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Mission Creation - Tutorial 1 (Basics)

Started by Benny, May 08, 2010, 01:58:12 PM

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Benny

By request. (All credit goes to eclipse, links at end of post, which is where I picked everything up).
How to make a mission....in 301 easy steps.
Start your Arma, single player, start the editor and pick an island, then off we go.


Creating Players;
1. Press F1 to select units
2. Double click where you want your unit to appear
3. Leave everything as default (feel free to experiment)
   i) Azimut shows the direction he will face, handy for enemies later
   ii) Control is the single most important option, take a look
   iii) Name is handy for scripting later, but keep it simple, 'player1' would do, or enemy1 etc. In general for enemy I wouldn't bother, until we create groups with random patrols.
   iv) Skill is self explanatory as is the 'probability of presence', both handy for making random enemy later.
4. Press 'OK'


Create an ammo box
1. Make sure F1 is still selected, and double click where you want the ammo box
2. Select side=empty and class=ammo.
3. On unit choose 'US Launchers'
4. Hit 'OK'

Create an enemy
1. Yup, select units (F1 again)
2. Double click where you want him
3. Select side=OPFOR (russkies)
4. Select Class=Armored and Unit=256M Tunguska
5. Give it a name 'tung1' will do. (without the quotes)
5. Press OK

   
Right, now you have a player, some weapons and a target. Let's set up the mission.

Setting a trigger
1. Select F3 for triggers
2. Double click anywhere on the map, for tidy sake put it slightly out of the way where it won't interfere.
3. Select none in activation and set the axis a and b settings to 0
4. In the condition text enter;
   !alive tung1;    
so the trigger will fire if the tunguska is no longer alive
5. In the On Action section enter;
   hint "insert some oh so funny text here";
   
Right, almost done. Preview your mission and blow the tunguska up....make sure it pops the text.


To end the game as a mission complete you can create another trigger or edit the one you had.
For ease of demonstration,
1. Double click your existing trigger
2. Change axis x and axis y to 500
3. Change type to "End 1"

Run your mission again and once you blow it up the game will end. Mission Complete.

I heavily recommend you watch eclipses videos here,
Creating things - http://www.youtube.com/user/eclipse245#p/u/20/RIq4wf6Q1CY
Triggers - http://www.youtube.com/user/eclipse245#p/u/19/FcvtlqRzuIc


Next stop objectives.
===============
Master of maybe

OldBloke

Thanks, Benny. Just what I wanted.

Watched Eclipse's first two videos and I guess he knows his stuff but he's not very good at putting it across. And when the waypoints went wrong in the 2nd video he just ignored it :lmfao:

Quotechas63: Why do you choose to edit in MP?

eclipse245: Because I make my missions for MP Servers, and I don't make SP Missions. There are small bugs which you may encounter if you make an MP Mission in SP Edito

Noted :)
"War without end. Well, what was history if not that? And how would having the stars change anything?" - James S. A. Corey

OldBloke

OK. I sussed the problem with waypoints. If you put an enemy unit too close to a hostile then their survival instinct kicks in and they go where they like.
"War without end. Well, what was history if not that? And how would having the stars change anything?" - James S. A. Corey

Benny

Yup, the waypoints should be used to walk people to a location.
You can chain them up, so..

Bluefor clear a town of all enemy, sets a trigger off to move an enemy patrol into that town. So the waypoints interact heavily with the triggers.

The hard bit is the objectives. There are 3 files that you need to manually create in your multiplayer game, but I'll write another summary piece. In terms of saving you have to save as a normal multiplayer save, then export as multiplayer. If you knock up a basic one, it would then be worth getting Norrins revive working before you create something huge. That's the bit I'm struggling with.
===============
Master of maybe