Pvt. Zwerger Posted May 24, 2022 Share Posted May 24, 2022 Here is a basic Mission Template for ArmA Reforger that I created. It includes all the necessary prefabs and setting for a Reforger Coop online Mission. The US side is the playable faction and the USSR are the OPFOR faction. There is a small town that called Levie that i occupied by a small Opfor group with Patrol Waypoints that cycle. Feel free to use this Mission template as a baseline for your own Mission. Several features will be added to the Mission with version updates. Those updates will be posted in the replies of this post. For Questions: Just ask in the comments or contact me on Discord/TeamSpeak AWMissionTemplateV.0.3.rar Bomer, MidnightRunner, JJ Cakes and 2 others 5 Link to comment Share on other sites More sharing options...
Pvt. Zwerger Posted May 24, 2022 Author Share Posted May 24, 2022 Update V.0.2 Added: Arsenal at US Base (under Tent) Fog Manager Option More Bunkers and Patrols at Levie Fixed: Removed mods that were left in V.0.1 by mistake Fixed loading the mission in Reforger Tools issue MidnightRunner 1 Link to comment Share on other sites More sharing options...
Pvt. Zwerger Posted May 24, 2022 Author Share Posted May 24, 2022 Tutorial on publishing to the Workshop: Also use this video for reference to understand the different mission prefabs since the AW mission template is loosely based on this tutorial. Link to comment Share on other sites More sharing options...
Pvt. Zwerger Posted May 24, 2022 Author Share Posted May 24, 2022 How to open the template in the ArmA Reforger Tool: Open the Reforger Tool Click add existing Navigate to the Template folder select the addon.gproj Open the Project Double click the AWMissionTemplate.ent Have fun and create away! Damo3D, JJ Cakes and MidnightRunner 3 Link to comment Share on other sites More sharing options...
Bomer Posted May 25, 2022 Share Posted May 25, 2022 Very cool! Thanks for your effort! Link to comment Share on other sites More sharing options...
Pvt. Zwerger Posted May 25, 2022 Author Share Posted May 25, 2022 Update V.0.2.5 Added: Added more prefabs for gameplay improvement (Better Sound, Better Weather Control, etc.) Added sample Waypoints for A.I. mounting stationary guns (MG-Nest) Added sample mapmakers (currently bugged - marker size and font size currently not scalable) Added sample Mission splash screen on mission start Fixed: A.I. is no longer zerg rushing the first contact they see Edited prefabs that had the wrong flag skin Not fully implemented: Editable Squad names and prearranged radio frequencies Known Bugs: Marker size and font size currently not scalable MG-Nest currently spawns 2 LMG´s on top of each other (Known Game Issue) Damo3D, JJ Cakes and MidnightRunner 2 1 Link to comment Share on other sites More sharing options...
JJ Cakes Posted May 25, 2022 Share Posted May 25, 2022 Thanks for taking the initiative and getting this stuff out there! Link to comment Share on other sites More sharing options...
Pvt. Zwerger Posted May 26, 2022 Author Share Posted May 26, 2022 Short overview for editing different components for your own Mission: GameMode: Spoiler Change Kill Feed options: - navigate to GameMode_Editor1 -> go to SCRNotificationSenderComponent under components -> Change kill Feed Type Change playable Faction: - go to the Faction Manager prefab (SCR_FactionManager) and tick the box Is playable for the Faction that you want to be as playable. Edit Briefing Text: - navigate to GameMode_Editor1 -> go to SCR_RespawnBreifingComponent under components -> Info: Change Description, changing name and not description will not change anything! -> Game Mode Hints -> Change Name, Description and Icon (Image). Edit Spawn/Loadout selection Options: - navigate to GameMode_Editor1 -> go to SCR_RespawnMenuHandelerComponent under components and select your options that you wish to have. Change respawn time: - navigate to GameMode_Editor1 -> go to SCR_RespawnTimerComponent and edit the respawn time in seconds Spawn: Spoiler Change or Edit Spawn: Navigate or place to/a corresponding Spawnpoint SpawnPoint_US or SpawnPoint_USSR -> Under Info Change Name and Description of Spawn Point -> Spawnpoint prefabs also has to have a Name (top right of prefab Window) Change Squad Name: Navigate to SCR_FactionManager -> Go to Factions -> Go to Callsign Info -> Change Company, Platoon and Squad Names. (Company, Platoon and Squad Names will be displayed in the Squad selection Menu. Leave the the name of Company and Platoon Empty to have only the Squad Names Displayed (Like