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zonekiller

Make your own MP & SP BattleField 3 Missions

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Make your own MP & SP BattleField 3 Missions



First of all if you dont know what a BattleField 3 mission

Check out this link.

BattleField 3 -ITS MY OIL-

This pack has both SP and MP scripts and a step by step how to.

For ARMA2 and OA.

No scripting knowledge required at all

All the hard work has been done so you can make your own

SP or MP mission in a matter of minutes

Add your own MOD and ADDONS

Create your own bases.

Setup other objectives in the middle the choices are endless.

Have Fun

I hope to see some new and creative missions out there soon

ZoneKiller

Download Make your own BF3 Missions From Armaholic

Edited by Zonekiller

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Respect!

Thank you very much for sharing this.

I will definitely try to make one for Thirsk.

:bounce3:

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Thanks! Love it. :D

Any idea why i encounter infantry from takistan? Looked like takistani locals, their names where also allah'ish. I copied everything from this utes template. (i think it was guer side).

When I look, every unit placed on the map is russia and independent guerillas (not taki).

NVM think i found it :)

Edited by MugAben

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thats because of these lines in the BF3_Arrays.sqf

// The Factions you want in your mission , these are standard OA units , for different addons and mods you can change them

//------------------------------------------------------------------------------------------------------------------------

_fractionW = ["BIS_US","USMC"]; -- side west

_fractionE = ["BIS_TK","RU"]; -- side east

_fractionG = ["BIS_TK_GUE","GUE"]; -- side independence

//------------------------------------------------------------------------------------------------------------------------

do keep the factions to the correct sides.

also some support planes are RU for the independence as the poor buggers didnt have any, lets just say they stole a few and not make an issue of it :)

if you dont want the takistan take out the BIS_TK and BIS_TK_GUE

This is something a little different, i pull the units and vehicles from

cfgvehicles so to make it work an all islands with all addon factions

all you do is delete or add factions to the array and those units will

be in the mission if you add them. same as the vehicles for that faction

the only restriction is that the vehicle and unit must have weapons.

unless it is a std repair vehicle.

the only units you need to add to the mission are the players all the AI

are created and if you have 40 AI on each side as they die more are created

to keep 40 on each side , when the say east get to 35 the mission will create 10 more

that goes for all sides so it trys to keep the number of AI units between 35 & 45 if you choose 40, it will only create units when needed.

all vehicles and units are put into an array at mission start and all requiered

vehicle addon names are added to the mission.sqm. All weapons for the factions that are

chosen and are also added to the mission and will be found randomly in weapon creates

and the full list of weapons for the side you choose to play will be in the respawn menu

and you can select any weapon layout of any unit that is on your side from the respawn menu.

Edited by Zonekiller

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Changed it to "RU" and "GUE" .. Seems to work fine.

- I get some wierd errors from time to time though.. Driving in ural, just me. Suddently I just died.. Killed my "DampetDK".. Vehicle took no damage.. :S

- It seems as if I cant order my AI to enter gunner positions in vehicles. Driver works fine, also static weaps

- Also, when crashing and getting on fire, when respawning im still on fire and dies.. THEN, i respawn without fire.. But im pretty sure this is an ACE thing unless you added the fire feature yourself.

- And i still get in situations where AI constantly is killing me even though im dead.. Escape doesnt work..

Edited by MugAben

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The fire feature is mine , i will see what i can do about the still burning bit, for now just take it as even if your knocked out you still cook :)

not sure about the ural bit , will look into it , there is nothing in any of the scripts that will kill Players or AI except fire..

For some reason the AI that join your group dont seem to be happy about it and will kinda do as you ask, again will try and improve on that , unless people think it an unique feature and like it that way.

your input is very helpfull and as i update files i will upload them

again if anyone comes across any sounds that would add to the mission , screaming etc,

different sounds for the 3 sides would be great let me know thanks

i tryed to play with this, to make the pitch different for each unit but with no luck

unit say [sound, maxTitlesDistance,speed]

_ai say ["scream",2,((random 0.4) + 0.8)];

all still sounded the same.

