48 lines
3.5 KiB
Plaintext
48 lines
3.5 KiB
Plaintext
This tool formats most of the data required for dynamic missions based on what is present in your mission.
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This include the layout of buildings, loot crates, markers, static weapons, and garrisons in buildings.
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I recommend that you lay out dynamically spawned missions in the virtual reality map which minimizes confounding influences.
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A minimal mission would include:
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A marker.
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A way to define the mission center, which is a reference point relative to which everything is spawned.
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The mission system will spawn AI, loot chests, emplaced weapons, vehicles and aircraft according to the defaults for the mission difficulty.
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The basic blckeagls missions have a bit more defined, usually some buildings to provide cover and make things more interesting.
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Now, you can add more detail including defining where infantry and statics spawn, where the one or more loot crates spawn, where vehicle patrols spawn and so forth.
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To do this just place the representative objects where you want the mission to spawn them and the script should do the rest.
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For infantry patrols, put one unit where you want the group to spawn.
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Note: uniforms, weapons and other AI gear are not captured. You can however define _uniforms, _weapons and other AI gear for that mission. see the template and default2 missions for examples.
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You can also have infantry and/or static weapons garrison buildings using either of two approaches.
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1. place an object fo type garrisonMarkerObject inside the building you want to garrison.
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I use a 100 cm sphere which is the default because it is easy to see and not used for much else.
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The script will ensure that this building is identified for a garrison which will be spawned at the Arma pre-defined buildingPositions.
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2. Manualy place statics and units inside buildings where you want them to spawn.
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Infantry will change position (crouch, prone, stand) and turn but will not move which prevents their normal behavior to leave the buliding and look for players.
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The position of statics (e.g., HMG, GMG) will be recorded accurately.
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By default, the script looks for arrows. this is so that if you pull mission data as a player the locations are recorded acccurately (more on that below).
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You can of course just place the units where you want them.
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Regardless, be sure that unitMarkerObject is set to the classname of the object you use to demarcate the position of infantry units.
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If you do use AI units to designate positions for your infantry, be sure to pull the data while in the editor rather than when playing the mission (see below).
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3. You are now almost ready to pull the mission data.
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I recommend that you use a road cone with a flashing light to define the mission center.
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This is the approach I have taken for all blckeagles missions to date.
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You could also use a loot crate.
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The actual mission center will be offset 3 meters from this position for technical reasons.
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Once all that is done you are ready to pull the mission information.
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To do that, from the EDEN Editor,
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1. go to tools\debug console.
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2. type execVM "pullDynamicMission.sqf"; in the box.
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3. hit Local exec
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4. hit Esc
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5. The script should run as indicated by text appearing in the lower left corner of your screen.
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6. When the text stops being updated, alt-tab out to your editor and paste the clipboard into it.
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7. You can now copy/past from that output into the relevant sections of the dynamic mission template,
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after making a copy of course.
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