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Operation Flashpoint

Introduction

Creating custom missions in Operation Flashpoint is easy to get to grips with, and fairly easy to expertise in. OFP comes with a built in mission editor which allows you to create missions with the greatest of ease. The mission editor is available from the main menu, and when you host a multiplayer server. I recommend you host a game and use the editor in there. This is due to some features not working in the single player one (such as respawning) when you preview the mission.

The editor is very easy to get to grips with. First things first, click on the panel to at the top right of the editor, and switch to advanced mode. You will also see some handy panel below with things such as naming your mission, giving it a description and weather settings.

You will find a list of buttons at the top, these allow you to insert different objects into the game. When you select an object type, you can insert them anywhere by double clicking on the map and going through the box with the settings you desire

  1. Units - Soliders, vehicles, ammo, tents, etc etc.
  2. Groups - Pre-defined groups, and group linking (drag a line between two units)
  3. Triggers - Actions that are performed when certain conditions are met.
  4. Waypoints - Guess. Make sure you select which unit you want to create waypoints for first.
  5. Synchronise - Drag lines between two waypoints or a trigger and waypoint - and both will have to be activated before either can continue.
  6. Markers - Create icons etc for the map.
Placing units

When you place a unit you will get a nice box of settings for this unit. All do lovely things and more, here is a run down of each option:

  • Side - West, East, Resistance, Civilian unit
  • Class - Soldiers, aircraft, armour, etc
  • Control - Playable or not, 1 unit must be Player, which doesn't really matter
  • Info age - Doesn't seem to make much odds
  • Vehicle lock - Locks a vehicle to stop a player from getting in

  • Rank - So AI can work out who should be issuing orders etc
  • Unit - Type of class (e.g. sniper, grenadier)
  • Special - Set to flying if you want a helicopter to start in air, leave otherwise
  • Name - Optional, unique variable name for unit (needed if you are using scripts)
  • Skill - Set's AI accuracy and time to aquire & spot targets

  • Initalisation - Runs any custom code when the unit is first created when mission starts
  • Health, Fuel etc, you can figure that out.

  • Azimut - Direction unit faces at start
  • Probability of prescence - How likely the game will create the unit when the mission is loaded (makes things a bit more random)
  • Condition of prescense - ignore
  • Placement radius - If you don't want an exact starting point you can have the unit generate in a random area
Groups

Making groups for units allows squads to work together and issue orders to each other it is vital for AI to be in groups if they are to work well together. Big groups are hard to handle, so keep your groups limited to 6-8 units.

To link a unit to a group press F2 (groups) and draw a line between your two units. You can link up-to 12 units to another. NB: a tank is 3 units (commander, driver and gunner).

First mission

Adding some units dotted about on opposite sides (East & West) in a fairly close proximity will create a basic mission. The units will fight it out to the death. Although, you may want to add waypoints to make some units move about to different locations. View the waypoint section for more information on these.

Save your mission, give it a name. I use min-max_type_name as a convension. E.g. 1-8_C_MyMission means it supports 1-8 players, it's a Co-op (Deathmatch, Team deatmatch), and it's called MyMission. You can then click on Preview to try it out.