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  • [INFO] TG ArmA 3 - Mission Submission Standards

    TacticalGamer.com ArmA 3 - Mission Submission Standards

    Table Of Contents
    TG ArmA Mission Goals
    Mission Requirements (Rules)
    Mission Template
    Addon Settings
    Submissions Process


    Welcome to the starting point for mission creation for TG ArmA. Click the above item to jump ahead or scroll through.

    Anyone submitting a mission for consideration is assumed to have read this entire thread before making any submission. In fact, read this before you even start your mission and save a LOT of work!
    |TG189| Unkl
    ArmA 3 Admin
    189th Infantry Brigade Member
    SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
    "Tactics in action can not exist if there is no action." - Scout

  • #2
    MISSION GOALS
    We know that community members volunteer their time to develop their talent and visions for different scenarios. They invest a lot of themselves to create this content. Those that don't make missions, truly have no idea how much effort it takes until consistently great results are achieved.

    However, we must balance our creative license with the needs of our community. We know TG isn't here to cater to every style. There is a framework which admins are going to enforce to ensure the missions are consistent with what we are trying to offer.

    These consistencies have to do with these areas:
    • consistent interface and experience
    • consistent settings for addons
    • consistent indications of mission difficulty
    • consistent indications of intended target number of players
    • consistent use of mission briefings to get relevant details to leaders
    • consistent use of group organization (roles and teams)
    • varying degrees of difficulty but yet never so over the top to feel like a bad action movie
    • consistent time frames so we know we can join a game and not feel like we might let the team down if we can only lead for an hour or so
    • consistent missions that end - preventing leadership burnout or the "whatever you want" syndrome
    • consistent asset availability and management - no respawn or limited respawn
    • consistent gear and arsenal options - gear up and enroute fast - faster is even better
    • consistently no sitting in the back of a vehicle for long lengths of time for players

    These are our goals. Now our rules are going to help us get there together.
    |TG189| Unkl
    ArmA 3 Admin
    189th Infantry Brigade Member
    SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
    "Tactics in action can not exist if there is no action." - Scout

    Comment


    • #3
      Mission Requirements (Rules)
      Here is a list of the hard and fast rules which will get us to our goals. They are not listed in any particular order.
      1. No zues only missions. Zeus can be enabled only for admin/pathfinders but all missions have end conditions and time limits.
      2. No dynamically created long play scenarios. We already have H&M & Insurgency for this purpose and we won't have a lot of variations of them.
      3. Missions should utilize the mission timer and end at 75 minutes at most. This will allow for 15 minute gear time and an hour of play. Variations will be considered for good reasons via CAA.
      4. Mission end conditions are tested and confirmed as working in dedicated multiplayer tests. Success, fail and time out conditions must function as intended.
      5. Conventional organizations will conform to TGU standards. Non-conventional organizations will be a subject for CAA discussion and approval.
      6. Gear and vehicle assets will be limited proportional to the mission. This is written as a guideline directive and that is because the intent is difficult to communicate for every imaginable scenario. Talk to the admins via CAA about your scenario if you are unsure. Vehicle respawns are generally limited to only a few quadbikes for JIP but otherwise use the ticket system - but this should rarely be necessary.
      7. Use of the following TG functions is necessary unless your scenario is a special case (as per a CAA post)
        • Server
          • Mission Timer
          • If All Players Dead
        • Client
          • Get Short Radio
          • Get Long Radio
          • Reprogram Radios
          • Squad UI
      8. No players will sit in a vehicle cargo area for longer than 15 min by mission design.
      9. All ACE settings will be over written by the submissions team to server standards. Exceptions, if granted, will be through the CAA.
      10. Difficulty will be related to the intended number of players. Difficulty will be indicated as per submission naming standards. (See Mission Submission Standards).
      11. Mission briefing shall consist of the OPORD format items in the Mission Template as they are relevant. It is fine if your mission is missing information as it is part of the story but within the mission there must then be a way for players to gather needed intel by some method. Basically, leadership should be focused on generating teamwork based player experiences and not on puzzle solving at the expense of the former.
      12. No Task Force Radios placed on playable units in the editor. This is to be compatible with players not running TFAR and ensure mission critical equipment is not lost and guests will be able to communicate with us still.
      13. Any other rules as deemed by the submission team or admins as as yet unforeseen.

