Making your first mission - Global-Conflicts-ArmA/Olsen-Framework-Arma-3 GitHub Wiki
Did you read the introduction?
PLEASE NOTE THESE INSTRUCTIONS REFER TO FILE / FUNCTION / DIRECTORY NAMES AND LOCATIONS WHICH ARE RELEVANT TO THE OLD FRAMEWORK. MUCH IS THE SAME BUT PLEASE BEAR THAT IN MIND WHEN TRYING TO FOLLOW THESE INSTRUCTIONS
Part 1. Setting up mission using Olsen Framework
Open 3D editor, choose a map you want your mission to take place on and save it under temporary name.
Download the framework and add it to the mission folder.
Find the mission in %UserProfile%\Documents\Arma 3 - Other Profiles\ -Profile name-\missions.Part 2. Setting up the playable units
Compositions made by other users or make one yourself.
Now that the framework is installed you need to add playable characters. For that you can either usegear script and group name and set the rank for each unit. Make sure all units are set as playable and their init fields match with example below.
Write the description and setup theNow we will set up gear script. First, navigate to customization\loadouts folder, create new file and name it with your faction name.
For Framework to detect new file we need to add it's entry to gear.sqf file in customization folder
#define package "NATO_"
to the top of your loadout file (in this case NATO.sqf), it will be the name prefix, as seen in Part 2 unit edit field ("NATO_CO"). Next, we define item groups that will be used often, for example uniforms, IFAKs, items. Later it will save a lot of space and make file smaller and easier to read. (see one of default loadout files on how to do it). Write gear cases for every unit type, again look into one of example files to see how it's done.
Now we must add For making your gearscript, it is highly recommended to use Gear Builder mission located in Utilities folder. To use it, place it in missions folder in your game directory and then run it from singleplayer scenarios screen in-game. It will allow you to use Virtual Arsenal to customize gear and then let you export it to framework gearscript format.
Part 3. Setting up the AIs
this disableAI "PATH"; this setUnitPos "UP"
to their init fields, to make them behave in more realistic manner when in CQB environment. (first command forces AI to stop and prevents them from, for example, running off rooftops. Second one forces set stance, "UP" "MIDDLE" "DOWN" available)
Put down the AI units. If you want to place units inside buildings, it's important you add team names in settings.sqf.
Next we customize time limit andFW_TimeLimit = 30;
FW_TimeLimitMessage = "TIME LIMIT REACHED!";
[west, "NATO", "player"] call FNC_AddTeam;
[east, "CSAT", "ai"] call FNC_AddTeam;
At last we will be adding a truck as a mission objective, to reference it in the end conditions we will call it OBJECTIVE.
Part 4. Writing the briefing
briefing. See the customization\briefings
and customization\enhanced_briefings
directories.
Now that the scenario has been setup, write the Part 5. Setting up the end conditions
end condition for the destruction of the truck. Add following line to endConditions.sqf
We start by making the firstif (!(alive OBJECTIVE)) exitWith {
"The NATO forces have destroyed the fuel truck." call FNC_EndMission;
};
end condition for eliminating CSAT forces.
Next we make a second_eastCasualty = "CSAT" call FNC_CasualtyPercentage;
if (_eastCasualty >= 95) exitWith {
"The NATO forces have aliminated the CSAT forces." call FNC_EndMission;
};
At last we add a casualty check at 70% to end the mission if everything goes horribly wrong.
_westCasualty = "NATO" call FNC_CasualtyPercentage;
if (_westCasualty >= 70) exitWith {
"NATO forces took too many casualties." call FNC_EndMission;
};