A Guide To Mission Making
A GUIDE TO MISSION MAKING
As of v1.58 and Documentation Based on ASOREdit Version 2.0 || If your version is different, please Notify Suits!
So you’re looking at making a mission for ASOR? This comprehensive step by step guide will assist you in understanding the steps required and resources used in order to make a mission.
Firstly, before making your mission, you will need to make sure you have two things.
1. Of course, Arma 3.
2. ASORSYNC and the latest updates.
The Arma3 editor is a powerful tool which is where you will begin making your mission. The Majority of your time will be in the Arma3 Editor while mission making. Proceed to open Arma3 through ASORSYNC and continue into the ‘Editor’.
Mission parameters such as Map type, Location, Time of Day and other Variables might or might not be set for you, beforehand. It’s important to check with the operations Manager (usually Suits) before making your mission. This ensures you don’t spend 20 hours on a mission which doesn’t get approved.
- Step 1: Pick your map.
Once you have picked your map, open it and directly proceed to the ‘Save As’ button to save your mission. No modules or objects are needed during this. You can call your mission anything you like, but usually stick with “ASOR_OP_”*OPERATION NAME*”. Always use underscores as spaces. This will make your mission easier to find later & help Arma read it.
- Step 2: Exit the Editor & Proceed to your Profiles.
Once you have saved your mission, exit the editor (back to main screen) and alt+tab out of the game (you do not need to close Arma 3). Proceed to your Arma 3 Profiles folder, which by default is located in ‘My Documents’ under ‘Arma 3’ or ‘Arma 3 – Other Profiles’. Find your profile (the name you used while playing Arma 3), e.g “suits”, and select it. Within, there should be a ‘Missions’ folder. Within the Missions folder should be all the missions you have created within the editor as well as the mission you just saved & created.
Example File Path: C:\My Documents\Arma3 – Other Profiles\(Your Profile)\Missions\ASOR_OP_(Your Op Name)
Entering the folder for your particular mission, you will see ‘mission.sqm’. This sqm file has a list of all the objects placed in your mission, using the editor. It is important not to touch this sqm file as it has the directions of units, the height of objects and other variables within it. In this case, since you have not made a full mission, the SQM file will have barely nothing in it, and is only a save of your ’empty map’. You do not need to do anything here for now. It is only referenced because you will need to re-visit it later.
- Change! – Now you proceed to build your mission! For an in-depth description of building your mission, visit the ‘Building Your Mission’ section on the wiki now. Ignore the following steps until you are finished building your mission.
- Step 3: Find & Use the ASOR Template.
The ASOR Template includes all units, Pre-Op Spawns and Gear Selector/Vehicle Selector objects which ASOR players use in a mission. To find the template, go to your ‘Arma3 Directory’. The directory holds all your ASOR files and mods etc. The Template in your Directory by default, should be under the file path below:
C:\Program Files (x86)\Steam\Steamapps\Common\Arma 3\@ASOR\Missions
Within the ‘Missions’ folder at the end of that file path should be, ‘Templates’. Entering the folder, there MAY BE be these files:
- Step 4: Copy these files into Your Operation Folder.
When dealing with the Mission.sqm file, you have two options: You can either A) COPY the mission.sqm file and paste it directly into your mission folder (this however, may cause the template to be inaccessible. It may also overwrite any work you had done on the map previously. This is due to sometimes having the template items spawn off the map because of the template maps size, and your map size).
Or B) NOT COPY the mission.sqm file and rather, copy and paste the template items from the ‘Template’ Mission in the editor. Doing this will ensure that you don’t overwrite previous work and that the template items are accessible. For example, Copy the Entire Template Folder into your Mission Folder. You then have the Template as a “Mission” which you can copy paste manually (or Merge as of v1.52).
Copy and Paste these required files into the folder which you visited before under:
Example File path: C:\My Documents\Arma3 – Other Profiles\(Your Profile)’\Missions\ASOR_OP_(Your Op Name)
Your Operation Folder “C:\My Documents\Arma3 – Other Profiles\(Your Profile)\Missions\ASOR_OP_(Your Op Name)”, should have these files within:
- Step 5: If you DID NOT copy the Mission.sqm file, Re-Open Arma 3, open the editor and load the ASOR_(ExampleTemplateName) mission from the Template map in the editor.
If you DID copy the Mission.sqm file, you should find the template items on the map, if they are accessible (Skip to Step 6).
Important Note: It is better to copy paste items from the ASOR_Template into your Map. Copying the mission.sqm file, is a bypass method for those who have not been working on the mission beforehand.
Now, you should see some of the objects used in building the initial phase of your mission. The Pre-op spawn, and Forward Operating Base are all available for you to use and place where you want. There will also be, Modules, ASOR Gear selectors, Vehicle Selectors and an array of other objects such as markers and triggers.
