Mission Requirements

Base MOD Set including ACRE2, ACE, and CUP for unit factions

Introduction:

This guide establishes the minimum requirements for missions to be placed on to the Operations Server, it is the responsibility of the mission maker to ensure the requirements are followed and if a failure is found by the quality assurance team (Q/A), immediate removal from play may occur. For mission development we have a few required elements, class limited ammo box or arsenal, a briefing, respawn (depending on the type of mission), headless client, and vcom_ai.

  1. Briefing:

    The briefing is an integral part of any mission it should be considered an operations order (OPORD) given to a platoon or squad leader from thier (higher ups). As such the following must be answered in five-paragraph OPORD format.
    • Task Organization: Unit to be ordered around
      1. Situation: A brief statement as to why the unit is deployed or on action
        1. Enemy Forces: Describe the Composition of the Enemy Forces
        2. Friendly Forces: Any Assisting Units, Local Police or Militia
        3. Attachments and Detachments: Special Forces, Medical, Aviation, etc.
      2. Mission: A brief statement of the mission to be accomplished by the unit.
      3. Execution:
        1. What, When Who, and Where   
        2. Concept of Operations   
        3. Coordinating Instructions
      4. Admin & Logistics
      5. Command & Signal
        1. Operations of Communications
        2. Location of Command Elements / Posts 
        3. Axis of Communication
    • Annex - Mission Info
      • Mission Features
      • Credits - Mission Maker Name etc.
  2. Respawn:

    We require a respawn functionality unless a mission is specifically designed for one life then a spectator (ace) is required for those poor souls that are down.
  3. Headless Client slots:

    Each mission must contain a minimum of two headless client slots, the server is currently configured to manage ai with headless clients, and it dramatically increases performance.
  4. Class limited arsenal:

    This feature is a must, it reduces the time to combat and enables slots to access equipment as they require it. A mission may not contain an unlocked or unlimited arsenal. There is a script available in the resources section of the mission development wiki that will remove a players ability to load a custom loadout.
  5. VCOM_AI Requirements:
  6. Description.ext
    1. /*
       Sets the overall mission attributes, and defines some global entities that
       will be available to other scripts
      
       See Also:
       * https://community.bistudio.com/wiki/Description.ext
       * https://community.bistudio.com/wiki/Loading_Screens
       * https://community.bistudio.com/wiki/Mission_Overview
       * https://community.bistudio.com/wiki/Multiplayer_Game_Types
       * https://community.bistudio.com/wiki/Arma_3_Mission_Parameters
      */
      
      // The author of the mission; the name will be shown above the loadScreen
      // displayed as “by <author>”
      author = SuperOPS;
      
      // Name of the mission shown in a larger font above the loadScreen
      onLoadName = Operation Citadel;
      
      /* Mission Overview details */
      
      // Image displayed during Mission Selection. Image should be .paa format and
      // in 2:1 aspect ratio.
      //overviewPicture = “”;
      
      // Description of the mission displayed during Mission Selection
      //overviewText = “”;
      
      // Game Type settings
      class Header {
       gameType = COOP;
       minPlayers = 1;
       maxPlayers = 29;
      };
      
      /* Intro Loading details */
      
      // The description displayed while the Intro is loading
      onLoadIntro = “”;
      
      // Whether to display time and date while the Intro loads
      // 1 = visible; 0 = hidden
      onLoadIntroTime = 1;
      
      /* Mission Loading details */
      
      // The description displayed in the mission browser and while the Mission is
      // loading
      onLoadMission = ;
      
      // Whether to display time and date while the Mission loads
      // 1 = visible; 0 = hidden
      onLoadMissionTime = 1;
      
      // The image to display while the Mission loads; the path is relative to the
      // mission folder. Image must be in PAA file format with 2:1 aspect ratio,
      // ideally 1024x512 pixels. Different aspect are rendered correctly as well,
      // but won’t cover the whole area.
      //loadScreen = “”;
      
      /* Respawn settings */
      
      // Respawn mode — can be any of:
      // 0 or “NONE” : No respawn
      // 1 or “BIRD” : Respawn as a seagull
      // 2 or “INSTANT” : Respawn exactly where you died
      // 3 or “BASE” : Respawn on markers set by mission maker
      // 4 or “GROUP” : Respawn into an AI unit in your group, otherwise seagull
      // 5 or “SIDE” : Respawn into an AI unit on your side, otherwise seagull
      respawn = 3;
      
      // Respawn timer for players, in seconds
      respawnDelay = 15;
      
      // Respawn timer for vehicles, in seconds
      respawnVehicleDelay = 300;
      
      // Show scoreboard and timer during respawn countdown
      // 1 for visible, 0 for hidden
      respawnDialog = 0;
      
      // Whether to respawn player upon joining
      // 1 will respawn the player and run the respawn script
      // 0 will not respawn the player but will run the respawn script
      // -1 will not respawn the player nor will it run the respawn script
      respawnOnStart = 0;
      
      // Respawn templates for things like custom camera modes
      respawnTemplates[] = {"ace_spectator"};
      
      disabledAI = 1; // 0: disabled - 1: enabled. Default: 0
      
      joinUnassigned = 1; // 0: disabled - 1: enabled. Default: 1
      
      class CfgFunctions
      {
      	#include "vcom\cfgFunctions.hpp"
      };
      
      class Extended_PreInit_EventHandlers {
      	class VCM_CBASettings {
      		init = "call VCM_fnc_CBA_Settings";
      	};
      };
      class CfgRemoteExec
      {
      	// List of script functions allowed to be sent from client via remoteExec
      	class Functions
      	{
      		mode = 2;
      		jip = 1;
      
      		class vcm_serverask { allowedTargets = 0;jip = 1; };
      		class VCM_PublicScript { allowedTargets = 0;jip = 1; };
      		class BIS_fnc_debugConsoleExec { allowedTargets = 0;jip = 1; };
      		class SpawnScript { allowedTargets = 0;jip = 1; };
      		class enableSimulationGlobal { allowedTargets = 0;jip = 1; };
      		class VCM_fnc_KnowAbout { allowedTargets = 0;jip = 1; };
      
      	};
      
      
      };

Mission Template & Instructions:

Download

 

 

Thursday, 27 December 2018 Posted in Mission Development

Copyright 2018 HiddenAlliance.com - Created with YOOtheme Pro