Chroma

Mission Editing

12 posts in this topic

Starting this thread as a dedicated place for mission editors to discuss things and get together without clogging up the rota threads and that covers all missions and training maps and issues people have on the subject.

@SoKkada @Luke @PARKER @Wazowski @R4IDER @Filth @Des @Jason @hoofed

 

Got the go ahead from @R4IDER a while ago to add the Taviana map to the modlist but have been reluctant to star making a mission on it as i needed to do a lot of editing to the original map first. As a lot of you know it was designed with the sole purpose of wasteland and survival game modes so there is a shit ton of vehicle wrecks, rubble, corpses and general shit everywhere.

So after a HELL of a lot of editing ive managed to go around the whole map and remove *almost* all of this (Im bound to have missed some).

20181010225328_1.jpg

This is what it looked like once i finished removing it all. Each node is a module that is removing at least 3/4 items like wrecks and rubbish that takes away immersion.

Im going to make this editor mission available on Filezilla and dont worry ive also hidden all of these markers and made them immovable so its like they're not even there.

Hopefully will be able to start making missions on it soon.

Filth, PARKER and Jason like this

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I saw that hah I was just concerned that any ai vehicle would just immediately crash into one of the many thousands of wrecks. It also made some roads/bridges completely inaccessible on road. Also for you fly bois, airfields were riddled with wrecks too so thats all cleaned up.

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@PARKER The map runs about as well as chernarus. The map i edited with the modules that delete stuff runs exactly the same on my machine but it will add about 800Kb to a mission which i dont think is the end of the world. You can always delete all the modules that are miles away from the area your building your mission in.

For perspective I get at max 40fps on chernarus and this. (big cities it drops a bit as you would expect)

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@SoKkada i know you might want something like this. @Filth i guess you may find it useful aswell?

uploaded an example on filezilla in "tests" for if you want to have a "mission select" kind of trigger placement for maps with many objectives and you dont want spawn triggers overlapping and triggering spawns for other objectives.

Basically the trigger in the orange marker will not trigger unless the trigger owner for the white circle has been in the white circle first. Once the white circle has been activated any player can trigger the orange circle which in any mission would be the trigger that spawns units.20190101125959_1.jpg

SoKkada and Jason like this

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Been using this so we can pick and choose what mission we want without being disturbed by a random convoy or something that isnt meant to spawn in this campaign kind of thing ive been making. so far up to 10 objectives that are around 1hour each20190101165243_1.jpg

Youll probably be fed up with sand by the end of it

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Sounds like something I was looking at making. Full map dynamic campaign. Should make life way more interesting.

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We enjoy playing ArmA3 in a tactical and professional way and ensuring at the same time a high level of fun is kept within the game. We use tactics and procedures from various armies and modify them to suit our own needs. This allows us to operate in the ArmA 3 platform effectively.

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