Virtual Reality Custom Courses – Arma 3
Here is a basic guide on how to configure your own VR training courses. If there are some community Courses configured, a new selector will appear with a list of the Courses. This selector will have different colour than the official ones.
Config
class CfgVRCourses
{
class Default;
class MyCourse1 : Default
{
title = "Course Name";
icon = "\A3\Structures_F_Bootcamp\VR\Helpers\Data\VR_Symbol_default_CA.paa";
class Stages
{
class Stage1
{
title = "Stage 1 Name";
function = "BIS_fnc_VRFunctionName1";
};
class Stage2
{
title = "Stage 2 Name";
function = "BIS_fnc_VRFunctionName2";
};
class Stage3
{
title = "Stage 3 Name";
function = "BIS_fnc_VRFunctionName3";
};
};
};
};
icon: Path to icon that will be shown on a billboard throughout the Course.
title: Text that will be shown ingame during Course selection or when loading a Stage.
function: Function to run for each Stage. Must be defined in cfgFunctions (see the Arma 3 functions library, VR functions are usually defined in category "VR").
Functions
Stage functions are typically FSMs (you can get the FSM Editor here). There are certain guidelines to follow:
- player's starting coordinates are always markerPos "BIS_center"
- you should use coordinates relative to this one for spawning your assets
- there is a brief timeout before player gains control in a Stage - you can spawn all your assets during this period
- you can determinate the moment player gains control by checking variable BIS_interruptable for TRUE
- any mission tasks or hints should be created after this period, once player is actually ingame
- there is a logic unit used for icon helper (group icon) - BIS_icon and its group, BIS_iconGrp
- do not delete these!
Example of use:BIS_icon attachTo [BIS_UAV, [0, 0, -3.5]]; BIS_iconGrp setGroupIconParams [BIS_TT_colorWarning, "", 1, true];
- do not delete these!
- if player wanders too far away from his starting position, he is automatically moved back - default allowed radius is 100m
- this can be changed via variable BIS_stageArea in a Stage function.
Example of use:
- this can be changed via variable BIS_stageArea in a Stage function.
- any assets you spawn will be deleted automatically when the Stage ends
- a Stage is completed by using this code: call BIS_fnc_VR_stageDone;
- always make sure you've properly terminated your function upon Stage end; keep in mind player can fail a Stage too
- for Stage failure, use code before you terminate the function:
- condition to check player's "death" or him leaving the Stage:
- you don't need to call any code in this case, just make sure to properly terminate the function
- for Stage failure, use code before you terminate the function:
Stage function example
To help you understand how a typical Stage FSM may look like, here's a link to a basic Stage function (it's a slightly tweaked Stage 2 of the Launchers Course):
The End!