Multiplayer Campaign Creation – Arma 3

From Bohemia Interactive Community
Jump to navigation Jump to search
m (corrected CfgMissions.Campaigns.MyCampaign.directory file path)
(Changed picture to vanilla APEX example instead of after my own mod)
 
(6 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{GVI|arma3|2.10}}
{{TOC|side}}
== Creating A Multiplayer Campaign ==
 
A multiplayer campaign is a series of interconnected missions that follow a sequential order, creating a storyline that groups of players can enjoy together.
A multiplayer campaign is a series of interconnected missions that follow a sequential order, creating a storyline that groups of players can enjoy together.


Key things that a multiplayer campaign will include:
Key things that a multiplayer campaign will include:
*Interconnected sequential missions
* Interconnected sequential missions
*Centralized location of common mission files to save on storage space
* Centralized location of common mission files to save on storage space
*Utilizes {{Link|createMPCampaignDisplay|MPCampaignDisplay}}
* Utilises {{Link|createMPCampaignDisplay|MPCampaignDisplay}}
*Missions can be selected in the hosted server mission selection menu
* Missions can be selected in the hosted server mission selection menu
 
This article covers setting up a multiplayer campaign back end similar to how the APEX campaign works.
 


== Creating the Missions ==
== Mission Creation ==


If new to creating missions, it is advised that you ignore concerns about disk space and make each mission independent of the campaign mod. When you get more comfortable with how the file structure works, and have more confidence in your code, you can then move on to centralizing common files. Debugging missions within the mod structure is much more annoying, especially if your code is more prone to bugs/errors.
If new to creating missions, it is advised that you ignore concerns about disk space and make each mission independent of the campaign mod.
When you get more comfortable with how the file structure works, and have more confidence in your code, you can then move on to centralising common files.
Debugging missions within the mod structure is much more annoying, especially if your code is more prone to bugs/errors.


Be sure you structure your missions with multiplayer {{Link|Multiplayer_Scripting#Locality|locality}} in mind from the start. It is much more time-consuming to convert a single-player mission into a multiplayer mission.
Be sure you structure your missions with multiplayer {{Link|Multiplayer Scripting#Locality|locality}} in mind from the start.
It is much more time-consuming to convert a single-player mission into a multiplayer mission.


=== Mission Description.ext ===
{{Feature|informative|See {{Link|Description.ext}}.}}
The following settings need to be present in each mission's description.ext file:
<syntaxhighlight lang="cpp">
skipLobby = 1;
</syntaxhighlight>
These are important for the mission to flow from each mission in a multiplayer setting.
Avoid lobbies so that the missions can flow from one to the next without hangups.
If <syntaxhighlight lang="cpp" inline>skipLobby</syntaxhighlight> is disabled, mission01 is finished, the game will bring up mission01's lobby again and will only move to mission02's lobby upon hitting the {{Controls|Esc}} key.
This means that missions should be structured with {{Link|Description.ext#CfgRespawnInventory|CfgRespawnInventory}} rather than using editor unit loadouts.


{{Feature|important|It is important that you disable saving in your mission description.ext file. Saving will change the campaign menu, not allowing the opening of MPCampaignDisplay. It will instead become a single-player only menu.}}


== File Structure ==
== File Structure ==


Now that you have your missions created, we can move on to the mod's file structure.
Now that the missions are created, we can move on to the mod's file structure.
 
'''{{Color|blue|myModName}}'''
|--{{Color|red|addons}}
|--{{Color|red|myCampaignAddon}}
|--{{Color|red|campaign}}
|  |--{{Color|red|missions}}
|  |  |--myMission01.worldName
|  |  |--myMission02.worldName
|  |  |--myMission03.worldName
|  |--{{Color|red|description.ext}}
|--{{Color|green|data}}
|--{{Color|green|functions}}
|--{{Color|red|$PBOPREFIX$}}
|--{{Color|red|config.cpp}}


