Building Your Mission

BUILDING YOUR MISSION

As of v1.58 and Documentation Based on ASOREdit Version 2.0 || If your version is different, please Notify Suits! 

So, you’ve completed steps 1 through 2 in ‘A Guide to Mission Making’. You now have to build your mission/operation. Before we begin:

Are you familiar with The ‘Arma 3 Editor?’ If you aren’t, a quick you-tube search on ‘How to Use the Arma 3 Editor’ will give you insight on the functionalities of the editor, such as placing units, objects, triggers etc.

Are you familiar with ‘ASOREdit?’ ASOREdit is the in house mod developed by Suits which allows for ASOR’s easy and powerful mission building capabilities. You can find a video on you-tube back when it was called ‘ARMAEdit’. Although it is not up to date, it does give you an idea of how to use it. Otherwise, visit the ‘Mods’ section of this webpage to read about ‘ASOREdit’s’ modules.

  • Step 1: Organizing your Template Items.

If you haven’t already, moving your Pre-Op Area and FOB/FSB bases to suitable locations is a place to start. Its important to note that usually, you do not want your Pre-Op spawn across the opposite side of the map as your ‘Enter Scenario FOB’. This is due to the map loading all the textures of Bushes, rocks, trees etc between both your bases. This puts extra strain on the server. Usually placing your Pre-Op on the edge of the map (on a flat surface) close to your FOB (Forward Operating Base) will suffice.

Important Notes: The ASOR Template adds Markers (for spawning) triggers on heli pads, objects and other items. In most cases, objects are named and are related to other objects (or are apart of scripts). Try not to delete any of these objects as it could break your mission.

  • Step 1: Getting your ASOREdit Modules Sorted.

It’s time to lay-out your ASOREdit modules so you can begin building your mission. At this point, you will want to have read the functionality of each module in ASOREdit so you understand how they work and what they do.

You will only need to layout two modules: Zone Module, and the AE Main Module. As long as they are both neatly layed out and easy to find, your map will stay neat and become easier to manage. The Task Modules and EnableZone Modules are circumstance specific and will not need to be ‘layed out’ as you COULD have dozens of these across your map. Careful placing and neat organization of the modules is strictly up to you.

  • In Modules => ASOREdit => Select ‘AE Main’. The ASOREdit Main module ensures that all your ASOREdit modules work. It needs to be present. Move it to the center of the map for easy access later. Within the AE Main Module, you can turn Debug On/Off. Debug Console lets you see a count of all the units on your map, what zones are activated when, and with what parameters. Use the Debug console only in the Editor. Disable it for multiplayer use.
  • In Modules => ASOREdit => Select ‘Zone’ Module. “Link units and empty vehicles to the Zone Module to ‘save’ them as a template that can be used over and over again. Each Entity linked will spawn the the units and vehicles linked to the Module creating a group. The spawn location, behaviors and other attributes can be varied by editing the group options of the group linked (the NATO icon above the group leader – double click it). It’s important to note that you need to sync all units as of ASOREdit version 2.0”.
  • In Modules => ASOREdit => Task Module. “The Task Module is simply a module which gives units (groups) a task other than there Group Tasks. Basically, it gives them a task to “move to” in an alternate location, other than where they spawn.”
  • In Modules => ASOREdit => EnableZone Module. “The Enable Zone” Module simply acts as a ‘Suspend Module’. It is used to suspend a Zone so it is not activated. In this case, it is then able to be called upon Later. ie. Such as when Players have moved ‘past’ the Zone, (or in the center of it). It can then be called behind them to act as a ‘Ambush’, rather than infront of them like usual. 

Need a description of each Module? Remember to Visit the “Mods” Section to read about the ‘ASOREdit Modules’. In a short note, The Zone module, is responsible for activating group spawning. The Standard procedure for the Activation of a set of Modules is as follows:

Player Activates Zone => Zone Spawns AI => Group Will Conduct Task (Either Task Module or Group Tasks). 

  • Step 2: Building your Mission.

