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F3 Mission Development Framework (F2 for ArmA 3)


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Thread Starter
Fer
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#1

Posted 11 March 2013 - 00:08

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F3 Mission Development Framework for Arma 3

F3 v3-3-0 Released (ACRE2/ACRE/TFR/AGM/Zeus Ready)

The F3 team is pleased to announce the release of v3-3-0 of its mission development framework, with optional support for Zeus and popular mods ACRE2, ACRE, TFR and AGM.

To make it even easier to start using F3, our fully illustrated online tutorials for making adversarial and coop missions can help you build your first F3 mission in 1-2 hours.

The development team for v3-3-0 has been: Wolfenswan, Head, Snippers and cptnnick. Special thanks to the producer of this release, Wolfenswan. We would also like to thank the following communities in our wider review and testing team: Folk ARPS | Bourbon Warfare | Phantactical | Project Awesome | Team One Tactical | The Company

If your community uses F3 (or uses it as part of your own mission framework), we'd really love to hear from you.

Download F3 from:
- http://www.ferstaberinde.com/f3/en/ (English version) (PLEASE DO NOT MIRROR)

Discuss F3 at:
- BI Forums (http://forums.bistud...(F2-for-ArmA-3))
- Folk ARPS Forums (http://www.folkarps....wforum.php?f=44)

From the README.md file:

3-3-0 | 25 APR 2015

Updated Admin Briefing component:
- New: Allows control of safe start component.
- Restructured Zeus options (less clutter).

Updated Assign AI Gear component:
- New variable: _defaultclass (applied to unit if no corresponding class was found).
- Added designated marksman type.

Updated AI Caching component:
- Fixed: Uncaching would sometimes place group members too high.

Updated AI Skill Selector component:
- Now exclusively server-side.
- Re-adjusted skill levels: "high" is slightly easier, "low" more difficult.
- Changed comments deactivating F3 SetAISkill parameter in description.ext to comment-blocks for convenience.
- No longer sets skill for "endurance" as it's not supported in A3.
- Reduced random range to +/- 0.08.
- Increased initial sleep to 2 seconds, removed unnecessary sleeps elsewhere.

Updated Briefing Template component:
- Removed scripted task examples (in-editor module feature preferable).
- Added briefing for dedicated Zeus.

Updated F3 Folk ARPS Assign Gear component:
- Changed primary weapon for CSAT "ar" to Zafir.
- New gear type: "dm" (designated marksman) for all factions with corresponding kit.
- Added bipods to all factons (given to "ar", "mmgg" and "sn" by default).
- "hatg" now uses mobile Titan launcher.
- Equipped all "mmgg" with the new DLC MMGs. Old MMGs classnames are commented out in the assign gear file.
- Changed CSAT vests: new medium is TacVest Khaki

Updated F3 Folk ARPS Platoons component:
- Changed placement of platoons to better support smaller maps.
- Updated ranks of AAF CO, DC and SLs to match other factions.

Updated F3 Spectator Script component:
- Identified and fixed possible sFPS issue.
- Improved Freecam handling.
- Added mute key (P) for spectator.

Updated Join Group Action component:
- Action appears/disappears with less "lag".
- No more action spam in certain situations (e.g. entering a vehicle).

Updated Name Tags component:
- Shows tag for unit under cursorTarget in 28m (modifiable), always shows tags for units within 10m (modifiable). Latter can be toggled off in briefing menu.
- Moved all related global variables from init.sqf into f_nametags.sqf
- Tweaked visuals (smaller default font, colors etc.).
- Name tags are now automatically activated if component is enabled.
- Improved tags for units in vehicles: recognizes non-specialist crew and pilots, only shows effective commander on distance to avoid clutter.

Updated ORBAT Notes component:
- Better distinction between crew roles.

Updated Radio Systems Support component (ACRE2):
- Updated to the latest API (removing un-neccesary code).
- Adds support for the newer radios.
- Checks if players have enough free inventory space for radios and provides an action if not.
- Hotfix for acre_api_fnc_isInitialized ignoring itemRadio.

Updated Safe Start component:
- New: Player vehicles can't be damaged until safe start is done.
- f_safety.sqf is now a function (f_fnc_safety).

Updated Zeus Support component:
- Zeus assigned using f_fnc_zeusInit automatically applies AI Skill Selector values to created units if latter component is enabled.
- Streamlined Zeus Support in Admin Briefing component.


About F3

The F3 Mission Development Framework (F3) is the successor to the popular F2 and BAS f mission development frameworks for ArmA 2 and ArmA. The new framework contains many of the features you know from F2, updated to work with Arma 3 and with new components that take advantage of the new game's special features.

