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ArmA 3 Zones (Modular)
Admiral 0.8 introduced modules in lieu of triggers for creating zones, this will walk you through the basics of setting them up.
- Copy the
admiral/
folder to the mission's root directory. - Insert
#include "admiral\admiral.h"
line into thedescription.ext
file.
Once you've completed the install open the editor and press F7 or select Modules
from the list on the right:
This may look different depending on your editor setup.
From the list find Admiral
Now from the sub-menu select Patrol Zone
and you'll be greeted by the settings for your zone.
- Reqired: No
- Types: All
- Value: Valid global variable name
-
Description: Similar to a trigger's name, the zone will be available as a global variable with the given name. For example given the
["name", "patrol1"]
entry, you will be able to reference the zone withpatrol1
global variable.
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: The axis of the zone you want the module to create, example shows 250m by 250m zone.
- Reqired: Yes
- Types: All
- Value: Numerical (0-359)
- Description: The angle of the zone, 0 being dead north, 180 being dead south.
- Reqired: Yes
- Types: All
- Value: Binary (Rectangle/Ellipse)
- Description: Shape of the zone that will be created
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: The number of groups from each individual pool in the module area.
- Reqired: No
- Types: All
- Value: One of the available unit templates;
-
Default: Based on zone type either
adm_camp_defaultUnitTemplate
,adm_patrol_defaultUnitTemplate
oradm_cqc_defaultUnitTemplate
- Description: Sets the unit template used by the zone.
- Reqired: No
- Types: All
- Value: One of the available zone templates;
-
Default: Based on zone type either
adm_camp_defaultZoneTemplate
,adm_patrol_defaultZoneTemplate
oradm_cqc_defaultzoneTemplate
- Description: Sets the zone template used by the zone.
Once you've set the modules to your liking you can start your mission and view the debug to check the zone has spawned correctly.
If you want to specify the zone area you can Synchronize
the module to a trigger. To do this place a trigger and make sure the condition is set to true
. Specify any other values you want here such as shape
, angle
and axis
.
Press F7 or select Modules
from the side menu, now from the sub-menu select Patrol Zone
and specify the settings you want for the module, because you are syncing from a trigger you don't need to specify shape
, angle
and axis
they will be ignored!
Then press F5 or select Synchronize
from the editor menu and connect the zone to the module.
Additional note: You can synchronize multiple triggers to one module, each trigger will be a carbon copy of the others.
Once you've set the modules to your liking you can start your mission and view the debug to check the zone has spawned correctly.
Once you've completed the install open the editor and press F7 or select Modules
from the list on the right:
This may look different depending on your editor setup.
From the list find Admiral
Now from the sub-menu select CQC Zone
and you'll be greeted by the settings for your zone.
- Reqired: No
- Types: All
- Value: Valid global variable name
-
Description: Similar to a trigger's name, the zone will be available as a global variable with the given name. For example given the
["name", "cqc1"]
entry, you will be able to reference the zone withcqc1
global variable.
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: The axis of the zone you want the module to create, example shows 100m by 100m zone. The maximum zone size for CQC is 400m by 400m.
- Reqired: Yes
- Types: All
- Value: Numerical (0-359)
- Description: The angle of the zone, 0 being dead north, 180 being dead south.
- Reqired: Yes
- Types: All
- Value: Binary (Rectangle/Ellipse)
- Description: Shape of the zone that will be created
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: The number of units spawned in the module area
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: The minimum height that the units can spawn in, useful for ensuring they're only on balconies/rooftops etc.
- Reqired: No
- Types: All
- Value: One of the available unit templates;
-
Default: Based on zone type either
adm_camp_defaultUnitTemplate
,adm_patrol_defaultUnitTemplate
oradm_cqc_defaultUnitTemplate
- Description: Sets the unit template used by the zone.
- Reqired: No
- Types: All
- Value: One of the available zone templates;
-
Default: Based on zone type either
adm_camp_defaultZoneTemplate
,adm_patrol_defaultZoneTemplate
oradm_cqc_defaultzoneTemplate
- Description: Sets the zone template used by the zone.
Once you've set the modules to your liking you can start your mission and view the debug to check the zone has spawned correctly.
If you want to specify the zone area you can Synchronize
the module to a trigger. To do this place a trigger and make sure the condition is set to true
. Specify any other values you want here such as shape
, angle
and axis
.
Press F7 or select Modules
from the side menu, now from the sub-menu select CQC Zone
and specify the settings you want for the module, because you are syncing from a trigger you don't need to specify shape
, angle
and axis
they will be ignored!
Then press F5 or select Synchronize
from the editor menu and connect the zone to the module.
Additional note: You can synchronize multiple triggers to one module, each trigger will be a carbon copy of the others.
Once you've set the modules to your liking you can start your mission and view the debug to check the zone has spawned correctly.
Once you've completed the install open the editor and press F7 or select Modules
from the list on the right:
This may look different depending on your editor setup.
From the list find Admiral
Now from the sub-menu select Ondemand Camp Zone
and you'll be greeted by the settings for your zone.