So to re-cap, you’ve just placed your AE Main Module and your Template Modules in the center of your map. You’ve also attached groups to each template module by Syncing.

PLACE YOUR MODULE | BUILD YOUR MISSION

So, Build your mission. Place your objects and triggers etc. Remember, spawning enemies with Modules:

1. Place Your Zone Module.

2. Synchronise Groups to the Zone Module.

3. Set the Zone Modules Parameteres. 

4. Set Group Parameters.

Important things to note:

  • Arma 3 Has a restriction on the amount of groups ‘Per Side’. This Means there can only be 144 Groups of Units. There is now also a limit of Modules which is also 144 for itself etc. This is ‘GROUPS’ and is not every individual unit. But each individual unit that is NOT in a group is classed as a group. ASOREdit eliminates the restriction on Group’s of Units, but each Module (Zone, Task etc) is classed as a group. Therefore, you can only have 144 modules. Use them wisely and sparingly.
  • You can use Zeus to watch how your mission unfolds from an aerial view. Take your player. Select Modules => Zeus => Zeus Curator and Place the Zeus module. Link (Via Synchronization) your Zeus Module to your player.
  •   Remember, that if your enemies aren’t spawning, your either not in a Zone radius, or the Zone is set to ‘activate’ for the wrong side.
  • TEST, TEST, TEST. It is important to test your units spawning, how they spawn, and where they spawn. Things always go wrong and if you don’t test, be prepared to see things go wrong on Game Day.
  • If your debug console is on, it will tell you issue that occur when your Modules are not linked correctly. Pay Attention to these information boxes, as they will help you polish your mission.

Considerations:

  • At any one time, you should never have more than 60 enemy units being spawned. Better yet, stay below 50 and it will ensure your mission does not crash.
  • When spawning enemies, attempt to spawn them either before or after an Insertion or Extraction. Spawning enemies while Helicopter pilots are just about to land, can cause them to crash due to low frames and server desynchronization.
  • Be sparing with the amount of enemy units you spawn. Although there is no restriction, 2 RPK Machine gunners (placed carefully) can pin an ASOR Squad down just as effectively as a “10 Man Infantry Element”.
  • Aim at small, challenging firefights and engagements. Most times, ASOR is not being deployed to a Full scale war and therefore does not need to be 100 enemy units every time there is a firefight.
  • Step 3: You’re Finished? Do a Checklist.

You’re finished placing your modules, objects, items etc?

Check off this Checklist:

  1. Make sure all your ZONES are set to ‘Activate for: BLUFOR – ‘WEST’ accordingly (or whatever side you want to activate that particular group of enemies).
  2. Check for any Debug Errors with your Modules.
  3. Delete your player. Make sure there is no player and only ‘Playable Units’.
  4. Check that all ‘Playable Units’ are playable and present.
  5. Turn your Debug Console off in the AE Main Module.

Well done. You can proceed back to Step 3 of the “A Guide to Mission Making Page” where you import your template and export your mission to a pbo. Once you’re done, you can come back and reference step 4 (below):

  • Step 4: Organizing your Template Items.


If you haven’t already, moving your Pre-Op Area and FOB/FSB bases to suitable locations is needed after you finish building your OP. Its important to note that usually, you do not want your Pre-Op spawn across the opposite side of the map as your ‘Enter Scenario FOB’. This is due to the map loading all the textures of Bushes, rocks, trees etc between both your bases. This puts extra strain on the server. Usually placing your Pre-Op on the edge of the map (on a flat surface) close to your FOB (Forward Operating Base) will suffice.

Important Notes: The ASOR Template adds Markers (for spawning) triggers on heli pads, objects and other items. In most cases, objects are named and are related to other objects (or are apart of scripts). Try not to delete any of these objects as it could break your mission.

You should now be exporting your mission into a PBO. Reference “A guide to mission making, step 7”.

Is something unclear on this page or are there mistakes? Do you have questions? PM a mission maker or leave a comment if you have any concerns. Updates to continue as more information is accessible.

By Healy

With Thanks to the ASOR Mission Building Team

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-Healy-

G'day.

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