description.ext 3V init.sqf %>TK loadscreen1024x512.paa 'TX loadscreen2048x1024.paa }'T/
loadscreen512x256.paa p'T` mission.sqm tWeE
onPlayerKilled.sqf \1Te onplayerrespawn.sqf 1T stringtable.xml R> VAS\cfgfunctions.hpp RX
VAS\common.hpp R$v VAS\config.sqf ?Rn VAS\functions\fn_accList.sqf HR VAS\functions\fn_accPrompt.sqf BR@ VAS\functions\fn_accType.sqf >R% VAS\functions\fn_addGear.sqf Q VAS\functions\fn_buildConfig.sqf R VAS\functions\fn_closeDetails.sqf RW VAS\functions\fn_deleteGear.sqf AR VAS\functions\fn_details.sqf R, VAS\functions\fn_fetchCfg.sqf Q VAS\functions\fn_fetchCfgDetails.sqf vR
VAS\functions\fn_fetchPlayerGear.sqf kR VAS\functions\fn_filter.sqf zARv VAS\functions\fn_filterMenu.sqf v@R
VAS\functions\fn_filterShow.sqf "Q VAS\functions\fn_handleItem.sqf RH3 VAS\functions\fn_KRON_StrLeft.sqf TQ. VAS\functions\fn_KRON_StrToArray.sqf Q VAS\functions\fn_loadGear.sqf 6TR5 VAS\functions\fn_loadoutInfo.sqf AR$ VAS\functions\fn_mainDisplay.sqf RS VAS\functions\fn_mainInit.sqf >AR
VAS\functions\fn_onRespawn.sqf ޢR] VAS\functions\fn_openDetails.sqf QU VAS\functions\fn_playerDisplay.sqf vR
VAS\functions\fn_qRemoveItem.sqf zQ& VAS\functions\fn_quickAddDrag.sqf RK VAS\functions\fn_quickAttachment.sqf R VAS\functions\fn_quickItem.sqf Qo VAS\functions\fn_quickMag.sqf vR VAS\functions\fn_removeGear.sqf yR VAS\functions\fn_saveGear.sqf LyRS
VAS\functions\fn_SaveLoad.sqf Q VAS\functions\fn_transferAction.sqf zyR VAS\functions\fn_transferMenu.sqf yR VAS\functions\fn_transferNetwork.sqf pyR VAS\functions\fn_transferSaveGear.sqf .yR VAS\functions\fn_transferSaveMenu.sqf TyR VAS\functions\fn_updateLoad.sqf (yR VAS\functions\fn_VASP.sqf R: VAS\functions\macro.sqf R VAS\functions\misc_functions.sqf §Q4 VAS\menu.hpp 0RU VAS\open.sqf yR weather.sqf 6R
overviewText = "This COOP-mission work as SP as well; use MULTIPLAYER-browser. FCSP = Frontline Commander Strategy Playground-mission concept. Complete the tasks creatively without civilians getting killed! INFO: www.moonbus.se/fcsp-for-arma!
BRIEFING for
FCSP TANKWAR (hostage rescue) [COOP 1-9]:
This mission starts with an emergency alarm! Intel says a chopper, containing VIP civilians after managing to perform an escape from a hostage situation, has crashed about 2 kilometres from our main base. The passengers has survived but huge armed Opfor forces are racing against the crash site and the lives of the VIP’s are in great danger! The first task is to stop those armed forces before it’s too late! After that the task is to free another group of VIP’s that Opfor hold as hostages in a heavily tank guarded town 6 kilometres away.
Note: Great concern are given to save civilian lives. If a certain amount of civilians dies the mission will be classified as failure meaning the round will aborted.
### STRATEGY HINT: This mission have a anti tank theme but use combined arms to deal with it. Main choice is if you as player will have a tank-to-tank-battle experience or a air-to-tank experience. Mission also include hostile jets and choppers so air-to-air combat will also be on the menu.
MISSION DURATION:: About 1 to 1,5 hours.
- - - - - - - - - - - - - - - - - - - - - -
### FCSP-CONCEPT INFO: The shortening ‘FCSP’ stands for the ‘Frontline Commander Strategy Playground’-mission concept. The word ‘Commander’ signifies that these missions are centered around the commander which means one player MUST know how to use that role. At game start the different units, both friends (Blufor) and foes (Opfor) are placed on semi random locations and the strategies to complete the tasks have to be built from that. In other words quite many different possible start conditions. The combat map are central and gives info about stuff that can be used creatively during game play. Continuous live intel-messages on the screen creates situation awareness on what is going on in the landscape and are necessary to be focused on so the planing are updated to actual conditions.
# The commander have quite many resources (different kind of units) but note; no vehicles (manned/unmanned) will respawn so combat ‘resource planning’ is central! For example: It may be a bad idea to waste all air units immediately by sending them into a heavily AA-area.