- Reqired: No
- Types: All
- Value: Valid global variable name
-
Description: Similar to a trigger's name, the zone will be available as a global variable with the given name. For example given the
["name", "ondemand1"]
entry, you will be able to reference the zone withondemand1
global variable.
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: The axis of the zone you want the module to create, example shows 100m by 100m zone. Camps require an area sufficient to spawn units, make sure whatever you're spawning fits
- Reqired: Yes
- Types: All
- Value: Numerical (0-359)
- Description: The angle of the zone, 0 being dead north, 180 being dead south.
- Reqired: Yes
- Types: All
- Value: Binary (Rectangle/Ellipse)
- Description: Shape of the zone that will be created
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: The number of groups from each individual pool in the module area. -1 is infinite
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: How often the camp checks to see if it needs to spawn again. Don't use very low values it'll complete an unnecessary amount of checks and might impact performance
- Reqired: No
- Types: All
- Value: One of the available unit templates;
-
Default: Based on zone type either
adm_camp_defaultUnitTemplate
,adm_patrol_defaultUnitTemplate
oradm_cqc_defaultUnitTemplate
- Description: Sets the unit template used by the zone.
- Reqired: No
- Types: All
- Value: One of the available zone templates;
-
Default: Based on zone type either
adm_camp_defaultZoneTemplate
,adm_patrol_defaultZoneTemplate
oradm_cqc_defaultzoneTemplate
- Description: Sets the zone template used by the zone.
Once you've set the modules to your liking you need to provide a base spawning location for your units to leave from. This has changed recently due to the Game Logic
class being removed from 3Den. Select the Civilian
side and under Admiral
, Men (Virtual Reality)
you'll find Camp Path Base
. This needs to be placed within the zone Axis A + B zones of your module!
Once you've placed that you need to create a path of waypoints for the AI to follow, to do this, click on Camp Path Base
, press F4
or select Waypoints
from the menu and double click, you can use any waypoint type it has no impact. Daisy chain the waypoints to define the path you want the units to take. Don't try and micromanage the paths, normally anymore than one or two waypoints is overkill. You should now have something resembling the below.
Now you can start the game and view the debug to check the zone has spawned correctly.
By default all camps will end in an automatically generated zone meaning if they don't have contact they'll patrol a default area as can be seen above in image (red circle on map). You can adjust this area by placing a specific shaped/sized trigger over the final waypoint/s of the camp.
To do this press F3
or select Triggers
from the main menu and place a trigger the size
and shape
you want the end patrol area to cover, you should now have something resembling the below.
Now you can start the game and view the debug to check the zone has spawned correctly.
You can specify multiple paths for camps to use to vary their ingress. To do this place another Base
and create more waypoints
and you should now have something resembling the below.
Now you can start the game and view the debug to check the zone has spawned correctly.
TBD - Kami halp!
Once you've completed the install open the editor and press F7 or select Modules
from the list on the right:
This may look different depending on your editor setup.
From the list find Admiral
Now from the sub-menu select Random Camp Zone
and you'll be greeted by the settings for your zone.
- Reqired: No
- Types: All
- Value: Valid global variable name
-
Description: Similar to a trigger's name, the zone will be available as a global variable with the given name. For example given the
["name", "random1"]
entry, you will be able to reference the zone withrandom1
global variable.
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: The axis of the zone you want the module to create, example shows 100m by 100m zone. Camps require an area sufficient to spawn units, make sure whatever you're spawning fits
- Reqired: Yes
- Types: All
- Value: Numerical (0-359)
- Description: The angle of the zone, 0 being dead north, 180 being dead south.
- Reqired: Yes
- Types: All
- Value: Binary (Rectangle/Ellipse)
- Description: Shape of the zone that will be created
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: The number of groups from each individual pool in the module area.
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: Chance of groups spawning (out of 100) each time a wave is spawned.
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: How often the camp checks to see if it needs to spawn again. Don't use very low values it'll complete an unnecessary amount of checks and might impact performance
- Reqired: No
- Types: All
- Value: One of the available unit templates;
-
Default: Based on zone type either
adm_camp_defaultUnitTemplate
,adm_patrol_defaultUnitTemplate
oradm_cqc_defaultUnitTemplate
- Description: Sets the unit template used by the zone.
- Reqired: No
- Types: All
- Value: One of the available zone templates;
-
Default: Based on zone type either
adm_camp_defaultZoneTemplate
,adm_patrol_defaultZoneTemplate
oradm_cqc_defaultzoneTemplate
- Description: Sets the zone template used by the zone.
Once you've set the modules to your liking you need to provide a base spawning location for your units to leave from. This has changed recently due to the Game Logic
class being removed from 3Den. Select the Civilian
side and under Admiral
, Men (Virtual Reality)
you'll find Camp Path Base
. This needs to be placed within the zone Axis A + B zones of your module!
Once you've placed that you need to create a path of waypoints for the AI to follow, to do this, click on Camp Path Base
, press F4
or select Waypoints
from the menu and double click, you can use any waypoint type it has no impact. Daisy chain the waypoints to define the path you want the units to take. Don't try and micromanage the paths, normally anymore than one or two waypoints is overkill. You should now have something resembling the below.
