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-UF-

Modifying the Single Player Combat Scenario

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EDIT: I solved this but am leaving here for others reference. This thread also deals with how to convert it to COOP.

Hello all, I often play the single player combat sceanrio in OA because it is dynamic. I have created a few missions using custom maps using this feature and add weapons caches at the LZ so that I can customize loadout once on the ground.

The default character model in the OA combat scenario are German troops in desert uniform. I would like to change the character model and am told I must do some modding for this but I am a total noob :(

A representative of Bohemia Interactive was kind enough to send me this email but I can't seem to get it to work. Can someone help me out?

> hope you're doing well! There certainly is a way, as you can mod 
> everything in Arma 2.  As I understand it, you are using the 
> "Combat" template mission (via Singleplayer> Scenarios> My missions> 
> New mission> 04:Combat). 
> 
> If you own BAF DLC, you may use the version with the British troops 
> (same place, mission "B02: Combat"). 
> 
> If you would want to modify the template, I suggest to use the 
> community tools to unpack the Missions_E.pbo (found in 
> Expansion/Addons subfolder) to get a sample of the template 
> (Missions_E/Templates/SecOps.West). The class names of soldiers in 
> mission.sqm ("vehicle" lines containing values with "GER_soldier"-like 
> values) need to be changed to (e.g.) US classes. Such template would 
> probably have to be packed in the PBO with its own config file and put 
> into game's "Expansion/Addons" folder. You can learn from the config 
> of Missions_E (if it would be binarized after unpack, I can send you a 
> sample). The addons are packed using our community tools suite ([url]http://community.bistudio.com/wiki/BI_Tools[/url]). 
> 
> I realize this might be too complicated unless you are a skilled 
> community modder, however, there is possibility to tamper with the 
> extracted mission.sqm file and run it just locally. 
> Inside the game, create "CA" folder. 
> In this folder, create 
> Expansion/Addons/Missions_E/Templates/SecOps.West 
> subfolder structure. 
> Put the modified mission.sqm into SecOps.West. 
> 
> As you might have difficulties finding the right classes, here is the 
> list of US Special Forces from Arrowhead: 
> US_Delta_Force_EP1 
> US_Delta_Force_TL_EP1 
> US_Delta_Force_Medic_EP1 
> US_Delta_Force_Assault_EP1 
> US_Delta_Force_SD_EP1 
> US_Delta_Force_MG_EP1 
> US_Delta_Force_AR_EP1 
> US_Delta_Force_Night_EP1 
> US_Delta_Force_Marksman_EP1 
> US_Delta_Force_M14_EP1 
> US_Delta_Force_Air_Controller_EP1 
> 
> I hope this helped you a bit. If you woudl run into troubles, I 
> suggest to ask around on our forums ([url]http://forums.bistudio.com/[/url]) or 
> check the community wiki ([url]http://community.bistudio.com/wiki/Main_Page[/url]).[color="Silver"]

---------- Post added at 07:50 PM ---------- Previous post was at 07:21 PM ----------

[/color]

Edited by -UF-

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Alright I have made progress but hit a wall. Here is the mission.sqm file and I have jungle camo Delta Force, however the mission uses all Delta Force even though I've subbed in some other classnames as you can see. Is the unit in this misison bound to the Lieutenant's specific unit type? or is this mission file dependent on another file?