# In most missions the commander are bossing over it’s own infantry group and sometimes another one. Above that attack chopper units, fighter jet units, tank units and you could - by using the options in the support menu also use support functions as artillery (real and movable groups, not virtual = have to be protected from air attacks), call for supply drop and call for helicopter transport.
# An important factor for the ‘Strategy’-aspect is that great concern are also given to save civilian lives. If a certain amount of civilians die the missions will be classified as failure meaning the round will aborted.
# The words ‘Strategy Playground’ are referring to that the mission concept encourage to have fun with testing different strategies each round: How will the game play feeling be and the outcome number of respawns, civilians casualties, downed Opfor units change with other strategies on how to use all resources/units and mission start locations, weather and time of day? The concept is about ‘play-evaluate-experiment’!
# The word ‘Playground’ also refers to that hard core realism isn’t the main aim; instead the feeling of unpredictable ‘adventure’ is using a ‘sandbox’-thinking! For example resources of different kind can be found in the landscape (often marked on map) to prevent things are running meaninglessly hard; It’s not fun if nearest ammo depot or vehicle is 3 hours walk from your current location... Of the same reason, after you eventually are being killed, you don’t respawn at base; instead you respawn at random location not far from the point of being killed. With this respawn concept the death ‘costs’ waiting-for-respawn-time and interrupts what you are doing but not totally disturbs the game flow which respawning at base tends to do.
### CREATOR/CREDITS: This mission is one of a collection of official released missions for Arma by me who is new to mission edititing. I’am an art/design and concept person, but with help from the Bohemia Community in general and in particular SaOk[FIN], (the creator of epic ‘Whole Lotta Altis’) I got solutions to a lot of coding trouble making this.
MORE ABOUT THE CONCEPT, IMAGES AND VIDEOS: www.moonbus.se/fcsp-for-arma
/MajorExperiMental
";
overviewPicture = "loadscreen2048x1024.paa";
author="MajorExperiMental";
OnLoadName = "FCSP TANKWAR";
onLoadMission = "FCSP TANKWAR (hostage rescue) [CO1-9]:
'FCSP' = the 'Frontline Commander Strategy Playground'-mission concept. Check the mission brief for details. NOTE: 1 player have to be Commander!";
loadScreen = "loadscreen512x256.paa";
showCompass = 1;
showGPS = 1;
showWatch = 1;
briefing = 1;
respawn= "INSTANT";
respawndelay= 60;
class Header
{
gameType = COOP; ////DM, CTF, FF, Coop, Team, Scont, Hold, Unknown
minPlayers = 1; //min # of players the mission supports
maxPlayers = 9; //Max # of players the mission supports
};
class CfgDebriefing
{
class End1
{
title = "Mission Completed";
subtitle = "";
description = "Mission accomplished! Congratulations! Now evaluate the outcome of the mission and sketch out the ideas for the next! How will the game play feeling be and the outcome number of Blufor respawns, civilians casualties, downed Opfor units change with other strategies and mission start locations, weather and time of day? This is a ‘play-evaluate-experiment’-mission! ";
backgroundPicture = "loadscreen2048x1024.paa";
picture = "loadscreen1024x512.paa";
pictureColor[] = {0.0,0.3,0.6,1};
};
};
#include "VAS\menu.hpp"
class CfgFunctions
{
#include "VAS\cfgfunctions.hpp"
};
corpseManagerMode = 1;
corpseLimit = 5;
corpseRemovalMinTime = 15;
corpseRemovalMaxTime = 3000;
// Below code for in-game profile picture
class SaOkPicture {
idc = -1;
type = CT_STATIC;
style = 2096;
colorBackground[] = {0, 0, 0, 1};
colorText[] = {1, 1, 1, 0.9};
font = "TahomaB";
sizeEx = 0.05;
x = -0.3;
y = -0.12;
w = 1.6;
h = 1.24;
text = "";
};
class RscTitles
{
titles[] = {WLAlogo};
class WLAlogo
{
idd=-1;
movingEnable=0;
duration=5;
fadein=2;
fadeout=2;
name="WLAlogo";
controls[]={"WLAp"};
class WLAp : SaOkPicture
{
style=2096;
text="loadscreen2048x1024.paa";
sizeEx = ((1+safeZoneH)/(2.8181))*0.05;
x = 0;
y = 0;
h = ((1+safeZoneH)/(8))*3;
w = ((1+safeZoneH)/(8))*3;
};
};
};
setviewdistance 4500;
_log_situation = player createDiaryRecord ["Diary", ["FCSP TANKWAR [COOP 1-9]", "This COOP-mission work as SP as well but use MULTIPLAYER-browser. FCSP = Frontline Commander Strategy Playground-mission concept. Complete the tasks creatively without civilians getting killed! INFO: www.moonbus.se/fcsp-for-arma
BRIEFING for
FCSP TANKWAR (hostage rescue) [COOP 1-9]:
This mission starts with an emergency alarm! Intel says a chopper, containing VIP civilians after managing to perform an escape from a hostage situation, has crashed about 2 kilometres from our main base. The passengers has survived but huge armed Opfor forces are racing against the crash site and the lives of the VIP’s are in great danger! The first task is to stop those armed forces before it’s too late! After that the task is to free another group of VIP’s that Opfor hold as hostages in a heavily tank guarded town 6 kilometres away.
