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  • [INFO] So You Wanna Make A Mission For TG?

    Awesome!

    Lets talk about our Mission Philosophy, our Mission Standards (rules), our Mission Template and Mission Submissions process! I'll make it as short and to the point as possible!

    For every mission submission we will assume that the mission maker knows this thread in detail. It is intended to help you get your mission ready for our server.
    Last edited by Unkl; 05-08-2019, 05:29 AM.
    |TG189| Unkl
    ArmA 3 Admin
    189th Infantry Brigade Member
    SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
    Thank You To our Supporting Members -
    "Place your playable units and do your tactical barbie" - Roque_THE_GAMER

  • #2
    Mission Philosopy

    Back in Sept 2018 we were moving to using ACE and at the same time had condensed our vision of what kind of scenarios we wanted to host. We had created a very formal set of Mission Standards to move our content in that direction and ensure stability in a new ocean of ACE options.

    Now, we all get it. We have all been playing in that environment and we can take a more open approach again. Adults being adults, we are going to provide basic guidance and best practice here.

    INTEL
    So we want scenarios with the intelligence built in so that a leader can worry about getting a group of players well organized for a mission without solving an enormous jigsaw puzzle first. Briefings are essential or a means to gain intel as the mission develops so that a leader is not unduly responsible for the server population playing "dead" for long periods of time.

    CONSISTENT UI
    We want consistent tools such as TFAR radio behaviour, view distance, mission timers to be easy to understand and count on from mission to mission.

    TIME LIMITS
    We want missions that won't drag on long past the point that players are forcing themselves to "see it through" leading to poor in-game decisions. We also don't want the "join-in-progess" players to be told to "do whatever you want because I'm leaving soon". As you can see, this doesn't create the player experiences we advertise.

    SMART ENEMY DEPLOYMENTS
    One change we didn't communicate well in Sept 18 was that we want to see enemy AI deployed in ways that make sense.

    An enemy is not going to place a "hideout" in an open field with a bright red flag. They are not going to leave the nearest hilltop unsecured. They are going to patrol or booby-trap the avenues of approach that are the least defensible.

    Please make missions considering this. This is the philosophy we want, not a hard and fast rule. Hey, some enemies might be real dum-dums but you get the point I'm sure.

    GEAR & WAITING
    Gearing up should be quick and easy. Waiting must be minimal. Travel time should be short.

    Here at TG very long walks along the beach with little "action" means you won't get a second date. (or that this mission must be removed too).
    Last edited by Unkl; 05-08-2019, 03:16 PM.
    |TG189| Unkl
    ArmA 3 Admin
    189th Infantry Brigade Member
    SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
    Thank You To our Supporting Members -
    "Place your playable units and do your tactical barbie" - Roque_THE_GAMER

    Comment


    • #3
      Mission Rules

      1. Missions are best at about an hour of length with 15 minutes for planning and setup is 75 minutes. They can be two hours long but there should be a need to do so.

      2. Test your missions that the logic and features work before you submit for the COOP TEAMWORK server. Poor testing will result in bad player experiences and we will have to test your submissions more when we can. This may cause delays. Endings must work. The timer must work.

      3. Use of the following TG functions is necessary unless your scenario is a special case (as per a CAA post)
      1. Server
        • Mission Timer
        • If All Players Dead
      2. Client
        • Squad UI
      4. Briefing must follow the OPORD format so that leaders can get what they need in a quick and consistent format.

      5. No TFAR Short Range radios are placed on any playable unit. Long Range is ok. If TFAR ever broke for a week then we can still communicate via vanilla radios and TFAR replaces them automatically so you don't need to worry about it.

      6. Missions should NOT be winnable by repeating the "respawn and attack again" method. Player lives are best limited to 2 additional respawns. It should be embarrassing to leave the server and rejoin because of poor decisions. Still, getting killed by wonky mechanics shouldn't prevent you from playing with your TG friends either.
      Last edited by Unkl; 05-08-2019, 05:30 AM.
      |TG189| Unkl
      ArmA 3 Admin
      189th Infantry Brigade Member
      SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
      Thank You To our Supporting Members -
      "Place your playable units and do your tactical barbie" - Roque_THE_GAMER

      Comment


      • #4
        Mission Template
        Download The Template Here
        It's on GitHub. Choose "Clone or Download". If you are not familiar with GitHub, then "Download Zip" and then extract it to your "documents\arma 3 - other profiles\player profile\mpmissions" folder.

