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	<id>https://coalitiongroup.net/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vexxey</id>
	<title>COALITION Wiki - User contributions [en]</title>
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	<updated>2026-04-04T00:49:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Discord&amp;diff=463</id>
		<title>Discord</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Discord&amp;diff=463"/>
		<updated>2017-04-07T12:15:07Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discord is our go-to chat communication medium to keep all members informed on administration, mod repository updates, announcing when other games are being played, and just generally keeping in touch with others within the community. You&amp;#039;ll notice members are organized by colors in discord. Purple is new members, green are full-time members (part of the company), and red members are staff (NCOs and Officers).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;As a note: Discord is a required part of this community. We recommend you also get the mobile app on your phone [https://play.google.com/store/apps/details?id=com.discord here for android] or [https://itunes.apple.com/us/app/discord-chat-for-gamers/id985746746?mt=8 here for apple phones].&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Connecting to Discord==&lt;br /&gt;
1.) Download and install the desktop discord client [https://discordapp.com/download from here].&lt;br /&gt;
&lt;br /&gt;
2.) Install the client&lt;br /&gt;
&lt;br /&gt;
3.) Once installed, click our personalized discord [https://discord.gg/cCsGWEb link here to connect].&lt;br /&gt;
&lt;br /&gt;
4.) Talk to others!&lt;br /&gt;
&lt;br /&gt;
==Scheduling your Orientation==&lt;br /&gt;
In order for you to take part in your first session, you must attend an orientation in which we go over all mod features and controls as necessary so that you can hit the ground running on Friday or Sunday.&lt;br /&gt;
&lt;br /&gt;
To schedule an orientation, use the &amp;quot;#barracks&amp;quot; channel in discord and simply state what day and time you&amp;#039;d like to do yours. Here&amp;#039;s an example:&lt;br /&gt;
&lt;br /&gt;
[[File:request.png|center]]&lt;br /&gt;
&lt;br /&gt;
==Discord Channels==&lt;br /&gt;
&lt;br /&gt;
In order to separate banter from mission design conversations, the discord is split up into different channels. All with their own functions. Some channels will only be avaliable to you when you’ve become a full member of The Coalition. &lt;br /&gt;
&lt;br /&gt;
*Announcements: Usually important announcements made by HQ, such as modpack updates or forum changes. &lt;br /&gt;
*Session: Announcing when pre-join is available and when missions are starting. Mostly handled by Coalitionbot&lt;br /&gt;
*Repo: Modpack updates and displays whenever the repo is offline for maintenance. &lt;br /&gt;
*General: Anything goes in this channel. Post memes or just chat.&lt;br /&gt;
*AAR: After-Action Report, this channel is for pictures and videos of previous sessions. Also to chat about what went wrong/what was good with the mission.&lt;br /&gt;
*Now-Playing: If you’re playing something and want to bring some people in, announce it here. Also a channel for posting your stream. No discussion should be held in this channel.&lt;br /&gt;
*Other-games: Anything not ArmA related, talk about other games than ArmA.&lt;br /&gt;
*listentothis: Got a fat track you want to share? Post it here.&lt;br /&gt;
*Tech-Support: If you’re having any issues ArmA or non-ArmA related, post it here.&lt;br /&gt;
*Mission Design: Anything Mission Making related, if you need help or want to bring up an idea you had about a mission post it here.&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=456</id>
		<title>Mission Making Tutorial</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=456"/>
		<updated>2017-04-01T23:18:23Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Making Tutorial: ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2HDOBzzT0aw Click here] for the beginners tutorial to mission making and Coalition Mission Framework (CMF), continue reading for a more in depth explanation.&lt;br /&gt;
&lt;br /&gt;
Mission making is something that takes time getting used to. It relies on trial and error, and expect your first missions to be some time in the making. In this tutorial we’ll be doing a step-by-step mission making guide. Make sure you take your time and don’t stress, as doing things in hurry can be very unforgiving in the ArmA editor.&lt;br /&gt;
&lt;br /&gt;
To start things off you’ll need to download the Coalition Mission Framework [http://coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=7 (CMF)]. In simple terms it’s a mission already created with features and functions built into it. You will use this as a template when creating your missions. When you’ve downloaded the framework, place it somewhere where it’s easily accessible. You will use it more than once. Keep it somewhere safe and make sure you keep a master copy.&lt;br /&gt;
&lt;br /&gt;
Now you have to pick your map. If you do not know the maps names in the editor, there is a quick and easy way to do it. Head into the ArmA 3 editor and pick the map you want to use. Now all you have to do is save your blank mission and name it something simple like “temp”. This will now create a folder called “temp.[mapname]”. The name after the dot is the name as recognized by the eden editor. For an example if you’re making a mission on Takistan it’s going to be called temp.takistan, but a mission on desert is not going to be temp.desert, rather temp.desert_E. As you can see, some maps have less obvious nomenclature, so I advise you to do this every time you pick a new map that you haven’t worked with before.&lt;br /&gt;
&lt;br /&gt;
Now that you’ve picked your map, you have to copy the contents inside of the CMF.vr folder into your temp.takistan. Overwrite everything. Reload your mission, you will now see modules and units on the map. Go ahead and drag the modules outside the map boundary, since these should not be touched. You will also see three factions placed down, BLUFOR, OPFOR and IND. These units are all playable, all set up with radios and will work with gearscripts out of the box. This is when you pick the faction you want the players to be, not the AI or anything else. If it’s a TVT you might want both BLUFOR and OPFOR, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
For this tutorial we will keep it simple, and go with BLUFOR. Delete all Opfor and Independent units, including the deployment zone for said factions. You now have a basic BLUFOR structure, and different specialist roles. Now is a good time to think about an idea for your mission; infiltration, patrol, clear an objective, take out an HVT are all simple mission ideas.&lt;br /&gt;
&lt;br /&gt;
Depending on the mission you’re making, you may want specialist roles. If you look at your units, you will see that you have specialist roles such as Helicopter Pilots, HMG Teams, Anti Air and Engineers. Pick the ones you want and delete the other specialist roles. When you have a good idea of what you want to do, put your players in a safe starting location. Make sure your mission is relative to our player count, don’t make it too big/small.&lt;br /&gt;
&lt;br /&gt;
== Gearscript: ==&lt;br /&gt;
&lt;br /&gt;
There are different orders you can do this in, but it’s not a bad idea to get the gearscript out of the way before you jump into the more artistic aspects of mission making. For this I advise you to use [https://notepad-plus-plus.org/download/v7.3.3.html Notepad++] which will make reading documents a lot easier, or if you have style, you can use Sublime Text.&lt;br /&gt;
&lt;br /&gt;
The gearscript is located in missions\temp.takistan\f\assignGear. This script will setup the loadout for all the players. When you have found the folder,  you will see gearscripts respective to all the different factions. If you’re using BLUFOR, f_assignGear_nato.sqf is the one you will be using. For OPFOR it would be f_assignGear_csat.sqf, for IND it would be f_assignGear_aaf.sqf. For now we will pick blufor. &lt;br /&gt;
&lt;br /&gt;
Open up f_assignGear_nato.sqf with Notepad++. If you scroll down you should be seeing this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear1.png]] &lt;br /&gt;
&lt;br /&gt;
There is a lot of text here which you might not understand at first, but it’s quite simple. Most of this code, you’re not going to change or even have to understand. This gearscript goes hand in hand with the virtual arsenal. You can access the virtual arsenal by right clicking on a unit in the editor and pressing “Edit Loadout”.&lt;br /&gt;