<span style="color: blue;">'''myModName'''</span>
{{Color|red|Red}} highlights indicate required files/folders
|--<span style="color: red;">addons</span>
    |--<span style="color: red;">myCampaignAddon</span>
      |--<span style="color: red;">campaign</span>
      |  |--<span style="color: red;">missions</span>
      |  |  |--myMission01.worldName
      |  |  |--myMission02.worldName
      |  |  |--myMission03.worldName
      |  |--<span style="color: red;">description.ext</span>
      |--<span style="color: green;">data</span>
      |--<span style="color: green;">functions</span>
      |--<span style="color: red;">$PBOPREFIX$</span>
      |--<span style="color: red;">config.cpp</span>


<span style="color: red;">Red</span> highlights indicate required files/folders
{{Color|green|Green}} highlights indicate optional organization files/folders for shared campaign files


<span style="color: green;">Green</span> highlights indicate optional organization files/folders for shared campaign files


== PBO Prefix ==
== PBO Prefix ==
$PBOPREFIX$ is a file that sits in the root folder of an addon. If your mod contains multiple addons, you will need multiple $PBOPREFIX$ files. $PBOPREFIX$ is a namespace definition that tells the game the file path to navigate to your addon.
 
$PBOPREFIX$ is a file that sits in the root folder of an addon. If your mod contains multiple addons, you will need multiple $PBOPREFIX$ files.
$PBOPREFIX$ is a namespace definition that tells the game the file path to navigate to your addon.


Examples of possible $PBOPREFIX$:
Examples of possible $PBOPREFIX$:
  myModName\myCampaignAddon   <--- Used for this guide
  myModName\myCampaignAddon <--- Used for this guide
  z\myModName\myCampaignAddon
  z\myModName\myCampaignAddon


Please refer to the documentation on the addon packer of your choice.
Please refer to the documentation on the addon packer of your choice.


[https://github.com/BrettMayson/HEMTT HEMTT] (Recommended): For repository-based mods
* {{Link|https://github.com/BrettMayson/HEMTT|HEMTT}} (Recommended): for repository-based mods
* {{Link|https://github.com/winseros/pboman3|PBOMan3}}
* {{Link|Addon Builder|Arma 3 - Addon Builder}}


[https://github.com/winseros/pboman3 PBOMan3]


{{Link|Addon_Builder|Arma 3 - Addon Builder}}
== Campaign Description.ext ==


== Campaign Description.ext ==
{{Feature|informative|See {{Link|Campaign Description.ext}}.}}


Location: "\myModName\addons\myCampaignAddon\campaign\description.ext"
Location: "\myModName\addons\myCampaignAddon\campaign\description.ext"


The campaign description file will dictate how the missions are structured within the campaign menus. Unlike a single-player campaign, we are going to be ignoring the mission flow aspect of the campaign description file so that the multiplayer campaign menu functions correctly.
The campaign description file will dictate how the missions are structured within the campaign menus.
Unlike a single-player campaign, we are going to be ignoring the mission flow aspect of the campaign description file so that the multiplayer campaign menu functions correctly.


<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
/* --------------------------------------------------
/* --------------------------------------------------
    Defining Templates for Inheriting Later
Defining Templates for Inheriting Later
-------------------------------------------------- */
-------------------------------------------------- */


// Setting up no endings, cutscenes, or rewards (stuff for single-player campaigns).
// Setting up no endings, cutscenes, or rewards (stuff for single-player campaigns).


class NoEndings                     // For use in chapter class and class MissionDefault.
class NoEndings // For use in chapter class and class MissionDefault.
{
{
    endDefault = "";
endDefault = "";
};
};


class MissionDefault : NoEndings   // For use in individual mission classes.
class MissionDefault : NoEndings // For use in individual mission classes.
{
{
    lives = -1;                     // Not important with/without "Tickets" respawn template.
lives = -1; // Not important with/without "Tickets" respawn template.
    noAward = 1;
cutscene = "";
    cutscene = "";
 
lost = "";
end1 = "";
end2 = "";
end3 = "";
end4 = "";
end5 = "";
end6 = "";
};
};


