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It doesn't have to be complicated II

Posted: Fri May 25, 2012 1:56 pm
by fer
What's this I hear about a new mission stub?
Comrade, you're an aspiring comrade hero mission engineer, correct?

I--
--am hugely excited at the prospect of making a mission? Excellent! Take this file. It contains almost everything you need.
fkco_coXX_rename_v0.Takistan.7z
(61.35 KiB) Downloaded 266 times
I--
--would love to know more? Allow me to assist you further, comrade, by explaining the contents of this file in more detail.

I--
--certainly want the detail? When you unpack this file you will find it contains a mission folder, to be placed in your profile's /MPMissions folder for further editing.

Wait, is this like F2?
Excellent! Yes. It is a copy of F2, the current F2 OA Folk build to be exact. However, some things have been done to it:
  • The Folk ident has been included
  • The AI skill selector (coop version) has been enabled
  • Ending #1 is pre-configured
  • Ending #2 is pre-configured
  • Ending #3 is pre-configured
  • JIP slots are enabled
  • Defensive and patrolling enemy group examples are provided
  • Norrin's Revive has been removed
I--
--want to know more? Of course you do! Your enthusiasm for the challenge is commendable, comrade! Here are the details:
Folk ident: When the mission begins, comrade players will briefly see the Folk logo in the top left of their screens. This will motivate them to fight harder for our socialist agrarian utopia.

AI skill selector (coop version): Read more on the F2 wiki, but in essence this provides a mission parameter that will allow comrade players to set the skill of enemy AI in the game.

Ending #1: Ending #1 has been pre-configured to fire if all OPFOR troops within the trigger called trgAO are eliminated - this trigger can be found to the north of the pre-placed US and British Army platoons. You can change the trigger size, even mess with the conditions that fire it. You'll also need to edit briefing.html to ensure your desired message is displayed to players (for help see this page). If you don't want to use this trigger to end the mission, simply delete it in the editor.

Ending #2: Using F2's Casualty Cap component, ending #2 has been pre-configured to fire if all the players in the US Army platoon's non-JIP groups are dead. You'll want to disable this if you choose to NOT to use any elements from this platoon. You'll still need to edit briefing.html to ensure your desired message is displayed to players (for help see this page). Note: If you decide not to use any elements from the US Army platoon, be sure to disable the relevant instance of F2's Casualty Cap component in the init.sqf file.

Ending #3: Using F2's Casualty Cap component, ending #3 has been pre-configured to fire if all the players in the British Army platoon's non-JIP groups are dead. You'll want to disable this if you choose to NOT to use any elements from this platoon. You'll still need to edit briefing.html to ensure your desired message is displayed to players (for help see this page). Note: If you decide not to use any elements from the British Army platoon, be sure to disable the relevant instance of F2's Casualty Cap component in the init.sqf file.

JIP slots: The JIP slots have been left enabled. Remember that JIP players can use the OA Folk JIP Reinforcement Options component to select their loadout and fireteams to join.

Defensive and patrolling enemy group examples: To the north of the pre-placed US and British Army platoons you'll find two pre-placed groups of TK Army (the enemy). If you look in the INIT lines of their leaders you will find code calling one of two very useful BIS functions. One group uses BIS fnc taskDefend (a static weapon has bee placed nearby). The other group uses BIS fnc taskPatrol. You might want to look at using these functions as a quick and easy way of populating an area with angry enemies.
Okay, so what do you want me to do?
This is merely a mission stub. Which platoon you use, where the platoon starts, what supporting elements it features, where the angry enemies are ... well, that's up to you, comrade mission engineer.

Er ... so ... can I change things?
Sure. Change any and all of it. Have the platoon face off against infantry, tanks, helicopters, infantry riding on top of tanks suspended below helicopters ... well, you get the idea.

Okay, where do I start?
Think of an awesome (but short) name for your mission, then edit the folder name and the relevant line in the mission.sqm file (see the F2 wiki if you are unsure of what to do). You may also want to read the Writing missions for Folk thread to learn our mission naming guidelines, or comrade Tigershark will become upset.

Can I ask more questions here?
Of course.

Here's one: why is this called It doesn't have to be complicated II?
A lot of the text in this post is stolen from another thread called It doesn't have to be complicated II, so adding the II makes it feel less like plagarism.

More seriously, studies by our bureau of mission engineering suggest that 95% of aspiring comrade hero mission engineers begin with hugely ambitious goals, often thinking they need to write new scripts or incorporate complicated community-written ones, just to realise their ideas. Then they encounter the steep learning curve and die. Or fail to finish their mission. One of the two. Taking this mission stub and turning it into a full mission could be as simple as:
  • Thinking up a name
  • Picking some nice terrain for the action
  • Carefully placing a dozen enemy groups (and using the BIS defend / patrol functions)
  • Placing a few extra markers
  • Placing a larger trigger that fires ending #2 when no enemies are present
  • Writing a nice briefing
  • ...
  • Profit!
Don't we disapprove of profit?
The party is comfortable with profit, so long as it is taxed at the rate of 100% and the proceeds re-invested in approved schemes.

Wait, this is a BLUFOR mission template. Are we supposed to be making BLUFOR missions?
In today's competitive global econonmy, party-owned factories are encouraged to create exciting products that will appeal to western consumers and generate unparalleled economic growth (and profit).

Did you drive up here in a Mercedes?
It was assembled in a party-owned factory. Now, shouldn't you be making a mission, comrade?