04-13-2013, 01:53 PM
(This post was last modified: 04-13-2013, 02:09 PM by Anthropoid.)
I'm interested in making my first mission Phantom. Idea is to make an ambush scenario around the Naran Darre Pass in Takistan. Have been watching this one guys tutorial series on the editor controls. It is quite good and informative, but only problem is, it tends to put me to sleep.
Found it via this page on Armaholic that Gunny pointed me to
http://www.armaholic.com/forums.php?m=posts&q=6751
Questions for you Phantom
1. I'ved used Armarize to update and "synchronize" a bunch of new addons. Should I use it to launch my game or use the Arma II Launcher Spirited Machine?
2. If I want a mission to be useable broadly, i.e., without a bunch of mods required, I should build it with all the addons disabled right? (CWR, CBA, etc., etc.)
3. Lets say I leave ACR and PMC activated but don't use any of the content from those expansions in the mission, will players who only have A2/OA be able to load the mission?
4. Are any of those mission templates on your site good for ambush missions?
5. Fiddling with the Spirited Machine Launcher: I'm a bit surprised that each expansion can only be in one group. That just means that the Groups are to subdivide expansion by type eh?
I thought it was to create specific permutations of groups for different startup situations. For example:
a. One group with all the basic CiA required Addons for a "CiA Basic" Group click that when you want to start up and play COOP on Sun or Tuesday.
b. One group with all of the above + ACE, CAA, Lingor, etc., etc. click that when you want to start up and play COOP on Fri
c. One group with most of the stuff in (a), but a few things removed click on that for when I want to play SP
d. One group with bare minimum stuff for editing / mission making.
Guess it doesn't really work that way though eh?
Found it via this page on Armaholic that Gunny pointed me to
http://www.armaholic.com/forums.php?m=posts&q=6751
Questions for you Phantom
1. I'ved used Armarize to update and "synchronize" a bunch of new addons. Should I use it to launch my game or use the Arma II Launcher Spirited Machine?
2. If I want a mission to be useable broadly, i.e., without a bunch of mods required, I should build it with all the addons disabled right? (CWR, CBA, etc., etc.)
3. Lets say I leave ACR and PMC activated but don't use any of the content from those expansions in the mission, will players who only have A2/OA be able to load the mission?
4. Are any of those mission templates on your site good for ambush missions?
5. Fiddling with the Spirited Machine Launcher: I'm a bit surprised that each expansion can only be in one group. That just means that the Groups are to subdivide expansion by type eh?
I thought it was to create specific permutations of groups for different startup situations. For example:
a. One group with all the basic CiA required Addons for a "CiA Basic" Group click that when you want to start up and play COOP on Sun or Tuesday.
b. One group with all of the above + ACE, CAA, Lingor, etc., etc. click that when you want to start up and play COOP on Fri
c. One group with most of the stuff in (a), but a few things removed click on that for when I want to play SP
d. One group with bare minimum stuff for editing / mission making.
Guess it doesn't really work that way though eh?
There is no greater joy than to conquer your enemies and drive them before you. To take away their possessions and ride their horses. To see the faces of those they held dear bedewed with tears, and to clasp their wives and daughters in your arms.