/* --------------------------------------------------
/* --------------------------------------------------
    Actual Campaign Class
Actual Campaign Class
-------------------------------------------------- */
-------------------------------------------------- */


class Campaign                                 // Contained inside CfgMissions - Holds other campaign classes such as "Apex", "Bootcamp", "EastWind".
class Campaign // Contained inside CfgMissions - Holds other campaign classes such as "Apex", "Bootcamp", "EastWind".
{
{
    firstBattle = "Missions";                   // This will point to class Missions below which contains no information on purpose
firstBattle = "Missions"; // This will point to class Missions below which contains no information on purpose
                                                // so that the mp campaign menu will load all missions.
// so that the mp campaign menu will load all missions.
                                                // If info is given, no MPCampaignDisplay will be created.
// If info is given, no MPCampaignDisplay will be created.
    name = "$STR_CAMPAIGN_TITLE";
name = "$STR_CAMPAIGN_TITLE";
    briefingName = "$STR_CAMPAIGN_TITLE";
briefingName = "$STR_CAMPAIGN_TITLE";
    author = "Hypoxic";
author = "Hypoxic";
    overviewPicture = "\myModName\myCampaignAddon\data\img\myCampaignOverviewPicture.jpg";
overviewPicture = "\myModName\myCampaignAddon\data\img\myCampaignOverviewPicture.jpg";
    overviewText = "$STR_CAMPAIGN_DESCRIPTION";
overviewText = "$STR_CAMPAIGN_DESCRIPTION";
    disableMP = 0;                             // Set to 0
disableMP = 0; // Set to 0


    class MyCampaign : NoEndings               // Chapter class - Typically only use one chapter when dealing with MP Campaigns.
class MyCampaign : NoEndings // Chapter class - Typically only use one chapter when dealing with MP Campaigns.
    {
{
        firstMission = "myMission01";
firstMission = "myMission01";
        name = "$STR_CAMPAIGN_TITLE";
name = "$STR_CAMPAIGN_TITLE";
        cutscene = "";
cutscene = "";
        end1 = "";
end1 = "";


        class myMission01 : MissionDefault     // Mission class - Inherits default settings from class MissionDefault above.
class myMission01 : MissionDefault // Mission class - Inherits default settings from class MissionDefault above.
        {
{
            end1 = "myMission02";              // Default Ending - "end1" call BIS_fnc_endMission will use this mission as next mission.
// Custom Endings - Defined in mission's CfgDebriefing
            myCustomEnd = "myMission01";        // Custom Ending - Defined in mission's class CfgDebriefing - Can be whatever you want.
myCustomEnd = "myMission02";
            lost = "myMission01";              // You can send the lobby back to current mission on loss using this. Can also be custom.
            template = "myMission01.worldName";
        };


        class MyMission02 : MissionDefault
// Default Endings - end1-6 inherited from MissionDefault class
        {
endDefault = "myMission02"; // defaults to when no other ending is defined - to prevent game crashing
            end1 = "MyMission03";
end1 = "myMission02"; // can override inherits from MissionDefault
            lost = "MyMission02";
lost = "myMission01";
            template = "MyMission02.worldName";
        };


        class MyMission03 : MissionDefault
template = "myMission01.worldName";
        {
};
            end1 = "";
            lost = "MyMission03";
            template = "MyMission03.worldName";
        };
    };


    class Missions                     // This is essentially a class with empty values. Used to invoke MPCampaignDisplay - See firstBattle above.
class MyMission02 : MissionDefault
    {
{
        name = "$STR_CAMPAIGN_TITLE";
endDefault = "myMission03";
        cutscene = "";
lost = "MyMission02";
        firstMission = "";
template = "MyMission02.worldName";
        end1 = "";
};
        end2 = "";
 
        end3 = "";
class MyMission03 : MissionDefault
        end4 = "";
{
        end5 = "";
endDefault = "";
        end6 = "";
lost = "MyMission03";
        lost = "";
template = "MyMission03.worldName";
    };
};
};
 
class Missions // This is essentially a class with empty values. Used to invoke MPCampaignDisplay - See firstBattle above.
{
name = "$STR_CAMPAIGN_TITLE";
cutscene = "";
firstMission = "";
end1 = "";
end2 = "";
end3 = "";
end4 = "";
end5 = "";
end6 = "";
lost = "";
};
};
};
</syntaxhighlight>
</syntaxhighlight>


{{Feature|warning|An error in Description.ext WILL crash your game!}}
{{Feature|warning|An error in campaign's Description.ext WILL crash your game!}}
 


