Arma 3 Scripting

Arma 3: MP Support Guideline

  • Also known as Arma 3 MP Support Guideline, MP Support Guideline

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Info

Most of the work involved in creating your own Support mission consists of simply inserting and synchronizing several modules and game logics in the Editor. We'll take a look at how it is done in this step-by-step guide.

For easier orientation, Modules (F7), Synchronizing (F5) Triggers (F3) and Units (F1) will be highlighted as such.

To enable respawning, you also need to include a description.ext file with respawn definitions in your mission folder. You can download an example file here.

Example

You can find the example in the Arma 3 Tools (accessible from Steam):

\Steam\steamapps\common\Arma 3 Tools\Samples_F\Example_Supports_Mission\MP_GroundSupport01.Altis\

Basic settings

Once you've finished with the basics - inserting playable units, naming and saving the mission, setting the time of day, etc. - you have to add the core of the Support game type.

Now you have to define the 2 sides that will be fighting each other.

You then need to set the number of tickets for each side and the conditions and quantity of the ticket bleeding.

As HQ will be giving you regular updates on the situation, you need to insert an HQ module for all 3 possible sides. Don't worry about your mission only using 2 sides, the system simply needs all 3 HQ modules in order to work properly.

Base Icon: To assist with situational awareness, an icon (similar to sector icons) will be displayed above a side's flagpole positioned within their base.

Group Icons: All friendly groups have their icon displayed in the 3D world and on the map (the 3D world icons can be toggled on and off by pressing "U").

Creating sectors

Then you need to define the sectors that can be captured - just like your typical "Sector Control" game type.

Now you need to define the sector's area.

This way you can set as many sectors as you wish.

Setting Bases

Each side needs a base where the players will respawn.

Now you also need to place your helicopters and set their respective respawn positions. To avoid potential conflicts, the Respawn Point game logic is used here instead of the Respawn module.

To allow the resupplying, rearming, and replacing of dead crew, you need to place Resupply Points.

For greater authenticity, we recommend you add some resupply vehicles nearby. Synchronizing them to the module will remove their own supplies and will leave the maintenance functionality to the Resupply Point. They will also become indestructible.

You also need to set an Evac Point to have a place where injured units - those requesting Medevac - need to be transported.

As the units taken to the base must be treated (and deleted afterwards), you need to place a empty medical truck nearby (technically, any vehicle can be used, but we recommend a medical one).

Now you have a fully functional base. You can also insert helipads (Units > Empty > Objects (signs) > Helipad variants), Smoke shell modules, Chemlight modules (Modules > Effects > ) to mark them.

A simple base for two players should now look something like the picture below.

AI Spawnings and Tactics

Now we need to set up the AI, their respawn positions, and insert the module that will control their behavior. Each side will have its own Spawn AI and Spawn AI: Spawnpoint modules, where you need to define the rate and maximum cap of units that can be spawned, and the chance of spawning each unit type (infantry, motorized, mechanized and armored). After you insert the Spawn AI: Sector Tactics module, the AI will start capturing nearby sectors and, if they're infantry, will board your helicopter if you land close enough to them. Delivering units to sectors will decrease the time it takes to capture them.

This module serves as a base for unit respawning. You can leave the unit type ratios at 0 (the next module is designed specifically for this). What you need to concern yourself with the most is the manpower cap limit - the modules will spawn units at a given rate at random spawnpoints until this cap is reached. You can also blacklist groups (as defined in the Config Viewer under cfgGroups) you don't want to use (AA, tank platoon etc.). Now it is time to insert modules for group respawns, in which you'll set the weighted ratio of unit types.

Set the weighted ratio of each module - infantry, motorized, mechanized or armor - and synchronize it with the Spawn AI module. The maximum manpower cap set in the Spawn AI module applies to all synchronized Spawnpoints. This way, you can have several completely different types of unit spawns.

As the battlefield would otherwise be empty at the start, you can also insert some groups yourself in the Editor. If you synchronize them with the Spawn AI module, they will be added to the manpower cap, preventing there from being too many AI on the battlefield at the same time.

Now for their tactics - each group, no matter their type, will check for the nearest sector and try to capture it. However, as you also have some transport helicopters at you disposal, you can transport the infantry groups closer to the sectors. Just land nearby, let them in, take off and land near one of the sectors - they will get out and try to capture the sector. Please note that if the group is within 500m of their objective, or is fighting in a sector, they will not board your helicopter.

Now you have a fully playable scenario.