&lt;br /&gt;
The easiest way to do this is to create the loadout you want the players to have in the virtual arsenal - essentially you’re playing dress up. Do the loadout for the rifleman first, ‘cause it’s easier to build on (your basic rifleman has all the basics he needs, so for specialties, all you need to do is add whatever makes them special). When you feel like you’re done with your loadout, hit “export”. This copies your loadout to the clipboard, with all the different classnames you need. On Notepad++ you now want to hit “new” (ctrl + n), this creates a blank page. Copy your loadout onto this page. &lt;br /&gt;
&lt;br /&gt;
You should now have something that looks like this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear2.png]] &lt;br /&gt;
&lt;br /&gt;
Now all you have to do it copy paste all the different classnames to their respective place in f_assignGear_nato.sqf. For your standard issue rifle, it would be put under _rifle = “arifle_MX_F”;. If your standard issue rifle is an m4, replace “arifle_MX_F” with your m4’s classname. You’re also going to want to replace the magazines in the same way. It should look something like this: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
_rifle = &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
_riflemag = &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
_riflemag_tr = &amp;quot;UK3CB_BAF_556_30Rnd_T&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Here I took the L85A2 as an example, and as you can see I’ve replaced “arifle_MX_F” with &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;; and the magazine components have been switched out with &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;, _riflemag_tr refers to the tracer magazine for your weapon. If you do not want tracers, you can add the normal magazine to the _riflemag_tr. Obviously you’re not done here, you will have to change weapons for every class you use. &lt;br /&gt;
&lt;br /&gt;
This is what you’re going to want to do with everything you want to replace. Everything that a soldier carries is changeable in this file, including his gear. Gear works the same way as the weapons do. Replace the stock classnames. You do not have to change the amount of x items a soldier carries, since that’s done automatically. If you do want to change that however, f_assignGear_nato_standard.sqf is where you change specific items each soldier carries.&lt;br /&gt;
&lt;br /&gt;
Obviously you’re going to want to change most classnames in f_assignGear_nato.sqf to make a complete loadout. If you use specialist roles make sure you change their classnames as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Made Gearscripts:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gearscripts are time consuming, and there’s no reason to not share them. Every gearscript a community member creates is posted on the forums for others to use. This is a way to save time, if you’re creating a USMC mission, and someone else has already made a USMC mission with a functioning gearscript you can simply use his gearscript, which will save you the effort of creating a new one. Community made gearscripts can be found [http://coalitiongroup.net/forums/viewforum.php?f=14 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Removing Items:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Removing certain items can cause difficulties. If you however, for an example don’t want NVG’s during your mission, you cannot delete this line:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
_nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This goes for anything, do not delete lines. Instead, if you don’t want NVG’s add // infront of it. It would look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// _nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This goes for anything you want to remove within the f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;.sqf / f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;_standard files, where &amp;#039;&amp;#039;faction&amp;#039;&amp;#039; is generally referred to as AAF(indfor), NATO(blufor), or CSAT(opfor). With doing this, ArmA will display script errors when loading your mission, but won&amp;#039;t cause fatal mission-breaking errors.&lt;br /&gt;
&lt;br /&gt;
== Placing AI: ==&lt;br /&gt;
&lt;br /&gt;
Now when you’re done with setting up your faction it’s time to make your mission come to life. For co-ops AI is what we will be fighting, and utilizing the AI in ArmA can be done in many different ways. However, for a simple mission you shouldn’t do anything too complex. We have a built in AI mod made by tanaKa which will do most things for you. Place down AI where you want, but make sure they don’t interfere with your chosen faction&amp;#039;s starting location. You should always have the players in a safe location so they can safely set up a plan and brief everyone. With the eden editor you can place down AI inside buildings, and make the mission feel more alive. This part comes down to how you want the mission to be, however balance is key for a fun mission.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, certain missions may not require AI to be placed. The most notable of which would be ZEUS missions. Defense missions are typically zeus’d, which is basically real time placement and control of AI. ZEUS is only accessible by admins, so if you build a ZEUS mission it will be up to an administrator to place the AI for you. Any mission can be a zeus mission - often it can be better to only place a few AI where you want the bulk of them to be placed, that way admins can place AI based on our force size. This of course is not a cop out, you still have to make a good mission. &lt;br /&gt;
&lt;br /&gt;
== Naming your mission &amp;amp; Doing the briefing: ==&lt;br /&gt;
&lt;br /&gt;
When you feel like you’re done with your mission, it’s time to do the briefing. The briefing is located in missions\temp.takistan\f\briefing. This works the same as the gearscript does, pick the briefing for the respective faction you’re using. Everything in here is very self-explanatory. Make sure the objective is clear, so no questions will arise during the mission itself. If you have any notes for an admin about your mission, for an example if you want to delete an x amount of units if the player count is low, make sure you add that in the admin briefing. &lt;br /&gt;
&lt;br /&gt;
Located in missions\temp.takistan\scripts you will find a file called serverstart.sqf. If you open this file, there are two lines at the bottom that you have to edit. Where it says **Mission Title** and **By Author* is what you want to edit. What this does is it pops up your mission name and the authors name after the mission is done loading.&lt;br /&gt;
&lt;br /&gt;
You’re also going to want to name the mission ingame and give it a description. This is done in the editor itself. Open up your mission, and on the top there should be a tab called “Attributes”. Head to General. Here is where you name the mission ingame and put the authors name. Also add a description to the mission, it should only be one sentence. This is to give everyone a general idea of what the mission is. Under Attributes -&amp;gt; Multiplayer you have to fill in the Summary. This will show a description of the mission in the slotting screen.&lt;br /&gt;
&lt;br /&gt;
Now you only have to name the mission folder. Your mission folder should look like this:  cmf_(co/tvt)(player count)_(mission_name).(map name). &lt;br /&gt;
&lt;br /&gt;
When you’re all done, take a look at the Mission Making Guidelines to make sure you submit your mission correctly.  &lt;br /&gt;
&lt;br /&gt;
If this tutorial didn’t do it for you, I would suggest looking at tanaKa’s [https://www.youtube.com/watch?v=2HDOBzzT0aw video] (also linked at the top) which explains how to create a mission, or head over to BI’s own [https://community.bistudio.com/wiki/Eden_Editor wiki] There’s also a #missiondesign channel in discord if you’ve run into any issues.&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Content_Creation_Guidelines&amp;diff=455</id>
		<title>Content Creation Guidelines</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Content_Creation_Guidelines&amp;diff=455"/>
		<updated>2017-04-01T23:16:09Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following guidelines are currently only suggested and media submissions are not filters at this time. Keep these bullet points in mind if you like, but for now, it&amp;#039;s up to you.&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