== Config.cpp ==
== Config.cpp ==
Line 154: Line 190:
class CfgPatches
class CfgPatches
{
{
    class MyCampaign
class MyCampaign
    {
{
        name = "MyCampaign - A Campaign That Campaigns";
name = "MyCampaign - A Campaign That Campaigns";
        author = "Hypoxic";
author = "Hypoxic";
        url = "https://arepublixchickentendersubsonsale.com/";
url = "https://arepublixchickentendersubsonsale.com/";


        requiredVersion = 2.10;
requiredVersion = 2.10;
        requiredAddons[] = { // Insert addons that your mod/campaign requires
requiredAddons[] = { // Insert addons that your mod/campaign requires
            "A3_Functions_F"
"A3_Functions_F"
        };
};
        units[] = {};
units[] = {};
        weapons[] = {};
weapons[] = {};
    };
};
};
};
</syntaxhighlight>
</syntaxhighlight>
If your campaign addon contains units/weapons/etc, add them to units[] and weapons[], just like you would with a normal mod.
If your campaign addon contains units/weapons/etc, add them to units[] and weapons[], just like you would with a normal mod.


Line 176: Line 213:
class CfgMissions
class CfgMissions
{
{
    class Campaigns
class Campaigns
    {
{
        class MyCampaign
class MyCampaign
        {
{
            directory = "myModName\myCampaignAddon\campaign";
directory = "myModName\myCampaignAddon\campaign";
        };
};
    };
};
    class MPMissions
    {
        class MyCampaign    // Campaign class from above
        {
            briefingName = "$STR_CAMPAIGN_TITLE";


            class MyMission01
class MPMissions
            {
{
                briefingName = "$STR_M01_MISSION_TITLE";
class MyCampaign // Campaign class from above
                directory = "\myModName\myCampaignAddon\campaign\missions\myMission01.worldName";
{
            };
briefingName = "$STR_CAMPAIGN_TITLE";


            class MyMission02
class MyMission01
            {
{
                briefingName = "$STR_M02_MISSION_TITLE";
briefingName = "$STR_M01_MISSION_TITLE";
                directory = "\myModName\myCampaignAddon\campaign\missions\myMission02.worldName";
directory = "myModName\myCampaignAddon\campaign\missions\myMission01.worldName";
            };
};


            class MyMission03
class MyMission02
            {
{
                briefingName = "$STR_M03_MISSION_TITLE";
briefingName = "$STR_M02_MISSION_TITLE";
                directory = "\myModName\myCampaignAddon\campaign\missions\myMission03.worldName";
directory = "myModName\myCampaignAddon\campaign\missions\myMission02.worldName";
            };
};
        };
 
    };
class MyMission03
{
briefingName = "$STR_M03_MISSION_TITLE";
directory = "myModName\myCampaignAddon\campaign\missions\myMission03.worldName";
};
};
};
};
};
</syntaxhighlight>
</syntaxhighlight>
{{Feature|informative|Directory must not contain a leading {{hl|\}}}}


== The MPCampaign Display ==


[[File:mpcampaigndisplay example filled.png|frame|right|A filled out MPCampaignDisplay]]
== MPCampaign Display ==
 
[[File:arma3-mpcampaigndisplayapex-example-filled.png|frame|right]]


'''Defining Values'''
'''Defining Values'''


# '''Campaign Name''' - Defined In Either:
# '''Campaign Name''' - defined in either:
## CfgMissions.MPMissions.MyCampaign.briefingName
## CfgMissions.MPMissions.MyCampaign.briefingName
## Campaign description.ext: Campaign.briefingName
## Campaign description.ext: Campaign.briefingName
# '''Mission Name''' - Defined In Either:
# '''Mission Name''' - defined in either:
## CfgMissions.MPMissions.MyMission01.briefingName
## CfgMissions.MPMissions.MyMission01.briefingName
## Mission description.ext: briefingName
## Mission description.ext: briefingName
# '''See #2'''
# See #2
# '''Author''' - Defined In:
# '''Author''' - defined in:
## Campaign description.ext: Campaign.author
## Campaign description.ext: Campaign.author
# '''Mission Overview Picture''' - Defined In:
# '''Mission Overview Picture''' - defined in:
## Mission description.ext: overviewPicture
## Mission description.ext: overviewPicture
# '''Mission Overview Text''' - Defined In:
# '''Mission Overview Text''' - defined in:
## Mission description.ext: overviewText
## Mission description.ext: overviewText


