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#1 Posted at 2015-07-31 19:33        
     
I am announcing a great powerful tool for mission makers.

Named ADAM (Application for Developing ArmA Mission), it will serve to build multiplayer missions in ArmA3 faster and better than ever before.

Side by side with the ArmA 3 editor, create your own missions.
You do not need to tinker with any files. Everything is done through this application.
Build a complete mission in record time.
Get assistance from ADAM's efficient and user-friendly controls.
Write up a custom briefing and generate tasks like never before.
Make use of Pwner's PUGS patrol script and realistically populate your sandbox.

Fill out the tabs you wish with your arguments and code.
Click the Save and Update button to test your mission in real-time.
Each mission file will be updated with your newest input.
When you're done, save your mission to play with others.

Have a look at the video showcase

Look for it in the downloads page soon.


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#2 Posted at 2015-08-01 09:04        
     
Thanks for posting the release here :-)
News is up on the frontpage and you can find our mirror here:




PS: ClamAV detects an exploit in your tool! I added a note/warning on our downloadpage.

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#3 Posted at 2015-08-01 10:12        
     
So this looks interesting (reminds me a bit of the random mission generator in A2). This basically does a lot of those things that F3 framework provides - just without having to deal with editing description.ext, init.sqf, briefing.sqf etc.

Some questions (I will give it a try asap):

Does this implement it's own framework or just some additional scripts?

Would it be feasable to use this tool in combination with other frameworks (like F3) or scripts (like AIS Injury)?

Does this support mods like Taskforce Radio Arrowhead or ACE3?


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#4 Posted at 2015-08-01 11:31        
     
Concerning the EXE file and virus warnings:

1) The operating system will always warn of the dangers of running an EXE even if there are none.
2) The program uses the AutoHotkey language (aka AutoIt). Some software can see this as an intrusion because the program, in some cases, awaits user input and the press of keystrokes.

I guarantee there is no danger and no malware. It is simply the nature of the EXE file and the AHK language.

Added 10 minutes later:

# Lukio : So this looks interesting (reminds me a bit of the random mission generator in A2). This basically does a lot of those things that F3 framework provides - just without having to deal with editing description.ext, init.sqf, briefing.sqf etc.

Some questions (I will give it a try asap):

Does this implement it's own framework or just some additional scripts?

Would it be feasable to use this tool in combination with other frameworks (like F3) or scripts (like AIS Injury)?

Does this support mods like Taskforce Radio Arrowhead or ACE3?

1) This application will install the PWNR folder in your mission folder, containing all necessary scripts and images. Each global variable is tagged PWNR and therefore compatible.

2) You can use any other framework on one condition: wait until you are done using ADAM before implementing frameworks. Every time you save and update mission files using ADAM, they are overwritten with your newest input. In other words, if you manually modify Init, Description, Briefing, and Tasks, you run the risk of losing your modifications within those files. That's unless you use the INIT tab in my application or wait until you are done with ADAM before tinkering with the main files.

3) In no way does ADAM prevent the use of mods. I use both TFAR and ACE3 with no problem.

This post was edited by Pwner Actual (2015-08-01 11:42, 811 days ago)


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#5 Posted at 2015-08-01 11:45        
     
# Pwner Actual : I guarantee there is no danger and no malware. It is simply the nature of the EXE file and the AHK language.

I believe you (specially seeing only Clam detects something) and I consider it a false positive, yet for the sake of preventing issues I add such warnings always with exe files and any additional info when a "hit" is recieved on the file. ;-)

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#6 Posted at 2015-08-01 22:54        
     
# Pwner Actual : 2) You can use any other framework on one condition: wait until you are done using ADAM before implementing frameworks. Every time you save and update mission files using ADAM, they are overwritten with your newest input. In other words, if you manually modify Init, Description, Briefing, and Tasks, you run the risk of losing your modifications within those files. That's unless you use the INIT tab in my application or wait until you are done with ADAM before tinkering with the main files.

So approach would be use ADAM for building the mission up to 99% or so and then when satisfied add any other scripts or include files, then don't touch it again with ADAM and PBO the whole thing. Thanks for your reply and knowing what I have to look out for I'll give this thing a decent spin - thank you for making this!


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#7 Posted at 2015-08-02 01:09        
     
Looking forward to test ADAM -- sounds too good to be true. Editor, scripts, MP respawn issues...

Will be a great tool for all bad scripters, with a good battle idea (like me).

Coq_Rouge
Lead me, follow me - or get the hell out of my way (Gen. Patton)

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#8 Posted at 2015-08-02 02:57        
     
# NTF_Rouge : Looking forward to test ADAM -- sounds too good to be true. Editor, scripts, MP respawn issues...

Will be a great tool for all bad scripters, with a good battle idea (like me).

It does sound too good to be true... but I have spent countless hours, days, weeks, and months, on creating scripts that would allow for JIP, respawn and mission reload compatibility.