        You will need to pack the .pbo file when done using a tool like: PBO Manager

        THE TUTORIALS BELOW WERE CREATED FOR THE PREVIOUS VERSION OF THE TEMPLATE
        --Beware there is contradictory information - ask questions freely - I'm not about to redo all these tutorials--


        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!
        |TG189| Unkl
        ArmA 3 Admin
        189th Infantry Brigade Member
        SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
        Thank You To our Supporting Members -
        "Place your playable units and do your tactical barbie" - Roque_THE_GAMER

        Comment


        • #5
          Addon Settings
          Here are the addon settings you should paste into your mission by copying the code below to your clipboard and then in the Eden Editor going to:
          Settings>Addon Options...>Import
          Paste the settings in and Apply.

          Server side settings are going to override many things here if you change them but at least you are starting with a similar behavior so you cant get too surprised.

          Hey, start with the template and save those settings as a preset if you are changing terrains...it's easy to load those settings into your next scenario!

          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;
          ace_cargo_loadTimeCoefficient = 5;
          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_convertItems = 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_menuTypeStyleSelf = true;
          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_nametagColorBlue = [0.67,0.67,1,1];
          ace_nametags_nametagColorGreen = [0.67,1,0.67,1];
          ace_nametags_nametagColorMain = [1,1,1,1];
          ace_nametags_nametagColorRed = [1,0.67,0.67,1];
          ace_nametags_nametagColorYellow = [1,1,0.67,1];
          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
          force ace_pylons_enabledForZeus = true;
          force ace_pylons_enabledFromAmmoTrucks = true;
          force ace_pylons_rearmNewPylons = true;
          force ace_pylons_requireEngineer = false;
          force ace_pylons_requireToolkit = false;
          force ace_pylons_searchDistance = 20;
          force ace_pylons_timePerPylon = 5;
          
          // ACE Quick Mount
          ace_quickmount_distance = 3;
          ace_quickmount_enabled = false;
          ace_quickmount_enableMenu = 3;
          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
          ace_fastroping_requireRopeItems = false;
          force ace_gforces_enabledFor = 1;
          ace_hitreactions_minDamageToTrigger = 0.1;
          ace_inventory_inventoryDisplaySize = 0;
          ace_laser_dispersionCount = 2;
          ace_microdagr_mapDataAvailable = 2;
          ace_microdagr_waypointPrecision = 3;
          ace_optionsmenu_showNewsOnMainMenu = true;
          ace_overpressure_distanceCoefficient = 1;
          ace_pylons_enabled = true;
          
          // 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;
          ace_zeus_canCreateZeus = -1;
          force ace_zeus_radioOrdnance = false;
          force ace_zeus_remoteWind = false;
          ace_zeus_revealMines = 0;
          force ace_zeus_zeusAscension = false;
          force ace_zeus_zeusBird = false;
          
          // CBA UI
          cba_ui_StorePasswords = 1;
          
          // CBA Weapons
          cba_disposable_dropUsedLauncher = 2;
          cba_disposable_replaceDisposableLauncher = true;
          cba_events_repetitionMode = 1;
          cba_optics_usePipOptics = true;
          
          // TFAR - clientside settings
          TFAR_default_radioVolume = 6;
          TFAR_intercomDucking = 0.2;
          TFAR_intercomVolume = 0.2;
          TFAR_moveWhileTabbedOut = false;
          TFAR_oldVolumeHint = false;
          TFAR_pluginTimeout = 4;
          TFAR_PosUpdateMode = 0.1;
          TFAR_showChannelChangedHint = true;
          TFAR_showTransmittingHint = true;
          TFAR_ShowVolumeHUD = false;
          TFAR_tangentReleaseDelay = 0;
          TFAR_VolumeHudTransparency = 0;
          TFAR_volumeModifier_forceSpeech = false;
          