Screenshots should be at least two to three times as good as what you would see posted on reddit.&lt;br /&gt;
They should have a purpose, a story behind them doesn’t hurt.&lt;br /&gt;
&lt;br /&gt;
== Social Media ==&lt;br /&gt;
&lt;br /&gt;
*This includes Reddit, Facebook, Steam discussions, etc.&lt;br /&gt;
&lt;br /&gt;
*If you are representing the group on one of these social media sites, contact a specialist before you make your post.&lt;br /&gt;
&lt;br /&gt;
*If you are commenting on a social media post by another member, or contributing to it in some other way, keep in mind we don’t want to look like we’re brigading.&lt;br /&gt;
&lt;br /&gt;
*Represent the group in the most positive light possible, optimally. This means no abject racism, don’t be weird, and make your best efforts to pull in new joins.&lt;br /&gt;
&lt;br /&gt;
== Content Submission Guidelines ==&lt;br /&gt;
&lt;br /&gt;
1. Create your content (video, screenshots, social media post, etc)&lt;br /&gt;
&lt;br /&gt;
2. Submit a link to your finished piece in the releases board on the forum&lt;br /&gt;
&lt;br /&gt;
3. Videos can be uploaded and set to private&lt;br /&gt;
    Albums of images can be uploaded to imgur with the sharing settings to link only&lt;br /&gt;
    For social media posts you will need a draft of some sort&lt;br /&gt;
&lt;br /&gt;
4. An HQ member or a specialist will take a look at it and determine if it meets the above criteria.&lt;br /&gt;
&lt;br /&gt;
5. You will be given the go ahead most likely, you can then post your stuff and we’ll upvote it for you.&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Session_Videos&amp;diff=454</id>
		<title>Session Videos</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Session_Videos&amp;diff=454"/>
		<updated>2017-04-01T23:15:44Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: Created page with &amp;quot; If you want to publish a video that you’ve recorded during a session, there are some guidelines you must follow. First off, the video should be good. When you’re making a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
If you want to publish a video that you’ve recorded during a session, there are some guidelines you must follow. First off, the video should be good. When you’re making a video public to the internet it’s there for everyone to watch. You should not be publishing a video that makes us look bad, i.e showing technical issues. Instead, keep it short and highlight some good moments from a session. &lt;br /&gt;
&lt;br /&gt;
*Must be watchable.&lt;br /&gt;
&lt;br /&gt;
*It should be no more than 5-10 minutes if you can help it. Shorter is always better.&lt;br /&gt;
&lt;br /&gt;
*Editing should be smooth, no glaring sound or visual issues.&lt;br /&gt;
&lt;br /&gt;
*If you have bad performance, don’t release videos as that reflects badly on us.&lt;br /&gt;
&lt;br /&gt;
*Add the Coalition intro and outro (optional) to your video (these intros/outros will be available soon)&lt;br /&gt;
&lt;br /&gt;
*Try to represent the community positively. Don’t make videos of FF incidents or moments of extreme foolishness, for instance.&lt;br /&gt;
&lt;br /&gt;
* Make sure your title is accurate to what you’re showing in the video.&lt;br /&gt;
&lt;br /&gt;
*The description of the video needs to follow a specific guideline. First off you need a description of the mission. This is to give some insight on what’s going on. Secondly, you need to add the date that the mission was played on, and a reference to the CMF. Following with a description of the gametype, map and what role you played. Also include a link to www.coalitongroup.net Here’s a template on what it should look like:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A group of British Marines go from a nice desert drive to a hellish ambush in a matter of seconds against ISIS.&lt;br /&gt;
&lt;br /&gt;
Recorded on Mar 24th, 2017 during a private session on the Coalition Mission Framework (CMF).&lt;br /&gt;
&lt;br /&gt;
►Gametype: COOP&lt;br /&gt;
►Terrain: Takistan&lt;br /&gt;
►Role: Charlie 1 Fireteam Leader&lt;br /&gt;
►Interested in taking part? http://www.coalitiongroup.net&lt;br /&gt;
&lt;br /&gt;
This video was created using content of Bohemia Interactive a.s.&lt;br /&gt;
Copyright © 2017 Bohemia Interactive a.s. All rights reserved.&lt;br /&gt;
See www.bistudio.com for more information.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Vehicle/Aircraft_Operations&amp;diff=380</id>
		<title>Vehicle/Aircraft Operations</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Vehicle/Aircraft_Operations&amp;diff=380"/>
		<updated>2017-03-29T14:28:58Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: /* Transport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In almost all missions here at Coalition, vehicles will be used in many different capacities. It is important that you understand both ground and air vehicle operations if you plan on using them within sessions.&lt;br /&gt;
&lt;br /&gt;
=Ground Vehicles=&lt;br /&gt;
Ground vehicles can range from an ATV to an M1A2 Abrams main battle tank during sessions. &lt;br /&gt;
&lt;br /&gt;
==Transport==&lt;br /&gt;
Anything between an ATV and a HEMTT. Simply a vehicle with very little to no combat effectiveness that is used to transport troops or supplies.&lt;br /&gt;
&lt;br /&gt;
Transport vehicles are used to get from point A. To point B. Some transport vehicles are armed with HMGs or GMGs. While sometimes they are your only support, you should not rely on a transport vehicle&amp;#039;s non existent armor. Instead you should try to use them as a base of fire, or partially dismount and advance with the infantry. &lt;br /&gt;
&lt;br /&gt;
==Combat Capable==&lt;br /&gt;
Normally armored. Infantry fighting vehicles and tanks. Capable of taking and giving a few hits. Can sometimes still transport troops.&lt;br /&gt;
&lt;br /&gt;
Your role when you are crewing a combat capable vehicle is to support the infantry. The infantry will keep Anti Tank crews away from you, while you support their advance and knock out any armor they encounter. You should never lead a push into a city or through hedge rows without infantry support. The infantry are your extra eyes and ears.&lt;br /&gt;
&lt;br /&gt;
=Air Vehicles=&lt;br /&gt;
==Rotary Wing==&lt;br /&gt;
===Transport===&lt;br /&gt;
&lt;br /&gt;
Easily distinguishable by there rotary sound, transport helicopters come in different types of shapes. The lighter helicopters being things such as littlebirds. Medium helicopters usually come in the form of something like a blackhawk or a UH-1H. The Russian variant would be an Mi-8. Bigger transport helicopters would be things like Chinooks, the Osprey or a Merlin. Transport helicopters are useful for quick insertions, or for travelling long distances. Can also be used as CAS if the helicopter in question has door-gunners.&lt;br /&gt;
&lt;br /&gt;
===Combat Air Support(CAS)===&lt;br /&gt;
==Fixed Wing==&lt;br /&gt;
===Transport===&lt;br /&gt;
===Combat Air Support(CAS)===&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CMF_Features&amp;diff=333</id>
		<title>CMF Features</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CMF_Features&amp;diff=333"/>
		<updated>2017-03-28T17:51:35Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Coalition Mission Framework ==&lt;br /&gt;
&lt;br /&gt;
Coalition Mission Framework, the CMF is a mission framework for our missions. It has numerous features, and it is there to make mission making easier, and save us time during the missions themselves. &lt;br /&gt;
&lt;br /&gt;
== Assign Gear ==&lt;br /&gt;
&lt;br /&gt;
Assign Gear is a gearscript made by the Coalition, and it’s purpose is to make the loadout creation process a lot easier. It is made so it can be easily accessed by anyone, whilst it still covers a great depth in the loadout design. You can change any specific gear in  f_assignGear_faction.sqf which will dictate what the players wear and what weapons they use. In f_assignGear_faction_standard.sqf you can change specifics for every class, what attachments they have, and the amount of ammo, grenades etc they carry. &lt;br /&gt;
&lt;br /&gt;
For a more in-depth guide on how to use the Assign Gear feature, see: [http://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial Mission Making Guidelines]&lt;br /&gt;
&lt;br /&gt;
== Map Markers ==&lt;br /&gt;
&lt;br /&gt;
During a mission you will see live map markers that track every friendly element on the map. These markers are there to make it easier for ourselves, and be able to track what’s going on between the different elements. It does not track individuals, so if you’re an AAR in a fireteam you will not carry the mapmarker, it is always the leader of every group. &lt;br /&gt;
