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Ryko

AWE MISSION TEMPLATE (ALTIS w/ 0.50 code)

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Hi folks,

 

I've been meaning to share a template version of the Gauntlet format on Ahoyworld Enhanced for some time now, and here it is -

 

https://drive.google.com/file/d/0BwWsKpMsNVTQMDM2NW5RVkdHQkE/view?usp=sharing

 

Anyone is free to use this format to craft scenarios for Enhanced game nights.  It has all the ACE modules with the settings we use, the squad layout, and the Altis base composition that you know and love.  The template also has all the support code base, including backpack-on-chest, the XLA filtered arsenal, and a host of others.  What it doesn't include is the gauntlet missions, civilian generation and ambient AI.


I also wanted to pass along some experience when it comes to making missions for ArmA, either for game nights on Enhanced or in general.  While it's possible to craft a great scenario in Eden, we have enough variables on the Enhanced server that there are some things that must be kept in mind in order to make a good scenario for our community.

What I'm going to lay out will be a bit more complicated than just using Eden - there will be some knowledge required of how ArmA lays out its file structure - please refer to the attached template mission for Gauntlet to figure out how things are organized.

1) CODE

Your base mission must have the following elements:

A: CHVD - a block of code that allows the user to modify their view distance on foot, in vehicles and in the air.
B: ACE modules - we run ACE on Enhanced, and unless you have a good reason, we'd like you to use the same modules and settings as we use in Gauntlet so that the user has a good knowledge of what functionality they'll have available.
C: Respawn - While you may specify that there are no respawns available in a mission (in order to heighten the tension, etc) you must include respawn functionality in the mission so that false starts, disconnects, accidental kicks, etc can be straightened out in the pre-mission. Not including respawn means that when a player disconnects, they cannot rejoin the server in their previous role. It can be as simple as including a marker with the variable name "respawn_west". Code is available to kick players into spectator, if they should die.
D: Zeus modules - you must include Either a minimium off 1 admin logged or  32 copies of the Zeus Game Master module, with variables names from z_1 to z_32. This is as simple as dropping your first zeus module, giving it a variable name of z_1 in the object properties, and then copying and pasting it thirty-one times.  This ensures that the administration and moderation staff can access Zeus in the event they are needed. You must also include the script initiateZeusByUID.sqf in your mission file.

 

The template linked above includes all these things.

Your mission may include code to alter the following elements:

E: ASR AI3 - we run this mod on the server, and it is possible to alter the intelligence of the units in your AI factions with code.
F: TFAR - You need to add the TFAR modules and make your Channel name the same as your Gamenight name plz send this name and the pasword with your Mission file to the admin who handels your Gamenight

2) DESIGN

First-time mission designers often make the mistake of adding too many enemy units in order to provide a challenge to the players.  This isn't a bad instinct - it can often be unsatisfying to play a session where the enemy resistance is overwhelmed too quickly. However adding too many units has the side effect of slowing down performance in the mission.  A rough guide should be a 3:1 ratio of units to players, and this is assuming the players aren't encountering all the units at one time.  Generally, on a 1:1 basis, most AI units actually have the advantage over the players, because of the way ArmA AI is aware of players.

If you are guiding the mission via Zeus, it's always possible to add more units if there isn't enough of a challenge - indeed, it's better to go this route, and keep enemy numbers to as low a number as possible.  Ideally, only as many as are actively engaging the players at any time.  Having 20 groups of units in an AO, but only 1 group engaging the players at one time, means 19 units are just chewing up CPU cycles and not actually contributing anything to the immediate user experience.  On the contrary, they are slowing down performance for the server, and hence for everyone.

Taking a step back, it's worth looking at the design of the mission from ArmA's perspective in conjunction with the client players that will be involved in it.  It is very tempting to attempt to model reality with the Eden editor: adding a lot of scenery, a lot of units with complicated waypoint paths, triggers to define enemy responses, and so forth.  But the reality is that much of this effort will likely not be seen by the players, and it will only serve to decrease performance.  And let's face it, no one is going to enjoy your masterpiece of a mission if the players are getting 8 fps.

The ideal ArmA scenario has players actively engaged against units that are actively engaged against players - and no more.  Any unit which is just walking its waypoints on the off chance that a player gets close by to get engaged is just wasting the server's processing power.

Sometimes it's necessary to have the units prepositioned because the players are capable of scouting them out in advance with UAVs or air assets.  That's fine, but consider using triggers with enableSimulation commands, or the Simulation Manager module, so that the server is able to "turn off" units that aren't engaged with the players.  Or better yet, don't use UAVs at all, and just give the players a reconnaisance report containing what they're likely to face.

 

Any questions, comments or suggestions, feel free to add to this thread.

 

- R
 

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Just a quick note on mission making for Ahoyworld Enhanced.  We've had a few missions so far where people weren't dragged into the TFAR channel.  This is because the TFAR code hasn't been properly implemented.

 

You have two options to ensure this doesn't happen.

 

1) The super-simple easy way: create an empty text file named initServer.sqf and make sure it's in the same directory as your mission file (" mission.sqm "). In this file, you need only one line:

 

#include "\arma3_readme.txt"

 

Doing this will use the server-based TFAR settings, and everything will just work. No modules or settings required: everyone will get pulled into the TFAR channel when the mission moves from the map screen.

 

Please note that no default radios are assigned, you still need to do everyone's loadouts, or include a radio box, or something.  This just ensures that everyone is in the EU3 TFAR channel.

 

2) The slightly harder, more involved way: drop in your own TFAR modules in the Eden editor.  You'll need to ensure they work on your end, and you won't fully be able to test the "dragging-into-channel" functionality because you're not on the server.

 

Doing it this way, you must include your own channel name and password in the relevant module, then provide these details to an admin who can create the channel for you in Teamspeak.

 

My vast preference would be for #1, because it's so simple.  You also then don't have to have a TS admin present on game night to set up your mission.

 

Please don't hesitate to reach out to me if you need help designing your mission, I have plenty of bits and pieces which can really make life easier, including some simple scripts that will put everyone in the same radio channel.  You're also welcome to take apart the Gauntlet mission and the additional scripts in the template to see how they work, and adapt them to your needs.

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jasman try C:\Users\(incert name here)\AppData\Local\Arma 3\MPMissionsCache

you might want to try a the pbo manager all you ned to do is to instal it open the file by dobble clicking left mouse key and then you can just drag the files in to a empty folder

(note that you might ned to define it to start the pbo with the maniger program befor you can open the files)

also you want to add a .incert map name here exsample (COx_Gauntlet_ZAR_0_33b.Zargabad) before you try playing the file

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On 2017-5-23 at 2:15 PM, LEO said:

jasman try C:\Users\(incert name here)\AppData\Local\Arma 3\MPMissionsCache

you might want to try a the pbo manager all you ned to do is to instal it open the file by dobble clicking left mouse key and then you can just drag the files in to a empty folder

(note that you might ned to define it to start the pbo with the maniger program befor you can open the files)

also you want to add a .incert map name here exsample (COx_Gauntlet_ZAR_0_33b.Zargabad) before you try playing the file

Thanks Leo. Got it. I'm still a ways away from being able to make my own mission, but climbing the curve steadily....

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