Editor is available, but there's not too many objects. Only two chopper types available to play with in medi or attack loadout, no planes yet. Had fun driving the quad around the airfield. Like the splash effects from grenades and the explosion from destroyed vehicles.
I used to do nice tight rudder controlled turns to take off the speed and height you're right, it's not reacting the same at all, yet.
But this is ALPHA and a pretty polished one at that, the missions are just showcases of the type of things to expect. I think the flight physics will be more tuned as we move to BETA. They are looking more for engine bugs at the moment I would assume, rather than fine tuning
Windows can be shot out of buildings now, building destruction will hopefully be a little better animated in final, but movement inside them has improved a lot.
Beware of the guard rails on balconies, they aren't solid yet.
played about with the editor today got a nice little single player mission sorted so if you have finished the showcase missions give me a shout and i will send you it. you'll have to load it into your editor to play it so you will see what happens but its fun to play non the less....
i made a little mission that smilo,oldie,benny and me tried tonight, needs a little tweak but its working, the editor is so much easier than the old one thank god
toby you can have my mission to try on boot camp, its got troops following set route with areas of influence, a target, patrol vehicles an extraction and a respawn. i can email it to you it you like
Cool do you have dropbox? if so stick in there and so we can all try it :)
ok created a drop box, now what?
Stick the file in the public folder then you can right hand click on it and it will give you the option to copy html link. Send that to me in a PM and I will dl it
I have a nice mp mission taking shape with some surprises, even done a small amount of scripting, trouble is I can't complete it on my own :( so may need some help to test it fully as I can't get passed the second task on my own :(
Ideally you should save them as .pbo's if it's anything like the original Arma. They should be less than a meg so can be posted old school (email).
I too have tinkered and created, but I can't be bothered to work out respawn. So if someone gives me that then I'll post it up.
I cannot recommend enough for you mappers, use the UPS (Urban Patrol Script). It makes it less stagnant, you then balance that with probability of presence and spawn radius and it's an easy way of varying it on a theme so that you aren't replaying the same thing every time.
Define marker
Define unit with large spawn radius within that marker
Define probability so you may have varying numbers up to a maximum
Add the UPS script so they patrol the area at random rather than waypoints
Cheers benny I will have a tinker with that. I was talking to sulky last night and I believe he has found a respawn script that has been tested and works.......Sulky?
One of the multiplayer missions (the one where you have to yomp it across the island to steal a boat/chopper) that ships with the Alpha has a respawn script built in - could we use that?
Ideally we need the old script which just incapacitated you, and ended the mission if everyone went down. I think I have it on my machine at home somewhere, I'll have a play in the editor when I get some time and see if I can get it working.
found a tutorial for respawn script, i have added it to my current mission and it works perfectly. Also managed to get my tasks and breifing sorted so just a few more tweaks then im ready for a full on test :)
Quote from: Tutonic;368454One of the multiplayer missions (the one where you have to yomp it across the island to steal a boat/chopper) that ships with the Alpha has a respawn script built in - could we use that?
Ideally we need the old script which just incapacitated you, and ended the mission if everyone went down. I think I have it on my machine at home somewhere, I'll have a play in the editor when I get some time and see if I can get it working.
I have the old respawn scripts but I couldn't be arsed. I was hoping there was a check box. I'll do it later this week and set up a proper revive map. I'm loathed to spend too much time on a game that is alpha and have to do it again later.
benny i have a re-spawn script, that you saw working the other night basically here it is, open a notepad document in the arma 3 folder where mission is saved, place this in the document
respawn = "base";
respawndelay = 15;
save it as description.ext
go back to arma3
then add a marker on the map with the name
Respawn_west
and thats it
respawn are then at that marker with a 15 sec delay..or what ever you want. Its in the post that i linked to here
http://www.deadmen.co.uk/forum/showthread.php?37855-arma-3-alpha-editor-guides
Cheers Sulks, if I can't get revive working I'll drop that in. If I can, then it looks like we are go go go (or something equally punchy) :)
That's the same one I found sulks and it works a treat
Although the respawndelay is respawndelay = "15";
Also the one I found told you to create a init.spf too in the same directory although they didn't tell you anything to put in that file so not sure what that's all about
Benny, if you work out the revive script can you send us it mate
Cheers :)
Quote from: Sparko;368497Although the respawndelay is respawndelay = "15";
works without the "":D
didnt mention anything bout inf in the one i found
Cool ok :)
I have found a problem, if you disable the AI in mp before you launch the mission it knocks out the briefing and tasks at the start of the mission :( if you leave the AI on its fine, am I doing something wrong anybody know?
can you show me how to do the brief and description thing?
Quote from: sulky_uk;368548can you show me how to do the brief and description thing?
