# All the Assets u need to make a Mission!
Hello, to all the existing and also new Mission Makers in our Little Arma Group.
This HackMD will be like a "Big" Lexicon for our knowledge of mission making.
## Little information how to make a good looking "Article" in here!
* For your Headline use "## Headline"
* For your Subheadline use "### Subheadline"
* For tags use "###### tags: `example`"
* Normal text is just writing, with no special needs
* For a Gemeric List like this you will use "* First Point"
* A Numbered List will get created by writing "1. " in front of the Sentence
* You can also implement code in here, so for that you just need to wrap your code in these: "``"
* If you want to quote something you will use "> Quote"
* If you want to change the text size without it being a Headline use :`<font size="[wantet text size]"> your text </font>` for example: `<font size="1"> your text </font>` will be: <font size="1"> your text </font>.
That should be it for the most part.
Have fun!
---
## Ace Addon Settings
### FSF's Server (DEPRECATED)
#### Sparky
[Latest](https://mega.nz/file/EgI1zIYL#rjssOW_dPI243Qsuddq5f58E4oIAWCSsxXo-yq8FbYk)
### Sparky's Server (DEPRECATED)
#### Sparky
[Latest](https://mega.nz/file/1tYhVIIB#kQK0wPnSRiVSZ4jXyPA77VQGb7cvuaC0o59rsINOS74)
#### Vynal
[Latest](https://mega.nz/file/Y4ZhCCpR#cz0Uf8Xv4UW8RiRLY3MBra28Rsys1hfAxaQ_s-qExuA)
<font size="2"> Sidenote: The only difference between Sparky's two addon settings are the names of TFAR channels/passwords in Teamspeak.
Vynal's settings have worse NVGs and insta-kill from heavy weapons enabled</font>
---
## ACE Weather settings
### Doesnt matter
The weather works like how you set it up in the envoirnments tab of the editor. What will get overwritten is the WIND, unless the ACE weather is turned off in addon settings
---
## With what to Start?
Everyone comes to the point where he/she thinks of what exactly they should do first if they want to create a mission.
I mean after thinking about what the topic of the mission will be.
There isn't really a right procedure. I (Lea) for example start with the AO first. But Sparky starts with the kits first.
Hey, Vynal here. I come up with an interesting concept for a mission first, looking at unique scenarios or situations which have happened historically (or maybe alt-history), then attempt to find an area or map which is best suited to fleshing out that idea further.
Heyo, Sparky desu. The short of it is; I zeus what I'd like to play on the ground. I usually have an idea on my head I want to execute and I spend a couple hours looking at maps that could suit the mission. Then after I get a general idea of where the AO will be and how it'll work, I get my kits done and then I set the AO up.
Personally I like to do ops set in a modern/futuristic setup, since that way I can take more liberties with gear and "lore". My stuff is more "cinematic" or story driven, if you will. Lots of little details (that remain mostly undiscovered lol) and some story bits here and there. Oh and let's not forget all my custom stuff! It might increase mission size, but generally improves player inmersion.
So there isn't such a thing as the right way to start building a mission.
Just do it as you like.
---
## Briefing Tab
### Line Breaks
> `<br/>`
### Active Map Markers
1. Create a Marker on the map
2. Give it a Variable Name
3. Go where you want the Text for the Marker to be
4. `<marker name='markersVariableName'>link title here</marker>`
---
## Units
#### ACE arsenal/Loadout Copy
1. Right click on unit
2. select ACE Arsenal
3. Click on the unit again in the Arsenal
4. press `Control + C`
5. Then go into another unit
6. Select the ACE Arsenal again
7. press `Control + V`
### Settings for Units
* After u placed everything(Player Kits and AI) u should make sure, that the Player kits are set as `Playable` in the attribute screen.
* Depending on how much experience the players have maybe lower the Skill of the AI (u can do it either in Eden/Zeus)
* Try to stick to the time span your Mission is playing. Vehicles, Weapons and so on. It would be a bit weird if its 1944 and u get there in some ExoSkeleton suits or something. (Notable exception: joke/fun ops like Nazi zombies or Nazi space men.)
* Also Try to stick to the Topic. Dont just spam random factions.
### Making Unit Kits
* With making units, it's best to create a "baseline" unit that has the correct uniform, medical inventory, etc, then change them all depending on the role. Giving a rifleman a rifle and grenades, giving a medic extra medical and a backpack, etc.
* If possible, use vanilla base units (NATO, CSAT, AAF) since if you use a CUP Faction's unit, you will have to remake kits entirely if you need to switch to RHS as the CUP unit's class won't exist anymore.