:( Sorry for 101 questions

version=11;
class Mission
{
addOns[]=
{
	"cacharacters_e",
	"ca_missions_secops",
	"ca_missions_ambientcombat"
};
addOnsAuto[]=
{
	"cacharacters_e",
	"ca_missions_secops",
	"ca_missions_ambientcombat"
};
randomSeed=3792899;
class Intel
{
	briefingName="@STR_TEMP_SECOPS_NAME";
	briefingDescription="@STR_TEMP_SECOPS_DESC";
	startWeather=@_weather; 
	forecastWeather=@_weatherForecast; 
	hour=@_hour; 
	minute=@_minute; 
	startFog = @_fog; 
	forecastFog = @_fogForecast; 
	year = @_year; 
	month = @_month; 
	day = @_day;
	viewDistance = @_viewDistance;
};
class Groups
{
	items=7;
	class Item0
	{
		side="WEST";
		class Vehicles
		{
			items=6;
			class Item0
			{
				position[]={@_Insertion_X,@_Insertion_Y,@_Insertion_Z - 1000};
				id=0;
				side="WEST";
				vehicle="US_Delta_Force_TL_EP1";
				player="PLAYER COMMANDER";
				leader=1;
				rank="LIEUTENANT";
				skill=1.000000;
				synchronizations[]={6,7};
				init=@"format [""BIS_patrolLength = %1"", _PatrolLength]";
			};
			class Item1
			{
				position[]={@_Insertion_X + 5,@_Insertion_Y,@_Insertion_Z - 1005};
				id=1;
				side="WEST";
				vehicle="US_Delta_Force_AR_EP1";
				player="PLAY CDG";
				rank="SERGEANT";
				skill=1.000000;
			};
			class Item2
			{
				position[]={@_Insertion_X + 10,@_Insertion_Y,@_Insertion_Z - 1005};
				id=2;
				side="WEST";
				vehicle="US_Soldier_Marksman_EP1";
				player="PLAY CDG";
				rank="SERGEANT";
				skill=1.000000;
			};
			class Item3
			{
				position[]={@_Insertion_X + 15,@_Insertion_Y,@_Insertion_Z - 1005};
				id=3;
				side="WEST";
				vehicle="US_Soldier_Sniper_EP1";
				player="PLAY CDG";
				rank="SERGEANT";
				skill=1.000000;
			};
			class Item4
			{
				position[]={@_Insertion_X + 20,@_Insertion_Y,@_Insertion_Z - 1005};
				id=4;
				side="WEST";
				vehicle="US_Delta_Force_M14_EP1";
				player="PLAY CDG";
				rank="SERGEANT";
				skill=1.000000;
			};
			class Item5
			{
				position[]={@_Insertion_X + 25,@_Insertion_Y,@_Insertion_Z - 1005};
				id=5;
				side="WEST";
				vehicle="US_Delta_Force_Medic_EP11";
				player="PLAY CDG";
				rank="SERGEANT";
				skill=1.000000;
			};
		};
	};
	class Item1
	{
		side="WEST";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={@_Insertion_X,@_Insertion_Y,@_Insertion_Z - 1000};
				special="FLY";
				id=8;
				side="WEST";
				vehicle="UH60M_EP1";
				leader=1;
				skill=0.600000;
				text="H1";
				init="this setCaptive true";
			};
		};
		class Waypoints
		{
			items=3;
			class Item0
			{
				position[]={@_Insertion_X,@_Insertion_Y,@_Insertion_Z};
				type="TR UNLOAD";
				combat="STEALTH";
				synchronizations[]={0};
				class Effects
				{
				};
				showWP="NEVER";
			};
			class Item1
			{
				position[]={@_Insertion_X,@_Insertion_Y,@_Insertion_Z - 8000};
				class Effects
				{
				};
				showWP="NEVER";
			};
			class Item2
			{
				position[]={@_Insertion_X,@_Insertion_Y,@_Insertion_Z};
				type="LOAD";
				expActiv="H1 land ""GET IN""";
				class Effects
				{
				};
				showWP="NEVER";
			};
		};
	};
	class Item2
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={@_Insertion_X + 10,@_Insertion_Y,@_Insertion_Z + 20};
				id=7;
				side="LOGIC";
				vehicle="AmbientCombatManager";
				leader=1;
				skill=0.600000;
				synchronizations[]={0};
				init=@"format [""BIS_acmIntensity = %1; BIS_civLifeValue = %2"", _ACMIntensity, _CivilianLife]";
			};
		};
	};
	class Item3
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={@_Insertion_X + 5,@_Insertion_Y,@_Insertion_Z + 20};