Yeah will do, I won't be around tonight but should be around tomorrow night, just give me a nudge on steam
Bi have been kind to us...here is the list of all the scripts linked from BI's development feed
hope people find it handy
http://community.bistudio.com/wiki/Category:Arma_3:_New_Scripting_Commands_List
and weapons mods
http://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines
and how to add arma 2 characters
http://community.bistudio.com/wiki/Arma_3_Modding_Characters
(http://community.bistudio.com/wiki/Category:Arma_3:_New_Scripting_Commands_List)
for benny, revive script from armaholic
http://www.armaholic.com/page.php?id=18955
I've built a mission using General Carvers revive, which I need to test tonight/tomorrow. Outside that I'll give this a try. The lack of dedicated server makes it a bit of a pain in the bottom.
Tonight's no good for me, but I'll be available tomorrow night for some map testing funtimes.
I will be around tonight, I plan to be on arma anyway so give me a nudge if you need me
im good tonight if ya want
i have set the revive script up on my mp mission and it seems to work :).......well i seem to be rolling around on the floor and screaming when i die so that bit works anyway. Wont be able to see if i can be revived until someone is around to test with me.
Thanks for the link sulky :)
I'll be around tomorrow for some mappiness happiness, if anything needs testing.
played mine with 8 players tonight...instead of 4 from last week..need to add more ai, lasted 1 hour and they avoided 30% of the the enemy troops
Revive script works perfectly, thanks to Sulky for testing with me :)
There are some variables that we can teak to our liking so its just a case of trying different things and seeing what we prefer. Each soldier has 1 first aid kit, which means they can have 1 revive or they can 'heal' themselves once (cant remeber if this was the same in ARMAII) Presumably the medic has infinite revives but havent tested that yet. Should be around tomorrow for some more fun, but looking good so far :)
Alright, just seen this thread, very useful. Am in the process of making my first proper mission.
Be sure to watch the tutorial vids :thumb:
Guys can I also ask that in future maps please can we remove the nightstalker from the ammo box.
Many Thanks
It's a useful weapon as long as people don't use thermals, I thinks it is the only weapon with a built in range finder. I use it but don't use the thermals.
As you can probably tell by my low scores
Quote from: BrotherTobious;399947Guys can I also ask that in future maps please can we remove the nightstalker from the ammo box.
Many Thanks
Gents, to do this in the virtual ammo box:
Open
INS_revive\VAS\config.sqfScroll to the bottom and find this
line vas_r_items = []; Change it to
vas_r_items = ["optic_Nightstalker"];As a side note, you may have noticed in my last couple of missions i've been using a different box/create. This is simple to avoid the normal contents being available and only being able to access the weapons etc i want the player to have.
Quote from: sulky_uk;399949It's a useful weapon as long as people don't use thermals, I thinks it is the only weapon with a built in range finder. I use it but don't use the thermals.
As you can probably tell by my low scores
We want neither thermals nor the built in range finder, really :) Nice to have someone designated with a standalone range finder for such things, IMO.
Ty for the good work TwoBad!
Gents, another two scopes are to be added to the remove list please.
vas_r_items = ["optic_Nightstalker","optic_tws","optic_tws_mg"];
Hey everyone,
Just making another mission - Does anyone have a script or command line that would make enemies spawn in randomly and attack a town/objective that players would have to defend for about 15 minutes or so until the task is completed. I don't want it to be a whole mission, just a standalone objective. The mission I'm making is in the same style as my Weapon Cache one - you get to choose which objective to go to.
Cheers
Sounds like my Wave Assault mission :D
Slightly ;) It's not the entire mission though, just a part of it :D Do you have a script to make it work?
I do but it's a little bit complicated. Think the easiest way to get you set up is to talk you through it on TS one night
Alright, It only needs to be a small version of that - a few waves of enemies come in one after the other, that last wave completes the objective. I think it was John that had a mission where you would have to defend a small town from enemies, they would come from loads of different directions. A few people have had a smaller scale "defend the town" objective I think. If its a huge script that I only need for one small task it might not be worth the hassle?
I think that map was mine or I at least wrote a map that had us defend a hill top town from waves of enemies. The tools I used are part of the standard mission editor that come included in the game. They're modules that are simple to set up and spawn random AI from various marked spawn points. The only two issues I had were that it was not easy to turn the module off (buggy) and the enemy AI can only be instructed to move to a set location. Once there they simply stop, which is why we sometimes ended up with dozens of AI crawling around the damaged tank but not doing much else. It would have been nice to have had them converge on the town and them roam about looking for us.
Like a full on script though it's a complicated solution to a small problem and is designed to be the main part of a mission not a simple task.
Well i know you've played my one Nuka, we have to defend a FOB.
I found a script online but it didn't quite do what i was after so have edited it to for my needs.
Random spawn location for enemies.
They are given a waypoint by the script (including setting them up for SAD etc). Can give more than one waypoint if required.
Can spawn the pre-defined groups (in the editor) or create your own (as i did).
Set the spawn on a timer or when all the previous group are dead or a combination etc.
Plus a few other things