For example, Tasks, Custom Comms, Briefing, as well as Gear, to name a few, always follow the player and get updated whenever there is a game changer (death, respawn, mission save/reload...), even when respawning into an AI unit.

I hope you enjoy.


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#9 Posted at 2015-08-02 15:12        
     
Hi, I'm a noob in mission making, and your mod is VERY useful!
I'm confused about the patrol function: can you give me step-by-step tutorial on how to generate the patrols? I mean, do I have to put down in the editor the actual units, waypoint ecc that will patrol, or ADAM will do it for me?
Sorry for the pain in the arse I'm giving you.
Ciao from Italy!


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#10 Posted at 2015-08-02 15:26        
     
# ZAGOR64 : Hi, I'm a noob in mission making, and your mod is VERY useful!
I'm confused about the patrol function: can you give me step-by-step tutorial on how to generate the patrols? I mean, do I have to put down in the editor the actual units, waypoint ecc that will patrol, or ADAM will do it for me?
Sorry for the pain in the arse I'm giving you.
Ciao from Italy!

My fellow Italian,

All you need to place in the Editor is a marker.

The script takes care of the rest, based on the choices you made (area size, side and type of patrol, and amount).
You need not worry about anything. The script will deal with water, land, building postions, and randomize everything according to what you selected. It's completely hassle-free.


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#11 Posted at 2015-08-02 19:04        
     
Thank you!
It "kinda" work. I explain....
I know I'm probably dumb, or missing some step here.
After putting down my player,I put down a marker,100X100, let's say "objective_A", and choose on ADAM : marker objective_A >east infantry > 100 M radius, "0" for random size, and click "generate function" > save and update mission file, and finally preview on editor, no patrol is generated.

If I put down A SINGLE OPFOR unit, and in the INIT box I paste the " nul = ["objective_A",100,"2A",0] execVM "PWNR\Scripts\PUGS.sqf";" script, then the patrol is generated.Same apply to aircraft or armor: I have to have in the marker area one of each, to be able to call the script.

However, the east infantry is not only CSAT, but is mixed with FIA ecc...There's a way to specify what unit/armor/chopper/watercraft you want to patrol?

Thank you ,fellow Canadian.


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#12 Posted at 2015-08-02 20:00        
     
First impression after dl and going through the app without opening Arma: This looks pretty straightforward and to the point. It seems you have succeeded in KISS (Keep it stupid, simple).

As I understand, ADAM produces the framework, the bits and pieces can be put in when ADAM is put to rest (to avoid ADAM overwriting basic Arma files).

One note about the briefings: There are only four boxes. Remember that the SMEAC consists of five sections:

1. Situation
2. Mission
3. Execution
4. Administration and Logistics
5. Command and Signal

E.g:

Coq_Rouge
Lead me, follow me - or get the hell out of my way (Gen. Patton)

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#13 Posted at 2015-08-02 20:06        
     
# ZAGOR64 : Thank you!
It "kinda" work. I explain....
I know I'm probably dumb, or missing some step here.
After putting down my player,I put down a marker,100X100, let's say "objective_A", and choose on ADAM : marker objective_A >east infantry > 100 M radius, "0" for random size, and click "generate function" > save and update mission file, and finally preview on editor, no patrol is generated.

If I put down A SINGLE OPFOR unit, and in the INIT box I paste the " nul = ["objective_A",100,"2A",0] execVM "PWNR\Scripts\PUGS.sqf";" script, then the patrol is generated.Same apply to aircraft or armor: I have to have in the marker area one of each, to be able to call the script.

However, the east infantry is not only CSAT, but is mixed with FIA ecc...There's a way to specify what unit/armor/chopper/watercraft you want to patrol?

Thank you ,fellow Canadian.


1) To spawn the patrols, you have to insert the generated code into either the INIT tab, or a trigger for it to fire at mission start or when the trigger conditions are satisfied.

2) units and groups are spawned according to Side, not uniforms... Just like in the ArmA 3 campaign, factions would ally with either Sides.

Added 1 hour 10 minutes later:

# NTF_Rouge : First impression after dl and going through the app without opening Arma: This looks pretty straightforward and to the point. It seems you have succeeded in KISS (Keep it stupid, simple).

As I understand, ADAM produces the framework, the bits and pieces can be put in when ADAM is put to rest (to avoid ADAM overwriting basic Arma files).

One note about the briefings: There are only four boxes. Remember that the SMEAC consists of five sections:

1. Situation
2. Mission
3. Execution
4. Administration and Logistics
5. Command and Signal



The 4 boxes were created according to the default ArmA 3 briefing. However I agree with your idea.
I am currently working on some elements for the next update, and I will modify the briefing tabs to contain the smeac by default.

Thanks for the input.

This post was edited by Pwner Actual (2015-08-02 21:16, 810 days ago)


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#14 Posted at 2015-08-02 21:23        
     
GOTCHA!!!
It works like a charm!!!
Sorry for the pain...
A noob from Italy!


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#15 Posted at 2015-08-03 07:51        
     
Nice and thanks testing later today

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