Firing Drills – Arma 3

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Revision as of 18:09, 19 October 2020 by R3vo (talk | contribs) (→‎Setup: Clarify)
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Introduction

This guide will describe how to design and implement a custom Firing Drill Challenge as available in the vanilla game.

See also: Arma 3 Field Manual - Firing Drills (for players) Template:wip


Terminology

  • Firing Drill (FD) - a live-fire exercise in which a competitor is graded for tactically moving through a course while engaging a set of targets
  • Competitor - the actor performing the drill
  • Range Officer (RO) - the actor observing the drill and providing feedback / guidance
  • Course of Fire (CoF) - the physical space and layout in which the drill is performed
  • Checkpoint (CP) - a navigation point within a course which a competitor must follow in a fixed sequence (if so defined as a rule - see below)
    • The first CP is the start.
    • The last CP is the finish.
    • A strict CP contains a shooting box (marked area) from which to fire.
  • Target - an artificial object shot to complete a drill or to receive time bonuses
    • Appearing targets appear and disappear based on activation triggers (see below).
    • Accuracy targets contain zones corresponding to extra time bonuses.
    • Moving targets travel on rails between positions.
    • No-shoot targets are not allowed be hit (adding a time penalty).
    • Bonus targets are optional (rewarding a time bonus).
  • Rule - these help to determine the completion and scoring conditions for a drill
    • Training rules - a rule-set allowing familiarization of the CoF (targets at CPs do not need to be shot to move on)
    • Competitive rules - a rule-set used for Achievements / Leaderboards (targets at CPs need to be shot to move on)
  • Time - the time from the start it takes to complete a drill (raw)
    • Time bonuses / penalties are substracted / added to arrive at the final time.
    • The fastest / lowest time is the best and wins.
    • There are bronze, silver and gold medal times to beat.
    • There may be one special time to beat (typically faster than gold).



Setup

At time of writing it is not possible to add new Firing Drills as independent (Workshop) scenarios; they need to be added as 'mods' with configuration.
  1. Insert a player character named BIS_FD_Competitor // Fixed system name
  2. Insert a NPC Range Master character of type B_RangeMaster_F named BIS_rangeOfficer // Fixed system name
  3. Insert a Firing Drill module
    1. It's not exposed in Eden Editor, so place any other module. Will this be changed, seems kinda odd. R3vo (talk) 18:09, 19 October 2020 (CEST)Clarify
    2. Save the scenario.
    3. Close Eden Editor to avoid auto-saves.
    4. Open the scenario SQM file in a text editor.
    5. Replace the module's class by ModuleFiringDrill_F.
    6. Save the SQM.
    7. Re-open the scenario in Eden Editor.
  4. Insert an ellipse trigger with default properties named f.e. BIS_FD_COF // Referenced later
    1. Re-size the trigger to encompass your entire CoF and a little extra buffer area (you'll likely re-size it later as you progress).
  5. For each CP (including start and finish), insert a trigger with default properties named f.e. BIS_FD_CP1 // Referenced later
    1. Re-size the trigger to meet your CP activation expectations.
  6. Insert a Target - Oval (Ground) prop named BIS_FD_ruleSelector1 // Referenced later
    1. Using a similar workflow as above, manually change its class name to Land_Target_Oval_NoPop_F (all targets need their hidden NoPop variant).
    2. Position this target in comfortable shooting range / direction from the start CP (a few meters at most, oriented to be clearly visible and safe).
    3. In the target's Texture #0 field, enter: A3\modules_f_beta\data\FiringDrills\training_gray_ca // Other colors have corresponding textures - see below
  7. Copy and paste the first rule target and name it BIS_FD_ruleSelector2 // Referenced later
    1. Position it near the first rule target, typically right from it.
    2. In the target's Texture #0 field, enter: A3\modules_f_beta\data\FiringDrills\competitive_gray_ca // Other colors have corresponding textures - see below
  8. Copy and paste a rule target and name it BIS_FD_restartSelector1 // Referenced later
    1. Position it near the finish CP (a few meters from it, oriented to be clearly visible and safe).
    2. In the target's Texture #0 field, enter: A3\modules_f_beta\data\FiringDrills\restart_gray_ca // Other colors have corresponding textures - see below
  9. Copy and paste a rule target and name it BIS_FD_quitSelector1 // Referenced later
    1. Position it near the restart target, typically right from it.
    2. In the target's Texture #0 field, enter: A3\modules_f_beta\data\FiringDrills\quit_ca // Fixed texture no matter the drill color
  10. For each target at each CP, generally do the following (more specifics detailed below):
    1. Insert the desired target object named f.e. BIS_FD_target2_1 // Referenced later (apply a logical naming pattern, such as numbering based on CP index and target index)
    2. Using a similar workflow as above, manually replace its class name with the corresponding NoPop variant (see the look-up table below).
  11. TODO: description.ext
  12. Configure your drill via CfgFiringDrills and CfgMissions (see below).

Moving Targets

Randomized Targets

Common Additions

  • CP marking objects
    • Recolored objects
  • Start whiteboard
  • Ammunition containers
  • Decorative props / sponsoring

Configuration

CfgFiringDrills

Drill

System

CfgMissions

Targets

Colors

Tips

  • Vanilla CoFs are designed to be somewhat realistic and safe as a non-lethal competitive shooting training / sport. Try to imagine and implement range safety concerns in your target and prop placement. For example, don't place targets in a line of sight of the start, Range Officer, or other spectators. Generally try to solidly block off areas behind targets where possible.