&lt;br /&gt;
== Respawn ==&lt;br /&gt;
&lt;br /&gt;
Our respawn system is made in a way that administrators dictate it. You will not respawn instantly when you die, you will be respawned if the mission calls for it. For an example, if you accidentally die during the briefing due to an ArmA error, an administrator has the ability to respawn you. However, if you get killed by an enemy near the end of the mission, the chances of you staying is spectator is very likely. &lt;br /&gt;
&lt;br /&gt;
== Spectator ==&lt;br /&gt;
&lt;br /&gt;
When you die you will enter the spectator. The spectator script that we use is a mix of F3 framework and tanaKa’s own implementations. The spectator is very straight forward, and let’s you spectate the alive players whilst being dead. You will be able to hear the living players when you zoom into ACRE range of a player. &lt;br /&gt;
&lt;br /&gt;
== JIP ==&lt;br /&gt;
&lt;br /&gt;
JIP - Or Join in Progress is exactly what the name suggests. For people joining in late, the JIP function is there to let players spawn in and attach themselves to an element. &lt;br /&gt;
&lt;br /&gt;
For a more in-depth guide on the JIP function, see: [http://coalitiongroup.net/wiki/index.php?title=Advanced_Session_Information#Joining_in_Progress_.28JIP.29_and_the_JIP_menu: Advanced Session Information]&lt;br /&gt;
&lt;br /&gt;
== Briefing ==&lt;br /&gt;
&lt;br /&gt;
Our briefing script is in-house made by tanaKa. It is simple to use with easy guidelines to help you make a successful briefing. Within the briefing folder you will find a briefing file respective to every faction, plus f_briefing_admin.sqf. This file is only meant for admins to read. If you want the AI to act a specific way, or spawn in enemy reinforcements at a specific time during the mission. The faction briefing files need to be used for every faction you have players on. For a TvT, two or more briefings would have to be made. For a co-op, usually one.  For a more in-depth guide on the Briefing script, see: [http://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial Mission Making Guidelines].&lt;br /&gt;
&lt;br /&gt;
== Deploy ==&lt;br /&gt;
&lt;br /&gt;
Certain missions require you to use the deployment function. The deploy action can be found in your scroll wheel action menu. During some missions the deployment option is required to be used. The deployment option should only be used by element leaders - it will teleport everyone in the group to the chosen area. After you’ve hit deploy you will have to left click on your map at the designated location you want to teleport you - and it will teleport your group. &lt;br /&gt;
&lt;br /&gt;
The deployment option can also be used if you JIP’d in or got respawned, if you know where to teleport it’s easier for you to do it rather than have an admin do it for you.&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CMF_Features&amp;diff=332</id>
		<title>CMF Features</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CMF_Features&amp;diff=332"/>
		<updated>2017-03-28T17:51:15Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Coalition Mission Framework ==&lt;br /&gt;
&lt;br /&gt;
Coalition Mission Framework, the CMF is a mission framework for our missions. It has numerous features, and it is there to make mission making easier, and save us time during the missions themselves. &lt;br /&gt;
&lt;br /&gt;
== The CMF features are as following: ==&lt;br /&gt;
&lt;br /&gt;
== Assign Gear ==&lt;br /&gt;
&lt;br /&gt;
Assign Gear is a gearscript made by the Coalition, and it’s purpose is to make the loadout creation process a lot easier. It is made so it can be easily accessed by anyone, whilst it still covers a great depth in the loadout design. You can change any specific gear in  f_assignGear_faction.sqf which will dictate what the players wear and what weapons they use. In f_assignGear_faction_standard.sqf you can change specifics for every class, what attachments they have, and the amount of ammo, grenades etc they carry. &lt;br /&gt;
&lt;br /&gt;
For a more in-depth guide on how to use the Assign Gear feature, see: [http://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial Mission Making Guidelines]&lt;br /&gt;
&lt;br /&gt;
== Map Markers ==&lt;br /&gt;
&lt;br /&gt;
During a mission you will see live map markers that track every friendly element on the map. These markers are there to make it easier for ourselves, and be able to track what’s going on between the different elements. It does not track individuals, so if you’re an AAR in a fireteam you will not carry the mapmarker, it is always the leader of every group. &lt;br /&gt;
&lt;br /&gt;
== Respawn ==&lt;br /&gt;
&lt;br /&gt;
Our respawn system is made in a way that administrators dictate it. You will not respawn instantly when you die, you will be respawned if the mission calls for it. For an example, if you accidentally die during the briefing due to an ArmA error, an administrator has the ability to respawn you. However, if you get killed by an enemy near the end of the mission, the chances of you staying is spectator is very likely. &lt;br /&gt;
&lt;br /&gt;
== Spectator ==&lt;br /&gt;
&lt;br /&gt;
When you die you will enter the spectator. The spectator script that we use is a mix of F3 framework and tanaKa’s own implementations. The spectator is very straight forward, and let’s you spectate the alive players whilst being dead. You will be able to hear the living players when you zoom into ACRE range of a player. &lt;br /&gt;
&lt;br /&gt;
== JIP ==&lt;br /&gt;
&lt;br /&gt;
JIP - Or Join in Progress is exactly what the name suggests. For people joining in late, the JIP function is there to let players spawn in and attach themselves to an element. &lt;br /&gt;
&lt;br /&gt;
For a more in-depth guide on the JIP function, see: [http://coalitiongroup.net/wiki/index.php?title=Advanced_Session_Information#Joining_in_Progress_.28JIP.29_and_the_JIP_menu: Advanced Session Information]&lt;br /&gt;
&lt;br /&gt;
== Briefing ==&lt;br /&gt;
&lt;br /&gt;
Our briefing script is in-house made by tanaKa. It is simple to use with easy guidelines to help you make a successful briefing. Within the briefing folder you will find a briefing file respective to every faction, plus f_briefing_admin.sqf. This file is only meant for admins to read. If you want the AI to act a specific way, or spawn in enemy reinforcements at a specific time during the mission. The faction briefing files need to be used for every faction you have players on. For a TvT, two or more briefings would have to be made. For a co-op, usually one.  For a more in-depth guide on the Briefing script, see: [http://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial Mission Making Guidelines].&lt;br /&gt;
&lt;br /&gt;
== Deploy ==&lt;br /&gt;
&lt;br /&gt;
Certain missions require you to use the deployment function. The deploy action can be found in your scroll wheel action menu. During some missions the deployment option is required to be used. The deployment option should only be used by element leaders - it will teleport everyone in the group to the chosen area. After you’ve hit deploy you will have to left click on your map at the designated location you want to teleport you - and it will teleport your group. &lt;br /&gt;
&lt;br /&gt;
The deployment option can also be used if you JIP’d in or got respawned, if you know where to teleport it’s easier for you to do it rather than have an admin do it for you.&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CMF_Features&amp;diff=331</id>
		<title>CMF Features</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CMF_Features&amp;diff=331"/>
		<updated>2017-03-28T17:48:51Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: Created page with &amp;quot; == The Coalition Mission Framework ==  Coalition Mission Framework, the CMF is a mission framework for our missions. It has numerous features, and it is there to make mission...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Coalition Mission Framework ==&lt;br /&gt;
&lt;br /&gt;
Coalition Mission Framework, the CMF is a mission framework for our missions. It has numerous features, and it is there to make mission making easier, and save us time during the missions themselves. &lt;br /&gt;
&lt;br /&gt;