Now you can start the game and view the debug to check the zone has spawned correctly.
By default all camps will end in an automatically generated zone meaning if they don't have contact they'll patrol a default area as can be seen above in image (red circle on map). You can adjust this area by placing a specific shaped/sized trigger over the final waypoint/s of the camp.
To do this press F3
or select Triggers
from the main menu and place a trigger the size
and shape
you want the end patrol area to cover, you should now have something resembling the below.
Now you can start the game and view the debug to check the zone has spawned correctly.
You can specify multiple paths for camps to use to vary their ingress. To do this place another Base
and create more waypoints
and you should now have something resembling the below.
Now you can start the game and view the debug to check the zone has spawned correctly.
TBD - Kami halp!
Once you've completed the install open the editor and press F7 or select Modules
from the list on the right:
This may look different depending on your editor setup.
From the list find Admiral
Now from the sub-menu select Periodic Camp Zone
and you'll be greeted by the settings for your zone.
- Reqired: No
- Types: All
- Value: Valid global variable name
-
Description: Similar to a trigger's name, the zone will be available as a global variable with the given name. For example given the
["name", "periodic1"]
entry, you will be able to reference the zone withperiodic1
global variable.
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: The axis of the zone you want the module to create, example shows 100m by 100m zone. Camps require an area sufficient to spawn units, make sure whatever you're spawning fits
- Reqired: Yes
- Types: All
- Value: Numerical (0-359)
- Description: The angle of the zone, 0 being dead north, 180 being dead south.
- Reqired: Yes
- Types: All
- Value: Binary (Rectangle/Ellipse)
- Description: Shape of the zone that will be created
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: The number of groups from each individual pool in the module area. -1 is infinite
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: Delayed time between spawning infantry groups in 10's of seconds.
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: Delayed time between spawning technical groups in 10's of seconds.
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: Delayed time between spawning armour groups in 10's of seconds.
- Reqired: Yes
- Types: All
- Value: Numerical
- Description: How often the camp checks to see if it needs to spawn again. Don't use very low values it'll complete an unnecessary amount of checks and might impact performance. This needs to correlate with your Infantry/Technical/Armour group delay, e.g. if you set ``Infantry wave``` to 20 seconds but the camp only checks every 60 seconds, it will fire on 60 seconds, not 20 seconds. To make life easier we advise using multiples of 10.
- Reqired: No
- Types: All
- Value: One of the available unit templates;
-
Default: Based on zone type either
adm_camp_defaultUnitTemplate
,adm_patrol_defaultUnitTemplate
oradm_cqc_defaultUnitTemplate
- Description: Sets the unit template used by the zone.
- Reqired: No
- Types: All
- Value: One of the available zone templates;
-
Default: Based on zone type either
adm_camp_defaultZoneTemplate
,adm_patrol_defaultZoneTemplate
oradm_cqc_defaultzoneTemplate
- Description: Sets the zone template used by the zone.
Once you've set the modules to your liking you need to provide a base spawning location for your units to leave from. This has changed recently due to the Game Logic
class being removed from 3Den. Select the Civilian
side and under Admiral
, Men (Virtual Reality)
you'll find Camp Path Base
. This needs to be placed within the zone Axis A + B zones of your module!
Once you've placed that you need to create a path of waypoints for the AI to follow, to do this, click on Camp Path Base
, press F4
or select Waypoints
from the menu and double click, you can use any waypoint type it has no impact. Daisy chain the waypoints to define the path you want the units to take. Don't try and micromanage the paths, normally anymore than one or two waypoints is overkill. You should now have something resembling the below.
Now you can start the game and view the debug to check the zone has spawned correctly.
By default all camps will end in an automatically generated zone meaning if they don't have contact they'll patrol a default area as can be seen above in image (red circle on map). You can adjust this area by placing a specific shaped/sized trigger over the final waypoint/s of the camp.
To do this press F3
or select Triggers
from the main menu and place a trigger the size
and shape
you want the end patrol area to cover, you should now have something resembling the below.
Now you can start the game and view the debug to check the zone has spawned correctly.
You can specify multiple paths for camps to use to vary their ingress. To do this place another Base
and create more Waypoints
and you should now have something resembling the below.
Now you can start the game and view the debug to check the zone has spawned correctly.
TBD - Kami halp!
These are some slightly more advanced methods you can utilise to change the way admiral spawns or to further control the environment, this assumes you're comfortable with creating zones via modules already and won't cover the basics.
Place your module of choice, the example shows a patrol module but this will work with any module. Configure it as you see fit, example below.
Now synchronize
the module to a trigger
and rather that using the condition true
, we'll use the following triggerActivated town_clear
. You can name your trigger
whatever suits your mission design.
Now create another trigger
that is going to be used to fire your patrol zone, make sure the name matches the value set in the previous trigger's condition
field. You should also set the trigger's activation
, in this case we've selected Seized by BLUFOR
.
You should now have the following overview in the editor
Start the mission and review the debug information, you'll see the patrol zone hasn't activated yet.
Move in to the trigger area or meet the conditions you specified for trigger activation
and check the debug information again, your zone should have now spawned.