A persistent Capture the island Pub sever mission for Arma 3
Like being a armed hobo like in those survival games? Do you also like team play and fighting a whole island of well armed troops? Then this may be for your chance to go from poorly armed resistance group to a disturbingly well armed load of hobos taking back Altis from the CSAT and AAF.
Just arma 3 Though if you want there is support for Task force Arrowhead Radio (TFAR)
This mission as current is persistant mission so its best to set the server up to run persistantly: See BIS WIki for info.
Once all zones are taken the mission ends the next time you start the mission you will have a clean mission.
A new game can be forced in the mission start by setting the new game parameter I reccomend doing this after a major update where the saving format may have changed.
The game has one main server save saved to the server profile. This contains:
- Master Game ID
- Completed Locations
- Vehicle / Box Saves
- Content.
There are two player local saves. Their storage box and their loadout.
##Dev
The missions are generated by a python3 build script that uses the folder names in maps
as a postfix for the built folder names. Files from common can be overwritten by putting those files in the maps folder file does have to be in the same location on the folder tree not just root.
├───built -- built mission folder ├───common -- common code to any mission │ ├───CHVD -- view distance module │ ├───Client -- client only code │ ├───outlw_magRepack │ ├───R3F_LOG -- logistics code │ └───Server -- server side code └───maps -- map template with mission.sqm, config and any other overrides. ├───.Altis -- postfix │ └───config --config folder
The boards by the play in mission will give you some critical information. Otherwise the main form is here Wiki
This is a hack solution many of the original features such as mag repeacking vehicle cargo are still running vanilla style but boxes are supported
Format
[
"IG_supplyCrate_F",
[
["launch_RPG32_F",1],
["arifle_TRG20_F",1]
],
[
["30Rnd_556x45_Stanag",24],
["200Rnd_65x39_cased_Box",6]
],
[
["acc_flashlight",2],
["bipod_03_F_oli",2]
],
[
["B_TacticalPack_blk",2],
["B_AssaultPack_mcamo_Ammo",1]
]
],.1
Get script (box being object)
_box = box;
_weaponsRaw = getWeaponCargo _box;
_weapons = [];
{
_weapons pushBack [_x, (_weaponsRaw select 1) select _forEachIndex];
} forEach (_weaponsRaw select 0);
_magazinesRaw = getMagazineCargo _box;
_magazines = [];
{
_magazines pushBack [_x, (_magazinesRaw select 1) select _forEachIndex];
} forEach (_magazinesRaw select 0);
_itemsRaw = getItemCargo _box;
_items = [];
{
_items pushBack [_x, (_itemsRaw select 1) select _forEachIndex];
} forEach (_itemsRaw select 0);
_backpacksRaw = getBackpackCargo _box;
_backpacks = [];
{
_backpacks pushBack [_x, (_backpacksRaw select 1) select _forEachIndex];
} forEach (_backpacksRaw select 0);
_local = [
(typeOf _box),
_weapons,
_magazines,
_items,
_backpacks
];
_local
Get arsenal data
_box = box;
_weaponsRaw = getWeaponCargo _box;
_weapons = [];
{
_weapons pushBack _x;
} forEach (_weaponsRaw select 0);
_magazinesRaw = getMagazineCargo _box;
_magazines = [];
{
_magazines pushBack _x;
} forEach (_magazinesRaw select 0);
_itemsRaw = getItemCargo _box;
_items = [];
{
_items pushBack _x;
} forEach (_itemsRaw select 0);
_backpacksRaw = getBackpackCargo _box;
_backpacks = [];
{
_backpacks pushBack _x;
} forEach (_backpacksRaw select 0);
_local = [
_weapons,
_magazines,
_items,
_backpacks
];
_local