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| Armed Assault - Tactics, Missions and Mod Discussions Discussion about Armed Assault tactics, maps, missions and mods. |
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#1 (permalink) | |
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Join Date: Jun 2005
Posts: 64
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BAS f (mission development framework)
Those of you willing to give mission creating a chance might want to take a look at this neat start-up kit from BAS.
Download BAS f v0-0-23 Beta Original topic (BI forums) Quote:
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The most dangerous thing on a battlefield is an officer with a map. |
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#3 (permalink) |
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: Around
Age: 36
Posts: 2,759
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Re: BAS f (mission development framework)
I gave this a spin last night and was not too impressed. It is no different than any other template script that I have worked with in the past (i.e. Arty, Airstrike). The things I did like were that it was in .SQf format versus .SQS and most of the files are multilingual. On the flip side I had tons of problems trying to transfer any of the scripts from one mission to another. They made it extremely difficult based on their folder structure, you have get in the weeds and edit all the scripts if you want to use it anywhere but the original location. Plus I had countless syntax scripting errors when I started a multiplayer server or when I simply tried to open it in one of my editors.
As a template for a mission it has limited potential, it only has a couple scripts. Normally once a mission maker gets a script to work, they create a "dummy folder" that contains all of them for future use. I the concept from BAS is no different, but the way they created them makes them difficult to transfer, IMHO. It might be a good start for some, but I will pass. If you really want something reliable, find a mission you like and decompile it and see what kind of scripts are used that you like. That is a easier way to copy and paste those scripts to your mission. Still a good find though!
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#4 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,003
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Re: BAS f (mission development framework)
BAS f v0-0-28 (beta) was released a week or so ago. This version includes updates that support elements of the ShackTac TTP, so if you're interested in making missions on a platoon level then definitely check out this latest framework.
New in this release: Spanish is now supported by core components AI Skill Selector (Attack & Defend Version) BAS f Common Local Variables Multi-side Briefing File Template Hide Enemy Objectives Casualty Cap ShackTactical: Baseline Mission File Template ShackTactical: Markers Core components: Naming Your Mission Load Screen Text Respawn Settings Configurable Playable Slots Conditions Selector Gear Snippets (inc. v1.05 weapons) Automatic Body Removal Multiplayer Ending Controller Debug Mode BAS Server Logic Briefing File Template (Coop Version) ReadMe File Template Optional components: AI Skill Selector (Coop Version) (updated instructions) AI Skill Selector (Attack & Defend Version) (new) Authorised Crew Check Kegetys' Spectator Script for ArmA (updated instructions) BAS f Common Local Variables (new) Dynamic View Distance (new) Multi-side Briefing File Template (new) Hide Enemy Objectives (new) Casualty Cap (new) (updated as of 13 May 2007) Last edited by Strag; 05-17-2007 at 11:54 AM. |
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#5 (permalink) |
![]() Join Date: Jul 2005
Location: PA, USA
Age: 39
Posts: 1,073
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Re: BAS f (mission development framework)
ShackTac TTP? Ok I give... What is it?
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