{{Feature|important|Important: Although child classes will precede their parents, its best to be consistent with your naming}}
{{Feature|important|Although child classes will precede their parents, it is best for the naming to be consistent.}}
 


[[Category:Arma_3:_Editing]]
[[Category:Arma 3: Editing]]

Latest revision as of 23:52, 20 August 2024

A multiplayer campaign is a series of interconnected missions that follow a sequential order, creating a storyline that groups of players can enjoy together.

Key things that a multiplayer campaign will include:

  • Interconnected sequential missions
  • Centralized location of common mission files to save on storage space
  • Utilises MPCampaignDisplay
  • Missions can be selected in the hosted server mission selection menu

This article covers setting up a multiplayer campaign back end similar to how the APEX campaign works.


Mission Creation

If new to creating missions, it is advised that you ignore concerns about disk space and make each mission independent of the campaign mod. When you get more comfortable with how the file structure works, and have more confidence in your code, you can then move on to centralising common files. Debugging missions within the mod structure is much more annoying, especially if your code is more prone to bugs/errors.

Be sure you structure your missions with multiplayer locality in mind from the start. It is much more time-consuming to convert a single-player mission into a multiplayer mission.

Mission Description.ext

The following settings need to be present in each mission's description.ext file:

skipLobby = 1;

These are important for the mission to flow from each mission in a multiplayer setting.

Avoid lobbies so that the missions can flow from one to the next without hangups. If skipLobby is disabled, mission01 is finished, the game will bring up mission01's lobby again and will only move to mission02's lobby upon hitting the Esc key.

This means that missions should be structured with CfgRespawnInventory rather than using editor unit loadouts.


File Structure

Now that the missions are created, we can move on to the mod's file structure.

myModName
|--addons
	|--myCampaignAddon
		|--campaign
		|  |--missions
		|  |  |--myMission01.worldName
		|  |  |--myMission02.worldName
		|  |  |--myMission03.worldName
		|  |--description.ext
		|--data
		|--functions
		|--$PBOPREFIX$
		|--config.cpp

Red highlights indicate required files/folders

Green highlights indicate optional organization files/folders for shared campaign files


PBO Prefix

$PBOPREFIX$ is a file that sits in the root folder of an addon. If your mod contains multiple addons, you will need multiple $PBOPREFIX$ files. $PBOPREFIX$ is a namespace definition that tells the game the file path to navigate to your addon.

Examples of possible $PBOPREFIX$:

myModName\myCampaignAddon	<--- Used for this guide
z\myModName\myCampaignAddon

Please refer to the documentation on the addon packer of your choice.


Campaign Description.ext

Location: "\myModName\addons\myCampaignAddon\campaign\description.ext"

The campaign description file will dictate how the missions are structured within the campaign menus. Unlike a single-player campaign, we are going to be ignoring the mission flow aspect of the campaign description file so that the multiplayer campaign menu functions correctly.

/* --------------------------------------------------
	Defining Templates for Inheriting Later
-------------------------------------------------- */

// Setting up no endings, cutscenes, or rewards (stuff for single-player campaigns).

class NoEndings						// For use in chapter class and class MissionDefault.
{
	endDefault = "";
};

class MissionDefault : NoEndings	// For use in individual mission classes.
{
	lives = -1;						// Not important with/without "Tickets" respawn template.
	cutscene = "";

	lost = "";
	end1 = "";
	end2 = "";
	end3 = "";
	end4 = "";
	end5 = "";
	end6 = "";
};

