Announcement

Collapse
No announcement yet.

Arma 3 Mission Editing / Planning / Structuring

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Arma 3 Mission Editing / Planning / Structuring

    With Arma 3 on the horizon I'm looking to get into mission development and am poking my head around in the Arma 2 editor. I unlike many of the mission developers have very little knowledge and competency of the editing system. Though I'd like to learn I feel like there are a lot of other contributions I could make to the TG Editing community. I've been running through some ideas and figured I should get them out and get people talking about it. This is a working post / document and would love to see it edited and contributed to. I'd like to see some standardization to the missions i think some of these ideas will help. So here are some ideas.

    - We develop some sort of volunteer TG mission creation team. This team would work a mission from beginning to end with different people performing various roles. We have members in the community with alot of different powerful skills. I propose some of the following roles. These are just ideas and i'd like to see some feed back. Understand some of the roles could be filled by the same person or more than one person.

    -Team Manager - Delegates different "Projects" to the Project Managers, making sure that we have a steady work flow.
    -Project Managers - Oversees a single mission (Project) from start to finish. Is responsible for making a work flow plan for the project.
    -Mission Developing team - Performs bulk of work to create the mission. (I'd like to find out a way to make this a team effort rather then only having one member build a mission)
    -Script Development - We have programmers that may not be interested in the mission editor but could script decent scripts for us to build up a standardized TG Script Database.
    -There is a word for this team, my vocabulary isn't great - But they are responsible for making sure the missions maintain some sort of realism, and are accurate, but are still a game
    -Mission Testing Team - For all the members who have no intention on building missions but would like to contribute.

    -We develop a broad spectrum mission database. My idea for this is we begin developing missions by unit size, with different mission types. So for each CO4, CO8, CO16, CO32 , etc. , we would have various mission types , S&D, VIP, Patrol, HVT, Snatch&Grabs, Recovery, Escort, so forth. I also think it would be nice to offer for each mission both a Respawn/JIP model and a No Respawn/JIP model. Seeding missions like MSO, and Domination would be the exception.

    -Standardization of the missions. Consistency across the missions would be nice. IE maybe we decide on a base in Limnos that all TG maps will have BLUFOR start as. Then we build one base template to be used for all TG missions. We build the base to be logistically supportive for our largest game style,IE CO 48 or whatever it is. We set up a motor pool and standardize its location and content. Same goes for the airport. So that repair/refuel/rearm points are always at same spot. As missions require additional items could be added. IE adding airfract, heavy armor vehicles. I also feel we should standardize the Respawn/JIP model so that all of the missions use a similar way of handling them. Something like flagpole teleportation to a vehicle or something of the like. Again MSO and Domination would be a whole different devil. Also we standardize what class roles mean and use realistic naming conventions. IE Engineers arent intended to operate Mortars. I think standardization would just make it easier to introduce our gamestyle to new players and would make mission briefing and mission start up a lot smoother. Obvious for missions where a special force team is inserted at a location this would be different. But maybe instead of instantaneously spawning a special force unit in the middle of no where, we provide a in game explanation of how they arrived from base to their location, whether its via HALO/HAHO ,an AI Helicopter Insertion, Boat Insertion, by road. This would allow the SOCOM missions to have a little more individual load out customization.

    -We organize a way to submit mission ideas for review, processing, and developing. Alot of us have a few great ideas but we don't know how to do the editing thing. We need to standardize a streamline way to get this information to the development team to get things processed.

    -----

    More to come


    ------

    It's getting late as im typing this but wanted to get some ideas out before i forgot. Again i think we could get something could going for mission development in Arma 3 if we organize it up a bit. What's the thoughts across the board. I realize i'm not even part of the mission development community but I'd like to get involved. Please post your ideas I plan on editing this as I come up with more. And would like to add to it from the communities thoughts.


  • #2
    Re: Arma 3 Mission Editing / Planning / Structuring

    I love this. I think this kind of organization between mission editors would help create a consistent and rather large mission database very quickly.

    And I believe the realism team name would be "Quality Control".

    I'm getting great with scripting, and that is definitely my strong suit. As far as the end product development... ehh.

    I hate working with assigning weapons for players. There is NO easy way to do it.

    EDIT: Unfortunately, I won't be able to participate in this for the first few months. I'll be in basic :/
    Last edited by Toptonic - Butler; 07-02-2012, 04:52 AM.

    I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones. -Albert Einstein

    Comment


    • #3
      Re: Arma 3 Mission Editing / Planning / Structuring

      -There is a word for this team, my vocabulary isn't great - But they are responsible for making sure the missions maintain some sort of realism, and are accurate, but are still a game

      Military advisers ?
      The path of my life is strewn with cowpats from the devil's own satanic herd.

