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arma3:missions

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Missions

This is all about missions and campaigns for ArmA 3.

Campaign Missions

mission\description.ext new features for ArmA 3:

author = "Snake Man"; // Author
onLoadName = "PMC 2 mission"; // Mission name (temporary solution; actual name set in editor will be used later in the alpha)
onLoadMission = "Prepare to defend yourselves!"; // Description
 
class CfgDebriefing
{
	class End1
	{
		title = "End1 Activated";
		subtitle = "";
		description = "Yeah end1 rulez";
		backgroundPicture = "";
		picture = "b_inf";
		pictureColor[] = {0.0,0.3,0.6,1};
	};
 
	class pmc1
	{
		title = "PMC 1 Activated";
		subtitle = "";
		description = "Yeah pmc1 rulez";
		backgroundPicture = "";
		picture = "b_inf";
		pictureColor[] = {0.0,0.3,0.6,1};
	};
};

Then any script or trigger during mission to end it:

[ "end1", true, 2 ] call BIS_fnc_endMission;

Or

[ "pmc1", true, 2 ] call BIS_fnc_endMission;

Its very cool now that we can define our own mission ending setups and are not limited to the existing 7 mission ending triggers available.

ArmA 3 Campaign description.ext

ArmA 3 Campaign description.ext

This following inside every mission class is not necessary:

briefingName = "Mission Name";
author = "Snake Man";
overviewText = "Campaign mission overview";

Because these values are read from the mission description.ext instead.

When you are creating your ArmA 3 campaign and if you get this error:

Warning Message: No entry 'Campaigns\<NAME>\description.ext/Campaign.briefingName'.

You need to add one line in description.ext file:

briefingName = "My Campaign!";

And its fixed.

ArmA 3 Campaign saveStatus and weaponPool

exit.sqf

exit.sqf script wont run from campaign\scripts\ directory at mission end, it has to be in each mission dir :(

saveStatus

If you do saveStatus and then try to loadStatus on different class character, you have no uniform/gear. I guess its somewhat obvious but you cannot start like civilian character and then on next mission have BLUFOR soldier or other character class. I'd suggest that you pick one character at beginning of campaign and stick with that one.

FIA Randomized Headgear

In v1.44 at least FIA rhs_g_Soldier_F seems to have randomized headgear and goggles (glasses), even with saveStatus/loadStatus they still change, odd? You can turn this off by adding this to its init line:

this setVariable ["BIS_enableRandomization", false];

ArmA 3 Campaign Editing Tips

Make empty mission with only red markers designating the mission areas, not individual objectives but main mission area, for example main objective for specific mission.

Then when you actually create these missions, you can then load this marker only mission and after each mission is done, you turn that objective / area marker to green.

With this you can very easily keep track of the campaign creation and which missions are done, which areas are covered etc.

Another idea is to first build all the player side troops + triggers and do dry run of the campaign to see all missions end nicely. I mean surely you already only place triggers that work, of course, but still it would be nice to go over the campaign basic design actually playing it, instead of just watching .ext and .sq? files.

Put trigger activation lines in sqf scripts, easier to edit and manage / find. PMC Fury had lot of “eastdead1.sqf” type scripts.

Unique and descriptive names for scripts! No more fish.sqf shit, there is no shame using even very long sqf names if necessary. If script can be used in several missions, do it and put it on Scripts\ directory with good parameters.

Misc

ArmA 3 Mission file name length, see ArmA 2 - Mission File Name Legth Limit

arma3/missions.1435534314.txt.gz · Last modified: 2015-06-28 23:31 by snakeman