Mission Editor – ArmA: Armed Assault

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[[category:ArmA: Editing]]
#REDIRECT [[Mission Editor]]
 
==Introduction==
This article will take you on a tour of the standard Armed Assault mission editor interface, explaining the menus and how to use them.
 
[[image:ArmA_editor.jpg|600 px]]
 
==Control Options==
The control pane on the right of screen controls the many settings and editing modes of the mission editor. From top to bottom:
 
===Current mission component===
 
This drop down list allows you to choose which component of a mission you are currently editing. A single mission stores all objects and mission parameters for the intro and outro cutscenes completely separately from the gameplay component of a mission. It is not essential to use any of these other than the mission component. While each component requires a player unit, the player can only control the unit in the mission. In the intro and outros, AI will control the players unit.
*Mission is the default. This defines the interactive component of a mission. This is the only essential part of a mission.
*Intro plays before the briefing screen.
*Outro - Win will play after the debriefing screen in the case of a Win 1-6 trigger being activated.
*Outro - Loose will play after the debriefing screen in the case of a Lose trigger being activated.
 
===Intel Dialogue===
The Intel box is the dark grey box with the weather icon, time and date. Clicking on it will bring up the intel dialog.
 
[[image:ArmA_editor_intel.jpg|400 px]]
 
Here you can name the mission, give a brief description of the mission objectives, set the date and time, the current and forecasted weather and which sides RACs forces are friendly to.
 
The mission name appears when browsing missions in the single mission list, on multiplayer mission lists, in the campaign mission list, and on the map notepad. If you do not name your mission, the missions folder name will be used. The description of the mission is only displayed in multiplayer mode, but putting in some information will help to remind you of what the mission is about when you return to it in the future.
 
When setting the time and date, note that Armed Assault is highly accurate in its rendering of seasonal patterns. Thus daylight hours , the suns path across the sky, star constellations and moon phases are all seasonally correct. Tides are also simulated.
 
In the weather section, the first slider controls the initial weather conditions. Setting the weather slide all the way to the right creates clear skies, all the way to the left is a heavy thunderstorm. The slider underneath controls the current fog levels. Fully left is no fog, fully right is maximum fog. The two 'forecast' weather sliders work in exactly the same way, with a linear transition from the initial conditions to the forecasted conditions occurring over the first 30 minutes of a mission.
 
The initial alliance of RACs forces can be set for the mission. Note that the civilian side will also inherit the same allies and enemies of the RACs side.
 
===Map Editing Mode===
The mission editor is always in one of these six modes. Each different mode allows the creation and manipulation of different types of map entities. The required mode can be set by either clicking on the modes name, or pressing the associated function key. The modes are set out in the basic order of mission creation. For more information on using each mode, see the [[#Map Editing|map editing]] section below.
*Units allows the creation of individual objects, units or vehicles.
*Groups allows the creation of predefined groups of units or vehicles, and to manipulate the group links between units.
*Triggers allows new triggers to be created.
*Waypoints lets the user create new waypoints for the currently selected group.
*Synchronize allows the user to synchronize different waypoints and triggers.
*Markers allows for map markers to be placed on the map. Markers are only visible in marker mode.
 
===Load===
Allows you to load a previously created mission. Only uncompressed missions in your current profiles missions folder can be loaded.
 
===Merge===
Merge will import all map data (units, groups, waypoints, triggers, etc) from one mission into the currently loaded mission. Other settings such as weather and mission name etc are not imported.
 
===Save===
You can save your current mission with this dialogue. Note that you save a mission under a new name, only the [[Mission.sqm]] file is written in the new folder, any supporting files such as [[Description.ext]] will not be copied. You can also choose to export your mission to either the single mission or multiplayer mission folders. This process creates a new [[pbo]] file containing the current missions folder including all files.
Saving a mission also reloads files such as description.ext.
 
===Clear===
Clicking this will remove all map entities such as units, waypoints, markers and triggers. Information such as that defined in the intel dialogue are retained.
 
===Show IDs===
Every object built into the terrain you are using has an assigned ID number that can be used to refer to the object in script code. These IDs are normally hidden for clarity, and this button toggles them on or off. They are only visable at high zoom levels.
 
===Show Textures===
Clicking on this will draw the satallite map over the terrain rather than the default white. Note that the satallite map does not always correspond with the ground detail as seen at close range.
 
===Preview===
Preview will start the mission from within the editor so that you can test the results as you go along. A player unit must be on the map for the preview button to be visible.
 
===Continue===
After you have exited from the preview mode, clicking 'Continue' will allow you resume the mission. Note that continuing will not any changes made since you exited. You must click 'Preview' again to restart the updated version of your mission.
 
===Exit===
Will exit the mission editor and return to the main menu. Any unsaved work will be lost.
 
==Map Editing==
The mission map takes up the main portion of the mission editor.
 
===Basic Controls===
*Clicking and holding the right mouse button allows the map to move around the map.
*The mouse wheel controls the map zoom level.
*Left Clicking on an entity selects it.
*Double left clicking on an entity opens its editing dialogue.
*Double left clicking in an empty space will create a new entity if possible in the current editing mode.
*Clicking and holding the left mouse button on an entity allows it to be moved around the map.
*Clicking and holding the left mouse button on empty space allows a drag box to be created for selecting multiple entities.
*Holding Control and clicking on entities allows the user to select multiple entities.
*Holding Shift and clicking on an unit or waypoint will select all entities associated with that group.
*Holding Shift and clicking on and holding the left mouse button on a selected rotates the selected entities.
*Holding Shift and clicking on an object with a waypoint attached to it selects the underlaying object.
*Delete will remove the entity the mouse cursor is currently over.
*Holding Control and pushing X will cut the selected entities to the clipboard.
*Holding Control and pushing C will copy the selected entities to the clipboard.
*Holding Control and pushing V will paste a copy of entities from the clipboard. Copy and pasted named entities automatically have a number appended to their names to avoid conflicts.
 
===Units Mode (F1)===
 
[[image:ArmA_editor_unit.jpg|400 px]]
 
===Groups Mode (F2)===
 
[[image:ArmA_editor_group.jpg|400 px]]
 
===Triggers Mode (F3)===
 
[[image:ArmA_editor_trigger.jpg|400 px]]
 
[[image:ArmA_editor_trigger_effects.jpg|400 px]]
 
===Waypoints Mode (F4)===
 
[[image:ArmA_editor_waypoint.jpg|400 px]]
 
[[image:ArmA_editor_waypoint_effects.jpg|400 px]]
 
===Synchronize Mode (F5)===
 
===Markers Mode (F6)===
 
[[image:ArmA_editor_marker.jpg|400 px]]

Latest revision as of 03:25, 6 January 2021

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