Building your first mission PT1 - Global-Conflicts-ArmA/Olsen-Framework-Arma-3 GitHub Wiki

Description

This guide will aim to cover building upon the foundations of your mission, allowing us to begin setting up the structure/framework.
When building a mission, think of a house. You must first know your what you're going to build and an idea of how, you then make your foundations, followed by the structural framework of the home. Once you've built the framework you can begin designing the in's and out's, the main bulk of your house, finally polishing up and snagging the lose ends before it's sold, i.e becomes a published mission.

Placing units & creating groups

NOTES:

  • Only ever place vanilla units if you are applying loadouts to the unit, for either players or AI.
    bluroles oproles indroles
  • You can change the roles icon which will appear in the in-game HUD. This allows people to quickly know who is what role.
    Double click on a unit and in the type tab you'll find a list of other units. Simply select the one with the icon you want.
    rolelist

In the example below we will be creating a HQ squad, which will consist of a Platoon Commander, Platoon Sergeant, RTO, and a Medic. - Either copy or follow along with your own ORBAT.

  1. Place your units down like so

hqsquad

We can see that each units has a different icon in the centre of the blue dot for it's role icon on the HUD and each unit is also currently ungrouped.

  1. Let's group the units together into a squad.
    Whoever is you're group leader is the person we want to join other units to.
    Highlight the units you want to group, hold CTRL + Mouse 1 over a highlighted unit and you'll see an orange line appear. Hover your cursor over the group leader and release the mouse button.
    You should now see several cyan coloured lined linked to the leader.

https://user-images.githubusercontent.com/4511118/224737166-495da251-ba96-4802-9d05-c9721bc41953.mp4

Setting up groups and units

  1. Double click on the group option box at the top of the black line. groupinit

  2. In here below the large init box you'll see the Callsign field. Enter the name of your group here such as HQ
    HQCS
    This is the name of the group that will appear in spectator.

  3. We'll move to the units themselves now. You will do this for every unit you create.
    Start with your group leader, double click the unit.

In the control tab:
Playable - Tick this box Do not click PLAYER
Role Description - First enter the unit/players role, i.e Platoon Commander, follow by an @ symbol and then the groups name, such as HQ

  • You only need to do the @ group name for the group leader.

In the states tab:
Rank - This is the rank icon that will appear above a units head while in-game
Stance - This is what stance the unit will spawn in.
pltcmdr

Once you've set up your units and grouped them to the leader.
In the multiplayer lobby screen, your ORBAT/role-sheet should look something like so.

role4blufor

  • Note: The order of which unit you group to the leader first is the order of which the units will be displayed in the lobby screen.

Applying loadouts & inits

Gear/Loadouts

It's time to give your dudes some gear, so they become lean, mean, and green :boom::gun:

If you haven't created a custom loadout yet, head over to the loadouts guide page and create one for yourself, or you can use one of the example loadouts.
For this example we'll be using the USMCRiflePlatoon.sqf loadout.

  1. Go to your loadouts.sqf file in the customize folder and remove the // before your line/loadout you wish to enable.
  2. In the units init place the following line
[this, "USMCRiflePlatoon_SL","HQ"] call FW_fnc_GearScript;

The USMCRiflePlatoon_ is what you defined your package as at the top of your chosen loadout file. This is how the framework know which file to call.
define
SL is the class/role within the USMCRiflePlatoon.sqf loadout file.
casepackage
And the HQ is the name of the group that appear on the loadout tab on the map screen while in-game.
loadtab

  • If you have two loadout files you want to use on units, i.e an American and Russian loadouts, then you simply change your define and package

loadoutinit

ACRE

Below the loadout line you'll see two other lines referencing the radio mod ACRE.
These lines allow you to set certain radios in the players inventory to a certain channel so it's pre-programmed, as well as which ear the sound comes from, using either LEFT or RIGHT
Examples

[this, "ACRE_PRC343", 2] call FW_fnc_ACRES_SetRadio;
[this, "ACRE_PRC117F", 7, "LEFT"] call FW_fnc_ACRES_SetRadio;

Start on team colour

If you want your players to start on a certain colour so they appear like so in the DUI HUD, then do the following:

  1. Go to your mission directory>module>module.sqf open the file and uncomment the line which says //#include "start_on_team_color\root.sqf" by simply removing the //, the start on team colour module will now be enabled.
  2. Open your units init and paste one of the following lines depending on which colours you want.
    This is useful for visually identifying fireteams quickly.
[this, "RED"] call FW_fnc_SOTC_SetTeamColor;
[this, "BLUE"] call FW_fnc_SOTC_SetTeamColor;
[this, "GREEN"] call FW_fnc_SOTC_SetTeamColor;
[this, "YELLOW"] call FW_fnc_SOTC_SetTeamColor;

HUD

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