Alpha, Bravo, Charlie etc.)) Arsenal: Spoiler Change/Place or Edit Arsenal - Navigate to ArsenalBox_US_1 (or place another just search for Arsenal in the resource window and choose the corresponding arsenal) -> Select SCR_ArsenalComponent under components list -> change values of available Items to your liking (Blacklisting Items will come with a later update) AI: Spoiler Add more formations for the AI: - go to SCR_AIWorld -> Unsorted -> Formation -> Click the + sign for more Formation slots -> Name the new Formation -> Offset: Change the X Y and Z Values to edit the Formation Change loadout of Enemy A.I. or Players: - go to SCR_LoadoutManager -> Loadout Manager -> + sign for adding Loadout slot -> Choose FactionPlayerLoadout -> Rename Loadout -> Loadout Recourse, Navigate to ArmaReforger, Prefabs, Characters, Blufor (or Opfor for USSR), US_Army and choose your loadout -> Loadout Image, Navigate to ArmaReforger, UI, Textures, EditorPreviews, Characters, BLUFOR (or Opfor for USSR), US_Army and choose the corresponding edds.-> Affiliated Faction enter US for US, USSR for USSR, FIA for FIA Change the values of the GarbageManager: - go to GarbageManager -> edit the lifetimes of Character, Vehicles or Items, for disabling just uncheck the corresponding box World: Spoiler Change the Fog: - go to GenericWorldFogEntity -> under Fog change Height, Distance, Offset, Color and any other values Change Weather: - go to TimeAndWeatherManegerEntity -> change Time and or Weather (easier to change in Game with Zeus/Gamemaster Mission Creation: Spoiler Place AI group: ! Important: SCR_AIWorld with working NavMesh and PerceptionManager have to be present in the world for AI to react to the World! - go to ArmaReforger, Prefabs, Groups, Opfor (or Blufor or Indfor) and place a selected group on the Map. -> Edit the group to your liking with the different components (Name, Size, Skill, Loadout etc.) Give waypoint to AI: - Select the AI -> under SCR_AIGroup go to Group Waypoints and give name of the waypoint under Static Waypoint (Spawned Waypoint is for waypoints that spawn when a trigger is activated) (add multiple waypoint with the +) - place a waypoint (ArmaReforger, Prefabs, AI, Waypoints) -> name the waypoint corresponding to the waypoint name that you gave the AI (change waypoint options to your liking (activation size, AI behavior, etc.) Give AI a patrol rout that they repeat: - Select the AI -> under SCR_AIGroup go to Group Waypoints and give the name of the cycle waypoint (WPC1) under Static Waypoint (Spawned Waypoint is for waypoints that spawn when a trigger is activated) - place multiple waypoints that the AI has to pass and name them (example: WP1, WP2, WP3, WP4) - place a cycle waypoint and under the point Cycle Waypoints add the waypoints that we added in the step before (WP1, WP2, WP3, WP4) use the + button for more waypoint spaces -> Name the cycle waypoint (WPC1 -> same name that we gave the AI group for its waypoint) - edit the rerun counter to your liking (-1 is unlimited) and box autocomplete Order AI to mount static weapons - select the AI -> under SCR_AIGroup go to Group Waypoints and give name of the getin waypoint (GETMG1) under Static Waypoint (Spawned Waypoint is for waypoints that spawn when a trigger is activated) - place static weapon and give the weapon a name (! Important: give the weapon itself a name not the whole prefab if you placed a bunker prefab with a weapon already mounted -> for that click the weapon itself and not the whole bunker) in this example the weapon is called "MG1" - create a getin waypoint (AIWaypoint_GetIn.et) on or near the static weapon (the weapon has to be with in the blue area of the waypoint) -> under Entity Name give the name of the static weapon "MG1" -> set Completion Type to any and select Is Priority -> lastly name the Waypoint GETMG1 (same as the given name to the AI) Bomer and Damo3D 2 Link to comment Share on other sites More sharing options...
Pvt. Zwerger Posted May 27, 2022 Author Share Posted May 27, 2022 Update V0.3.0 Added: -- added new SL and TL roles and corresponding loadouts -- editable squad names are now implemented -- opened the possibility of adding new BLUFOR and OPFOR roles and loadouts Changed: -- changed role name of BLUFOR roles as a demonstration -- changed the killfeed to not be shown Removed: -- removed the mapmarker due to better solution through mods -> planed integration into the template on a later date JJ Cakes 1 Link to comment Share on other sites More sharing options...
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