== The CMF features are as following: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assign Gear&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Assign Gear is a gearscript made by the Coalition, and it’s purpose is to make the loadout creation process a lot easier. It is made so it can be easily accessed by anyone, whilst it still covers a great depth in the loadout design. You can change any specific gear in  f_assignGear_faction.sqf which will dictate what the players wear and what weapons they use. In f_assignGear_faction_standard.sqf you can change specifics for every class, what attachments they have, and the amount of ammo, grenades etc they carry. &lt;br /&gt;
&lt;br /&gt;
For a more in-depth guide on how to use the Assign Gear feature, see: [http://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial Mission Making Guidelines]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Map Markers&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
During a mission you will see live map markers that track every friendly element on the map. These markers are there to make it easier for ourselves, and be able to track what’s going on between the different elements. It does not track individuals, so if you’re an AAR in a fireteam you will not carry the mapmarker, it is always the leader of every group. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Respawn&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Our respawn system is made in a way that administrators dictate it. You will not respawn instantly when you die, you will be respawned if the mission calls for it. For an example, if you accidentally die during the briefing due to an ArmA error, an administrator has the ability to respawn you. However, if you get killed by an enemy near the end of the mission, the chances of you staying is spectator is very likely. &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Spectator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When you die you will enter the spectator. The spectator script that we use is a mix of F3 framework and tanaKa’s own implementations. The spectator is very straight forward, and let’s you spectate the alive players whilst being dead. You will be able to hear the living players when you zoom into ACRE range of a player. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;JIP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
JIP - Or Join in Progress is exactly what the name suggests. For people joining in late, the JIP function is there to let players spawn in and attach themselves to an element. &lt;br /&gt;
&lt;br /&gt;
For a more in-depth guide on the JIP function, see: [http://coalitiongroup.net/wiki/index.php?title=Advanced_Session_Information#Joining_in_Progress_.28JIP.29_and_the_JIP_menu: Advanced Session Information]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Briefing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Our briefing script is in-house made by tanaKa. It is simple to use with easy guidelines to help you make a successful briefing. Within the briefing folder you will find a briefing file respective to every faction, plus f_briefing_admin.sqf. This file is only meant for admins to read. If you want the AI to act a specific way, or spawn in enemy reinforcements at a specific time during the mission. The faction briefing files need to be used for every faction you have players on. For a TvT, two or more briefings would have to be made. For a co-op, usually one.  For a more in-depth guide on the Briefing script, see: [http://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial Mission Making Guidelines].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Deploy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Certain missions require you to use the deployment function. The deploy action can be found in your scroll wheel action menu. During some missions the deployment option is required to be used. The deployment option should only be used by element leaders - it will teleport everyone in the group to the chosen area. After you’ve hit deploy you will have to left click on your map at the designated location you want to teleport you - and it will teleport your group. &lt;br /&gt;
&lt;br /&gt;
The deployment option can also be used if you JIP’d in or got respawned, if you know where to teleport it’s easier for you to do it rather than have an admin do it for you.&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=314</id>
		<title>Mission Making Tutorial</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=314"/>
		<updated>2017-03-20T15:12:14Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Making Tutorial: ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2HDOBzzT0aw Click here] for the beginners tutorial to mission making and Coalition Mission Framework (CMF), continue reading for a more in depth explanation.&lt;br /&gt;
&lt;br /&gt;
Mission making is something that takes time getting used to. It relies on trial and error, and expect your first missions to be some time in the making. In this tutorial we’ll be doing a step-by-step mission making guide. Make sure you take your time and don’t stress, as doing things in hurry can be very unforgiving in the ArmA editor.&lt;br /&gt;
&lt;br /&gt;
To start things off you’ll need to download the Coalition Mission Framework [http://coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=7 (CMF)]. In simple terms it’s a mission already created with features and functions built into it. You will use this as a template when creating your missions. When you’ve downloaded the framework, place it somewhere where it’s easily accessible. You will use it more than once. Keep it somewhere safe and make sure you keep a master copy.&lt;br /&gt;
&lt;br /&gt;
Now you have to pick your map. If you do not know the maps names in the editor, there is a quick and easy way to do it. Head into the ArmA 3 editor and pick the map you want to use. Now all you have to do is save your blank mission and name it something simple like “temp”. This will now create a folder called “temp.[mapname]”. The name after the dot is the name as recognized by the eden editor. For an example if you’re making a mission on Takistan it’s going to be called temp.takistan, but a mission on desert is not going to be temp.desert, rather temp.desert_E. As you can see, some maps have less obvious nomenclature, so I advise you to do this every time you pick a new map that you haven’t worked with before.&lt;br /&gt;
&lt;br /&gt;
Now that you’ve picked your map, you have to copy the contents inside of the CMF.vr folder into your temp.takistan. Overwrite everything. Reload your mission, you will now see modules and units on the map. Go ahead and drag the modules outside the map boundary, since these should not be touched. You will also see three factions placed down, BLUFOR, OPFOR and IND. These units are all playable, all set up with radios and will work with gearscripts out of the box. This is when you pick the faction you want the players to be, not the AI or anything else. If it’s a TVT you might want both BLUFOR and OPFOR, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
For this tutorial we will keep it simple, and go with BLUFOR. Delete all Opfor and Independent units, including the deployment zone for said factions. You now have a basic BLUFOR structure, and different specialist roles. Now is a good time to think about an idea for your mission; infiltration, patrol, clear an objective, take out an HVT are all simple mission ideas.&lt;br /&gt;
&lt;br /&gt;
Depending on the mission you’re making, you may want specialist roles. If you look at your units, you will see that you have specialist roles such as Helicopter Pilots, HMG Teams, Anti Air and Engineers. Pick the ones you want and delete the other specialist roles. When you have a good idea of what you want to do, put your players in a safe starting location. Make sure your mission is relative to our player count, don’t make it too big/small.&lt;br /&gt;
&lt;br /&gt;
== Gearscript: ==&lt;br /&gt;
&lt;br /&gt;
There are different orders you can do this in, but it’s not a bad idea to get the gearscript out of the way before you jump into the more artistic aspects of mission making. For this I advise you to use [https://notepad-plus-plus.org/download/v7.3.3.html Notepad++] which will make reading documents a lot easier, or if you have style, you can use Sublime Text.&lt;br /&gt;
&lt;br /&gt;
The gearscript is located in missions\temp.takistan\f\assignGear. This script will setup the loadout for all the players. When you have found the folder,  you will see gearscripts respective to all the different factions. If you’re using BLUFOR, f_assignGear_nato.sqf is the one you will be using. For OPFOR it would be f_assignGear_csat.sqf, for IND it would be f_assignGear_aaf.sqf. For now we will pick blufor. &lt;br /&gt;
&lt;br /&gt;
