Mission Editor – Arma 2

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#REDIRECT [[2D Editor]]
 
 
'''THIS ARTICLE IS AN EARLY WORK IN PROGRESS - FOR NOW REFER TO [[ArmA:_Mission_Editor]]'''
 
 
 
 
 
 
=Introduction=
This article will take you on a tour of the [[ArmA_2|ArmA 2]] mission editor, explaining the functions of the many menu options and dialogues. The focus of this article is explaining the function and effect of each option, rather than recommending which option should be used to create a desired outcome. Many options create different effects depending on different circumstances. The shear amount of information presented may seem daunting at first, but remember ArmA 2 is more complex than many other games, and there is always more than one way to create the desired effect.
 
The mission editor is divided into two sections. On the left is the [[#Map Editing|Map Section]], which is where units and other entities are placed and manipulated. On the right are the [[#Control Menus and Options|Control Menus]], which are used to control the current mission editing mode, mission parameters and file management.
 
[[image:Arma_2_Mission_Editor.jpg|640 px|The ArmA 2 Mission Editor]]
 
The basics of the mission editor are easy to grasp, allowing beginners to create "instant action" style missions in a matter of minutes. Other mission editing options are far more complex and cryptic, and some are even redundant. Creating a complex mission can take weeks of editing, and will require knowledge of [[Scripting|scripting]] and creation of some [[Mission_Design|supporting text files]] outside of the game. Multiplayer missions create further complexities that will need to be considered, e.g. [[Locality_in_Multiplayer|locality]]. It is recommended that the user becomes familiar with creating single player missions and scripts before attempting to create a multiplayer mission.
 
=Definitions=
For the purposes of this article only, the following terms use are used:
*'''Unit''' - A controlled object. This includes soldiers and game logics, but not vehicles.
*'''Vehicle''' - A literal vehicle or a vehicle class object. For example, a car, tank or static machine gun is a vehicle. Note any crew or passengers are referred to as units, and are not considered to be an integral part of the vehicle.
*'''Object''' - Any object that appears in the mission. This includes terrain defined objects (trees, buildings) and mission editor placed units and objects.
*'''Entity''' - Anything on the mission map that is not the terrain. This includes terrain defined objects, mission editor placed objects, triggers, waypoints and markers.
 
 
=Control Menus and Options=
The control panel on the right of screen controls the many settings and editing modes of the mission editor. They are, from top to bottom:
 
==Mission Directory Name==
The directory the current mission is saved into is displayed at the very top of the control panel. If the current mission has not yet been saved, this will be blank. If the mission been changed since the last save, the name will be prefixed by an asterix.
 
==Currently edited 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 if it is to be used, the player will only have control of the unit in the ''Mission'' component. In the ''Intro'' and ''Outros'', AI will control the player's unit. The ''Intro'' and ''Outros'' will not end when the player unit dies, but must be ended using a trigger.
*'''Mission''' is the default. This defines the interactive component of a mission. It 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 a weather icon, the time and date. It allows you to name your mission, give it a brief description, set the mission starting date and time, the current and forecast weather and which sides RACS forces are friendly to. Clicking on the Intel box will bring up the Intel dialog.
 
[[image:ArmA_editor_intel.jpg|400 px|The Intel Dialogue]]
 
===Name===
The mission name is used in mission lists, such as when browsing missions in the "Single Mission" mode, on multiplayer sessions and mission lists, in the campaign mission list, and on the map notepad. If you do not name your mission, the missions folder/pbo name will be used.
 
===Description===
This description is only displayed while in multiplayer mode, but it is recommended to give every mission a short description to explain what the mission is about, failing all else to allow you to identify it yourself in the future.
 
===Date and Time===
These options should be self explanatory. Remember that Armed Assault is highly accurate in its rendering of seasonal patterns. Thus daylight hours, the sun's path across the sky, star constellations and moon phases are all simulated correctly given the current terrain's world location. Tides are also accurately simulated, and can be somewhat hard to predict as different seasons and moon phases create vastly differing high/low water marks.
 