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The pitch you have played with could explain why I heard some AI one time, yell something in total deep voice slowmotion. ^^ It was impossible to hear what though.

Well I wonder why this thread isnt filled with posts allready..

To me, this is what arma allways have been in need of! The action is tense, the AI is smart and the game plays out if you're 20 players vs 20 players, or 1 player vs 60 ai! Most people play coop in arma with 5-15 players, small squads maybe once a week. (At least thats what my squad do) This is exellent for those other 6 days to keep down youre arma abstinences! The bugs I've reported is so annoying, but this is by far my favorite yet!

)rStrangelove;1803507']Nice! Works for every island' date=' for example Lingor? :)[/quote']

As far as I can tell, it does. Im playing it on my own map Favslev right now. :)

Edited by MugAben

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Well I wonder why this thread isnt filled with posts allready..

Because if I wanted to play Battlefield, I'd play Battlefield and not ArmA. ;)

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Aaah, I knew it would come and I forgot to write something! Well here my defence comes:

The realism in arma + the continuous gameplay of BF = WIN!

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Update :

1/ I believe i have the staying on fire when hurt FIXED

2/ there seems to be searchlights during day missions

open the BF3_Arrays.sqf file in the InitFolder folder

Add "StaticSEARCHLight" to your _forbidedvehicleclass.

this will fix the searchlight being in day missions it will still show up for night missions.

eg :

// This takes out the vehicles you dont want in the mission.
//----------------------------------------------------------
_forbidedvehicleclass = ["StaticSEARCHLight","WarfareBMGNest_M240_base","WarfareBMGNest_PK_Base"];
//---------------------------------------------------------

3/ Still working on more control over AI that join your group

Getting success the AI will do as you say now and be gunner of vehicles

still having problem as there old formation leader still tells them what to do aswell

for thos that dont want to wait till i upload new files

this is the code for the burn.sqf fix

burn.sqf lives in FSM\vehicles folder

//Script By Zonekiller ---  www.zonekiller.ath.cx --- zonekiller@live.com.au

_ai = _this select 0;
_fire = position _ai;
sleep 0.1;

_ai disableAI "AUTOTARGET";
_ai disableAI "TARGET";
_ai setSpeedMode "FULL";
_ai move [(getPos _ai select 0) + random 500 ,(getPos _ai select 1) + random 500 ,(getPos _ai select 2)];
_ai setBehaviour "CARELESS";
_ai allowFleeing 1;
_ai setCombatMode "BLUE";

//Fire 

_flame = "#particlesource" createVehicleLocal getpos _ai;
_flame setParticleRandom [0.5, [.0, .0, 0.5], [1, 1, 1], 0.2, .05, [0, 0, 0, 0], 0, 0];
_flame setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal", 16, 10, 32], "", "Billboard", .1, .1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1], [[1, 0.7, 0.7, 0.5]], [1], 0, 10, "", "", _ai];
_flame setDropInterval 0.005;

_a = 0;
_b = 0;
_dis = random 55;
_dis = _dis + 35;
_timeout = time;
_ran = 0;
_rolling = 0;

if (_ai isKindOf "man") then 
{
voice = _voice;
_ran = random 60;
if (_ran <= 10) then {_ai say "scream1"};
if ((_ran > 10) and (_ran <= 20)) then {_ai say "scream2"};
if ((_ran > 20) and (_ran <= 30)) then {_ai say "scream3"};
if ((_ran > 30) and (_ran <= 40)) then {_ai say "scream4"};
if ((_ran > 40) and (_ran <= 50)) then {_ai say "scream5"};
if ((_ran > 50) and (_ran <= 60)) then {_ai say "scream6"};
};

while {_a < 300} do
{
	if (_ai distance _fire > _dis) then 
	{

	if (_rolling == 0) then 
	{
	_rolling = 1;
	_ai playmove "ainjppnemstpsnonwrfldnon_rolltofront";
	sleep 1.5;
	};


