenarioFramework.conf, and press the Next, and Scan World buttons; No worries about the Missing Entities list. This is expected. Just go forward, click on Next again, and then Create entities; A new list is shown with other entities to check. Just press Re-scan and after that, Next; Now, let's create your mission header file: press Create header; Click over "Yes to All" for that Script Authorization Required pop-up. Click Next too, and finally Close button; Probably your Mission Header will be opened on the screen. If so, you can close it or fill in the fields with what you already got; Recommended: uncheck the Override Scenario Time And Weather. Remember these tips: Coop/PvE missions in Arma Reforger are called Combat Ops; In the World Editor: If you need to find an object/entity/asset listed in the Hierarchy area, select the element and press the "F" key to fast travel to the object position on the map; It's highly recommended you create new layers in the Hierarchy area to smart organization and prevent erasing things accidentally: using the layer lock option; Always double-click over the layer you are working on to send the new things to the right layer; AI improvement: If the selected world is not a custom one, delete the SCR_AIWorld, replacing it with a specialized AI with the world's name in the script (SCR) AI name, e.g. SCR_AIWorld_Arland if you are using Arland world. To find the options, use the Resource Browser right below the 3D viewer; Important: if you get an error message, no worries, click on Retry or just Esc it and check if the new AIWorld is in the Hierarchy area. If not, try again; Now, just for this example purposes, I'm assuming you selected Arland World. That said, in the Hierarchy area, click over your SCR_AIWorld_Arland; You'll see through the Object Properties area three components called NavmeshWorldComponent. Click on the first one: On Navmesh Settings > Navmesh Files Config > Navmesh File, configure it with: ArmaReforger > worlds > MP > Navmeshes > Coop_CombatOps_Arland.nmn or that related to your map choice; To finish this AI improvement, go to the third/last NavmeshWorldComponent listed initially; On Navmesh Settings > Navmesh Files Config, configure the Navmesh File with the option (click on "..." symbol): ArmaReforger > worlds > MP > Navmeshes > LowResArland.nmn or that related to your map choice; Spawns & Player Loadouts: Important: if you start the chapter section, don't run your mission without completing the whole thing, otherwise errors will come to you on the screen; In the World Editor window, look to the Hierarchy area, click over the GameModeSF and, going over its properties area, select the SCR_BaseGameMode. In the Game Mode area: Uncheck Auto Player Respawn if you wanna prevent dead players to respawn automatically; If the players are still respawning, you can create a trigger that deletes the spawn point after all players spawn for the very first time; Uncheck Allow Faction Change if you wanna prevent players from changing their faction if more than one is playable; Check Use Spawn Preload; Let's define the playable faction(s) and their loadouts: If you won't build a US vs USSR mission, or you just want full control over the factions, delete the FactionManager_USxUSSR and the LoadoutManager_USxUSSR, both in the Hierarchy area; Through Resource Browser, look for FactionManager_Editor.et, and bring it somewhere on the map; Make the same with LoadoutManager_Base.et, bringing it on the map; Click over your FactionManager_Editor already in the Hierarchy area, and over SCR_FactionManager in its Object Properties, open each of SCR_Faction: Check the Is Playable box for that faction you want the players to use; If you don't want to see players changing their factions by another playable one, uncheck Can Change Faction playable; Click over your LoadoutManager_Base already in the Hierarchy area, and over SCR_LoadoutManager in its Object Properties: In the Loadout Manager area, click to add at least one Player loadout by clicking over the plus (+) button and selecting SCR_FactionPlayerLoadout; For each loadout added, set a unique role name (e.g. Squad Leader); In Loadout Resource, click over the "..." and select one of these examples specific to Squad Leader: ArmaReforger > Prefabs > Characters > Factions > BLUFOR > US_Army > Character_US_SL.et ArmaReforger > Prefabs > Characters > Factions > OPFOR > USSR_Army > Character_USSR_SL.et ArmaReforger > Prefabs > Characters > Factions > INDFOR > FIA > Character_FIA_SL.et In Loadout Image, click over the "..." and select one of these examples specific to Squad Leader: ArmaReforger > UI > Textures > EditorPreviews > Characters > BLUFOR > US_Army > Character_US_SL.edds ArmaReforger > UI > Textures > EditorPreviews > Characters > OPFOR > USSR_Army > Character_USSR_SL.edds ArmaReforger > UI > Textures > EditorPreviews > Characters > INDFOR > FIA > Character_FIA_SL.edds In Affiliated Faction, type one of these options: US, USSR, or FIA; Let's create the player's spawn points: In Resource Browser, search for the faction spawn you want to (examples below), and drag and drop it over the exact spot on the world you want