Note: Great concern are given to save civilian lives. If a certain amount of civilians dies the mission will be classified as failure meaning the round will aborted.
### STRATEGY HINT: This mission have a anti tank theme but use combined arms to deal with it. Main choice is if you as player will have a tank-to-tank-battle experience or a air-to-tank experience. Mission also include hostile jets and choppers so air-to-air combat will also be on the menu.
MISSION DURATION:: About 1 to 1,5 hours.
- - - - - - - - - - - - - - - - - - - - - -
### FCSP-CONCEPT INFO: The shortening ‘FCSP’ stands for the ‘Frontline Commander Strategy Playground’-mission concept. The word ‘Commander’ signifies that these missions are centered around the commander which means one player MUST know how to use that role. At game start the different units, both friends (Blufor) and foes (Opfor) are placed on semi random locations and the strategies to complete the tasks have to be built from that. In other words quite many different possible start conditions. The combat map are central and gives info about stuff that can be used creatively during game play. Continuous live intel-messages on the screen creates situation awareness on what is going on in the landscape and are necessary to be focused on so the planing are updated to actual conditions.
# The commander have quite many resources (different kind of units) but note; no vehicles (manned/unmanned) will respawn so combat ‘resource planning’ is central! For example: It may be a bad idea to waste all air units immediately by sending them into a heavily AA-area.
# In most missions the commander are bossing over it’s own infantry group and sometimes another one. Above that attack chopper units, fighter jet units, tank units and you could - by using the options in the support menu also use support functions as artillery (real and movable groups, not virtual = have to be protected from air attacks), call for supply drop and call for helicopter transport.
# An important factor for the ‘Strategy’-aspect is that great concern are also given to save civilian lives. If a certain amount of civilians die the missions will be classified as failure meaning the round will aborted.
# The words ‘Strategy Playground’ are referring to that the mission concept encourage to have fun with testing different strategies each round: How will the game play feeling be and the outcome number of respawns, civilians casualties, downed Opfor units change with other strategies on how to use all resources/units and mission start locations, weather and time of day? The concept is about ‘play-evaluate-experiment’!
# The word ‘Playground’ also refers to that hard core realism isn’t the main aim; instead the feeling of unpredictable ‘adventure’ is using a ‘sandbox’-thinking! For example resources of different kind can be found in the landscape (often marked on map) to prevent things are running meaninglessly hard; It’s not fun if nearest ammo depot or vehicle is 3 hours walk from your current location... Of the same reason, after you eventually are being killed, you don’t respawn at base; instead you respawn at random location not far from the point of being killed. With this respawn concept the death ‘costs’ waiting-for-respawn-time and interrupts what you are doing but not totally disturbs the game flow which respawning at base tends to do.
### CREATOR/CREDITS: This mission is one of a collection of official released missions for Arma by me who is new to mission edititing. I’am an art/design and concept person, not a programmer/coder, but with help from the Bohemia Community in general and in particular SaOk[FIN], (the creator of epic ‘Whole Lotta Altis’) I got solutions to a lot of coding trouble making this.
MORE ABOUT THE CONCEPT, IMAGES AND VIDEOS: www.moonbus.se/fcsp-for-arma
/MajorExperiMental
"]];
{
_x setSkill ["aimingspeed", 0.6];
_x setSkill ["spotdistance", 0.3];
_x setSkill ["aimingaccuracy", 0.1];
_x setSkill ["aimingshake", 0.1];
_x setSkill ["spottime", 0.5];
_x setSkill ["commanding", 1];
_x setSkill ["general", 1];
} forEach allUnits;
[] spawn {
while{not isnull Reconchopper1} do {"Marker_Reconchopper1" setmarkerpos getpos Reconchopper1; sleep 0.5;};
};
[] spawn {
while{not isnull Drone1} do {"Marker_Drone1" setmarkerpos getpos Drone1; sleep 0.5;};
};
[] spawn {
while{not isnull GREYHAMK1} do {"Marker_GREYHAMK1" setmarkerpos getpos GREYHAMK1; sleep 0.5;};
};
[] spawn {
while{not isnull GREYHAMK2} do {"Marker_GREYHAMK2" setmarkerpos getpos GREYHAMK2; sleep 0.5;};
};
//--------------------------
// Explanation:
// Heli1 = Unit the marker follows
// "Marker_Heli1 = Name of the marker
// sleep 0.5 = time the marker updates - here 0.5 seconds
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