				id=6;
				side="LOGIC";
				vehicle="SecOpManager";
				leader=1;
				skill=0.600000;
				synchronizations[]={0};
			};
		};
	};
	class Item4
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={@_Insertion_X + 15,@_Insertion_Y,@_Insertion_Z + 20};
				id=9;
				side="LOGIC";
				vehicle="BattleFieldClearance";
				leader=1;
				skill=0.600000;
				synchronizations[]={0};
			};
		};
	};
	class Item5
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={@_Insertion_X + 20,@_Insertion_Y,@_Insertion_Z + 20};
				id=10;
				side="LOGIC";
				vehicle="AlternativeInjurySimulation";
				leader=1;
				skill=0.600000;
				synchronizations[]={0};
			};
		};
	};
	class Item6
	{
		side="LOGIC";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={@_Insertion_X + 25,@_Insertion_Y,@_Insertion_Z + 20};
				id=11;
				side="LOGIC";
				vehicle="FirstAidSystem";
				leader=1;
				skill=0.600000;
				synchronizations[]={0};
			};
		};
	};
};
class Markers
{
	items=1;
	class Item0
	{
		position[]={@_Insertion_X,@_Insertion_Y,@_Insertion_Z};
		name="Insertion";
		text="@str_temp_secops_insertion";
		type="mil_start";
		colorName="ColorGreen";
	};
};
class Sensors
{
	items=6;
	class Item0
	{
		position[]={@_Insertion_X + 20,@_Insertion_Y,@_Insertion_Z - 20};
		a=0.000000;
		b=0.000000;
		interruptable=1;
		type="END1";
		age="UNKNOWN";
		text="Good ending";
		expCond="BIS_ending == 3";
		class Effects
		{
		};
	};
	class Item1
	{
		position[]={@_Insertion_X + 30,@_Insertion_Y,@_Insertion_Z - 20};
		a=0.000000;
		b=0.000000;
		interruptable=1;
		type="LOOSE";
		age="UNKNOWN";
		text="Bad ending";
		expCond="BIS_ending == 1";
		class Effects
		{
		};
	};
	class Item2
	{
		position[]={@_Insertion_X + 30,@_Insertion_Y,@_Insertion_Z - 25};
		a=0.000000;
		b=0.000000;
		interruptable=1;
		age="UNKNOWN";
		text="Player squad destroyed";
		expCond="{alive _x} count (units (group player)) == 0";
		expActiv="BIS_ending = 1";
		class Effects
		{
		};
	};
	class Item3
	{
		position[]={@_Insertion_X + 25,@_Insertion_Y,@_Insertion_Z - 20};
		a=0.000000;
		b=0.000000;
		interruptable=1;
		type="END2";
		age="UNKNOWN";
		text="Moderate ending";
		expCond="BIS_ending == 4";
		class Effects
		{
		};
	};
	class Item4
	{
		position[]={@_Insertion_X + 35,@_Insertion_Y,@_Insertion_Z - 20};
		a=0.000000;
		b=0.000000;
		interruptable=1;
		type="SWITCH";
		age="UNKNOWN";
		text="All disembarked";
		expCond="({(vehicle _x) == H1} count (units (group player))) == 0";
		expActiv="BIS_handle = [] spawn {sleep 10; BIS_SOM_mainScope setVariable [""paused"", false]}";
		class Effects
		{
		};
		synchronizations[]={0};
	};
	class Item5
	{
		position[]={@_Insertion_X + 40,@_Insertion_Y,@_Insertion_Z - 20};
		a=0.000000;
		b=0.000000;
		interruptable=1;
		age="UNKNOWN";
		text="Leader disembarked";
		expCond="(vehicle player) != H1";
		expActiv="(units (group player)) orderGetIn false; {_x action [""GETOUT"", H1]; unassignVehicle _x} forEach (units (group player))";
		class Effects
		{
		};
	};
};
};
class Intro
{
randomSeed=6304771;
class Intel
{
	startWeather=0.250000;
	forecastWeather=0.250000;
	year=2008;
	month=10;
	day=11;
	hour=9;
	minute=20;
};
};
class OutroWin
{
randomSeed=5998595;
class Intel
{
	startWeather=0.250000;
	forecastWeather=0.250000;
	year=2008;
	month=10;
	day=11;
	hour=9;
	minute=20;
};
};
class OutroLoose
{
randomSeed=4592131;
class Intel
{
	startWeather=0.250000;
	forecastWeather=0.250000;
	year=2008;
	month=10;
	day=11;
	hour=9;
	minute=20;
};
};