Open up f_assignGear_nato.sqf with Notepad++. If you scroll down you should be seeing this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear1.png]] &lt;br /&gt;
&lt;br /&gt;
There is a lot of text here which you might not understand at first, but it’s quite simple. Most of this code, you’re not going to change or even have to understand. This gearscript goes hand in hand with the virtual arsenal. You can access the virtual arsenal by right clicking on a unit in the editor and pressing “Edit Loadout”.&lt;br /&gt;
&lt;br /&gt;
The easiest way to do this is to create the loadout you want the players to have in the virtual arsenal - essentially you’re playing dress up. Do the loadout for the rifleman first, ‘cause it’s easier to build on (your basic rifleman has all the basics he needs, so for specialties, all you need to do is add whatever makes them special). When you feel like you’re done with your loadout, hit “export”. This copies your loadout to the clipboard, with all the different classnames you need. On Notepad++ you now want to hit “new” (ctrl + n), this creates a blank page. Copy your loadout onto this page. &lt;br /&gt;
&lt;br /&gt;
You should now have something that looks like this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear2.png]] &lt;br /&gt;
&lt;br /&gt;
Now all you have to do it copy paste all the different classnames to their respective place in f_assignGear_nato.sqf. For your standard issue rifle, it would be put under _rifle = “arifle_MX_F”;. If your standard issue rifle is an m4, replace “arifle_MX_F” with your m4’s classname. You’re also going to want to replace the magazines in the same way. It should look something like this: &lt;br /&gt;
&lt;br /&gt;
_rifle = &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
_riflemag = &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
_riflemag_tr = &amp;quot;UK3CB_BAF_556_30Rnd_T&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Here I took the L85A2 as an example, and as you can see I’ve replaced “arifle_MX_F” with &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;; and the magazine components have been switched out with &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;, _riflemag_tr refers to the tracer magazine for your weapon. If you do not want tracers, you can add the normal magazine to the _riflemag_tr. Obviously you’re not done here, you will have to change weapons for every class you use. &lt;br /&gt;
&lt;br /&gt;
This is what you’re going to want to do with everything you want to replace. Everything that a soldier carries is changeable in this file, including his gear. Gear works the same way as the weapons do. Replace the stock classnames. You do not have to change the amount of x items a soldier carries, since that’s done automatically. If you do want to change that however, f_assignGear_nato_standard.sqf is where you change specific items each soldier carries.&lt;br /&gt;
&lt;br /&gt;
Obviously you’re going to want to change most classnames in f_assignGear_nato.sqf to make a complete loadout. If you use specialist roles make sure you change their classnames as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Made Gearscripts:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gearscripts are time consuming, and there’s no reason to not share them. Every gearscript a community member creates is posted on the forums for others to use. This is a way to save time, if you’re creating a USMC mission, and someone else has already made a USMC mission with a functioning gearscript you can simply use his gearscript, which will save you the effort of creating a new one. Community made gearscripts can be found [http://coalitiongroup.net/forums/viewforum.php?f=14 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Removing Items:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Removing certain items can cause difficulties. If you however, for an example don’t want NVG’s during your mission, you cannot delete this line:&lt;br /&gt;
&lt;br /&gt;
_nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything, do not delete lines. Instead, if you don’t want NVG’s add // infront of it. It would look like this:&lt;br /&gt;
&lt;br /&gt;
// _nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything you want to remove within the f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;.sqf / f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;_standard files, where &amp;#039;&amp;#039;faction&amp;#039;&amp;#039; is generally referred to as AAF(indfor), NATO(blufor), or CSAT(opfor). With doing this, ArmA will display script errors when loading your mission, but won&amp;#039;t cause fatal mission-breaking errors.&lt;br /&gt;
&lt;br /&gt;
== Placing AI: ==&lt;br /&gt;
&lt;br /&gt;
Now when you’re done with setting up your faction it’s time to make your mission come to life. For co-ops AI is what we will be fighting, and utilizing the AI in ArmA can be done in many different ways. However, for a simple mission you shouldn’t do anything too complex. We have a built in AI mod made by tanaKa which will do most things for you. Place down AI where you want, but make sure they don’t interfere with your chosen faction&amp;#039;s starting location. You should always have the players in a safe location so they can safely set up a plan and brief everyone. With the eden editor you can place down AI inside buildings, and make the mission feel more alive. This part comes down to how you want the mission to be, however balance is key for a fun mission.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, certain missions may not require AI to be placed. The most notable of which would be ZEUS missions. Defense missions are typically zeus’d, which is basically real time placement and control of AI. ZEUS is only accessible by admins, so if you build a ZEUS mission it will be up to an administrator to place the AI for you. Any mission can be a zeus mission - often it can be better to only place a few AI where you want the bulk of them to be placed, that way admins can place AI based on our force size. This of course is not a cop out, you still have to make a good mission. &lt;br /&gt;
&lt;br /&gt;
== Naming your mission &amp;amp; Doing the briefing: ==&lt;br /&gt;
&lt;br /&gt;
When you feel like you’re done with your mission, it’s time to do the briefing. The briefing is located in missions\temp.takistan\f\briefing. This works the same as the gearscript does, pick the briefing for the respective faction you’re using. Everything in here is very self-explanatory. Make sure the objective is clear, so no questions will arise during the mission itself. If you have any notes for an admin about your mission, for an example if you want to delete an x amount of units if the player count is low, make sure you add that in the admin briefing. &lt;br /&gt;
&lt;br /&gt;
Located in missions\temp.takistan\scripts you will find a file called serverstart.sqf. If you open this file, there are two lines at the bottom that you have to edit. Where it says **Mission Title** and **By Author* is what you want to edit. What this does is it pops up your mission name and the authors name after the mission is done loading.&lt;br /&gt;
&lt;br /&gt;
You’re also going to want to name the mission ingame and give it a description. This is done in the editor itself. Open up your mission, and on the top there should be a tab called “Attributes”. Head to General. Here is where you name the mission ingame and put the authors name. Also add a description to the mission, it should only be one sentence. This is to give everyone a general idea of what the mission is. Under Attributes -&amp;gt; Multiplayer you have to fill in the Summary. This will show a description of the mission in the slotting screen.&lt;br /&gt;
&lt;br /&gt;
Now you only have to name the mission folder. Your mission folder should look like this:  cmf_(co/tvt)(player count)_(mission_name).(map name). &lt;br /&gt;
&lt;br /&gt;
When you’re all done, take a look at the Mission Making Guidelines to make sure you submit your mission correctly.  &lt;br /&gt;
&lt;br /&gt;
If this tutorial didn’t do it for you, I would suggest looking at tanaKa’s [https://www.youtube.com/watch?v=2HDOBzzT0aw video] (also linked at the top) which explains how to create a mission, or head over to BI’s own [https://community.bistudio.com/wiki/Eden_Editor wiki] There’s also a #missiondesign channel in discord if you’ve run into any issues.&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=313</id>
		<title>Mission Making Tutorial</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=313"/>