For downloads and to find out more please see our online manual:


Edited by Fer, 25 April 2015 - 16:51.


spaceBeluga
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#2

Posted 11 March 2013 - 06:11

YES!! As a newcomer to the editing scene, I've been waiting eagerly for this!!

clydefrog
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#3

Posted 11 March 2013 - 14:36

Thanks for this, one problem so far though. The teleport works but it doesn't show up in my action menu, it's there but it's invisible. I scroll off my handgun onto an invisible option then click and it enables it. I have f_mapClickTeleport.sqf and f_missonMakerTeleport.sqf both in the f/common/ directory.

I have:
f_missionMakerTeleport = 1;
[] execVM "f\common\f_missionMakerTeleport.sqf";

in my init.sqf, and I have the stringtable.xml in my mission folder.

Any ideas why it's not showing up in the action menu?

Thread Starter
Fer
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#4

Posted 12 March 2013 - 01:20

Any ideas why it's not showing up in the action menu?


clydefrog - are you using all of F3, or have you attempted to extract just the files for this component and add them to your mission? If you can, please PM me a link to a downloadable copy of your mission folder (ZIP'd) and I'll try to look at it when home next.

aPerfectMisterMan
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#5

Posted 12 March 2013 - 18:52

UPDATE: Did not work with developer build for me. Reverted and it worked again
I am still getting "no entry 'bin\config.bin/CfgWeapons.'."


Last night I edited a mission fine but now when I open it I get an error saying that I can't edit the mission because some downloaded content was deleted: "A3_Soft_F_Galkin".
I also get what looks like a scripting error on line 135 in A3\functions_f\systems\fn_supplydrop.sqf.

I should say that I was and am using the dev build, I'm going to try the normal version.

Edited by aPerfectMisterMan, 12 March 2013 - 20:28.


Zerith
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#6

Posted 13 March 2013 - 03:19

The Galkin error has to do with the dev build they changed it from galkin to ifrit.

However, the dev build completely broke my missions as well with this method. Seemed to be working fine and then I realized that none of the Iran soldiers had a uniform. Was pretty comical. I was also getting an error with the NATO diver suits. I don't think this is a problem of the F3 framework, but it looks like some class names got changed in the latest dev build. It's a headache to track all of these errors down so I just reverted for now and everything is working fine.

Couple things I've noted.

For some inexplicable reason sometimes my loadouts don't save from mission to mission. For example, I got one mission loaded exactly how I wanted. When I was ready to move to the next mission I copy and pasted that mission and would begin moving units, etc. Then when I would load in game the loadouts aren't working again. This is primarily for the Iran side. Any other time is because I forgot a ; somewhere. I have tried piecing missions back together and it seems to have something to do with the mission file itself. Copy and pasting all of the f_gear files doesn't seem to fix any loadout issues from one mission to another. I'm really not sure on this one.

Typos:

In f_assignGear_attach.sqf

case _diverWep:
	{
		if(!isnil "_diverWep_attach") then
		{
			_wepItems = primaryWeaponItems _unit;
			{
				_unit removeItemFromPrimaryWeapon _x;
				_unit removeItem _x;
			} foreach _wepItems;
			{
				_unit addPrimaryWeaponItem _x;
			} foreach _SNrifle_attach;
		};
	};

should be

case _diverWep:
	{
		if(!isnil "_diverWep_attach") then
		{
			_wepItems = primaryWeaponItems _unit;
			{
				_unit removeItemFromPrimaryWeapon _x;
				_unit removeItem _x;
			} foreach _wepItems;
			{
				_unit addPrimaryWeaponItem _x;
			} foreach _diverWep_attach;
		};
	};

I believe there were also some typos in the group namings for the Blufor side, but I forgot to write down exactly where. The unit's rankings seemed unset as well. Commander being a private, etc. (Unless that auto changes in game I never checked.)

Thread Starter
Fer
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#7

Posted 14 March 2013 - 00:13

Did not work with developer build for me. Reverted and it worked again

We're developing against the stable build, so you may encounter issues when running with Dev.

I am still getting "no entry 'bin\config.bin/CfgWeapons.'."

That's an issue we're looking into; can't tell if it's F3 or A3 yet.

Last night I edited a mission fine but now when I open it I get an error saying that I can't edit the mission because some downloaded content was deleted: "A3_Soft_F_Galkin".

As you noted, this is a stable/dev A3 issue, not an F3 one.