Edited by -UF-

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I wouldn't start from here if I were you.....

You need to understand how a mission is built 1st before you can mod one like this. You need to know the file types a mission depends on, init.sqf, description.ext, scripts.sqf etc etc.

Posting the equivalent of 2 small essays is a no no, also please put long files like that in a spoiler (click 'go advanced' you get extra forum editing buttons, also if you post code snippets pls put them in code tags). You need to ask very specific questions so people will answer. I would have a more in depth read of the wiki and this forum to see what is required. Here are some references:

http://www.armaholic.com/page.php?id=4847&highlight=MR%2BMURRAY

http://community.bistudio.com/wiki/Mission_Editor:_External#Mission_Folderhttp://

http://www.armaholic.com/list.php?c=arma2_files_editing_references

http://community.bistudio.com/wiki/ArmA:_Introduction_to_Scripting

http://community.bistudio.com/wiki/Category:Scripting_Topics

http://community.bistudio.com/wiki/Category:ArmA_2:_Editing

http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2

http://community.bistudio.com/wiki/Category:Tools

Edited by PELHAM

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PELHAM, thanks for the info and sorry for breaching forum etiquette. I can imagine there are many nuances and knowledge required to mod efficiently. I unfortunately don't have time to really learn the system at this point. Are there any modders that work for hire? I could paypal...

The objective is the stock sp combat scenario customized with mixed unit classname models substituting the playable units. Insertion chopper customization would be a bonus. That's it!

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Keep your money mate - I will help you for free.

Have you opened this in the Editor?

If you change Secops.west to Secops.Takistan you can edit the player and team and the helicopter. Just double click on them and change them to something else.

Separate all the modules and thing out and the set the waypoints wherever you want them. The perameters part doesn't initialise so you need to position everything yourself.

If you would like random starting positions I can show you how to do that.

Edited by PELHAM

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Keep your money mate - I will help you for free.

Thank you kind person and many thanks! :bounce3:

Have you opened this in the Editor?.

I launched the Editor in single player game and there was no way I could see to select Secops.Takistian, only the various empty maps.???

Edited by -UF-

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Alright did that and I am able to open the mission in editor. When mission loads in editor I get an error that gives a path to the mission and says "....vehicle class US_Delta_Force_Medic_EP11 no longer exists".

After ignoring the error, when open in the editor, there is a helicopter symbol and it lands five troops (not 6 as in original combat scenario). Also the troops are all US army even though the mission.sqm file has specific classnames from both Delta and US Army??? I can't seem to edit the troops in the editor.

Really appreciate the help.

Edited by -UF-

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Alright did that and I am able to open the mission in editor. When mission loads in editor I get an error that gives a path to the mission and says "....vehicle class US_Delta_Force_Medic_EP11 no longer exists".

After ignoring the error, when open in the editor, there is a helicopter symbol and it lands five troops (not 6 as in original combat scenario). Also the troops are all US army even though the mission.sqm file has specific classnames from both Delta and US Army??? I can't seem to edit the troops in the editor.

Really appreciate the help.

You have loaded the mission.sqm that you edited, it's faulty somehow now, that's why you have the error. Get a clean, copy of the mission and start work with that.

If you double click on each soldier you can change them to anything Blufor.

E.g. change to US special forces:

Change faction to US

Change Class to Men (special forces)

Change Unit to whatever.

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OK thanks, changed back to original mission.sqm and no more error that I can detect. However I cannot seem to select the soldiers, there is only a helicopter icon and a box on it. If I F1 and double click the box, I get the attached result.

The intent is to mix classnames of different factions, classes, and units within the playable squad; where like the stock mission, one can switch playable members of the squad if there is KIA or injury or special needs.

arma2oa2012032622243929.png

Edited by -UF-

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All the soldiers, waypoints and modules are clumped together, make sure the mode is set to units (F1) then left click, hold and drag whatever you can out of that clump. There are about 20 different items there.

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Tried this and I can't drag anything or sepearate anything out of the clump. F1 was selected and I left clicked/held/dragged every spot. The only thing that reacts is the waypoint creater in the very center. I can drag that and waypoint lines are created. I can also draw a box around the whole clump and move it as one big clump.