===Weather/Fog Sliders===
In this section, the first slider defines the mission's initial weather conditions. Setting the weather slider all the way to the right creates clear skies, all the way to the left is a heavy thunderstorm. The fog slider underneath controls the current fog levels - left is no fog, right is maximum fog. The two ''"Forecasted"'' weather sliders work in exactly the same way, with a linear transition from the initial weather conditions to the forecast conditions occurring over the first 30 minutes of a mission. Note that after the first 30 minutes of a mission, Armed Assault carries out some long term dynamic weather simulation of its own, although it is over a timescale beyond most missions (changes occurring over 1.5 to 14 hours). For controlling the weather after the first 30 minutes you can use [[:Category:Command_Group:_Environment|environment scripting commands]].
 
===RACS Is Friendly to:===
Choose which side(s) the RACS side will be friendly to at the start of the mission. Note that the civilian side will inherit the same allies and enemies of the RACS side.
 
==Current 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 they would be used while creating a mission. For more information on using each mode, see the [[#Map Editing|map editing]] section below.
*'''Units Mode (F1)''' allows the creation and manipulation of individual objects, units or vehicles.
*'''Groups Mode (F2)''' allows the creation of predefined groups of units or vehicles, and the manipulation of group links between entities.
*'''Triggers Mode (F3)''' allows new triggers to be created.
*'''Waypoints Mode (F4)''' lets the user create new waypoints for the currently selected group.
*'''Synchronize Mode (F5)''' allows the user to synchronize different waypoints and triggers.
*'''Markers Mode (F6)''' allows for map markers to be placed on the map. In the editor, markers are only visible while in marker mode.
 
==Load==
Allows you to load a previously saved mission. Only uncompressed mission folders 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 those set in the [[#Intel Dialogue|Intel Dialogue]] are not imported.
 
==Save==
You can save your current mission with this dialogue.
*'''User missions''' - These missions are only available through the mission editor while using the current user profile. Note that if you save your mission under a new name, only the [[Mission.sqm]] file will be written in the new folder. Saving a already named ''User mission'' also reloads any mission support files that are in the chosen mission folder, such as [[Description.ext]] and [[Init.sqs]].
*'''Export to single missions/multiplayer missions''' - You can also choose to export your mission to either the single mission or multiplayer mission folders. This process creates a [[PBO File Format|pbo]] file of the current mission folder (includes all files) and moves it to the global "Mission" or "MPmissions" folder. These can be accessed from the ArmA main menu by any user profile.
*'''Send by e-mail''' - This option will create a pbo file of the mission folder and load your default email program using it as an attachment.
 
==Clear==
Clicking this will remove all map entities such as units, waypoints, markers and triggers. Settings such as those defined in the [[#Intel Dialogue|Intel Dialogue]] are retained. Be warned that there is no undo function in the mission editor.
 
==Show IDs==
Every object defined in 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. IDs are only visible at high zoom levels.
 
==Show Textures==
Clicking on this option will backfill the map with the satellite map texture rather than the default white. This gives the user an idea of the type of terrain found in an area, although the satellite map does not always correspond exactly with the ground detail textures as seen at close range.
 
==Preview==
Preview will start the mission from within the editor so that you can test the results of your labour. A player unit must be on the map for the preview button to be visible. If shift is held down while clicking on the preview button, the mission preview will include the mission briefing and debriefing. Note that in preview mode, some aspects of a mission may not always behave in the same way as they would if the mission was played as a single mission. It is wise to check your mission in "single mission mode" (outside of the mission editor) before considering release.
 
==Continue==
After you have exited from the preview mode, clicking 'Continue' will allow you resume the mission from the point you left it. Note that any changes made in the editor since you exited the preview will not be shown. You must click 'Preview' again to restart with the updated version of your mission.
 
==Exit==
Will exit the mission editor and return to the main menu. Any unsaved work will be lost. A confirmation dialogue is shown.

Latest revision as of 19:28, 15 July 2022

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