Zenophon informed us he released an updated version of his Co-op Mission Framework and SQF Library on the BI forums.
Quote : Ladies and gentlemen, Armaholics of all ages, I am proud to present a work over a year in the making: Zenophon's ArmA 3 Co-op Mission Framework. My framework is a library of over 190 SQF functions organized into a carefully designed API that is both easy to use and extremely powerful. The functions cover everything from manipulating arrays to an extensive task system. Each one has been meticulously designed and tested to provide useful features with minimal bugs and issues. The framework is designed so that each function is a logical building block that achieves a straightforward effect. The strength of the framework is that each small part fits together neatly with others, allowing you to quickly implement your mission design intuitively.
The framework works with any map and requires no addons. It is compatible with any mod because you choose which functions execute. There is effectively no performance impact to compile the entire framework, and every function has been diligently optimized. All 150 public functions are also carefully documented in an exacting style, and many resources are provided to help you learn to use the framework.
The framework is created with these goals in mind:
Simple co-op fun for both players and mission makers
Bottom-up design using flexible pieces that you control
Truly random and dynamic missions without extra work for mission designers
Procedural mission design instead of manual placement using the editor
Eliminating large, static functions with assumptions about what you want in your mission
Server-oriented execution to create more efficient multiplayer missions
A simplification of locality and interacting with clients in multiplayer
A solid, powerful, and bug-free library to use as a foundation for your own code
Fixed: Zen_AddFireSupportAction did not check its remote execution flag argument
Fixed: Zen_RotateAsSet tried to get the height of markers as though they were objects
Fixed: Zen_ReassignTask and Zen_RemoveTask deleted the task's internal data, making future changes impossible
Added: Framework macros for Zen_FindGroundPosition arguments
Added: Framework macros ZEN_FMW_Code_WaitDistanceGreater and ZEN_FMW_Code_WaitDistanceLess, for Zen_FindGroundPosition
Added: Framework macro ZEN_FMW_CFG_VehicleWeapons, to parse a vehicle's true weapons
Added: Standard macros ZEN_STD_Parse_ToArray and ZEN_STD_Parse_ToString
Added: Zen_StringGenerateRandom now has a parameter for character type
Improved: Renamed almost every framework and standard macro
Improved: Zen_OrderExtraction and Zen_OrderInsertion now make the helicopter land at the correct spot and stay there
Improved: Zen_RotateAsSet significantly optimized
Improved: Zen_SpawnItemsOnTable now randomly puts the object anywhere on the table
Mikey74 informed us he released an updated version of his Artificial intelligence Support System 2 on the BI forums.
Artificial intelligence Support System is now called Artificial intelligence Support System 2!
Quote Mikey74 : Like AISS AISS2 is mostly autmatic and features:
Waypoints play a role
Armor, and CAS
Radio calls for support by AI
fixed anoying debug warnings
made few more extra tweaks
left out some user configs
AISS2 modules now has there own category in the module menu. They also come with a description.
Added a kill switch to user configs for stopping the deletion of bodies and vehicles if you do not want this.
AISS_AI_Enhancments = 0 will now kill the suppress script.
AISS2 now uses a bin instead of cpp so that AISS can be uploaded to steam.
Cool=Azroul13 sent us the updated version of the Urban Patrol Script on the BI forums.
The UPSMON script was originally created by Monsada for Arma 2, improved by Rafalsky, Nordin and Shay_Gman and ported to Arma 3 by Ollem. Cool=Azroul13 is now working on further improving its usage in Arma 3.
Quote Cool=Azroul13 : This is a personal project to enhance IA in combat and making easier mission edition. I have used the version 2.0.3 of Urban Patrol Script de Kronzky. I have to congratulate Kromzky for his script UPS.sqf that has inspired me for doing UPSMON.
- New parameter "DORELAX", it must be use with civilian group.
- New parameter "NOARTILLERY", the group will not call artillery support.
- AI can mount static if there are a gunner and assistant in the group.
