46 lines
2.0 KiB
Plaintext
46 lines
2.0 KiB
Plaintext
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This update includes an optional ability to spawn static missions.
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This can be done by laying out everything for your static mission in the editor,
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then using a simple copy - paste - edit strategy.
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I have provided one example editor mission (staticMissionExamples.Altis)
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which I have used to configure a static mission ( ).
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My approach to doing this as follows:
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1) Start Arma with the following mods:
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@epoch;@exile;@m3eden editor.
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(adjust to meet your specific needs; obviously any additional mods such as those from CUP can be included).
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2) Start the Eden Editor.
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3) Lay out your static mission. You should:
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place a marker indicating where it will spawn (save your work)
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Place all buldings, sandbags, etc (save your work)
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Place any vehicle or air patrols - note that they will patrol using the postion at which you place them as the centerpoint of their patrol.
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(save your work).
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Place any static weapons.
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(save your work).
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Place a unit at each location you wish to have a group patrol.
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Place some sort of ammo box, cardboard box, or other loot container.
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Save your work.
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Note the postion of your marker.
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Export all of the objects, units, and vehicles using the function supplied by M3EDEN Editor.
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You want to use the export absolute position functions for this.
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Now, create a copy of one of the example missions.
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Set the mission center to the position of your marker.
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Carefully copy the data for your structures into the appropriate array.
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Do the same for all other objects, vehicles, loot vehicles and so forth.
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Note that you will need to edit the fields for AI, vehicle patrols etc to ensure that all require information is present.
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Once you have done this, add the file to the custom_server\Missions\Static\missions directory then
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add an entry for your static mission to GMS_StaticMissionLists.sqf
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in order to specify additional options. Use the information provided in the example static missions to guide you.
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OPTIONAL
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Directly call functions to add units, vehicle patrols, air patrols etc.
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More to come on this. |