that faction spawn; ArmaReforger > Prefabs > MP > Spawning > SpawnPoint_US.et; ArmaReforger > Prefabs > MP > Spawning > SpawnPoint_USSR.et; ArmaReforger > Prefabs > MP > Spawning > SpawnPoint_FIA.et; Through the Hierarchy area, select your new SpawnPoint and go to SCR_SpawnPoint in the Object Properties area; Verify if the default settings fit as you need; Still in the Object Properties, click over SCR_MapDescriptorComponent; In the Main Type field, set Spawnpoint; In the Unit Type field, set Infantry; In the Faction field, set the faction index (single number) must spawn there (by default: US=0; USSR=1; FIA=2) Important: to confirm the faction index, go to your FactionManager, click on the SCR_FactionManager, and check which number is in the Order field; Save your mission and run it by clicking on the green play button to make sure everything is happening exactly as you want; Important: if you are facing some error on the screen, close all Reforger tools, re-open them, and check each step from this part of the chapter; Including the Screen to Select Squads & Loadouts available: In the Hierarchy area, click over the GameModeSF and, going over its properties area, find the SCR_RespawnSystemComponent component; In the Spawn Logic option, right-click over SCR_AutoSpawnLogic, select Change Class, and after that change it to SCR_MenuSpawnLogic; Save and run your mission to see the new screen before the mission starts. [OPTIONAL] Including the Mission Briefing Screen: In the Resource Browser window, make sure you already cleaned the search field, and go to the folder Arma Reforger > Configs > Journal; Over the Journal folder, right-click and select Transfer to <your project folder>; A popup window will be shown, uncheck all options, but Journal_CO_Arland.conf (don't worry if you are using another world, we need just the file model); Go to the Enfusion Workbench window, and verify if a copy of the Config folder structure now belongs to your project too; If the transference didn't send the Journal_CO_Arland.conf file to your mission (bug in v.1.1.0.42), do it manually: Still in the Resouce Browser of the Enfusion Workbench window, go to ArmaReforger > Configs > Journal; Over the Journal_CO_Arland.conf, right-click and Duplicate to <yourProjectName>; Open your journal/briefing file and, if it's not for the US faction players, change for the correct one through the Faction Key field (e.g. FIA or USSR); Don't forget to edit this file with your mission information now or later; Back to the World Editor window, in GameModeSF properties, click on the Add Component button, and add the option SCR_EditorRespawnBriefingComponent; Look for the Journal Config Path option, and find through that field the path to your mission journal (briefing); In the Info field, click on Set Class and select the option called SCR_UIInfo; Save the project and run the mission to check if it's working fine; Supplies, Electricity & Other Resources: In the World Editor window, look to the Hierarchy area, click over the GameModeSF and, going over its properties area, select the SCR_BaseGameMode. In the Game Mode area: If you don't want to use supply costs management when an arsenal is added, go to the Disabled Resource Types, and add Supplies; Electricity grid (soon with Reforger's next major update); Logic of hostilities: In Arma Reforger, by default, all factions are enemies of each other. If you need to change it: Click over your FactionManager_Editor already in the Hierarchy area, and over SCR_FactionManager in its Object Properties; In Factions, pick up one through SCR_Faction options, go to the Friendly Factions Ids field, and set who is friendly for that faction, using the id's US, USSR, or FIA. Below are some logical results: If US is friendly with FIA, automatically both are enemies of USSR; If US is friendly with USSR, automatically both are enemies of FIA; If US is friendly with FIA and USSR, automatically FIA and USSR are enemies to each other; [OPTIONAL] Preparing AI to Use the Dynamic Spawn/Despawn: For Coop/PvE/CombatOps mission, in the Hierarchy area, select GameModeSF; In its Object Properties area, click on SCR_GameModeSFManager, right-click over it and, after that, Change Class; Select SCR_GameModeCombatOpsManager and turn on the Dynamic Despawn; 4) MISSION CREATION About this chapter: for each mission inside your project. Now, explore your creativity and ability to make your mission true. Set units, compositions, waypoints, etc. A good quick start is here in the official basic guide. 