Wonderful, incredible in-game editor. There is endless potential for this if the Game Master has the finesse to use it quickly. It simply guarantees a dynamic mission, having personally used it to create what is essentially a dumbed down, military style Dungeons and Dragons.
Pros-
Accessible
Dynamic
Very high potential
Mission can change dramatically whenever you like
Cons-
GUI is rather small
Particular things that don't work (generally alpha related)
Taking control of an AI then getting killed will respawn you at 000 000, from there you will be unable to swap back to the Game Master unit, an alternative could be that when the possessed unit is killed, you take control of the Game Master.
Description:
VTS is a mission sandbox.
One of the connected players choose to be the Game Master when the mission start.
VTS allow the Game master to create multiplayers cooperatives missions in real time (players connected). with a lot of short cuts to make it quickly.
You don't need to know anything in scripting or mission editing.
It's really easy to use, you can spawn everything on the map just in 2 clicks.
You can play in MP or SP (very good to test new islands, vehicles or to use Arma in Role play with friends).
Installation:
Extract the .pbo file(s) to your ArmA3\MPMissions folder for multiplayer/coop.
Extract the .pbo file(s) to your ArmA3\Missions folder for singleplayer.
Known issues:
- Revive system doesn't work correctly.
- Shop system doesn't work correctly.
Changelog:
v4.0 Beta 06
- Fixed firemode changing by itself.
- Added a gesture commo rose accessible with the "²" key
- Improved Friendly name : raised a bit.
- Improved Delete : Now delete gears on the ground.
- Fixed : GM units markers was not displaying corpse after turning it off / on.
- Fixed : GM interface custom group are now also displayed on faction without group data.
- Fixed : Buying a new bag in the show will now destroy the currently equiped bag instead of overloading the ground.
- Fixed : Unlocking all weapons in shop now also unlock the custom loadouts even if starting equipement is set to 0 (make more sense).
- Fixed : Killed GM now respawn correctly.
- Fixed : Remove dead function was sometime removing building & units.
- Fixed : Buying loadout will not teleport at bottom of a building/ground, if the shop is on altitude.
- Improved shop : Radio are now filtered to avoid multiple radio of the some name (to stop acre radio to overload the shop).
- Improved shop : Added a filter to help finding what your looking.
- Added shortcut in edit field : Enter & Num Enter now apply the set value.
- Improved player id generation.
- Improved data loading time.
- Improved JIP : spawned building & objects marker are now JIP compatible.
-Improved group manager : Should now refresh more accurately when the player is changing group.
v4.0 Beta 05
- Spawning code & Load/Save code improved for more flexbility.
- Fixed multi GM spawn conflict when a hosting player is a GM.
- Fixed orders not using the correct brush size on unit spawn, on dedicated server environement.
- Teleporting player to respawn will now teleport player in the tent when the tent is on water.
- Moving the respawn base will now place the base at the top of any object found at the specific position (usefull to move respawn on a carrier or atop a building, but beware the trees).
- Teleporting user will now put them atop of any building found at the specific position.
- Added an emtpy selection at the end of the shoplist to "fix" a bug where sometime an item would be out of the scrollbar reach.
- Players should be less prone to spawn in water.
- Spawn base should now work correctly if above water surface.
- Improved user teleportation function.
- Fixed : Ammoboxes type spawned 2 times.
- Fixed : Shop returning to primary weapon panel when changing panel before the weapons were displayed.
- Added support for Arma III fog.
- Removed usage of Arma III deleted script commands.
- Shop is now by default on : All unlocked & Starting Balance 100 M$
- Musics are now JIP sync.
- Added an option in the mission param to select the type of respawn / revive "Standard Respawn, Anyone can revive, Only Medic can revive".
- Added skill display on the unit mouse overlay.
- Fixed Load/Save function : Was sometime not correctly spawning some kind of object or missing object in the array.
- Players varname are now automatically assigned (no more need to set unit name when editing the mission in the editor, except for the GM units).
- Improved : Shop is now displaying, if any, weapons attachments in the description of an item.
- New feature : Allow player to recognize friendly face name nearby ala ACE (adjustable in mission parameters, On by default).
- AI Micromanagement function improvement : Alerted AI now engage and spot for on a farer distance.
- Improved info panel : Now also displaying information about the currently selected spawn.
- New feature : Added a custom group and the ability to add / remove unit of a custom group (they are shared across GMs).
- Improved shop : Now also display primary weapon using both primary & secondary slot.
- Improved 3D camera / placement / displacement : now working even if the GM is inside a vehicle.
- Fixed : Sometime Helicopter were not taking off after issued a new order.
v4.0 Beta 04
- Kill everything is now in 2D radius (so you can kill flying helicotper with a 5m brush)
- Improve groups data : Also show current selected unit in the group and health is now concatenated to avoid line jump with big class name.
- Reorganized folders inside pbo.
- Made customs scripts easier to be imported inside the mission (mods\scripts).
- Made it easier to change default used units per side ( see inside mods\, so you shouldn't have to change all the unit in mission editor one per one).
- Added a server benchmark on the gm interface.
- Improved : cloning, now clone group is handled by server and cloned units also obtain var name
- Fixed all interface texts stealing button focus due to a too large area.
- Improved buttons tool tip description.
- New feature : Group manager interface, to easily create group (active if Group change is allowed : true by default)
- Added a group count on the GM interface (for each side).
- Improved respawn system : Player should now be waiting for revive at the good Z position (before you were only on the ground even in building).
- Improved : All tools should now work in 2D radius on mini map (easier to manipulate flying vehicle or unit on roof with very small brush radius).
- Improved taxi system : Added a stop action inside the vehicle.
- Improved feedback message when successfully creating VTS object (such as VIP, target, ied etc...).