	_ai playmove "AmovPpneMstpSnonWnonDnon_AmovPpneMevaSnonWnonDr";
	sleep 1.5;
	_ai playmove "AmovPpneMstpSnonWnonDnon_AmovPpneMevaSnonWnonDl";


		if ((random 100 < 30) and (_ai isKindOf "man")) exitwith 
		{
		voice = _voice;
		_ran = random 60;
			if (_ran <= 10) then {_ai say "scream1"};
			if ((_ran > 10) and (_ran <= 20)) then {_ai say "scream2"};
			if ((_ran > 20) and (_ran <= 30)) then {_ai say "scream3"};
			if ((_ran > 30) and (_ran <= 40)) then {_ai say "scream4"};
			if ((_ran > 40) and (_ran <= 50)) then {_ai say "scream5"};
			if ((_ran > 50) and (_ran <= 60)) then {_ai say "scream6"};
		sleep 8;
		deletevehicle _flame;
		_a = 300;
		_ai enableAI "AUTOTARGET";
		_ai enableAI "TARGET";
		_ai allowFleeing 0;
		_ai setCombatMode "red";
		};

	_ai setdammage _b;
	_b = _b + random 0.5;
	_a = _a + 10;
	sleep 0.1;

	}
	else
	{

		if ((time > _timeout + 6 + random 5) and (_ai isKindOf "man")) then 
		{
		voice = _voice;
		_ran = random 60;
			if (_ran <= 10) then {_ai say "scream1"};
			if ((_ran > 10) and (_ran <= 20)) then {_ai say "scream2"};
			if ((_ran > 20) and (_ran <= 30)) then {_ai say "scream3"};
			if ((_ran > 30) and (_ran <= 40)) then {_ai say "scream4"};
			if ((_ran > 40) and (_ran <= 50)) then {_ai say "scream5"};
			if ((_ran > 50) and (_ran <= 60)) then {_ai say "scream6"};
		_timeout = time;
		};


	_ai setdammage _b;
	_b = _b + random 0.01;
	_a = _a + 1;
	sleep 0.1;

	};
// as you see just this line has been added
[color="Red"]if ((isplayer _ai) && !(alive _ai)) exitwith {deletevehicle _flame}; [/color]
};

deletevehicle _flame;

Because if I wanted to play Battlefield, I'd play Battlefield and not ArmA.

Didnt know i scripted that well that i could change one game to another

or are you saying i should have named it shootemup or something like that

:)

Aaah, I knew it would come and I forgot to write something! Well here my defence comes:

The realism in arma + the continuous gameplay of BF = WIN!

Thankyou DampetDK, Its people like you that give relevant comments and fault finding

issues that help make missions better and help to let mission makers know what the arma public

would like in there missions

its good to make missions better if people play them :)

Edited by Zonekiller

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Tip:

Do _ran = floor random 6; instead followed by a switch do case statement using integers. More efficient and prettier looking.

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Tried it out seems to work well except for respawning is tuff to get to initialize. Have to click correct spot in the base area you want to respwan in.

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and your point being ??????????????????????????????????????????????????????????????

Should i take out the bad guys for you as well

Last Update, Fix or anything . Im done with this.

Due to lack of replys , lack of intrest and idiots.

to fix the squad thing

goto the squad folder

delete and replace the following code in the following scripts

joinsquad.sqf


// Script by Zonekiller  -- http://zonekiller.ath.cx --    -- zonekiller@live.com.au --

_player = _this select 0;
_unit = _this select 1; 
_trigger = _this select 2;
_myaction = 0;

if !(isplayer _unit) then 
{  	
if ((_unit == vehicle _unit) && (group _unit != group _player) && ((_unit != leader _unit) && ((count units (group _unit)) > 1)) && (count units group _player < 10)) then 
{ 
_myaction = _player addAction ["Al Join Group", "squads\squad.sqf",[_unit,_trigger]];
};
};

sleep 5;