- AI can rearm themself (only for infantry), check the file UPSMON_Init to activate it.
- Equipment of each units in the group is saved for Template, respawn and clone module.
- If multiple groups are linked to the marker and only one of them has the "SHOWMARKER",
then the marker will be visible
- Group with Random parameter will not occupy building outside the marker area
- "TRACK" parameter is re-added.
- Corrections in the combat behaviour
- Correction of the vehicle respawn
geloxo released his GX Zeus Advanced Script on the BI forums.
Quote : Currently one of the limitations of Arma3 curator module (aka Zeus) is a proper exportation system to allow further editing and usage on other missions. Therefore I have created a simple script set to bypass this situation and also enhance the Zeus experience by allowing multi-editing tasks shared between several Zeus players in real time, online or offline.
This script set is configured for Arma 3 by default but can be also used with other addons such as All in Arma, Unsung, Iron Front or any Arma 3 and Arma 2 based addons.
The content is published as script instead of as an addon to allow an easy integration with any mission and due to it´s small size. In the future I may create an addon if needed or integrate it with GX Addons pack but currently it´s not needed.
This adds a powerfull extension to the great Zeus module approach and I hope it helps editors and mission makers to develop intense missions until we can have a true 3D editor available in game.
There are similar addons available which allow real time edition and exporting but the main advantage of this one is that it is compatible with any mission, as it does not require to have the script running on them due to the usage of native sqf format exporting instead of a propietary one.
Advanced real time edition in SP and MP, supporting native sqf language
Zeus players can access the content created or imported by other Zeus players in real time in MP.
Real time data exporting to clipboard, game RTP log file and jayarma2lib log file in SP and MP (clipboard is disabled by BIS in MP).
Real time data importing from multiple pre-saved scripts sources in SP and MP.
Configuration of available items for Zeus editors
Standard and advanced editing modes
Example mission included
Most common elements edited by Zeus can be exported, but anything accessible via script commands can be added to the list in the future. Currently the following is exported:
a) Units (including group members)
b) Vehicles (including their edited crews)
c) Static weapons (including their gunner)
d) Buildings and other static objects
e) Any object position, direction, vectorup, damage and soldiers UnitPos (eg: prone)
Austin(medic) released an updated version of his Dialogs guide on the BI forums.
Quote : This guide is meant to help you learn how to create a basic dialog that will accept user input and display it on the screen.
This one isn't too complex, I wrote it up in about an hour, all it covers is one basic dialog.
It consists of a frame, a button, and a edit box. It also contains a download link to a hpp file that you will need for the dialog to function
I didn't really take the time to beautify the dialog either, so it looks hideous, I could care less really about how nice it looks for the purposes of demonstration.
I might add a second section for something a bit more complex than this and cover other resources such as the list box in the future.
Updated the guide with a section on how to make and use listboxes
|TG| Will informed us he released an updated version of his Anvil Mission Editor and Framework on the BI forums.
On our downloadpage linked below you can also find a version with the Altis and Stratis maps bundled.
Quote : This version is the last "Alpha" version and should represent the finalised mission data structure. Version 5.4 introduces a new "Windows 8" look and feel, as well as a lot of new editor features including a dialog for specifying your own included scripts and a briefing editor. It also includes a new approach to bundled scripts, key objective victories, random objective order mode, improved mission validity checks and some other UI improvements.
In addition a new sample mission was released - "Angel Fire" - which is the prologue to the campaign on Altis and demonstrates the "random objective mode" across the entire map of Stratis.
A key change in this version is that "included script" folders are no longer included with Anvil. When exporting, if Anvil detects that an included script is missing, it will prompt you to open up the download page in a web browser. It will also open the folder where you should extract the included scripts.
Fixed: Long standing issue with incomplete mission.sqm generation (Thanks to |r| Santa from the BI forums for helping debug)
Fixed: Error when parsing some mission.sqm formats (caused by missing sections or use of scientific notation)
Added: Line numbers and syntax highlighting to SQM Browser
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