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89 lines
5.7 KiB
Plaintext
89 lines
5.7 KiB
Plaintext
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GMS_3DEN is a plugin for the Arma 3 3DEN editor.
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The plugin allows you to set many settings for missions such as difficulty.
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The plugin automatically configures all scripts and variables used by the mission spawner and exports them to the Arma 3 clipboard.
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INSTALLING THE PLUGIN.
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- place @GMS_3DEN and all of its contents in a convenient location such as \Documents\mods
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- open the Arma 3 Launcher
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- Select Mods
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- Select Local Mods (top center or right of the dialog)
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- Find and select on @GMS_3DEN
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- Launch Arma
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- The plugin should be available once you start the 3DEN Editor
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Usage:
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1. Adjust Mission Settings
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- the Configure MIssion menu provides drop down menus to addjust the following parameters:
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- Difficulty: 4 levels of AI difficulty are available and are defined in GMS_configs.sqf
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- Static vs. Dynamic:
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- A static mission is spawned and respawned at the location at which it is placed in the editor each time.
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- A dynamic mission is spawned in a random location that will usually be different every time.
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- When loot crates spawn
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- Crates will be spawned either at the time the mission is spawned or when the mission is complete based on this setting.
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- When Crates are Loaded
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- Crates will be loaded when spawned or when the mission is complete based on this setting.
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- How crates spawn
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- Crates will be spawn on the ground or dropped on a parachute based on this setting.
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- Criteria for Mission Completion
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- All Units Killed: The mission complete only when all units are killed, or the percentage of units that must be killed (GMS_config.sqf) is reached.
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- Player near mission center: any player has come gotten near the mission center
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- All Units Killed or Player near mission center: if either condition is met, the mission will be completed.
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Note - using All units killed or Player near center assures missions can be completed if an AI glitches or AI vehicle goes out of the mission area.
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2. Lay out your mission.
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- Mission Markers
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- The plugin will use the first marker placed as the type/color/shape/size of the marker that will denote the mission.
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- when you place a marker, assume its location will be the center of the mission.
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- if no marker is placed in the editor, the mission spawner will create one using default settings.
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- the road cone (optional)
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- You can use a road cone to denote the precise mission center while you lay things out.
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- The plugin will use the roadcone as the alternative means of defining the mission center if no marker is found.
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- simply comment out the line defining the spawn location for any roadcones in the .sqf file for the mission if you do not wish it spawned for players.
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- Define the mission center for the most accurate representation of your mission when spawned.
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- The mission center will be placed at the center of the first marker placed in the editor OR at the location of the first road cone of any kind.
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- Plece objects (barracks, bunkers, walls, etc)
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- simple objects are allowed when the game engine supports them for that item type.
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- place loot chests (optional)
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- any item of type "Reammobox_F" can be used
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- these can be place in the open, on top of, under or inside a building
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- if none are placed, the mission spawner will place one near the center of the mission
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- Place Vehicles (optional)
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- Place any vehicles you would like to have patrolling the mission
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- The center of the area patrolled will be the location at which you place the vehicle
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- If no vehicles are placed, the mission spawner will spawn vehicles according to the settings in GMS_configs.sqf and any mod-specific configs.
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- Place Turrets (optional)
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- Place turrets of any type you wish to have spawned.
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- Turrets may be in the open, on top of or inside buildings, or even under objects.
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- The mission spawner will attempt to place turrects in exactly the same place relative to any buildings or other structures when the turret is inside, above or below an object.
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- The mission spawner will spawn turrets according to settings in GMS_congig.sqf if none are definee.
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- Place units (optiona)
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- The plugin assumes the location of the unit is the center of a region to be patrolled by a group.
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- Thus, the mission spawner will spawn a group of units that will patrol the mission area using the location of the unit as the center of its patrol.
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- The parameters for each group include minimum number of units, maximum number of units and difficulty.
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- These parameters are included in the output of the plugin and can be edited later if you like.
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- The type of unit, uniform and weapons are set by the mission spawner based on GMS_config.sqf and mod-specific configs.
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- Units can be place inside or on top of ojbects in which case only a single unit will be spawned at the location specified in the editor. That unit will stand in that location until killed or deleted by the mission spawner.
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- The mission spawner will spawn groups throughout the mission area if none are defined in the mission.
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3. Export the mission.
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- Select Export Mission from the Export menu.
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- A dialog will appear when the mission script has been generated.
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- Select copy, then paste the copied text into a text editor.
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- Save the file in a folder within the GMS\Missions folder tree.
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- Make any changes needed, such as adding a start and end message, or changing mission names or marker settings.
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- Add the name of the file to GMS\Missions\GMS_missionLists.sqf
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- Start your server and enjoy your new mission!
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Note:
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- to be sure only the mission you created is spawned for testing purposes, comment other missions listed for this mission difficulty (such as all missions in _missionListBlue)
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- To speed up spawning of missions, in GMS_configs set GMS_debugLevel = 1; |