      Comment


      • #4
        Re: Arma 3 Mission Editing / Planning / Structuring

        As a mission maker myself, I love the idea of collaboration and organization when it comes to some missions; however, without the ability to really collaborate while physically making the mission itself poses a difficulty of its own. Currently in order to have multiple people work on the same mission at once they need to be assigned their own role and task. The main issue with this is there is no way to see what the other player's work in real time. Files have to be shared and merged and things can overlap or contradict within the mission itself.

        One issue I have with "Standardization" is that while it may produce more fluid and ease, it also greatly restricts the creativity of our mission makers. We're not trying to create a campaign or have each mission on the server interact or coincide with each other.
        I do believe that we should keep slot name's (roles) accurate to what their job and equipment are. In missions like Domi, PatrolOps MSO, and similar, is that they're not meant to have fifty different units with different jobs like a normal mission, so the idea of "engineer operating" mortars makes sense.

        Another statement I have that you have to remember, is that we (the mission makers) do this voluntarily and take up our own time from real life and actually playing on the servers to make our missions. Restricting us too much or putting too much pressure on us will just make us not want to make missions anymore.

        Just my two cents.

        Also, Butler, look up Loadout Editor ArmA, I use that for my loadouts and it is ACE Compatible as well as ACRE compatible. Takes a little bit of time getting used to; however, it will speed up your loadout set ups for your units. The program lets you save profiles that you can apply units later on, so you'll be able to make USMC, Russian, etc. templates that you can just reuse.

        http://www.armaholic.com/page.php?id=15766
        (note, you should not run the addon that comes with it, just use the program.)
        Blackpython / ZephyrDark
        Former 31st RECCE Member

        Comment


        • #5
          Re: Arma 3 Mission Editing / Planning / Structuring

          Originally posted by ZephyrDark View Post
          Also, Butler, look up Loadout Editor ArmA
          I actually used this for a bit. I found it annoying. I would much rather set up a universal script, when I get to it.

          As far as the problem with continuity of mission creation, someone needs to host a server with a connectable VMWare solution or something. You would just connect to it and be able to see what's on it. It would work as both a public file-server and a desktop-viewing tool. Any changes made to individual files can be done either on your local machine and then placed back onto the host computer, or changed in a collaboration type mode with everyone viewing the document at the same time.

          I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones. -Albert Einstein

          Comment


          • #6
            Re: Arma 3 Mission Editing / Planning / Structuring

            fr33b1rd I would definitely be on-board with this. In fact I will message you shortly.

            Originally posted by Toptonic - Butler View Post
            I actually used this for a bit. I found it annoying. I would much rather set up a universal script, when I get to it.

            As far as the problem with continuity of mission creation, someone needs to host a server with a connectable VMWare solution or something. You would just connect to it and be able to see what's on it. It would work as both a public file-server and a desktop-viewing tool. Any changes made to individual files can be done either on your local machine and then placed back onto the host computer, or changed in a collaboration type mode with everyone viewing the document at the same time.
            That might be a bit much when you could just use a distributed revision system like GitHub or BitBucket.....or maybe someone in the universe already combined ArmA, wikis, bug tracking, and Git into in awesome package called Dev-Heaven.
            sigpic

            Comment


            • #7
              Re: Arma 3 Mission Editing / Planning / Structuring

              While the concept is great, personally I do not like this and I will explain why.

              1) As BP said, you get a lot of similar missions with them all being around the same. Some people like having different spawn locations for different missions (like me). It makes them different and more enjoyable.

              2) Most people don't have the same schedules. Getting people to work together and get stuff out will be a bit more tricky because your waiting for a previous or next level on management.

              3) I like being on my own for creating things. For me, having to run my ideas through a "committee" just kills it for me. I work all day bouncing stuff off management. So at the end of the day, I just want to do what I want to do. Nothing personal.

              Don't take it as a personal attack in any way. I am merely posting my response. If everyone else wants to run that system, by all means go for it. But I will not be an active part of it. I will of course help out if needed, but I like working on my own in the department, aside from mission testing.

              Comment


              • #8
                Re: Arma 3 Mission Editing / Planning / Structuring

                "Quality Assurance" Team
                sigpic
                I run my $#@! new school style with old school roots...

                Comment


                • #9
                  Re: Arma 3 Mission Editing / Planning / Structuring

                  do we not already have the best parts of this with the forum? people can potentially ask for ideas on how to solve a given problem, people chime in with their solution ideas which no doubt compound into overall better mission design and we all walk away happy with ourselves. All this whilst maintaining the diversity in mission design that come with our individual brains going off in different directions.

                  In repetition, nothing personal but i've always found the best and most profound ideas are the dreams of the few, brought to life by the will of the many. If we all return the favor then we all get better missions.

                  Comment

                  Connect

                  Collapse

                  TeamSpeak 3 Server

                  Collapse

                  Advertisement

                  Collapse

                  Twitter Feed

                  Collapse

                  Working...
                  X