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ArmA 3 Zones (Modular)

Cyruz143 edited this page Jul 16, 2015 · 18 revisions

Admiral 0.8 introduced modules in lieu of triggers for creating zones, this will walk you through the basics of setting them up.

#Install

  • Copy the admiral/ folder to the mission's root directory.
  • Insert #include "admiral\admiral.h" line into the description.ext file.

#Patrol Zones

Standalone modules

Once you've completed the install open the editor and press F7 or select Modules from the list on the right:

Editor view

From the list find Admiral

Editor view

Now from the sub-menu select Patrol Zone and you'll be greeted by the settings for your zone.

Patrol Settings

###Zone Configurations

#####Name

  • 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 with patrol1 global variable.

#####Axis A + B

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: The axis of the zone you want the module to create, example shows 250m by 250m zone.

#####Angle

  • Reqired: Yes
  • Types: All
  • Value: Numerical (0-359)
  • Description: The angle of the zone, 0 being dead north, 180 being dead south.

#####Shape

  • Reqired: Yes
  • Types: All
  • Value: Binary (Rectangle/Ellipse)
  • Description: Shape of the zone that will be created

#####Infantry/Technical/Armour Pool

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: The number of groups from each individual pool in the module area.

#####Unit Template

  • Reqired: No
  • Types: All
  • Value: One of the available unit templates;
  • Default: Based on zone type either adm_camp_defaultUnitTemplate, adm_patrol_defaultUnitTemplateor adm_cqc_defaultUnitTemplate
  • Description: Sets the unit template used by the zone.

#####Zone Template

  • Reqired: No
  • Types: All
  • Value: One of the available zone templates;
  • Default: Based on zone type either adm_camp_defaultZoneTemplate, adm_patrol_defaultZoneTemplateor adm_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.

Debug View

Synced modules

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.

Trigger Settings

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!

Patrol Settings

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.

Synced Trigger

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.

Debug View

#CQC Zones

Standalone modules

Once you've completed the install open the editor and press F7 or select Modules from the list on the right:

Editor view

From the list find Admiral

Editor view

Now from the sub-menu select CQC Zone and you'll be greeted by the settings for your zone.

CQC Settings

###Zone Configurations

#####Name

  • 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 with cqc1 global variable.

#####Axis A + B

  • 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.

#####Angle

  • Reqired: Yes
  • Types: All
  • Value: Numerical (0-359)
  • Description: The angle of the zone, 0 being dead north, 180 being dead south.

#####Shape

  • Reqired: Yes
  • Types: All
  • Value: Binary (Rectangle/Ellipse)
  • Description: Shape of the zone that will be created

#####Pool

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: The number of units spawned in the module area

#####Minumum Height

  • 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.

#####Unit Template

  • Reqired: No
  • Types: All
  • Value: One of the available unit templates;
  • Default: Based on zone type either adm_camp_defaultUnitTemplate, adm_patrol_defaultUnitTemplateor adm_cqc_defaultUnitTemplate
  • Description: Sets the unit template used by the zone.

#####Zone Template

  • Reqired: No
  • Types: All
  • Value: One of the available zone templates;
  • Default: Based on zone type either adm_camp_defaultZoneTemplate, adm_patrol_defaultZoneTemplateor adm_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.

Debug View

Synced modules

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.

Trigger Settings

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!

CQC Settings

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.

Synced Trigger

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.

Debug View

#Camp Zones

Ondemand Camps

Once you've completed the install open the editor and press F7 or select Modules from the list on the right:

Editor view

From the list find Admiral

Editor view

Now from the sub-menu select Ondemand Camp Zone and you'll be greeted by the settings for your zone.

Ondemand Settings

###Zone Configurations

#####Name

  • 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 with ondemand1 global variable.

#####Axis A + B

  • 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

#####Angle

  • Reqired: Yes
  • Types: All
  • Value: Numerical (0-359)
  • Description: The angle of the zone, 0 being dead north, 180 being dead south.

#####Shape

  • Reqired: Yes
  • Types: All
  • Value: Binary (Rectangle/Ellipse)
  • Description: Shape of the zone that will be created

#####Infantry Pool

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: The number of units spawned in the module area. -1 is infinite

#####Technical Pool

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: The number of technicals spawned in the module area. -1 is infinite

#####Armour Pool

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: The number of armour spawned in the module area. -1 is infinite

#####Camp Delay

  • 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

#####Unit Template

  • Reqired: No
  • Types: All
  • Value: One of the available unit templates;
  • Default: Based on zone type either adm_camp_defaultUnitTemplate, adm_patrol_defaultUnitTemplateor adm_cqc_defaultUnitTemplate
  • Description: Sets the unit template used by the zone.

#####Zone Template

  • Reqired: No
  • Types: All
  • Value: One of the available zone templates;
  • Default: Based on zone type either adm_camp_defaultZoneTemplate, adm_patrol_defaultZoneTemplateor adm_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. To do this press F1 or select Units from the menu bar. For side select Game Logic, for class Locations and for unit Base. This needs to be placed within the zone Axis A + B zones of your module!

Unit View

Once you've placed that you need to create a path of waypoints for the AI to follow, to do this, click on your game logic, press F4 or select Waypoints from the menu and double click, you can use and or or 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.

Ondemand Overview

Now you can start the game and view the debug to check the zone has spawned correctly.

Ondemand Debug

Changing the end trigger size

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.

Ondemand Overview 2

Now you can start the game and view the debug to check the zone has spawned correctly.

