Firing Drills – Arma 3
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# Insert a NPC ''Range Master'' character of type ''B_RangeMaster_F'' named {{Inline code|BIS_rangeOfficer}} {{cc|Fixed system name}} | # Insert a NPC ''Range Master'' character of type ''B_RangeMaster_F'' named {{Inline code|BIS_rangeOfficer}} {{cc|Fixed system name}} | ||
# Insert a ''Firing Drill'' module | # Insert a ''Firing Drill'' module | ||
## It's not exposed in Eden Editor, so place any other module. | ## It's not exposed in Eden Editor, so place any other module. {{Clarify|'''Will this be changed, seems kinda odd. [[User:R3vo|R3vo]] ([[User talk:R3vo|talk]]) 18:09, 19 October 2020 (CEST)'''}} | ||
## Save the scenario. | ## Save the scenario. | ||
## Close Eden Editor to avoid auto-saves. | ## Close Eden Editor to avoid auto-saves. | ||
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* Ammunition containers | * Ammunition containers | ||
* Decorative props / sponsoring | * Decorative props / sponsoring | ||
= Configuration = | = Configuration = |
Revision as of 17:09, 19 October 2020
Template:Cfg ref Template:SideTOC
Introduction
This guide will describe how to design and implement a custom Firing Drill Challenge as available in the vanilla game.
See also: Arma 3 Field Manual - Firing Drills (for players) Template:wip
Terminology
- Firing Drill (FD) - a live-fire exercise in which a competitor is graded for tactically moving through a course while engaging a set of targets
- Competitor - the actor performing the drill
- Range Officer (RO) - the actor observing the drill and providing feedback / guidance
- Course of Fire (CoF) - the physical space and layout in which the drill is performed
- Checkpoint (CP) - a navigation point within a course which a competitor must follow in a fixed sequence (if so defined as a rule - see below)
- The first CP is the start.
- The last CP is the finish.
- A strict CP contains a shooting box (marked area) from which to fire.
- Target - an artificial object shot to complete a drill or to receive time bonuses
- Appearing targets appear and disappear based on activation triggers (see below).
- Accuracy targets contain zones corresponding to extra time bonuses.
- Moving targets travel on rails between positions.
- No-shoot targets are not allowed be hit (adding a time penalty).
- Bonus targets are optional (rewarding a time bonus).
- Rule - these help to determine the completion and scoring conditions for a drill
- Training rules - a rule-set allowing familiarization of the CoF (targets at CPs do not need to be shot to move on)
- Competitive rules - a rule-set used for Achievements / Leaderboards (targets at CPs need to be shot to move on)
- Time - the time from the start it takes to complete a drill (raw)
- Time bonuses / penalties are substracted / added to arrive at the final time.
- The fastest / lowest time is the best and wins.
- There are bronze, silver and gold medal times to beat.
- There may be one special time to beat (typically faster than gold).
Setup
- Insert a player character named
BIS_FD_Competitor
// Fixed system name - Insert a NPC Range Master character of type B_RangeMaster_F named
BIS_rangeOfficer
// Fixed system name - Insert a Firing Drill module
- It's not exposed in Eden Editor, so place any other module. Will this be changed, seems kinda odd. R3vo (talk) 18:09, 19 October 2020 (CEST)Clarify
- Save the scenario.
- Close Eden Editor to avoid auto-saves.
- Open the scenario SQM file in a text editor.
- Replace the module's class by ModuleFiringDrill_F.
- Save the SQM.
- Re-open the scenario in Eden Editor.
- Insert an ellipse trigger with default properties named f.e.
BIS_FD_COF
// Referenced later- Re-size the trigger to encompass your entire CoF and a little extra buffer area (you'll likely re-size it later as you progress).
- For each CP (including start and finish), insert a trigger with default properties named f.e.
BIS_FD_CP1
// Referenced later- Re-size the trigger to meet your CP activation expectations.
- Insert a Target - Oval (Ground) prop named
BIS_FD_ruleSelector1
// Referenced later- Using a similar workflow as above, manually change its class name to Land_Target_Oval_NoPop_F (all targets need their hidden NoPop variant).
- Position this target in comfortable shooting range / direction from the start CP (a few meters at most, oriented to be clearly visible and safe).
- In the target's Texture #0 field, enter:
A3\modules_f_beta\data\FiringDrills\training_gray_ca
// Other colors have corresponding textures - see below
- Copy and paste the first rule target and name it
BIS_FD_ruleSelector2
// Referenced later- Position it near the first rule target, typically right from it.
- In the target's Texture #0 field, enter:
A3\modules_f_beta\data\FiringDrills\competitive_gray_ca
// Other colors have corresponding textures - see below
- Copy and paste a rule target and name it
BIS_FD_restartSelector1
// Referenced later- Position it near the finish CP (a few meters from it, oriented to be clearly visible and safe).
- In the target's Texture #0 field, enter:
A3\modules_f_beta\data\FiringDrills\restart_gray_ca
// Other colors have corresponding textures - see below
- Copy and paste a rule target and name it
BIS_FD_quitSelector1
// Referenced later- Position it near the restart target, typically right from it.
- In the target's Texture #0 field, enter:
A3\modules_f_beta\data\FiringDrills\quit_ca
// Fixed texture no matter the drill color
- For each target at each CP, generally do the following (more specifics detailed below):
- Insert the desired target object named f.e.
BIS_FD_target2_1
// Referenced later (apply a logical naming pattern, such as numbering based on CP index and target index) - Using a similar workflow as above, manually replace its class name with the corresponding NoPop variant (see the look-up table below).
- Insert the desired target object named f.e.
- TODO: description.ext
- Configure your drill via CfgFiringDrills and CfgMissions (see below).
Moving Targets
Randomized Targets
Common Additions
- CP marking objects
- Recolored objects
- Start whiteboard
- Ammunition containers
- Decorative props / sponsoring
Configuration
CfgFiringDrills
Drill
System
CfgMissions
Targets
Colors
Tips
- Vanilla CoFs are designed to be somewhat realistic and safe as a non-lethal competitive shooting training / sport. Try to imagine and implement range safety concerns in your target and prop placement. For example, don't place targets in a line of sight of the start, Range Officer, or other spectators. Generally try to solidly block off areas behind targets where possible.