5) FINAL TOUCH & PUBLISHING About this chapter: for each mission inside your project. [OPTIONAL] Customizing the Squads' Sizes and Names: If you want two or more squads available for a player faction, in your FactionManager, go to the SCR_FactionManager in its Object Properties, after that in Factions and the specific SCR_Faction you want to custom; Find the option called Create Only Predefined Groups and check its checkbox; After that, in Predefined Groups, click on the plus (+) button to create one custom player squad for the faction; All you need to do is set the number of slots that will be available for players in this specific squad through the Group Size field; [OPTIONAL] Customizing the Player Loadouts: Soon... [OPTIONAL] Adding Markers on the Map: In the World Editor, and through the Resource Browser area, go to ArmaReforger > Prefabs > ScenarioFramework > Components; Drag and drop somewhere on the map an Area.et; Drag and drop a Layer.et into the Area created in the Hierarchy tree; Now, for each faction marker you want to create, do it: Drag and drop a SlotMarker.et into the Layer recently created and listed in the Hierarchy tree; Click over that SlotMarker created, go to its properties, and click on SCR_ScenarioFrameworkSlotMarker; Through the Map Marker area, give the marker a name, and select its icon, and color. [OPTIONAL] Customizing the Mission in-game HUD: Turn off the "PlayerName die!" notification: In GameModeSF, go to SCR_NotificationSenderComponent and, in the Kill Feed Type field, change to Disabled; Turn off or on the friendly names over the player's head: In GameModeSF, go to SCR_NametagConfigComponent and, in the Config Path field: If leave it empty, no name over any head; If configured with NametagFriendlies.conf, only friendly unit names over their heads; [OPTIONAL] Customizing the Time and Weather: Return to World Editor of your mission and select GameModeSF through the Hierarchy column; On the Object Properties area, check if you already have listed the component called SCR_TimeAndWeatherHandlerComponent. If not, add it via the Add Component button; On that component features, custom the time and weather as you want, but don't check the option Allow Header Settings (still broken nowadays); Updating the Mission Header (mission information, available slots for players) In the Enfusion Workbench window, go to <yourProject>/missions/<yourMission>.conf; In the Path field, set this: Missions/<yourMission>.conf; Up-to-date more mission information as Name, Author, Game Mode (Coop, for example), and Player Count; Important: Time and Weather settings are still broken in the Mission Header (World Editor v1.1.0.42); [OPTIONAL] Adding a Custom Image to the Mission Loading Screen: Check this post. Publishing the mission on Reforger Workshop: Save the mission; In the Enfusion Workbench interface, go to the top menu and click on Workbench > Publish to Workshop; Make sure your mission title is correct and you have a cool Preview Image to select; Check the categories make sense for you (like Scenarios_SP and Scenarios_MP for example); If you flagged the mission as Public, you will see your content visible for all Reforger Players in-game and, also, on the Arma Reforger Workshop Website; In the Summary field, I recommend you annunciate the main mission's objective; In the Description field, I recommend you set the whole mission briefing. If you want some model, check out my briefings; Press Publish; Updating your mission: Open Arma Reforger Tools; Select and open your mission in Enfusion Workbench Launcher; Go to the top menu and Workbench > Publish to Workshop; In the Change Notes, write what was changed in the new version; Press Publish; - - - - - - - - - - - - - - - - - - - - - - 6) MORE DETAILS I do recommend you dive deep into the @Blackheart_Six playlists on YouTube where he's teaching lots of things through hours of videos: https://www.youtube.com/playlist?list=PLACt0Y23f-92UjVNKiODHzA9pnnGl-Lpj And of course, here in the BIS Forums community is the best place to share ideas, solutions, and challenges. If I do not answer you after 90 days, copy and paste the entire topic and keep the work updated and alive for the community. Cheers, thy @aldolammel -
tutorial [TUTORIAL] How to Setup a Coop Mission
thy_ replied to thy_'s topic in Arma Reforger - Scenario Editing
If you want total control over who's playing with you, make your server mission private. If you want to hide Reforger Workshop content from console players, I don't think we can go through the current version. -
minefields [TUTORIAL] How to build random land minefields
thy_ replied to thy_'s topic in Arma Reforger - Scenario Editing
All your images are broken. -
minefields [TUTORIAL] How to build random land minefields
thy_ posted a topic in Arma Reforger - Scenario Editing
After you've configured your mission correctly, you're ready to follow this tutorial. If not, you might face basic issues. That said, let's do it: Desired: Create random minefields, a solution to prevent players from memorizing the minefield positions when playing several times the same mission; Minefield Structure: In real life: Mine ................... explosive device itself. Minefield ........... a cluster of mines. Translation to World Editor: Area .................... the entire region where one or more minefields will be placed. An Area has one or more minefields. It doesn't matter where the Area will be placed; Layer .................. it is the minefield itself. A Layer has one or more mines; It doesn't matter where the Layer will be placed; Slot .................... it is the mine itself. A Slot has just one mine; It's the exact position where that specific mine must spawn; Building up random minefields: Visit your Resource Browser in ArmaReforger > Prefabs > ScenarioFramework > Components and: AREA-SETUP: Drag and drop an Area (Area.et) somewhere on the map; LAYER-SETUP: Drag and drop a Layer (Layer.et) inside the Area previously created and listed in your Hierarchy tree; Drag and drop how many Slots (Slot.et) you want to convert for landmines for that specific minefield (Layer); Again, in Hierarchy area, don't forget to drag and drop the new slots into the recently created Layer; Select all Slots of the current Layer and: In the Object Properties area, select SCR_ScenarioFrameworkSlotBase; In the Asset area, click on the "..." button, and search for one of these options, for example: US landmine = E_Mine_M15AT.et; USSR landmine = E_Mine_TM62M.et; Crucial: don't use the options without "E_" as a prefix because those options will not work properly in-game. All "E_" options are in ArmaReforger > PrefabsEditable > Mines; [OPTIONAL] In the Debug area, check the option Show Debug Shapes During Runtime to find easily where non-spawned mines would be during your mission creation; Now, repeat the "Layer-Setup" to create more minefields for the same area; Back to "Area-Setup", select your Area in the Hierarchy tree, go to Object Properties, and click on SCR_ScenarioFrameworkArea; In the Children's area: In the Spawn Children field, select Random_Multiple; In the Random Percent, set 50 to say to the engine that only 50 percent of all minefields belonging to this specific area should be spawned when some player is around; Now, repeat the "Area-Setup" for each area you want to set more minefields. The result: (Image below) The result must be similar to this: - - - - - - - - - - - - - - - - Performance Care: With no documentation, I'm not sure what is the limit of landmine planting until the server's FPS starts to be affected. In my own tests, 400 mines didn't even scratch the match performance. Current landmine planting limitations: If you try to set a mine into the ground, leaving just a small portion of it on the surface, unfortunately the mine will disappear when the mission is running; Only AT mines are available; Question? Something more? Share your thoughts! - - - - - - - - - - - - - - - - My Arma 3 Script for automatic minefield creation: https://forums.bohemia.net/forums/topic/241257-release-ethics-minefields/ -
Modify someone elses scenario AI spawns?
thy_ replied to swampfox424's topic in Arma Reforger - Scenario Editing
Yes, @swampfox424, you can select those enemy classes that can be considered to spawn. As Reforger is still in development and some tool paths are still changing, my advise to you is: to visit the checklist below and find the way to check/uncheck the enemy classes you want. Get familiar with the Workbench logic and everything will get easier for your next missions. -
I need a manual for the reforger scenario editor
thy_ replied to HELLO's topic in Arma Reforger - Scenario Editing
A complete one! -
minefields [TUTORIAL] How to build random land minefields
thy_ replied to thy_'s topic in Arma Reforger - Scenario Editing
I hope so! (I'm not in my place to test it now) -
sandbox [Release] Suicidal Doctrine Script
thy_ posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone, Hope this script helps you in your missions. Feel free to improve my code but, please, don't re-post it on Workshop. Use this thread to share your advice and, if possible, already with your code ideas for fixing/improvement (will be very much appreciated). New features? Why not? Cheers. What to expect from this script AI: With just one unit, it's automatically able to... ...act through a VBIED with its specific behaviors; ...act as a deadman trigger with its specific behaviors; ...act as a suicide bomber with its specific behaviors. Demo: suicidalDoctrine.sqf: Features rules of VBIED method: A suicide operator steers the vehicle bomb (VBIED) to a target and, at the right moment, a remote detonation trigger is pressed by the suicide. All method behaviors are described on the Github readme file. Features rules of Deadman Trigger method: A suicide operator wears a suicidal belt/vest and detonates themselves by releasing a reverse-pressure trigger. All method behaviors are described on the Github readme file. Features rules of Classic Suicide Bomber method: A suicide operator wears a suicidal belt/vest and detonates themselves by releasing a reverse-pressure trigger. All method behaviors are described on the Github readme file. Dependencies: CBA mod; ACE mod; Download: From Github: https://github.com/aldolammel/Arma-3-Suicidal-Doctrine-Script From Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2739692983 Changelog: 2022-Feb-17, v1.3: news, fixes and notes. Known issues: In Deadman trigger method, when the suicidal is their belt/vest deactivated and, by long distances, they got a non-lethal shot, the suicidal should turn the vest detonation system on, but it's not happening. Although the functionality to lock the steering wheel if the suicide isn't allowed to drive is working, the suicide still insists on being seated in the driver's position. Expected behavior: change to passager seat.- 14 replies
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