After a lot of very difficult and sanity bending work, it is finally finished: the project has reached a satisfactory state and is now ready for public use.
What is the BromA Mission Framework?
The BromA Mission Framework (referred to from now on as "BMF") is simply put a collection of scripts - most made in-house, some adapted - designed to function together, bringing essential functions to ArmA missions with minimal effort on part of the mission maker, regardless of past experience or level of scripting expertise. While the BMF is designed to include the vast majority of common features, mission makers are invited to customize and disable modules as desired, with many modules included as session-unique Parameters for an increased replayability factor.
Perks of the BMF include but not limited to:
- Designed for concision and practicality
- Preset and easy to alter parameters
- Easily manageable tasks
- Intuitive loadout system
- Fully integrated with AGM
- Team Roster
- AI management with DAC integration
- Time Limit
- Limit for civilian casualties
- Customizable ending screens
- Spawn protection
... and much more.
The BMF is designed first and foremost with simplicity and cohesion in mind: in order to make a regular Destroy and Capture mission, the user will only need to customize his own parameters and place the AI zones wherever desired and adjust the player units with gear - the underlying work is already finished and tested.
Using the BMF is very simple:
- Download the lastest version from this git repository.
- Create a folder named "yourname_gamemode_playercount_missionname_vernumber.desert_e" to your default missions folder, generally located at
Documents\ArmA 3 Other Profiles\YourUserName\Missions
- Example:
nife_tvt_30_thefinalstand_v08
royal_co_30_redmile_v12
- If you wish to use another map, refer to this guide.
- Start customizing your mission.
Further and proper documentation is already underway, but for now you can watch the entire process from a recorded live stream
Here are some resources you can use if you get stuck:
I really really really really recommend you use the SQF Editor to edit your missions; it has an built-in synthax check and command lookup for all of ArmA's variables and functions, which proves to be invaluable.
As stated previously, the BMF is a compilation - a mashup of several different scripts and modules - modified and adapted to function together without any conflicts. Naturally, it is imperative to recognize the absolutely amazing work of the authors of these scripts.
** THESE HAVE BEEN ADDED WITHOUT CONSENT OR AUTHORIZATION: IF YOU ARE THE OWNER OF ONE OR MORE OF THE WORK INCLUDED HERE AND WISH TO HAVE IT REMOVED, PLEASE MESSAGE ME ASAP. **
- Casualty Cap, Evade and Escape, AI removal and other assorted scripts modified from the F2 Framework(www.ferstaberinde.com/f2/en/) by Fer.
- DAC - Dynamic AI Creator (http://forums.bistudio.com/showthread.php?99753-Dynamic-AI-Creator-%28DAC%29-V3-0-released) by Silola.
- Revive system (http://forums.bistudio.com/showthread.php?110129-Revive-script-for-ACE2-Wounding-system-V1-5) by columdrum.
- Takistan Force (http://forums.bistudio.com/showthread.php?103813-COOP-20-Takistan-Force-%28OA%29) modules by BoN.
- TaskMaster (http://forums.bistudio.com/showthread.php?100731-Taskmaster-2) by Shuko Many scripts by Krauser and Sandiford from United Operations (http://forums.unitedoperations.net/)
Special thanks to
- The mission makers and scripters, who contributed with a lot of their own time in order to make this happen.
- The authors listed in the credits, for not suing me.
- All BromA players, for being such loveable retards - in the end this is all for them.
- To the future mission makers, who hopefully use this for something good. ** You, for reading this.*