I also get what looks like a scripting error on line 135 in A3\functions_f\systems\fn_supplydrop.sqf.

That code is part of A3, not F3 - perhaps you should post a ticket with BI?

For some inexplicable reason sometimes my loadouts don't save from mission to mission. For example, I got one mission loaded exactly how I wanted. When I was ready to move to the next mission I copy and pasted that mission and would begin moving units, etc. Then when I would load in game the loadouts aren't working again. This is primarily for the Iran side. Any other time is because I forgot a ; somewhere. I have tried piecing missions back together and it seems to have something to do with the mission file itself. Copy and pasting all of the f_gear files doesn't seem to fix any loadout issues from one mission to another. I'm really not sure on this one.

Hard to say what's happening here, especially as I'm not sure what you mean by 'copying the mission'. Do you mean taking the whole mission folder, copying it, and then renaming both the mission folder and the changing the name in the mission.sqm file? Saving a mission with a new name in the editor will not copy across all the F3 files - and if you do this and manually copy across the F3 files, you must ensure *all* of them are copied over. It's generally safer to begin with a clean copy of F3, then merge in any previous-mission content in the editor.

Typos: ... In f_assignGear_attach.sqf

Thanks - will look to fix this in v3-0-1.

I believe there were also some typos in the group namings for the Blufor side, but I forgot to write down exactly where.


We'll do some checking!

The unit's rankings seemed unset as well. Commander being a private, etc. (Unless that auto changes in game I never checked.)

This is an error on our part; you can expect it to be fixed in the next release.

Thanks for the reports, folks; we'll update you as soon as a new build is out!

clydefrog
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#8

Posted 14 March 2013 - 01:06

clydefrog - are you using all of F3, or have you attempted to extract just the files for this component and add them to your mission? If you can, please PM me a link to a downloadable copy of your mission folder (ZIP'd) and I'll try to look at it when home next.


I just take some components and their required files from the main thing and use what I need. Anyways it's working properly now, the editor must have just needed a restart.

Edited by clydefrog, 14 March 2013 - 01:12.


Zerith
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#9

Posted 14 March 2013 - 03:30

Hard to say what's happening here, especially as I'm not sure what you mean by 'copying the mission'. Do you mean taking the whole mission folder, copying it, and then renaming both the mission folder and the changing the name in the mission.sqm file? Saving a mission with a new name in the editor will not copy across all the F3 files - and if you do this and manually copy across the F3 files, you must ensure *all* of them are copied over. It's generally safer to begin with a clean copy of F3, then merge in any previous-mission content in the editor.


Yeah. Once I tweaked everything the way I wanted in mission 1 I was just copy/pasting the actual mission folder and changing the names for mission 2. Then tweaking from that point on. Mostly because I made some edits to your default units and it was saving time in redoing those edits again. Same with loadouts and other things. Jokes on me because it wasn't always working and I'd have to redo it from scratch anyway haha. I can't seem to reproduce the problem and it appears to be tied to mission.sqm anyway. So I'll just have to start with the base F3 framework and drop my changes over manually for now. Thanks for the response!

lee1hy
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#10

Posted 14 March 2013 - 04:46

I have error this. "No Entry cfg/weapons "

FreeFire
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#11

Posted 14 March 2013 - 18:53

Once again great work fer on the F3 framework, it's always a joy to read your code.

Remark on the Respawn init you use.

Currently it is being added through an eventhandler on "killed", i suggest you move to "Respawn". I wanted to reload the gearscript after respawning using respawn method 3 (base).
(required a bit of tweaking since you moved the gearscript to a fnc and use call now, but it's doable :) )
However when calling it through the respawinit.sqf it did not work until i changed it into "Respawn". Just a heads up ;)
Weird stuff happened when using "killed", my old corpse would actually start loading in the gear and things like that.

Oh and exiting the spectator script seems not to work very well, but that is probably due to the buggy state it is currently in.

Regards FreeFire

Edited by FreeFire, 14 March 2013 - 18:58.


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#12

Posted 14 March 2013 - 19:14

I have error this. "No Entry cfg/weapons "



^ not an F3 error! This is a problem with BIS messed up configs in the Alpha
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Thread Starter
Fer
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#13

Posted 18 March 2013 - 00:29

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F3 Mission Development Framework for ArmA 3

F3 v3-0-1 Released

From the ReadMe.md file:

3-0-1 | 17 MAR 2013
Fixed diver attachment bug with F3 Folk ARPS Assign Gear Script component.
Fixed ranks and typos with F3 Folk ARPS Platoons component.
Missle cam no longer on by default in Kegetys Spectator Script component.
Updated F3 Folk ARPS Assign Gear Script component to include backpack options by parameter (off/light/heavy).
Updated F3 Folk ARPS Assign Gear Script component so Rifelman (AT) role has a launcher.