* Additionally, if you have the time you can curate enemy AI kits to have a bit of medical (10 bandages, 2 epi/morph, etc) so that players can scavenge, at least a little. You can of course change weapons, grenade count, explosive count, and so on. Create these units in a "debug corner" way outside the AO, disable their simulation so they're not taxing on the server, and copy-paste them using *CTRL+SHIFT+C | CTRL+SHIFT+V* for Deep Copy.
---
## Objects
### Copy and paste
1. Place a object
2. Click on it
3. Press `Control + C`
4. Go somewhere else with your camera/coursor
5. Press `Control + V`
### Copy and paste in place
This is useful for aligning stuff such as walls, fences, etc... Check your terrain following and snapping settings!
1. Place an object
2. Click on it
3. Press `Control + C`
4. Press `Control + Shift + V`
### Hard copy paste (Zeus only)
This will allow you to copy units while preserving their custom gear. Will not apply vehicle camos or custom textures. Will keep the unit's default side.
1. Place a object
2. Click on it
3. Press `Control + Shift + C`
4. Go somewhere else with your camera/coursor
5. Press `Control + Shift +V`
### Lock Objects
1. Select all the Objects u want to Lock
2. Go to your left folder tree
3. Create a new folder at the bottom left of your screen
4. The units should get moved in that one
5. Click on the Folder
6. And on the bottom of your screen there is a folder with a Lock on it
7. Click that to lock the whole folder and everything, thats in it
### Move Objects
- Switch movement widgets `1, 2, 3, 4 Keys`
- Rotate `Shift + Left Click Drag`
- Raise/Lower `Alt + Left Click Drag`
### Align Assets
You can align any assets to the map's current terrain elevation
1. Right Click object
2. Edit
3. Align to terrain normal
---
# Written Out infos
## A snippet on ACE Fortify
It's possible to change objects used by the ACE Fortify system, allowing players to build any custom designated objects.
Put the following into your "initServer.sqf" in the mission folder:
[west, 10000,
[
["Land_BagFence_End_F", 5],
["Land_BagFence_Corner_F", 5],
["Land_BagFence_Short_F", 5],
["Land_BagFence_Long_F", 5],
["Land_BagFence_Round_F", 5],
["Land_HBarrier_3_F", 10],
["Land_HBarrier_5_F", 10],
["Land_HBarrier_1_F", 10],
["Land_HBarrier_Big_F", 20],
["Land_HBarrierWall_corridor_F", 50],
["Land_HBarrierTower_F", 50],
["Land_HBarrierWall6_F", 50],
["Land_HBarrierWall4_F", 50],
["Land_HBarrierWall_corner_F", 50],
["Land_BagBunker_Large_F", 100],
["Land_BagBunker_Small_F", 100],
["Land_BagBunker_Tower_F", 100]
]
] call acex_fortify_fnc_registerObjects;
Explanation:
west = The side you want to be able to construct fortifications.
10000 = The amount of "cash" the players have. -1 for infinite.
The classnames are the string name of the object as referred to by the game. The number following them are the prices.
And place the ACE Fortify Area Module in 3den where you want the players to build. You can customize the exact range to build in.
I was able to get he above method to work, but there are some things to note:
- Larger lists of items will require the list version of ACE self-interaction in order to actually read the names of what you are selecting to build. Unsure if the list runs off the screen if the list is too long, or if it compresses.
- Any misplaced objects cannot be removed by the user, and must be removed by Zeus after adding them to the Zeus interface.
- It takes a significant amount of time to construct objects based off of price. It's recommended to reduce the build time or price accordingly in ACE Fortify addon settings.
Here is an example custom script for ACE Fortify using SOG:PF assets:
[west, -1,
[
["Land_vn_bagfence_01_end_green_f", 5],
["Land_vn_bagfence_01_corner_green_f", 5],
["Land_vn_bagfence_01_short_green_f", 5],
["Land_vn_bagfence_01_long_green_f", 5],
["Land_vn_BagFence_01_Round_green_F", 5],
["Land_vn_b_trench_90_01", 10],
["Land_vn_b_trench_45_01", 10],
["Land_vn_b_trench_20_01", 10],
["Land_vn_b_trench_cross_01", 10],
["Land_vn_b_trench_tee_01", 10],
["Land_vn_b_trench_end_01", 10],
["Land_vn_b_trench_firing_03", 10],
["Land_vn_b_trench_firing_03", 10],
["Land_vn_b_trench_firing_05", 10],
["Land_vn_b_trench_stair_02", 10],
["Land_vn_b_trench_wall_05_02", 10],
["Land_vn_tent_01_04", 100],
["Land_vn_tent_mash_01_04", 100],
["Land_vn_hlaska", 100],
["Land_vn_hootch_02_03", 100],
["Land_vn_hootch_01_03", 100],
["Land_vn_b_trench_bunker_03_01", 100],
["Land_vn_b_helipad_01", 100]
]
] call acex_fortify_fnc_registerObjects;