Ondemand Debug 2

Multiple zone paths

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.

Ondemand Overview 3

Now you can start the game and view the debug to check the zone has spawned correctly.

Ondemand Debug 3

Restricting paths

TBD - Kami halp!

Random Camps

Once you've completed the install open the editor and press F7 or select Modules from the list on the right:

Editor view

From the list find Admiral

Editor view

Now from the sub-menu select Random Camp Zone and you'll be greeted by the settings for your zone.

Ondemand Settings

###Zone Configurations

#####Name

  • 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 with random1 global variable.

#####Axis A + B

  • 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

#####Angle

  • Reqired: Yes
  • Types: All
  • Value: Numerical (0-359)
  • Description: The angle of the zone, 0 being dead north, 180 being dead south.

#####Shape

  • Reqired: Yes
  • Types: All
  • Value: Binary (Rectangle/Ellipse)
  • Description: Shape of the zone that will be created

#####Infantry Pool

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: The number of units spawned in the module area. infinite will not work

#####Technical Pool

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: The number of technicals spawned in the module area. infinite will not work

#####Armour Pool

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: The number of armour spawned in the module area. infinite will not work

#####Infantry Spawn Chance

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: Chance of infantry spawning (out of 100) each time a way is spawned.

#####Technical Spawn Chance

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: Chance of technical spawning (out of 100) each time a way is spawned.

#####Armour Spawn Chance

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: Chance of armour spawning (out of 100) each time a way is spawned.

#####Camp Delay

  • 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

#####Unit Template

  • Reqired: No
  • Types: All
  • Value: One of the available unit templates;
  • Default: Based on zone type either adm_camp_defaultUnitTemplate, adm_patrol_defaultUnitTemplateor adm_cqc_defaultUnitTemplate
  • Description: Sets the unit template used by the zone.

#####Zone Template

  • Reqired: No
  • Types: All
  • Value: One of the available zone templates;
  • Default: Based on zone type either adm_camp_defaultZoneTemplate, adm_patrol_defaultZoneTemplateor adm_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. To do this press F1 or select Units from the menu bar. For side select Game Logic, for class Locations and for unit Base. This needs to be placed within the zone Axis A + B zones of your module!

Unit View

Once you've placed that you need to create a path of waypoints for the AI to follow, to do this, click on your game logic, press F4 or select Waypoints from the menu and double click, you can use and or or 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.

Random Overview

Now you can start the game and view the debug to check the zone has spawned correctly.

Random Debug

Changing the end trigger size

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.

Random Overview 2

Now you can start the game and view the debug to check the zone has spawned correctly.

Random Debug 2

Multiple zone paths

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.

Random Overview 3

Now you can start the game and view the debug to check the zone has spawned correctly.

Random Debug 3

Restricting paths

TBD - Kami halp!

Periodic Camps

Once you've completed the install open the editor and press F7 or select Modules from the list on the right:

Editor view

From the list find Admiral

Editor view

Now from the sub-menu select Periodic Camp Zone and you'll be greeted by the settings for your zone.

Ondemand Settings

###Zone Configurations

#####Name

  • 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 with periodic1 global variable.

#####Axis A + B

  • 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

#####Angle

  • Reqired: Yes
  • Types: All
  • Value: Numerical (0-359)
  • Description: The angle of the zone, 0 being dead north, 180 being dead south.

#####Shape

  • Reqired: Yes
  • Types: All
  • Value: Binary (Rectangle/Ellipse)
  • Description: Shape of the zone that will be created

#####Infantry Pool

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: The number of units spawned in the module area. -1 for infinite

#####Technical Pool

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: The number of technicals spawned in the module area. -1 for infinite

#####Armour Pool

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: The number of armour spawned in the module area. -1 for infinite

#####Infantry Group Delay

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: Delayed time between spawning infantry groups in 10's of seconds.

#####Technical Group Delay

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: Delayed time between spawning technical groups in 10's of seconds.

#####Armour Group Delay

  • Reqired: Yes
  • Types: All
  • Value: Numerical
  • Description: Delayed time between spawning armour groups in 10's of seconds.

#####Camp Delay

  • 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.

#####Unit Template

  • Reqired: No
  • Types: All
  • Value: One of the available unit templates;
  • Default: Based on zone type either adm_camp_defaultUnitTemplate, adm_patrol_defaultUnitTemplateor adm_cqc_defaultUnitTemplate
  • Description: Sets the unit template used by the zone.

#####Zone Template

  • Reqired: No
  • Types: All
  • Value: One of the available zone templates;
  • Default: Based on zone type either adm_camp_defaultZoneTemplate, adm_patrol_defaultZoneTemplateor adm_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. To do this press F1 or select Units from the menu bar. For side select Game Logic, for class Locations and for unit Base. This needs to be placed within the zone Axis A + B zones of your module!

Unit View

Once you've placed that you need to create a path of waypoints for the AI to follow, to do this, click on your game logic, press F4 or select Waypoints from the menu and double click, you can use and or or 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.

Random Overview

Now you can start the game and view the debug to check the zone has spawned correctly.

Random Debug

Changing the end trigger size

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.

Random Overview 2

Now you can start the game and view the debug to check the zone has spawned correctly.

Random Debug 2

Multiple zone paths

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.

Random Overview 3

Now you can start the game and view the debug to check the zone has spawned correctly.

Random Debug 3

Restricting paths

TBD - Kami halp!

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