      We recognize that sometimes there is a good reason for an exception. Use the CAA if you think you have a good case for an exception to be granted. Not doing so will result in the mission being denied.
      Last edited by Unkl; 09-29-2018, 11:46 AM. Reason: Underlined rule has been updated.
      |TG189| Unkl
      ArmA 3 Admin
      189th Infantry Brigade Member
      SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
      "Tactics in action can not exist if there is no action." - Scout

      Comment


      • #4
        Getting The Mission Template
        Download The Template Here

        Unpack the .pbo file using a tool like: PBO Manager

        Put the folder into your mpmission edting folder and follow the "Getting Started" tutorial.

        We would like to restrict it's use to only www.TacticalGamer.com because our branding is all over this mission template. Other servers have different rules and we don't want confusion out there. A little credit is nice, but this template is created for only TG here.

        Template Usage Guides
        Here is a guide on how to use it. It includes video tutorials and documentation which is only accessible via these forums. We only want to maintain one platform!
        Last edited by Unkl; 09-27-2018, 11:07 AM.
        |TG189| Unkl
        ArmA 3 Admin
        189th Infantry Brigade Member
        SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
        "Tactics in action can not exist if there is no action." - Scout

        Comment


        • #5
          Addon Settings
          Here are the addon settings you MUST paste into you mission file if you did not start with the latest template.

          No matter what, after submission these settings will be applied by TG before the mission is uploaded.

          Code:
          // ACE Advanced Ballistics
          force ace_advanced_ballistics_ammoTemperatureEnabled = true;
          force ace_advanced_ballistics_barrelLengthInfluenceEnabled = true;
          force ace_advanced_ballistics_bulletTraceEnabled = false;
          force ace_advanced_ballistics_enabled = true;
          force ace_advanced_ballistics_muzzleVelocityVariationEnabled = true;
          ace_advanced_ballistics_simulationInterval = 0.05;
          
          // ACE Advanced Fatigue
          force ace_advanced_fatigue_enabled = true;
          ace_advanced_fatigue_enableStaminaBar = true;
          ace_advanced_fatigue_loadFactor = 1;
          ace_advanced_fatigue_performanceFactor = 1;
          ace_advanced_fatigue_recoveryFactor = 1;
          ace_advanced_fatigue_swayFactor = 1;
          ace_advanced_fatigue_terrainGradientFactor = 1;
          
          // ACE Advanced Throwing
          ace_advanced_throwing_enabled = true;
          force ace_advanced_throwing_enablePickUp = true;
          force ace_advanced_throwing_enablePickUpAttached = true;
          ace_advanced_throwing_showMouseControls = true;
          ace_advanced_throwing_showThrowArc = true;
          
          // ACE Arsenal
          force ace_arsenal_allowDefaultLoadouts = true;
          force ace_arsenal_allowSharedLoadouts = false;
          ace_arsenal_camInverted = false;
          force ace_arsenal_enableIdentityTabs = false;
          force ace_arsenal_enableModIcons = true;
          ace_arsenal_EnableRPTLog = false;
          ace_arsenal_fontHeight = 4.5;
          
          // ACE Captives
          ace_captives_allowHandcuffOwnSide = true;
          ace_captives_allowSurrender = true;
          force ace_captives_requireSurrender = 1;
          force ace_captives_requireSurrenderAi = false;
          
          // ACE Common
          ace_common_allowFadeMusic = true;
          ace_common_checkPBOsAction = 0;
          ace_common_checkPBOsCheckAll = false;
          ace_common_checkPBOsWhitelist = "[]";
          ace_common_displayTextColor = [0,0,0,0.1];
          ace_common_displayTextFontColor = [1,1,1,1];
          ace_common_settingFeedbackIcons = 1;
          ace_common_settingProgressBarLocation = 0;
          ace_noradio_enabled = true;
          ace_parachute_hideAltimeter = true;
          
