Skip to content
PiZZAD0X edited this page May 11, 2019 · 9 revisions

Part 1. Setting up mission using United Operations Framework

Open 3D editor, choose a map you want your mission to take place on and save it under temporary name.

image

Part 2. Setting 3den settings

After you made the new mission, a few 3den specific setting need to be set for the mission to function properly in multiplayer.

To set the settings, press this button.

The button has currently not been pushed into the modpack and the settings need to be changed manually.

image

By pressing this button the following settings are set

In the Respawn Rulesets noone of the checkboxes should be ticked.

image

In the Olsen Framework these settings are done by the Description.ext.

Now the basic multiplayer settings are set for the framework to function properly.

Part 3. Enabling the UOF

First enable the framework by ticking the checkbox "Enable UO Framework".

With enabling the framework you allow all the modules and settings to run.

After enabling the framework you need to choose the mission type. At this point the Mission Type is just cosmetic.

Now you need to set the Team Names and their Type. Name stands for the name of the Team and it will be displayed at the end of the mission in the End Screen. For the Type there are 3 Options Player, AI and both. If the type is Player then AI units will be ignored in any counting and in the endconditions. If the type is AI then player units will be ignored in any counting and in the endconditions. For COTVTs set the type to both

If the Team Name is empty then the team will not be created and shown in the End Screen. It is recommended to only give names to teams which have units on the map.

image

Now you need to setup the JIP Settings. If you hover over the options you will see a detailed explanation for the settings.

Afterwards you set the debug options. When developing the mission you should enable the Debug Enabled option. The detailed debug option will list alot more debug information but is mostly only used by developers and people with alot of experience.

The force terrain grid option will make the terrain use a higher detail lod at long ranges.

image

Now you have set the minimum required information for a mission to work.

Part 4. Enabling Modules

These are the modules. If you hover of the options you will receive a detailed description.

image

Part 5. Gear

UOF uses a special gear system which is based on the Olsen Framework Gear System. This is different from Arsenal.

To enable the gear system tick the Enable Gear checkbox which will also enable additional settings.

Hovering over the options will give a detailed description of what they do.

The GearScript.sqf is a special file which you need in your mission folder and will look like this.

GearScript.sqf

This file functions exactly like the gear.sqf file of the Olsen Framework and is mainly there for the support of Olsen Gear Scripts

If you want to run the gear on a unit you have to open the units attributes. There you will see these options.

In the Olsen Framework you would use

[this, "BAF_AR","211"] call FNC_GearScript;

in the init of the unit.

In the UOF you need to set the Gear Type and Groupname in the Gear Options. The Gear Type for the above code would be "BAF_AR" without quotes in the edit box for Gear Type. For the Groupname it would be "211" without quotes in the edit box of Groupname

Part 6. Endconditions

These are the general endcondition settings. These options all have description which you can read if you hover over them.

This is a endcondition category. It is very similar to an Olsen Endcondition.

if (_eastCasualty >= 75) exitWith 
{
	"Chernorussian VICTORY<br />MSV have retreated due to casualties." call FNC_EndMission;
};

Part 7. ACRE

These are the ACRE Main Settings. Hovering over Options will explain the settings

These are the side specific acre settings. Hovering over Options will explain the settings. The Radiotype is used to give radios to units

In the Acre Options of units you can give radios to units. These are the ones defined in the ACRE Main Settings.

The Channel and Ear are independent from this option. They will set the radios even when they are added via Arsenal or Gearscript.

Part 8. Briefing

Read descriptions to see the explanation.

Part 9. Other

There is alot more options and modules which are not explained in this guide. In general hovering over options gives you an explanation. Or if you need more information you can look at the Olsen Framework and look through the modules which are similar 9/10 they have the same functionality.

Clone this wiki locally