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Found 4 results

  1. 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/
  2. MISSION MAKER FRAMEWORK for ARMA III, ver. 0008 (2021) This MODULE is compatible with BASE GAME (current version) MMF is an easy-to-use function library for mission designers. Live readMe Discord Channel (new) Change Log (new) FAQ (new) MMF Version 8 (install to mission root) (dev) MMF_vX (drive) (new) Demos (new) Images Features Have fun! Credits: Soolie Build Menu GUI SmartGames Function Configs Custom Notification Benchmark, Mr Pants Playtesting Arma Public License No Derivatives (APL-ND) Use:
  3. The FLY ArmA III Air Traffic Module makes it easy to create a network of airports. What's new: *Initial release version 0001 The number one request from Fly Tanoa Air was to make it useful for other maps and vehicles. Done. Check out the readme FLY ArmA III verion 0001 Mission Maker walkthrough video Demo video from tutorial NOTES: * Included: 3 airport markers. 3 approach vectors. 1 cargo box and 1 traffic marker. A small init block and a great big function library. Also a brief intro.sqf you may configure and use if you like. * A DEMO mission on Altis (not the one from the tutorial). * It's possible to add more airports but it isn't a 2 click solution. If you know how, go ahead. If you don't and need help, message me. The next version will make it simple to add more airports. Updates will be to the function library and the module assets will always remain the same. * There are extra functions in there and extra functionality within some of the functions which is unused/disabled. If you want something to be different-- different passengers or less often radio updates, for example-- there's probably already a built-in function for that, just look. * You can absolutely drop this into an existing scenario, just remember to add the init variables and exec the library. * There's no restriction on vehicle type so this is already a taxi service / cargo delivery module, too. Just hop in a car and start delivering people from airport to airport (you can reconfigure the names of destinations of course). * When you open the library the first thing you may think is, "Hey, if I replaced this civilian thing with a military thing, it'd be like a real mission.", and you would be right. I noticed that, too. There is another framework with those edits already made. * Since this is a community asset, community suggestions for features and script improvements are welcome. Have fun!
  4. Hello mission makers, I hereby want to gain attention for a project of mine regarding a new level of gameplay and community existence. Looking for a mission maker, in this case, would need that person to agree with intention and attitude of the concept that I am going to propose, probably more than in most other contexts. That is why I chose to post in this sub-forum. The unit will be a virtual unit with its mission being primarily infantry and air-assault, coop and TvT, the more people will join, the more missions we can cover. What is different to other units? a lot, in regards of ranks, roles, code of conduct and chain-of-command. Presenting all the details here would definitely change the nature of this post. The core mission of this unit will be a seeder mission with main and side objectives, semi-persistence in regards to equipment and mission progress, largely focusing on patrol operations. In comparison to what I know in the communities and missions, it is leaned on the old Patrol ops from ArmA 2 and can be considered the most hardcore and most immersive. The core mission does not have to be build from scratch, it can be ported from an existing framework ( like ALIVE ) or a similar mission type. All the details about most of the modpack and mission properties are concluded in the following sheet: https://docs.google.com/spreadsheets/d/1FkHMx1NCX2z_suyCdxafjOlVPnJDPGlKazGs3Hd5_kU/edit?ts=59ad131f#gid=700967663 Your current level of mission making is not important to me, as long as you can imagine ( and want ) to adapt to the essential concept and are able to dedicate yourself to the idea. I also can imagine having more than one mission maker, I will not be able to determine who is going to be the best for this idea, because that will largely depend on attitude and self-motivation which reveals only on a long-term basis. Anyone interested, give me a shout via PM here and we see what we can make out of it.
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