          // ACE Cook off
          ace_cookoff_ammoCookoffDuration = 1;
          force ace_cookoff_enable = true;
          force ace_cookoff_enableAmmobox = true;
          force ace_cookoff_enableAmmoCookoff = true;
          ace_cookoff_probabilityCoef = 1;
          
          // ACE Explosives
          force ace_explosives_explodeOnDefuse = true;
          force ace_explosives_punishNonSpecialists = true;
          force ace_explosives_requireSpecialist = false;
          
          // ACE Fragmentation Simulation
          force ace_frag_enabled = true;
          ace_frag_maxTrack = 10;
          ace_frag_maxTrackPerFrame = 10;
          force ace_frag_reflectionsEnabled = true;
          ace_frag_spallEnabled = false;
          
          // ACE Goggles
          force ace_goggles_effects = 0;
          ace_goggles_showInThirdPerson = false;
          
          // ACE Hearing
          force ace_hearing_autoAddEarplugsToUnits = true;
          force ace_hearing_disableEarRinging = false;
          ace_hearing_earplugsVolume = 0.5;
          force ace_hearing_enableCombatDeafness = true;
          force ace_hearing_enabledForZeusUnits = true;
          ace_hearing_unconsciousnessVolume = 0.4;
          
          // ACE Interaction
          force ace_interaction_disableNegativeRating = true;
          ace_interaction_enableMagazinePassing = true;
          force ace_interaction_enableTeamManagement = false;
          
          // ACE Interaction Menu
          ace_gestures_showOnInteractionMenu = 2;
          ace_interact_menu_actionOnKeyRelease = true;
          ace_interact_menu_addBuildingActions = false;
          ace_interact_menu_alwaysUseCursorInteraction = false;
          ace_interact_menu_alwaysUseCursorSelfInteraction = false;
          ace_interact_menu_colorShadowMax = [0,0,0,1];
          ace_interact_menu_colorShadowMin = [0,0,0,0.25];
          ace_interact_menu_colorTextMax = [1,1,1,1];
          ace_interact_menu_colorTextMin = [1,1,1,0.25];
          ace_interact_menu_cursorKeepCentered = false;
          ace_interact_menu_menuAnimationSpeed = 0;
          ace_interact_menu_menuBackground = 0;
          ace_interact_menu_selectorColor = [1,0,0];
          ace_interact_menu_shadowSetting = 2;
          ace_interact_menu_textSize = 2;
          ace_interact_menu_useListMenu = false;
          
          // ACE Logistics
          force ace_cargo_enable = true;
          force ace_cargo_paradropTimeCoefficent = 2.5;
          force ace_rearm_level = 0;
          force ace_rearm_supply = 0;
          force ace_refuel_hoseLength = 12;
          force ace_refuel_rate = 4.01071;
          force ace_repair_addSpareParts = true;
          ace_repair_autoShutOffEngineWhenStartingRepair = false;
          force ace_repair_consumeItem_toolKit = 0;
          force ace_repair_displayTextOnRepair = true;
          force ace_repair_engineerSetting_fullRepair = 1;
          force ace_repair_engineerSetting_repair = 1;
          force ace_repair_engineerSetting_wheel = 0;
          force ace_repair_fullRepairLocation = 3;
          force ace_repair_repairDamageThreshold = 0.6;
          force ace_repair_repairDamageThreshold_engineer = 0.4;
          force ace_repair_wheelRepairRequiredItems = 0;
          
          // ACE Magazine Repack
          force ace_magazinerepack_timePerAmmo = 1.5;
          force ace_magazinerepack_timePerBeltLink = 8;
          force ace_magazinerepack_timePerMagazine = 2;
          
          // ACE Map
          force ace_map_BFT_Enabled = false;
          force ace_map_BFT_HideAiGroups = false;
          ace_map_BFT_Interval = 1;
          force ace_map_BFT_ShowPlayerNames = false;
          ace_map_DefaultChannel = -1;
          ace_map_mapGlow = true;
          force ace_map_mapIllumination = false;
          ace_map_mapLimitZoom = false;
          ace_map_mapShake = true;
          ace_map_mapShowCursorCoordinates = false;
          force ace_markers_moveRestriction = -1;
          