Special thanks to comrade scripting heroes Head, Wolfenswan and Harakka; thanks also to Zerith from the BI forums.

3-0-0 | 10 MAR 2013
Migrated Naming Your Mission component.
Migrated Mission Header component.
Migrated Respawn Settings component.
Migrated Respawn INIT component.
Migrated (and renamed) Briefing Template component.
Migrated ReadMe File Template component.
Migrated Debug Mode component.
Migrated Disable Saving and Auto Saving component.
Migrated (and renamed) F3 Common Local Variables component.
Migrated Join Group Action component.
Migrated Kegetys Spectator Script component.
Migrated Mission Observers component.
Migrated Multiplayer Ending Controller component.
Migrated ORBAT Notes component.
Migrated Sample Markers component.
Migrated ShackTactical Fireteam Member Markers component.
Migrated AI Skill Selector (A&D) component.
Migrated AI Skill Selector (coop) component.
Migrated Authorised Crew Check component.
Migrated Authorised Crew Type Check component.
Migrated Automatic Body Removal component.
Migrated Casualties Cap component.
Migrated Casualties Cap (Advanced) component.
Migrated Dynamic View Distance component.
Migrated Group E&E Check component.
Migrated Mission Maker Teleport component.
Migrated Name Tags component.
Migrated (and renamed) F3 Folk ARPS Platoons component.
Migrated (and renamed) F3 Folk ARPS Assign Gear Script component.
Migrated (and renamed) F3 Folk ARPS Group IDs component.
Migrated (and renamed) F3 Folk ARPS Group Markers component.
Migrated (and renamed) F3 Folk ARPS JIP Reinforcement Options component.
Part-migrated Mission Conditions Selector component.
Removed Disable BIS Conversations component.
Removed Preplaced Game Logics component.
Removed ACRE Support component.
Removed Automatic Body Removal (FIFO) component.
Removed Construction Interface (COIN) Presets component.
Removed Trip Flare component.
Removed Gear Snippets component.
Added Loading Screen component.


Special thanks to comrade scripting hero Head, who's heroic work during the first week of the ArmA 3 Alpha made this early release possible. Thanks also to comrade Harakka. These comrades are awesome! Thanks also to all at Folk ARPS.

About F3

The F3 Mission Development Framework (F3) is the successor to the popular F2 and BAS f mission development frameworks for ArmA 2 and ArmA. The new framework contains many of the features you know from F2, updated to work with ArmA 3 Alpha; new components which take advantage of the new game's special features are planned.

For downloads and to find out more please see our online manual:


Edited by Fer, 18 March 2013 - 00:33.


SavageCDN
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#14

Posted 18 March 2013 - 17:26

Excellent.. thanks for this :o
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Dr_Cox1911
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#15

Posted 18 March 2013 - 17:52

Thanks for the awesome work! Really nice code, perfect for a beginner like me.

I´ve got a pretty dumb problem: When I try to edit my mission with the MP-Editor it just does nothing. What´s wrong with that? I just copied the f3-files and made some changes to them (like shown on the wiki).

Edited by Dr_Cox1911, 18 March 2013 - 18:04.


SavageCDN
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#16

Posted 18 March 2013 - 18:30

put the F3 mission folder in your My Documents > Arma 3 other profiles > yourname > MPMissions folder

Create new MP game, the F3 mission should show up as blue and when you select it you'll get an edit button at bottom

Make changes, hit save, voila. Make sure your mission folder name is not too long (ie > 30 characters) as Arma will screw it up and create a new mission folder with just the mission.sqm file inside.
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ALiVE Wiki - CHECK HERE FIRST

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DAC Unit Configs

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Thread Starter
Fer
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#17

Posted 25 March 2013 - 23:27

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F3 Mission Development Framework for ArmA 3

F3 v3-0-2 Released

From the ReadMe.md file:

3-0-2 | 25 MAR 2013
Updated to reflect revised OPFOR uniform classnames.
Updated to reflect revised name for Ifrit.
Development of Mission Conditions Selector component (new functionality not yet enabled).


Special thanks to comrade scripting heroes Head, Wolfenswan and Harakka.

