MP Vanguard – Arma 3

From Bohemia Interactive Community
Jump to navigation Jump to search

This is a set up guide for Vanguard MP mode. It serves for documenting all possibilities in creating new Vanguard scenarios or modding the mode.

Note: Most features that can be tweaked, can be done so from module or in server lobby. Server lobby overwrites parameters set up in the mission.

Setting up new scenario

To succesfully set up a new scenario, you need to go through several steps. All specific settings are documenting below in modules and Server params.

  1. Find Vanguard modules under Systems->Gameplay Modes
  2. Create and set up Vanguard: Objective area.
  3. Create 2 or 3 Starting Areas.
  4. Fill them with vehicles of your choosing and correct side.
  5. Create playable characters (in any position, they will be repositioned on start).
  6. Save mission, and create file description.ext into the mission folder. Write this line into the file: It will include all parameters for server lobby setup, and revive parameters.#include "\a3\Missions_F_Tank\MPTypes\Vanguard\commonDescription.inc"
  7. You are ready to go. Try the mission in single player or MP and see how it works.

Modules

Vanguard: Objective Area

This is the main module, which controls most of the parameters of the game mode. Many of those parameters can be overloaded from server lobby.

  • Module size: This will affect size of the area. It highly affects the tempo of the match. Too small zone, in too highly occupied area, might cause that the Device will find safe place to land outside the module area, on nearest reasonable position.
  • Number of Zone Changes:How many times zone will shrink before the Device is dropped.
  • Briefing, Zone interval, end game timers: Timers explained above.
  • Number of spawned trucks: Describes density (spacing) of spawned trucks.
    • None: No trucks spawned.
    • Few: 300 meters distances.
    • Medium (default): 500 meters distances.
    • Dense: 800 meters distances.
  • Disable thermal optics: Removing thermal mode from all turrets in selected vehicles.
    • None: No changes on vehicles
    • Combat Vehicles (default): Combat vehicles with guns have thermal optics disabled, but unarmed vehicles (like unarmed Strider), still have their thermals to serve as mobile spotting platforms.
    • All vehicles: No vehicles can have thermals.
  • Respawn: This parameter handles respawn mechanics, although in neither case it's typical revive, because this mechanic does not fit well into the mode.
    • None: No respawn allowed.
    • Revive (default): Revive allowed, in current implementation the reviving member consumes one first aid kit.
    • Into AI members: Experimental feature, which will give certain amount of AI soldiers divided for a side, to ensure that 10 units (players and AI) by default. They are divided into equal sized groups for player on the side. If player dies, he will respawn into one of his AI members.
      • This functionality also enables players to Join in Progress, as they will replace AI member in one of groups.

vanguardObjectiveArea.jpg

Vanguard: Starting Area

This is the starting area for each side.

  • Module Size: Marks area that counts as base
    • All vehicles registered into the area are part of the base.
    • The area to does not affect size of area into which the Device is needed to be delivered, that is fixed 100 meters diameter.
    • Vehicles can be marked as part of the base also by synchronizing them with module, but having them as part of the area is more convinient.
  • Side: Side of the starting area.
    • There cannot be 2 or more bases of one side.
    • There can be either 2 bases for sufficient setup of the scenario, or 3.
    • Starting areas can be randomized, and composition in the starting area will be removed to two-columns layout, with units spawning in the middle. This randomization can be set up only in server lobby params.

vanguardStartingArea.jpg

Server lobby params

There are multiple server lobby params done for wide customization of the scenario. They often serve for rewriting basic settings of the game made in modules.

  • Hour: Set up time of the scenario.
  • Weather: Set up weather.
  • Briefing time: Overwrite length of Briefing time.
  • Zone interval time: Overwrite length of Zone interval time.
  • End game time: Overwrite length of End game time.
  • Respawn: Set up if you want to play without any respawn, with revive, or add AI reinforcements to each side, which you can command.
  • Fill Positions with AI (if used): If you use AI as "respawn", set their amount.
  • Randomization of Starting position: Switch sides of set up bases. Vehicles in those bases will be moved into correct positions.
  • Name Tags: Allow od disable Vanguard name tags that you can see in 3D.

Modding possibilities

Vanguard is designed to be as customizable and moddable as possible. Yet there are several restrictions to count with.

What can be modded

  • Playable characters: Any characters you place as playable will work out of the box.
  • Vehicles on bases: Vehicles on bases will work as well.

Not moddable (for now)

  • Truck for carrying device: Because the device has to be attached with specific offset to each truck, only default trucks are supported now.
  • AI team members: AI team members are detected from player's faction, and AI units are detected accordingly. Factions supported: NATO, CSAT, AAF, Syndikat, FIA for all 3 sides.