          // ACE Map Gestures
          force ace_map_gestures_defaultColor = [1,0.88,0,0.7];
          force ace_map_gestures_defaultLeadColor = [1,0.88,0,0.95];
          force ace_map_gestures_enabled = true;
          force ace_map_gestures_interval = 0.03;
          force ace_map_gestures_maxRange = 7;
          force ace_map_gestures_nameTextColor = [0.2,0.2,0.2,0.3];
          
          // ACE Map Tools
          force ace_maptools_drawStraightLines = true;
          force ace_maptools_rotateModifierKey = 1;
          
          // ACE Medical
          ace_medical_ai_enabledFor = 2;
          ace_medical_AIDamageThreshold = 1;
          ace_medical_allowLitterCreation = true;
          ace_medical_allowUnconsciousAnimationOnTreatment = false;
          force ace_medical_amountOfReviveLives = 3;
          ace_medical_bleedingCoefficient = 1;
          ace_medical_blood_enabledFor = 2;
          ace_medical_consumeItem_PAK = 0;
          ace_medical_consumeItem_SurgicalKit = 0;
          ace_medical_delayUnconCaptive = 3;
          ace_medical_enableAdvancedWounds = false;
          ace_medical_enableFor = 0;
          force ace_medical_enableOverdosing = false;
          force ace_medical_enableRevive = 1;
          ace_medical_enableScreams = true;
          force ace_medical_enableUnconsciousnessAI = 1;
          ace_medical_enableVehicleCrashes = true;
          ace_medical_healHitPointAfterAdvBandage = false;
          force ace_medical_increaseTrainingInLocations = true;
          ace_medical_keepLocalSettingsSynced = true;
          force ace_medical_level = 0;
          force ace_medical_litterCleanUpDelay = 311.924;
          force ace_medical_litterSimulationDetail = 1;
          force ace_medical_maxReviveTime = 360;
          force ace_medical_medicSetting = 0;
          force ace_medical_medicSetting_basicEpi = 0;
          ace_medical_medicSetting_PAK = 1;
          ace_medical_medicSetting_SurgicalKit = 1;
          force ace_medical_menu_allow = 1;
          ace_medical_menu_maxRange = 3;
          ace_medical_menu_openAfterTreatment = true;
          force ace_medical_menu_useMenu = 1;
          ace_medical_menuTypeStyle = 0;
          ace_medical_moveUnitsFromGroupOnUnconscious = false;
          ace_medical_painCoefficient = 1;
          ace_medical_painEffectType = 0;
          ace_medical_painIsOnlySuppressed = true;
          force ace_medical_playerDamageThreshold = 1;
          force ace_medical_preventInstaDeath = true;
          ace_medical_remoteControlledAI = true;
          ace_medical_useCondition_PAK = 0;
          ace_medical_useCondition_SurgicalKit = 0;
          ace_medical_useLocation_basicEpi = 0;
          ace_medical_useLocation_PAK = 3;
          ace_medical_useLocation_SurgicalKit = 2;
          
          // ACE Mk6 Mortar
          force ace_mk6mortar_airResistanceEnabled = true;
          force ace_mk6mortar_allowCompass = true;
          force ace_mk6mortar_allowComputerRangefinder = true;
          ace_mk6mortar_useAmmoHandling = false;
          
          // ACE Name Tags
          ace_nametags_defaultNametagColor = [0.77,0.51,0.08,1];
          ace_nametags_playerNamesMaxAlpha = 0.8;
          ace_nametags_playerNamesViewDistance = 5;
          ace_nametags_showCursorTagForVehicles = false;
          ace_nametags_showNamesForAI = false;
          force ace_nametags_showPlayerNames = 3;
          force ace_nametags_showPlayerRanks = false;
          ace_nametags_showSoundWaves = 1;
          ace_nametags_showVehicleCrewInfo = true;
          force ace_nametags_tagSize = 1;
          
          // ACE Nightvision
          force ace_nightvision_aimDownSightsBlur = 0.681819;
          force ace_nightvision_disableNVGsWithSights = false;
          force ace_nightvision_effectScaling = 0.40107;
          force ace_nightvision_fogScaling = 0.213905;
          force ace_nightvision_noiseScaling = 0.307487;
          ace_nightvision_shutterEffects = true;
          
