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Creating a Mission

Mike-MF edited this page Dec 29, 2022 · 32 revisions

This page will guide you on making missions for Theseus.


Template Setup

This page will explain how to utilise the template and follow the format correctly.


Mission Types and Naming Convention

Campaign missions

  • These are typically 2 or more linked missions of any type.

  • Naming Convention: tac_ca_CampaignNameXX_MissionName

  • XX: Mission number, Lobby is 00 with sub contracts being 01a

Contract Missions

  • These are missions which utilise the persistent gear system while playing as Theseus.

  • Naming Convention: tac_co_MissionName

Non-Contract Missions

  • These are missions which are not using persistence.

  • Naming Convention: tac_ncoXX_MissionName

  • XX: Player count (Ideally 32 slots)

Zeus Missions

  • These are not typical missions which are designed for Zeus to control the flow of the mission.

  • Naming Convention: tac_zcoXX_MissionName

  • XX: Player count (Ideally 32 slots)

Gimmick Missions

  • These are fun gamemodes like Laser tag, Duck hunt or Wild west.

  • Naming Convention: tac_gimXX_MissionName

  • XX: Player count

Special Operations

  • These are any missions using the Theseus Special Operations modpack

  • Naming Convention: tac_specXX_MissionName

  • XX: Player count

SOG Prarie Fire Missions

  • Self explanatory really.

  • Naming Convention: tac_sogXX_MissionName

  • XX: Player count


Basic Information

Any mission will require it's basic information which is located inside script_component.hpp (Previously located in Description.ext)

#define MISSION_NAME     MISSION NAME
#define MISSION_SUMMARY  MISSION SUMMARY
#define MISSION_AUTHOR   YOUR FULL NAME
#define MISSION_TYPE     0 // 0: Contract, 1: Non-Contract, 2: Training, 3: Special, 4: PvP, 5: Gimmick
#define MISSION_SETTINGS 0 // 0: Contract, 1: Non-Contract, 2: SOG

If you were to make a mission named "Test" which is a Non-Contract.

#define MISSION_NAME     Test
#define MISSION_SUMMARY  This is a test mission
#define MISSION_AUTHOR   Mike Woods
#define MISSION_TYPE     1 // 0: Contract, 1: Non-Contract, 2: Training, 3: Special, 4: PvP, 5: Gimmick
#define MISSION_SETTINGS 1 // 0: Contract, 1: Non-Contract, 2: SOG

Contract Missions

Contract missions within Theseus utilise the persistence system. These are the core of all operations in Theseus and will be ran on Saturdays. Detailed run down of setup can be found here


Difficulty Guidelines

An in-depth explanation on how to set the difficulty of your mission. Found here


Useful Commands

A comprehensive list of available commands in Arma 3 with explanations on how to use them correctly. Found here


Updating a Mission

Taking older missions which have already been played and modernising them is perfectly fine. Ideally you should do the following:

  • Ensure the version clearly marked as "V2" or "V3"
  • Update to newer difficulty guidelines
  • Change enemy placements
  • Improve code or older methods.

Most of these missions will have errors for missing mods, you can simply force load it and save again. Then proceed to make your edits.


Zeusing

Generally it is allowed to utilize Zeus in contract missions, however there are some ground rules.

First, it is important to note that when zeusing, you are not building a mission, but controlling it. That is to say, you're not putting down bases, filling locations with enemies etc. All of this should already have been done when making the mission. Instead, when Zeusing you'll mainly be responsible for ensuring the players have fun through smaller interactions with zeus controlled units, as well as making sure that the AI doesn't pull any shenanigans that can result in odd behavior.

And again, you're not making the mission, and this includes things such as additional reinforcements. If you want units spawned in later, look into using the Reinforcements function instead of spawning units with Zeus. Of course, the occasional spawning in is fine, such as if it's to correct something an AI did (An example could be that the AI reinforcements drove off and killed themselves. In this case, it is okay to spawn in a replacement AI).

Additionally, it is also advised that you ensure your mission is fully playable without an active Zeus at all. That is to say, you use triggers and waypoints etc. to control most of the mission, rather than jumping into Zeus to start moving AI around. Reason for this is that occasionally we may have low numbers in the mission, and any additional contractor on the field can be a help. Someone being in Zeus means one less player on the field.

It should be noted that if you abuse Zeus to actively kill players or spawn AI behind players, it will show in the AAR footage. This is not fun for anybody but you. It will also result in you being permanently banned from Zeusing again.

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