ARMA 3 Editor - Defense module setup

ARMA 3 Editor - Defense module setup

Today I take a look at the Defense module for ARMA and how to set it up for use in your missions for either single player and multiplayer use. Link to example mission (includes scripts used)- http://www.mediafire.com/download/g2s... Link to initCurator.sqf (included in example mission) - http://www.mediafire.com/view/as8r5jn... Place playable units for the player and/or other players. Place the Defense module (found in modules, game modes) Place a Sector module (found in modules, multiplayer) and synchronize it to the Defense module. Place Side gamelogics for the sides that will be used. In the example BlueFor and OppFor sides are used. (found in gamelogic, sides) Synchronize the sides to the Defense module. Place a Curator gamelogic (found in Gamelogic, misc) and synchronize it to the attacking teams side gamelogic. Place a helipad (found in Empty, objects signs) and synchronize it to the defending teams side gamelogic. Place a unit to be used as pilot and synchronize it to the defending teams side gamelogic. Place triggers setup for a switch type and synchronize them to the attacking teams side gamelogic. (These triggers will be the area the attacking team spawns in and attacks from) Setup the Curator system by placing units into the tiers that will be used by the attacking team (best to refer to the example mission for this). In the example a Riflemen and base gamelogic are used for tier 0, an ifrit and speedboat for tier 1, marid for tier 2, BTR for tier 3, and an mi-48 for tier 4. All vehicles used for the curator system must be empty vehicles. These are all synchronized with unlock modules (found in modules, misc) which are all synchronized with triggers setup with a condition field determining their tier. In the example, each tiers units are synchronized to their unlock modules, and the unlock modules are synchronized to their triggers (the condition field of the triggers includes characters that Youtube descriptions doesn't allow so you will need to refer to the example mission for the condition field of the triggers) All of the unlock modules are then synchronized to a rifleman with the name of bis_curator which has an initialization field of: this enablesimulation false; this hideobject true; removeallweapons this The final step is to include the initCurator.sqf file in your mission folder and add the include commands into your init.sqf file. The commands can be found in the init.sqf file provided in the example mission ARMA III available on Steam - http://store.steampowered.com/app/107... "This video was created using content of Bohemia Interactive a.s." "Copyright © 2013 Bohemia Interactive a.s. All rights reserved." "See www.bistudio.com for more information." Bohemia Interactive YouTube monetization - http://www.bistudio.com/files/pdf/bis...