3-0-1 | 17 MAR 2013
Fixed diver attachment bug with F3 Folk ARPS Assign Gear Script component.
Fixed ranks and typos with F3 Folk ARPS Platoons component.
Missle cam no longer on by default in Kegetys Spectator Script component.
Updated F3 Folk ARPS Assign Gear Script component to include backpack options by parameter (off/light/heavy).
Updated F3 Folk ARPS Assign Gear Script component so Rifelman (AT) role has a launcher.


Special thanks to comrade scripting heroes Head, Wolfenswan and Harakka; thanks also to Zerith from the BI forums.

3-0-0 | 10 MAR 2013
Migrated Naming Your Mission component.
Migrated Mission Header component.
Migrated Respawn Settings component.
Migrated Respawn INIT component.
Migrated (and renamed) Briefing Template component.
Migrated ReadMe File Template component.
Migrated Debug Mode component.
Migrated Disable Saving and Auto Saving component.
Migrated (and renamed) F3 Common Local Variables component.
Migrated Join Group Action component.
Migrated Kegetys Spectator Script component.
Migrated Mission Observers component.
Migrated Multiplayer Ending Controller component.
Migrated ORBAT Notes component.
Migrated Sample Markers component.
Migrated ShackTactical Fireteam Member Markers component.
Migrated AI Skill Selector (A&D) component.
Migrated AI Skill Selector (coop) component.
Migrated Authorised Crew Check component.
Migrated Authorised Crew Type Check component.
Migrated Automatic Body Removal component.
Migrated Casualties Cap component.
Migrated Casualties Cap (Advanced) component.
Migrated Dynamic View Distance component.
Migrated Group E&E Check component.
Migrated Mission Maker Teleport component.
Migrated Name Tags component.
Migrated (and renamed) F3 Folk ARPS Platoons component.
Migrated (and renamed) F3 Folk ARPS Assign Gear Script component.
Migrated (and renamed) F3 Folk ARPS Group IDs component.
Migrated (and renamed) F3 Folk ARPS Group Markers component.
Migrated (and renamed) F3 Folk ARPS JIP Reinforcement Options component.
Part-migrated Mission Conditions Selector component.
Removed Disable BIS Conversations component.
Removed Preplaced Game Logics component.
Removed ACRE Support component.
Removed Automatic Body Removal (FIFO) component.
Removed Construction Interface (COIN) Presets component.
Removed Trip Flare component.
Removed Gear Snippets component.
Added Loading Screen component.


Special thanks to comrade scripting hero Head, who's heroic work during the first week of the ArmA 3 Alpha made this early release possible. Thanks also to comrade Harakka. These comrades are awesome! Thanks also to all at Folk ARPS.

About F3

The F3 Mission Development Framework (F3) is the successor to the popular F2 and BAS f mission development frameworks for ArmA 2 and ArmA. The new framework contains many of the features you know from F2, updated to work with ArmA 3 Alpha; new components which take advantage of the new game's special features are planned.

For downloads and to find out more please see our online manual:



Dr_Cox1911
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#18

Posted 29 March 2013 - 18:50

Hey, I´m working for a while now with this awesome framework and because of the recent A3 update I need to update this as well. How should I update it so that I don´t loose all the work I´ve done so far?

Thread Starter
Fer
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#19

Posted 30 March 2013 - 00:37

Hey, I´m working for a while now with this awesome framework and because of the recent A3 update I need to update this as well. How should I update it so that I don´t loose all the work I´ve done so far?


I use a software tool like WinMerge to compare the folder of my mission with a fresh copy of F3. The software shows me which files differ, and then allows me to see the differences within each file (with a side-by-side view). Where files differ, the appropriate action depends on how the files differ:

Scenario: the file in the latest F3 is different from the file in your mission AND the file in your mission has NOT had any changes/customisations done by you.
Action: copy the file from the latest F3 over the file in your mission (you can use a tool like WinMerge to do this for you).


Scenario: the file in the latest F3 is different from the file in your mission AND the file in your mission has been changed/customised by you.
Action: go through the files and manually copy across the changed lines, taking care to re-implement any changes/customisations you made before.


The only file where this approach gets complicated is mission.sqm, but IIRC the only significant change to that file between v3-0-1 and v3-0-2 has been this bloc near the top:

addOns[]=
   {
     "A3_Characters_F_BLUFOR",
     "A3_Soft_F_Galkin",
     "a3_map_stratis",
Became:

addOns[]=
   {
     "A3_Characters_F_BLUFOR",
     "a3_map_stratis",
(we deleted the reference to the 'Galkin'). Hope that helps!

Dr_Cox1911
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#20

Posted 30 March 2013 - 01:21

Thanks for the tip with WinMerge! Looks like a pretty awesome software. Will try this tomorrow.