          // ACE Overheating
          ace_overheating_displayTextOnJam = true;
          ace_overheating_enabled = true;
          ace_overheating_overheatingDispersion = true;
          ace_overheating_showParticleEffects = true;
          ace_overheating_showParticleEffectsForEveryone = false;
          ace_overheating_unJamFailChance = 0.1;
          ace_overheating_unJamOnreload = false;
          
          // ACE Pointing
          force ace_finger_enabled = true;
          ace_finger_indicatorColor = [0.83,0.68,0.21,0.75];
          ace_finger_indicatorForSelf = true;
          ace_finger_maxRange = 4;
          
          // ACE Pylons
          ace_pylons_enabledForZeus = true;
          ace_pylons_enabledFromAmmoTrucks = true;
          ace_pylons_rearmNewPylons = false;
          ace_pylons_requireEngineer = false;
          ace_pylons_requireToolkit = true;
          ace_pylons_searchDistance = 15;
          ace_pylons_timePerPylon = 5;
          
          // ACE Quick Mount
          ace_quickmount_distance = 3;
          ace_quickmount_enabled = false;
          ace_quickmount_priority = 0;
          ace_quickmount_speed = 18;
          
          // ACE Respawn
          force ace_respawn_removeDeadBodiesDisconnected = true;
          force ace_respawn_savePreDeathGear = true;
          
          // ACE Scopes
          ace_scopes_correctZeroing = true;
          force ace_scopes_deduceBarometricPressureFromTerrainAltitude = true;
          force ace_scopes_defaultZeroRange = 300;
          ace_scopes_enabled = true;
          ace_scopes_forceUseOfAdjustmentTurrets = false;
          ace_scopes_overwriteZeroRange = false;
          ace_scopes_simplifiedZeroing = false;
          ace_scopes_useLegacyUI = false;
          ace_scopes_zeroReferenceBarometricPressure = 1013.25;
          ace_scopes_zeroReferenceHumidity = 0;
          ace_scopes_zeroReferenceTemperature = 15;
          
          // ACE Spectator
          ace_spectator_enableAI = false;
          ace_spectator_restrictModes = 0;
          ace_spectator_restrictVisions = 0;
          
          // ACE Switch Units
          ace_switchunits_enableSafeZone = true;
          ace_switchunits_enableSwitchUnits = false;
          ace_switchunits_safeZoneRadius = 100;
          ace_switchunits_switchToCivilian = false;
          ace_switchunits_switchToEast = false;
          ace_switchunits_switchToIndependent = false;
          ace_switchunits_switchToWest = false;
          
          // ACE Tagging
          ace_tagging_quickTag = 1;
          
          // ACE Uncategorized
          force ace_gforces_enabledFor = 1;
          ace_hitreactions_minDamageToTrigger = 0.1;
          ace_inventory_inventoryDisplaySize = 0;
          ace_laser_dispersionCount = 2;
          ace_microdagr_mapDataAvailable = 2;
          ace_optionsmenu_showNewsOnMainMenu = true;
          ace_overpressure_distanceCoefficient = 1;
          
          // ACE User Interface
          ace_ui_allowSelectiveUI = true;
          ace_ui_ammoCount = false;
          ace_ui_ammoType = true;
          ace_ui_commandMenu = true;
          ace_ui_firingMode = true;
          force ace_ui_groupBar = true;
          ace_ui_gunnerAmmoCount = true;
          ace_ui_gunnerAmmoType = true;
          ace_ui_gunnerFiringMode = true;
          ace_ui_gunnerLaunchableCount = true;
          ace_ui_gunnerLaunchableName = true;
          ace_ui_gunnerMagCount = true;
          ace_ui_gunnerWeaponLowerInfoBackground = true;
          ace_ui_gunnerWeaponName = true;
          ace_ui_gunnerWeaponNameBackground = true;
          ace_ui_gunnerZeroing = true;
          ace_ui_magCount = true;
          ace_ui_soldierVehicleWeaponInfo = true;
          ace_ui_staminaBar = true;
          ace_ui_stance = true;
          ace_ui_throwableCount = true;
          ace_ui_throwableName = true;
          ace_ui_vehicleAltitude = true;
          ace_ui_vehicleCompass = true;
          ace_ui_vehicleDamage = true;
          ace_ui_vehicleFuelBar = true;
          ace_ui_vehicleInfoBackground = true;
          ace_ui_vehicleName = true;
          ace_ui_vehicleNameBackground = true;
          ace_ui_vehicleRadar = true;
          ace_ui_vehicleSpeed = true;
          ace_ui_weaponLowerInfoBackground = true;
          ace_ui_weaponName = true;
          ace_ui_weaponNameBackground = true;
          ace_ui_zeroing = true;
          