_player removeAction _myaction; 

jointrigger.sqf


// Script by Zonekiller  -- http://zonekiller.ath.cx --    -- zonekiller@live.com.au --

sleep 5;

if (Squads == 1) then {

waitUntil {!isNil {player}};
waitUntil {player == player};
waitUntil {alive player};

if ((isServer) && !(local player)) exitwith {};
if !(local player) exitwith {};

_player = player;
waituntil {_player in list sidealive};

_side = format["%1",(side _player)];

_initCode = "";
_initCode = _initCode + "_nil = [";
_initCode = _initCode + format["%1",_player] + ",(thislist select 1),this] execVM 'squads\joinsquad.sqf'";

_joiner = createTrigger["EmptyDetector", position _player];
_joiner setTriggerArea[2,2,0,true];
_joiner setTriggerActivation[_side,"PRESENT",true];
_joiner setTriggerTimeout[0,0,0, true ];
_joiner setTriggerStatements["((count thislist > 1) && this)", _initCode ,""];


_Pos = [0,0,0];
_joiner attachTo [_player,_pos];

};

leavesquad.sqf


// Script by Zonekiller  -- http://zonekiller.ath.cx --    -- zonekiller@live.com.au --

_player = _this select 0; 
_trigger = _this select 1; 

waituntil {("ALIVE" !=  lifeState _player)};

if !(alive _player) then {deletevehicle _trigger}; 

squad.sqf


// Script by Zonekiller  -- http://zonekiller.ath.cx --    -- zonekiller@live.com.au --

_player = _this select 0;
_id = _this select 2;
_array = _this select 3;
_unit = _array select 0;
_trigger = _array select 1;

if (isplayer _unit) then 
{  
_player createDiaryRecord ["squad", [name _unit, "in my squad"]];
}
else
{
[_unit] join _player;
_unit dofollow _player;
group _player selectLeader _player;
[_player,_trigger] execVM "squads\leavesquad.sqf";
};

_player removeAction _id;

If you dont like the way something is done "STIFF $#@%" write your own bloody mission

ENJOY :bounce3:

Edited by Zonekiller

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Is anyone having problems recruiting the AI? The option never seems to present itself and when it does, rarely, its only from paradropped AI. If I can get this figured out I will be golden. Ill never have to play another mission again. Id like to ultimately be able to recruit from the AI pool, whether it be 30 or 100 AI from flapoles at bases. This would be the ultimate scenario.

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Is anyone having problems recruiting the AI? The option never seems to present itself and when it does, rarely, its only from paradropped AI. If I can get this figured out I will be golden. Ill never have to play another mission again. Id like to ultimately be able to recruit from the AI pool, whether it be 30 or 100 AI from flapoles at bases. This would be the ultimate scenario.

Ive fixed that problem , now you can add units at the ammo crates

the new release will be out in about a week

you will be able to add what ever units you wish up to 5 units

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Hi, Zonekiller! Thank you for this template. i like you Battlefield missions (2 and 3) very much! Now i can start up a full scale warfare on any island, using any vehicles and units! It is just WOW!

i have some report and suggestion.

1. If i choose resp type "air", support choppers respawns with stopped enjines and just falls down.

2. Is it possible to remove some features or make it optional? mission will be more playable with ACE and SLX mods. i mean burning effects and wound treatment.

and i have problem with respawn. seems, it would be more simple just to remove player unit after death instead "playing wounded" before next respawn. there was situations when i died continiously while i was "wounded". i.e. burning, sunking and being shooted by enemy.

sadly, my modding skill is even worse than my English. :) so i can only suggest and wait for you answer. thanks again for this mission!

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thanks for sharing your work Zonekiller, this will be quite handy. i've already had a lot of fun on your pre-made chernarus and utes BF missions, so thanks for those too. nicely done.

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