		<updated>2017-03-20T15:09:26Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Making Tutorial: ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2HDOBzzT0aw Click here] for the beginners tutorial to mission making and Coalition Mission Framework (CMF), continue reading for a more in depth explanation.&lt;br /&gt;
&lt;br /&gt;
Mission making is something that takes time getting used to. It relies on trial and error, and expect your first missions to be some time in the making. In this tutorial we’ll be doing a step-by-step mission making guide. Make sure you take your time and don’t stress, as doing things in hurry can be very unforgiving in the ArmA editor.&lt;br /&gt;
&lt;br /&gt;
To start things off you’ll need to download the Coalition Mission Framework [http://coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=7 (CMF)]. In simple terms it’s a mission already created with features and functions built into it. You will use this as a template when creating your missions. When you’ve downloaded the framework, place it somewhere where it’s easily accessible. You will use it more than once. Keep it somewhere safe and make sure you keep a master copy.&lt;br /&gt;
&lt;br /&gt;
Now you have to pick your map. If you do not know the maps names in the editor, there is a quick and easy way to do it. Head into the ArmA 3 editor and pick the map you want to use. Now all you have to do is save your blank mission and name it something simple like “temp”. This will now create a folder called “temp.[mapname]”. The name after the dot is the name as recognized by the eden editor. For an example if you’re making a mission on Takistan it’s going to be called temp.takistan, but a mission on desert is not going to be temp.desert, rather temp.desert_E. As you can see, some maps have less obvious nomenclature, so I advise you to do this every time you pick a new map that you haven’t worked with before.&lt;br /&gt;
&lt;br /&gt;
Now that you’ve picked your map, you have to copy the contents inside of the CMF.vr folder into your temp.takistan. Overwrite everything. Reload your mission, you will now see modules and units on the map. Go ahead and drag the modules outside the map boundary, since these should not be touched. You will also see three factions placed down, BLUFOR, OPFOR and IND. These units are all playable, all set up with radios and will work with gearscripts out of the box. This is when you pick the faction you want the players to be, not the AI or anything else. If it’s a TVT you might want both BLUFOR and OPFOR, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
For this tutorial we will keep it simple, and go with BLUFOR. Delete all Opfor and Independent units, including the deployment zone for said factions. You now have a basic BLUFOR structure, and different specialist roles. Now is a good time to think about an idea for your mission; infiltration, patrol, clear an objective, take out an HVT are all simple mission ideas.&lt;br /&gt;
&lt;br /&gt;
Depending on the mission you’re making, you may want specialist roles. If you look at your units, you will see that you have specialist roles such as Helicopter Pilots, HMG Teams, Anti Air and Engineers. Pick the ones you want and delete the other specialist roles. When you have a good idea of what you want to do, put your players in a safe starting location. Make sure your mission is relative to our player count, don’t make it too big/small.&lt;br /&gt;
&lt;br /&gt;
== Gearscript: ==&lt;br /&gt;
&lt;br /&gt;
There are different orders you can do this in, but it’s not a bad idea to get the gearscript out of the way before you jump into the more artistic aspects of mission making. For this I advise you to use Notepad++ (https://notepad-plus-plus.org/download/v7.3.3.html) which will make reading documents a lot easier, or if you have style, you can use Sublime Text.&lt;br /&gt;
&lt;br /&gt;
The gearscript is located in missions\temp.takistan\f\assignGear. This script will setup the loadout for all the players. When you have found the folder,  you will see gearscripts respective to all the different factions. If you’re using BLUFOR, f_assignGear_nato.sqf is the one you will be using. For OPFOR it would be f_assignGear_csat.sqf, for IND it would be f_assignGear_aaf.sqf. For now we will pick blufor. &lt;br /&gt;
&lt;br /&gt;
Open up f_assignGear_nato.sqf with Notepad++. If you scroll down you should be seeing this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear1.png]] &lt;br /&gt;
&lt;br /&gt;
There is a lot of text here which you might not understand at first, but it’s quite simple. Most of this code, you’re not going to change or even have to understand. This gearscript goes hand in hand with the virtual arsenal. You can access the virtual arsenal by right clicking on a unit in the editor and pressing “Edit Loadout”.&lt;br /&gt;
&lt;br /&gt;
The easiest way to do this is to create the loadout you want the players to have in the virtual arsenal - essentially you’re playing dress up. Do the loadout for the rifleman first, ‘cause it’s easier to build on (your basic rifleman has all the basics he needs, so for specialties, all you need to do is add whatever makes them special). When you feel like you’re done with your loadout, hit “export”. This copies your loadout to the clipboard, with all the different classnames you need. On Notepad++ you now want to hit “new” (ctrl + n), this creates a blank page. Copy your loadout onto this page. &lt;br /&gt;
&lt;br /&gt;
You should now have something that looks like this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear2.png]] &lt;br /&gt;
&lt;br /&gt;
Now all you have to do it copy paste all the different classnames to their respective place in f_assignGear_nato.sqf. For your standard issue rifle, it would be put under _rifle = “arifle_MX_F”;. If your standard issue rifle is an m4, replace “arifle_MX_F” with your m4’s classname. You’re also going to want to replace the magazines in the same way. It should look something like this: &lt;br /&gt;
&lt;br /&gt;
_rifle = &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
_riflemag = &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
_riflemag_tr = &amp;quot;UK3CB_BAF_556_30Rnd_T&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Here I took the L85A2 as an example, and as you can see I’ve replaced “arifle_MX_F” with &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;; and the magazine components have been switched out with &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;, _riflemag_tr refers to the tracer magazine for your weapon. If you do not want tracers, you can add the normal magazine to the _riflemag_tr. Obviously you’re not done here, you will have to change weapons for every class you use. &lt;br /&gt;
&lt;br /&gt;
This is what you’re going to want to do with everything you want to replace. Everything that a soldier carries is changeable in this file, including his gear. Gear works the same way as the weapons do. Replace the stock classnames. You do not have to change the amount of x items a soldier carries, since that’s done automatically. If you do want to change that however, f_assignGear_nato_standard.sqf is where you change specific items each soldier carries.&lt;br /&gt;
&lt;br /&gt;
Obviously you’re going to want to change most classnames in f_assignGear_nato.sqf to make a complete loadout. If you use specialist roles make sure you change their classnames as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Made Gearscripts:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gearscripts are time consuming, and there’s no reason to not share them. Every gearscript a community member creates is posted on the forums for others to use. This is a way to save time, if you’re creating a USMC mission, and someone else has already made a USMC mission with a functioning gearscript you can simply use his gearscript, which will save you the effort of creating a new one. Community made gearscripts can be found [http://coalitiongroup.net/forums/viewforum.php?f=14 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Removing Items:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Removing certain items can cause difficulties. If you however, for an example don’t want NVG’s during your mission, you cannot delete this line:&lt;br /&gt;
&lt;br /&gt;
_nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything, do not delete lines. Instead, if you don’t want NVG’s add // infront of it. It would look like this:&lt;br /&gt;
&lt;br /&gt;
// _nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything you want to remove within the f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;.sqf / f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;_standard files, where &amp;#039;&amp;#039;faction&amp;#039;&amp;#039; is generally referred to as AAF(indfor), NATO(blufor), or CSAT(opfor). With doing this, ArmA will display script errors when loading your mission, but won&amp;#039;t cause fatal mission-breaking errors.&lt;br /&gt;