          // TFAR - global settings
          force TFAR_AICanHearPlayer = true;
          force TFAR_AICanHearSpeaker = true;
          TFAR_defaultIntercomSlot = 0;
          force TFAR_enableIntercom = true;
          force TFAR_experimentalVehicleIsolation = true;
          force TFAR_fullDuplex = true;
          TFAR_giveLongRangeRadioToGroupLeaders = false;
          TFAR_giveMicroDagrToSoldier = true;
          force TFAR_givePersonalRadioToRegularSoldier = true;
          force TFAR_globalRadioRangeCoef = 1;
          TFAR_instantiate_instantiateAtBriefing = false;
          force TFAR_objectInterceptionEnabled = true;
          force TFAR_objectInterceptionStrength = 400;
          tfar_radiocode_east = "_opfor";
          tfar_radiocode_independent = "_independent";
          tfar_radiocode_west = "_bluefor";
          tfar_radioCodesDisabled = false;
          force TFAR_SameLRFrequenciesForSide = true;
          force TFAR_SameSRFrequenciesForSide = true;
          force TFAR_setting_defaultFrequencies_lr_east = "50,52,54,56,58,60,62,64,30";
          force TFAR_setting_defaultFrequencies_lr_independent = "50,52,54,56,58,60,62,64,30";
          force TFAR_setting_defaultFrequencies_lr_west = "50,52,54,56,58,60,62,64,30";
          force TFAR_setting_defaultFrequencies_sr_east = "100,102,104,106,108,110,112,114";
          force TFAR_setting_defaultFrequencies_sr_independent = "100,102,104,106,108,110,112,114";
          force TFAR_setting_defaultFrequencies_sr_west = "100,102,104,106,108,110,112,114";
          TFAR_setting_DefaultRadio_Airborne_east = "TFAR_mr6000l";
          TFAR_setting_DefaultRadio_Airborne_Independent = "TFAR_anarc164";
          TFAR_setting_DefaultRadio_Airborne_West = "TFAR_anarc210";
          TFAR_setting_DefaultRadio_Backpack_east = "TFAR_mr3000";
          TFAR_setting_DefaultRadio_Backpack_Independent = "TFAR_anprc155";
          TFAR_setting_DefaultRadio_Backpack_west = "TFAR_rt1523g";
          TFAR_setting_DefaultRadio_Personal_east = "TFAR_fadak";
          TFAR_setting_DefaultRadio_Personal_Independent = "TFAR_anprc148jem";
          force TFAR_setting_DefaultRadio_Personal_West = "TFAR_anprc152";
          TFAR_setting_DefaultRadio_Rifleman_East = "TFAR_pnr1000a";
          TFAR_setting_DefaultRadio_Rifleman_Independent = "TFAR_anprc154";
          force TFAR_setting_DefaultRadio_Rifleman_West = "TFAR_anprc152";
          force TFAR_spectatorCanHearEnemyUnits = true;
          force TFAR_spectatorCanHearFriendlies = true;
          force TFAR_takingRadio = 2;
          force TFAR_Teamspeak_Channel_Name = "TaskForceRadio";
          force TFAR_Teamspeak_Channel_Password = "123";
          force tfar_terrain_interception_coefficient = 7;
          Last edited by Unkl; 05-08-2019, 03:19 PM.
          |TG189| Unkl
          ArmA 3 Admin
          189th Infantry Brigade Member
          SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
          Thank You To our Supporting Members -
          "Place your playable units and do your tactical barbie" - Roque_THE_GAMER

          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.

            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
            Thank You To our Supporting Members -
            "Place your playable units and do your tactical barbie" - Roque_THE_GAMER

            Comment


            • #7
              Lastly, and most importantly,
              THANK YOU
              for creating content for all of us to enjoy!!!
              |TG189| Unkl
              ArmA 3 Admin
              189th Infantry Brigade Member
              SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
              Thank You To our Supporting Members -
              "Place your playable units and do your tactical barbie" - Roque_THE_GAMER

              Comment

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