          // ACE Vehicle Lock
          ace_vehiclelock_defaultLockpickStrength = 10;
          force ace_vehiclelock_lockVehicleInventory = true;
          ace_vehiclelock_vehicleStartingLockState = -1;
          
          // ACE View Distance Limiter
          force ace_viewdistance_enabled = false;
          force ace_viewdistance_limitViewDistance = 7034.09;
          force ace_viewdistance_objectViewDistanceCoeff = 0;
          force ace_viewdistance_viewDistanceAirVehicle = 11;
          force ace_viewdistance_viewDistanceLandVehicle = 9;
          force ace_viewdistance_viewDistanceOnFoot = 9;
          
          // ACE Weapons
          ace_common_persistentLaserEnabled = false;
          ace_laserpointer_enabled = true;
          ace_reload_displayText = true;
          ace_weaponselect_displayText = true;
          
          // ACE Weather
          force ace_weather_enabled = true;
          force ace_weather_updateInterval = 60;
          force ace_weather_windSimulation = true;
          
          // ACE Wind Deflection
          force ace_winddeflection_enabled = true;
          force ace_winddeflection_simulationInterval = 0.05;
          force ace_winddeflection_vehicleEnabled = true;
          
          // ACE Zeus
          force ace_zeus_autoAddObjects = true;
          force ace_zeus_radioOrdnance = false;
          force ace_zeus_remoteWind = false;
          ace_zeus_revealMines = 0;
          force ace_zeus_zeusAscension = false;
          force ace_zeus_zeusBird = false;
          Last edited by Unkl; 09-30-2018, 06:34 AM.
          |TG189| Unkl
          ArmA 3 Admin
          189th Infantry Brigade Member
          SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
          "Tactics in action can not exist if there is no action." - Scout

          Comment


          • #6
            Mission Submissions Process
            Here is a description of how to submit your missions and what to expect after you do.

            We are creating a Submission Committee for lack of a better term. This will be lead by myself (Unkl) and may be made up of admin team and regular members who are trusted and capable of opening, evaluating and inserting required elements into scenario to ensure standards are maintained.

            Here are the current members:
            Unkl
            DMZ Scout


            There are two types of submissions.
            1. Regular Rotation Submissions
            2. Event Submissions
            1. Regular Rotation Submissions
            These go into the new Mission Submissions thread within Mission Development. The format for required information is listed in the first post of that thread HERE. <hyperlink>

            You may be contacted to create a CAA thread on the mission if actions are required or issues require to be discussed.

            The mission will have standard addon settings other TG settings applied by this team prior to upload unless you have prior CAA approval for changes.

            2. Event Submissions
            These always go through the CAA process so that your mission is a "surprise" for as many players as possible. We don't want your tricks to be exposed either.

            Submit event missions via a new CAA thread and the admin team will schedule the event when there are no conflicts. We will help you create the sign up post in the CAA thread for your event. As a general rule, think about scheduling an event at least 4 weeks from the time of your CAA thread. Obviously, we will want a working scenario or mission before we commit a date.

            The event planning process is detailed and won't be covered here. Suffice for now, you will be expected to be available to the appointed event leader for questions ("intel") and will help this leader create an OPORD on the forums in the weeks leading up to the event.
            |TG189| Unkl
            ArmA 3 Admin
            189th Infantry Brigade Member
            SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
            "Tactics in action can not exist if there is no action." - Scout

            Comment

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