- Fixed : Starting the mission with no equipment, also remove NV goggles now.
- Added client_side & server_side script in the mods folder to simplify mission modification
- Added units data in the mods folders (no more need to edit the mission in the editor to change player units).
v4.0 Beta 03
- Fixed, sometime respawning was not teleporting you correctly to your base.
- Fixed, sometime GM could have the computer multiplied.
- Added a player killed log, for GM.
- Improved class change function.
- Now when you spawn a static group on a building they will be auto positioned on building position.
- Added a filter in the Load & Save panel (All, Shop & unlocks only, Spawn only, Building Only).
- Added an AI micromanagement parameter (Default On).
- New feature AI micromanagement (AI will share your position to nearby group, patrolling groups nearby will come investigate while static groups nearby will take defensive position). If a group has 30% of its units in a building, they will use the building to fight.
- Added an AI aim shake param (setup how much the AI can miss you).
- New Feature : Taxi system "vts_istransportvehicle". Work on Land / Ship / Helicorpter vehicles. Allow players to be transported acrosse the island before returning to base. Squad leader can change RTB position of each taxi. AI is still AI... But a lot of guardrail has been implemented to make the transport reliable.
- Improved Weaponize functions (it now adds a vest to the target, if it doesn't have one).
- Improved overall interface reactivity (This should reduce a lot the "click not working" effect).
- Improved Headless support.
- Clone function is now also cloning Weapons & Loadout.
- Fixed task Fail / Succeed not working.
- Fixed change class on GM would lose the open computer action.
- Added a marker on placable sounds to help deleting them.
- Improved Revive system : Drag action added. Life is now lost when shot down. Heal time increased to 20 seconds.
- Improved populate with civilian : Cars should now have a correct orientation on roads.
- Improved fill roads : Vehicles should patrol on longer distance and start with a better orientation.
- Added a new mission parameter : AI aiming efficiency (adjusting the ai shaking skill).
- Improved computer map interface : alt + 2xClick to teleport, shift + 2xClick to go in camera mode, 2xClick to apply current order, Del to erase objects under the current brush.
- Fixed Hostage behavior being stuck on dedicated server.
- Improved 3D placement & 3D move : Objects should not move further the camera angle now.
- New feature : Unit data, as mouse over on the mini map.
- Improved : Spawned units now have an unique varname (which can be used to manipulate them with the command line & scripts).
v4.0 Beta 02
Added Urban patrol (UPS) to order list
Rewritten the class switch system and enabled it by default, it's now fully working. You can switch to an engineer to repair vehicles or a demo expert to disarm mines.
Added a mission parameter so squad leader can see other squad leader positions.
Added the possibility to become the leader of your squad if you enabled group change in parameters.
Hopefully improved missions parameters clarity.
Fixed and improved weapon randomizer.
v4.0 Beta 01
Allow multiple gamemasters (disabled by default in the mission parameters).
Improved take control.
Improved 3D object placement.
Fixed IEDs.
AI accuracy is now setup correctly corresponding to the skill level (no more aimbot at 0.3 skill).
Map position & zoom stay the same after opening & closing the computer.
Added improved audio & text notification when doing stuff with computer (when on unit you got the hint, when in camera you got the chat text).
Camera now display its position on the world.
Improved help message in camera mode (H key).
Fixed a bug where multiple GM could teleport the wrong user.
Added ability to spawn ammunition directly (it can be use to spawn arty munition, smoke, mine etc..).
Added the ability to support more than one game master (assistant, or in mission parameter everyone)
Added a randomize weapon function (useful to arm civilians).
Shop improved support : Goggles, Bags.
Shop fix : Game master now sell and buy for free, and don't unlock what he sell.
Some improvement and bug fix in the revive system.
Added custom VTS looping musics track.
Increased the capacity of playable units per side.
Added console link feed (can't only spawn 8 max before feeds going mad).
Add vts_issabotagable script (can be applied on any kind of spawned object).
Scripted interactive objects now correctly display their name when used by a player.
Fixed slow loading time.
Removed trigger creation panel.
... (lot of small things & fixs)
v Alpha 03
Fixed placeable sounds
Improved radius display on options
Fixed Mission Tasks manager
Added help at begining of 3D placement & 3D Move
Fixed insertion tool
Fixed 3D preview of freefalling unit
v Alpha 02
Fixed Shop.
Improved Shop to handle all Arma 3 assets.
Revive should work better.
Added filter to avoid placeholder to be used in composition (base & checkpoint).
Changed spawn building (smaller & can be used has shop for players).
v Alpha 01
Fixed a bug where 3D spawned object would not work correctly.
Modified script to ensure compatibility with Arma 3.
Hey! Great mission but are you able to fix it so I can buy the supressors? It tells me I don't have enough space.
Cheers.
Wonderful, incredible in-game editor. There is endless potential for this if the Game Master has the finesse to use it quickly. It simply guarantees a dynamic mission, having personally used it to create what is essentially a dumbed down, military style Dungeons and Dragons.
Pros-
Accessible
Dynamic
Very high potential
Mission can change dramatically whenever you like
Cons-
GUI is rather small
Particular things that don't work (generally alpha related)
Taking control of an AI then getting killed will respawn you at 000 000, from there you will be unable to swap back to the Game Master unit, an alternative could be that when the possessed unit is killed, you take control of the Game Master.
Where abouts in the .pbo is the weapon crates data kept?
Instead of bugging you about the store stuff I can just add all the items into a spawnable logistics crate, I just can't find where that is located
Keep an eye on the forum thread for updates : http://forums.bistudio.com/showthread.php?147821-VTS-3-5-Live-Multiplayer-Coop-mission-editor-for-A3
Total comments : 4, displayed on page: 4