4 Introduction to Editing
via edited this page 2022-12-17 12:12:11 +00:00

This is the Aimbots text guide to introducing people to editing. I'm writing it to be readable, but I will probably use it as a reference for myself while talking to someone streaming the editor.

If you are beginning editing, it's usually best to start just using the editor, and designing Zeus-assisted missions.

Zeus is the inteface that allows players to spawn units and give commands, allowing the player to act like a DnD dungeon master, or just tweak things on the fly as desired. Multiple players can be given zeus at the same time in a mission.

Later, you can decide to try editing existing scripted missions, design your own scripted mission, or stick to zeus missions.

Before you start

Load only the required mods, and the minimum required mods. If you are going to run TFAR in your mission, you don't usually need to run it when you edit.

If you run extra mods, they might insert dependencies, requiring all players to run that mod. In the case of TFAR or ACRE, it's possible to accidentally give everyone a radio with a conflicting ID. If you do your editing without TFAR loaded, that will not happen.

It's not strictly necessary, but will save you headaches.

Starting Out

Open the Editor, select a map. Click Attributes on the top menu, then general. Under misc, if Binarize the Scenario File is ticked, untick it and click ok. Binarized missions are smaller in size, but slightly more inconvenient if you want to get help from someone or collaborate with them.

Save your mission with the Scenario menu. Missions or MPMissions is a matter of preference.

Place a single infantry unit somewhere on the map by selecting Assets on the right, then the single unit, pick one from the list and click on the map or in the game world. Switch between the map and game world by pressing m. The first unit you place in a mission is always made Playable. Double clicking on the unit, you can see its attributes, and see that both Player and Playable are checked.

Arma may show the attributes for the last selected object when you double click. A single click anywhere empty will make double click function as expected.

In the Assets tab, select Systems (the three boxes) and modules (the hexagon with a gear inside). Place a Zeus, Game Master down in the map. Double click it to open the attributes for it, and set Owner to "#adminLogged", and Default Addons to all including unoffical.

Setting the owner for the Zeus module to #adminLogged allows whover is logged in as admin to use Zeus. You can also put the player ID here, or the name of a unit you have placed. Multiple Zeus modules are allowed.

Save. Click Play Scenario in the bottom right. You are now testing the scenario, not editing. Anything you do here will not be saved.

Press Y to get into Zeus. On the right, click the Groups icon (the three people), then place a group of Blufor infantry.

Todo: Basic group management. Link Field Manual and other useful things.

Press Y to exit Zeus. Press Escape, then Return to Eden Editor. You are back in the editor, and changes you make can be saved again.

The Editor and Zeus have similar, but not identical interfaces.

Todo: Add editable objects - module version, script version, ACE version. Allegience. Multiplayer, Respawn settings. Debug console for admin.

Naming Units and Squads

If CBA is enabled, in the leaders role description place

LeaderDescription@SquadDescription

to set what text appears in the lobby screen.