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Well that's how you do it, drag everything out, 1 by 1. You have to wait till something is highlighted under the mouse cursor (text pops up) before you drag. Might help if you don't zoom in too much.

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No matter what zoom level or where I point and wait for text pop up, nothing comes up except transport unload. And the only thing that comes up on double click is the transport unload dialog, or the insert unit shown in the screen shot I posted. Have you successfully separated the sec ops mission units? Wish I had this done sorry for more questions. :confused:

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Steps to separate the clustered units on the Secops map:

Load the map in the editor, do not zoom in, make sure Units (F1) is highlighted.

Move the mouse cursor over the objects until 'Transport unload (H1) Stealth' is highlighted.

Left click, hold down the mouse button and drag to the side.

Move the mouse back to the objects until 'Move (H1)' is highlighted.

Left click, hold down the mouse button and drag to the side.

Move the mouse back to the objects until 'Load (H1)' is highlighted.

Left click, hold down the mouse button and drag to the side.

Move the mouse back to the objects until 'KSK Team Leader' is highlighted.

Left click, hold down the mouse button and drag to the side.

Move the mouse back to the objects until 'KSK MachineGunner' is highlighted.

Left click, hold down the mouse button and drag to the side.

etc, etc, etc until you have it all done.

You can then click on the KSK guys and change them to whatever you want as described before and move them and the waypoints to wherever you want.

Oh don't worry about asing questions, I have infinite patience. :)

Edited by PELHAM

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Great thanks, and for the videos. I now have the ability to drag all the icons out. (I didn't know that after three waypoint drag outs I would get to the other stuff) I think I figured out the helicopter waypoint system also.... (Just choose the LZ for the first one and a safe spot far away from the combat zone for the second two waypoints).

My only problem now is that, even though I have only manipulated the waypoint placement and infantry units, when I preview this mission I spawn with my squad on the ground under the helicopter, instead of in it???

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You must have deleted the init.sqf out of the mission folder - it has the line:

{_x moveInCargo H1} forEach (units (group player));

which puts your squad in the helo.

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You have opened the missions - edited stuff and saved it with a new name??

There is an odd quirk in saving. Saving a new name creates a folder with a mission.sqm in it, nothing else.

mission.sqm is a very special file containing all of the starting positions and basic init details for the map.

Most, if not all, missions need other files inside the folder explicitly referenced by and interacting with the mission.sqm you have just created.

These are more common in the big scripted missions, but many are essential for a proper map to function, especially in MP.

Examples-

description.ext

init.sqf

loadscreen.paa

briefing.html

Other folders

Anything the mission needs has to be inside the folder - the whole thing is then bound up when you make a .PBO

With a new save/ folder it does not transfer these files - you have to cut and paste them into it

if a missions had 'stuff' inside before you edited - best put all of it back before running it

default space for all the mission/ folders while editing.

C:\Documents and Settings\USER\My Documents\ArmA 2 Other Profiles\PLAYERNAME\missions\

good luck

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Guys I think I have this nailed and REALLY apppreciate your help.

PELHAM thanks for all the guidance.

And Kamakazi you are correct, I opened, edited and saved with new name and the resulting mission folder only had that single mission.sqm file. So I copied all the other files from the original into the new mission folder and, presto, I am good to go!

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One last question if you don't mind. How can I save the mission as COOP?

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Thanks again PELHAM. I am able to play it COOP now just by saving to multiplayer with all units playable and a small adjustment: I had to add

this moveinCargo H1;

to each player's initialization in the Editor to get them in the chopper on ingress.

However there is no description.ext file in the directory that creates the PBO from the editor. Not sure if this is necessary. Everything seems to be fine except for one critical thing I can't figure out. When myself or another human player dies; we spawn into a butterfly instead of into a surviving AI. I also think when I die as the mission host it ends the mission.

My hope is to have any human be able to spawn into a surviving AI in the squad, if they are taken out. Any idea how to fix this???

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Ok thanks Duckmesiter. I had to create that file and it seems to be working; much appreciated!

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Looks like you are still missing the original init.sqf

If you look at the original files that are in the mission file you DePbo'd called "SecOps.West" they should all be in your new file except mission.sqm, don't add that because you want to keep your newer version that you edited.

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