Switch to “Marker View” so you can see markers (which are usually hidden), then copy all the objects and markers by selecting everything and hitting CTRL + C. Close the VR mission, re-open your original mission, and paste the objects and markers into your map. It is important you only MOVE these to the desired locations. Deleting these objects may break certain parts of your mission or have other undesirable effects.
- Step 6: Setting your units to playable.
You can find information in the wiki on the two methods of how to do this. You can either enter your Mission.sqm file within your OP folder, or simply click on each unit individually and set his ‘CONTROL’ to ‘PLAYABLE’. These units are found in the Pre-op area and are all “ASOR Blufor” units.
This might take 3 – 5 minutes, but initially, when starting out, this method might be less complicated then veering into the sqm file. Setting these units to playable should produce a pink ring around each player icon.
- Step 7: Once you have set all the units to playable (including Headless Client modules), you can begin to build your mission. (Stop here and proceed to the ‘Building Your Mission Section of the Wiki).
Headless Client Modules? The Headless Client Modules will be in the template mission. When loading the template mission in, the Headless Client Modules are numbered in a line next to one another. Simply click on each module and set its ‘CONTROL’to ‘PLAYABLE’. Nearby, there will also be the Pre-Op Spawn, FOB and other modules which disable/enable some common ASOR functions. It’s important not to place these modules yourself and always USE THE TEMPLATE as doing so will break your mission.
- Step 8: Editing your Description.ext file. (Have you visited the “Building Your Mission Section?)
If you have not done this already, the Description.ext file is where you edit the variables which dictate the parameters within your mission. Your description.ext file is found in your Mission File in your Arma3 – Other Profiles:
C:\My Documents\Arma3 – Other Profiles\(Your Profile)\Missions\ASOR_OP_(Your Op Name)\description.ext
Open the description.ext file with Notepad or Notepad++. If you cannot open it normally, try ‘renaming’ the file and changing its extension to ‘txt’ instead of ‘ext’. I.E ‘Description.txt’. Once opened, you can edit the name of your Mission, and its author. That is all you really need to do within this file. Close it, rename it back to ‘ext’ if you changed it previously and exit the folder. The init.sqf and werthlessheadlessclient.sqf files do not usually need to be touched. For an explanation of extension types, scripts and file functionality, see the bottom of this page.
Before you proceed to step 9, you should manage and edit the objects in the template. Proceed to “building your mission, Step 4”. Once you’re done, come back here and continue with Step 9.
- Step 9: Exporting your Mission into a PBO.
Once you have finished your mission, you’ll need to save it in ‘Save As’ and save it as an ‘Export to Multiplayer’. Doing this, exports your whole mission, and the files within into a PBO (see definition of PBO at bottom) which is a one file source. To find your PBO mission, you’ll need to follow this file path:
C:\Program Files (x86)\Steam\Steamapps\Common\Arma 3\MPMissions
Within the MPMissions folder is your mission “ASOR_OP_(Your Op Name).pbo”
- Step 10: Uploading your file.
You have the polished version of your mission and its now in a single file source “pbo.” There are two methods to upload your file so ASOR members can play it. Method 1, is FTP (File Transfer Protocol). This uploads your data onto the ASOR server. For information regarding this method, see Suits.
Method 2, is to upload your PBO file to the ‘Mission Editing and Scripting’ Channel in Teamspeak. While in the channel, ‘right-clicking’ on the channel header will show ‘Open File Browser’. When in this, you’ll want to click the ‘Upload’ Button which is the ‘Arrow Above a Underscore’ facing upwards. This will only upload from your Downloads folder, so you’ll need to copy and paste your PBO (from your MPMissions Folder in the Arma3 Directory) into your downloads.
Once there, you can upload your PBO to Teamspeak. See Suits or Lecks, to notify them that your mission is in the file browser.
Thats it! It may seem like a long-winded and difficult proccess initially, but mission making is easy, and once you get the hang of it, you won’t need to worry about following this guide. Understanding what files to put where is probably the biggest part. Mission making in itself is quite easy, and with the in house mods provided such as ASOREdit, you should find mission making enjoyable. Best of Luck.
Description.ext file: The file which designates variables within your mission and allows a mission maker to disable and enable many aspects of the mission such as use of ‘Voice Chats’ Global, Side etc, the loading of pictures in the mission load screen and the naming of the mission to name a few.
Init.sqf file: The init.sqf file is short for ‘Initialization’ and dictates things that happen upon spawning into your custom mission. In most cases, this is a file which does not need to be touched.
Werthlessheadlessclient.sqf: The werthlessheadlessclient.sqf file allows the ‘Headless Clients’ to run in game. This does not need to be touched.
Mission.sqm file: The Mission.sqm file is the file which contains detailed information of every object which is placed in your mission, using the editor. It in most cases, does not need to be touched.
SQF Files: SQF files are script files created for the Arma games, which allow the scripts to be read and executed when put into a mission.
If you see errors or are Confused, please speak with – Healy
With Thanks to the ASOR Mission Building Team