/* --------------------------------------------------
	Actual Campaign Class
-------------------------------------------------- */

class Campaign									// Contained inside CfgMissions - Holds other campaign classes such as "Apex", "Bootcamp", "EastWind".
{
	firstBattle = "Missions";					// This will point to class Missions below which contains no information on purpose
												// so that the mp campaign menu will load all missions.
												// If info is given, no MPCampaignDisplay will be created.
	name = "$STR_CAMPAIGN_TITLE";
	briefingName = "$STR_CAMPAIGN_TITLE";
	author = "Hypoxic";
	overviewPicture = "\myModName\myCampaignAddon\data\img\myCampaignOverviewPicture.jpg";
	overviewText = "$STR_CAMPAIGN_DESCRIPTION";
	disableMP = 0;								// Set to 0

	class MyCampaign : NoEndings				// Chapter class - Typically only use one chapter when dealing with MP Campaigns.
	{
		firstMission = "myMission01";
		name = "$STR_CAMPAIGN_TITLE";
		cutscene = "";
		end1 = "";

		class myMission01 : MissionDefault		// Mission class - Inherits default settings from class MissionDefault above.
		{
			// Custom Endings - Defined in mission's CfgDebriefing
			myCustomEnd = "myMission02";

			// Default Endings - end1-6 inherited from MissionDefault class
			endDefault = "myMission02";			// defaults to when no other ending is defined - to prevent game crashing
			end1 = "myMission02";				// can override inherits from MissionDefault
			lost = "myMission01";

			template = "myMission01.worldName";
		};

		class MyMission02 : MissionDefault
		{
			endDefault = "myMission03";
			lost = "MyMission02";
			template = "MyMission02.worldName";
		};

		class MyMission03 : MissionDefault
		{
			endDefault = "";
			lost = "MyMission03";
			template = "MyMission03.worldName";
		};
	};

	class Missions						// This is essentially a class with empty values. Used to invoke MPCampaignDisplay - See firstBattle above.
	{
		name = "$STR_CAMPAIGN_TITLE";
		cutscene = "";
		firstMission = "";
		end1 = "";
		end2 = "";
		end3 = "";
		end4 = "";
		end5 = "";
		end6 = "";
		lost = "";
	};
};
An error in campaign's Description.ext WILL crash your game!


Config.cpp

Config.cpp will contain all of the top-level classes we want our mod to modify in-game. In our campaign's case, this will mainly be CfgPatches and CfgMissions


CfgPatches

class CfgPatches
{
	class MyCampaign
	{
		name = "MyCampaign - A Campaign That Campaigns";
		author = "Hypoxic";
		url = "https://arepublixchickentendersubsonsale.com/";

		requiredVersion = 2.10;
		requiredAddons[] = {		// Insert addons that your mod/campaign requires
			"A3_Functions_F"
		};
		units[] = {};
		weapons[] = {};
	};
};

If your campaign addon contains units/weapons/etc, add them to units[] and weapons[], just like you would with a normal mod.


CfgMissions

class CfgMissions
{
	class Campaigns
	{
		class MyCampaign
		{
			directory = "myModName\myCampaignAddon\campaign";
		};
	};

	class MPMissions
	{
		class MyCampaign	// Campaign class from above
		{
			briefingName = "$STR_CAMPAIGN_TITLE";

			class MyMission01
			{
				briefingName = "$STR_M01_MISSION_TITLE";
				directory = "myModName\myCampaignAddon\campaign\missions\myMission01.worldName";
			};

			class MyMission02
			{
				briefingName = "$STR_M02_MISSION_TITLE";
				directory = "myModName\myCampaignAddon\campaign\missions\myMission02.worldName";
			};

			class MyMission03
			{
				briefingName = "$STR_M03_MISSION_TITLE";
				directory = "myModName\myCampaignAddon\campaign\missions\myMission03.worldName";
			};
		};
	};
};
Directory must not contain a leading \


MPCampaign Display

arma3-mpcampaigndisplayapex-example-filled.png

Defining Values

  1. Campaign Name - defined in either:
    1. CfgMissions.MPMissions.MyCampaign.briefingName
    2. Campaign description.ext: Campaign.briefingName
  2. Mission Name - defined in either:
    1. CfgMissions.MPMissions.MyMission01.briefingName
    2. Mission description.ext: briefingName
  3. See #2
  4. Author - defined in:
    1. Campaign description.ext: Campaign.author
  5. Mission Overview Picture - defined in:
    1. Mission description.ext: overviewPicture
  6. Mission Overview Text - defined in:
    1. Mission description.ext: overviewText
Although child classes will precede their parents, it is best for the naming to be consistent.