&lt;br /&gt;
== Placing AI: ==&lt;br /&gt;
&lt;br /&gt;
Now when you’re done with setting up your faction it’s time to make your mission come to life. For co-ops AI is what we will be fighting, and utilizing the AI in ArmA can be done in many different ways. However, for a simple mission you shouldn’t do anything too complex. We have a built in AI mod made by tanaKa which will do most things for you. Place down AI where you want, but make sure they don’t interfere with your chosen faction&amp;#039;s starting location. You should always have the players in a safe location so they can safely set up a plan and brief everyone. With the eden editor you can place down AI inside buildings, and make the mission feel more alive. This part comes down to how you want the mission to be, however balance is key for a fun mission.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, certain missions may not require AI to be placed. The most notable of which would be ZEUS missions. Defense missions are typically zeus’d, which is basically real time placement and control of AI. ZEUS is only accessible by admins, so if you build a ZEUS mission it will be up to an administrator to place the AI for you. Any mission can be a zeus mission - often it can be better to only place a few AI where you want the bulk of them to be placed, that way admins can place AI based on our force size. This of course is not a cop out, you still have to make a good mission. &lt;br /&gt;
&lt;br /&gt;
== Naming your mission &amp;amp; Doing the briefing: ==&lt;br /&gt;
&lt;br /&gt;
When you feel like you’re done with your mission, it’s time to do the briefing. The briefing is located in missions\temp.takistan\f\briefing. This works the same as the gearscript does, pick the briefing for the respective faction you’re using. Everything in here is very self-explanatory. Make sure the objective is clear, so no questions will arise during the mission itself. If you have any notes for an admin about your mission, for an example if you want to delete an x amount of units if the player count is low, make sure you add that in the admin briefing. &lt;br /&gt;
&lt;br /&gt;
Located in missions\temp.takistan\scripts you will find a file called serverstart.sqf. If you open this file, there are two lines at the bottom that you have to edit. Where it says **Mission Title** and **By Author* is what you want to edit. What this does is it pops up your mission name and the authors name after the mission is done loading.&lt;br /&gt;
&lt;br /&gt;
You’re also going to want to name the mission ingame and give it a description. This is done in the editor itself. Open up your mission, and on the top there should be a tab called “Attributes”. Head to General. Here is where you name the mission ingame and put the authors name. Also add a description to the mission, it should only be one sentence. This is to give everyone a general idea of what the mission is. Under Attributes -&amp;gt; Multiplayer you have to fill in the Summary. This will show a description of the mission in the slotting screen.&lt;br /&gt;
&lt;br /&gt;
Now you only have to name the mission folder. Your mission folder should look like this:  cmf_(co/tvt)(player count)_(mission_name).(map name). &lt;br /&gt;
&lt;br /&gt;
When you’re all done, take a look at the Mission Making Guidelines to make sure you submit your mission correctly.  &lt;br /&gt;
&lt;br /&gt;
If this tutorial didn’t do it for you, I would suggest looking at tanaKa’s [https://www.youtube.com/watch?v=2HDOBzzT0aw video] (also linked at the top) which explains how to create a mission, or head over to BI’s own [https://community.bistudio.com/wiki/Eden_Editor wiki] There’s also a #missiondesign channel in discord if you’ve run into any issues.&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=312</id>
		<title>Mission Making Tutorial</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=312"/>
		<updated>2017-03-20T15:08:45Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Making Tutorial: ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2HDOBzzT0aw Click here] for the beginners tutorial to mission making and Coalition Mission Framework (CMF), continue reading for a more in depth explanation.&lt;br /&gt;
&lt;br /&gt;
Mission making is something that takes time getting used to. It relies on trial and error, and expect your first missions to be some time in the making. In this tutorial we’ll be doing a step-by-step mission making guide. Make sure you take your time and don’t stress, as doing things in hurry can be very unforgiving in the ArmA editor.&lt;br /&gt;
&lt;br /&gt;
To start things off you’ll need to download the Coalition Mission Framework (CMF)[http://coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=7]. In simple terms it’s a mission already created with features and functions built into it. You will use this as a template when creating your missions. When you’ve downloaded the framework, place it somewhere where it’s easily accessible. You will use it more than once. Keep it somewhere safe and make sure you keep a master copy.&lt;br /&gt;
&lt;br /&gt;
Now you have to pick your map. If you do not know the maps names in the editor, there is a quick and easy way to do it. Head into the ArmA 3 editor and pick the map you want to use. Now all you have to do is save your blank mission and name it something simple like “temp”. This will now create a folder called “temp.[mapname]”. The name after the dot is the name as recognized by the eden editor. For an example if you’re making a mission on Takistan it’s going to be called temp.takistan, but a mission on desert is not going to be temp.desert, rather temp.desert_E. As you can see, some maps have less obvious nomenclature, so I advise you to do this every time you pick a new map that you haven’t worked with before.&lt;br /&gt;
&lt;br /&gt;
Now that you’ve picked your map, you have to copy the contents inside of the CMF.vr folder into your temp.takistan. Overwrite everything. Reload your mission, you will now see modules and units on the map. Go ahead and drag the modules outside the map boundary, since these should not be touched. You will also see three factions placed down, BLUFOR, OPFOR and IND. These units are all playable, all set up with radios and will work with gearscripts out of the box. This is when you pick the faction you want the players to be, not the AI or anything else. If it’s a TVT you might want both BLUFOR and OPFOR, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
For this tutorial we will keep it simple, and go with BLUFOR. Delete all Opfor and Independent units, including the deployment zone for said factions. You now have a basic BLUFOR structure, and different specialist roles. Now is a good time to think about an idea for your mission; infiltration, patrol, clear an objective, take out an HVT are all simple mission ideas.&lt;br /&gt;
&lt;br /&gt;
Depending on the mission you’re making, you may want specialist roles. If you look at your units, you will see that you have specialist roles such as Helicopter Pilots, HMG Teams, Anti Air and Engineers. Pick the ones you want and delete the other specialist roles. When you have a good idea of what you want to do, put your players in a safe starting location. Make sure your mission is relative to our player count, don’t make it too big/small.&lt;br /&gt;
&lt;br /&gt;
== Gearscript: ==&lt;br /&gt;
&lt;br /&gt;
There are different orders you can do this in, but it’s not a bad idea to get the gearscript out of the way before you jump into the more artistic aspects of mission making. For this I advise you to use Notepad++ (https://notepad-plus-plus.org/download/v7.3.3.html) which will make reading documents a lot easier, or if you have style, you can use Sublime Text.&lt;br /&gt;
&lt;br /&gt;
The gearscript is located in missions\temp.takistan\f\assignGear. This script will setup the loadout for all the players. When you have found the folder,  you will see gearscripts respective to all the different factions. If you’re using BLUFOR, f_assignGear_nato.sqf is the one you will be using. For OPFOR it would be f_assignGear_csat.sqf, for IND it would be f_assignGear_aaf.sqf. For now we will pick blufor. &lt;br /&gt;
&lt;br /&gt;
Open up f_assignGear_nato.sqf with Notepad++. If you scroll down you should be seeing this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear1.png]] &lt;br /&gt;
&lt;br /&gt;
There is a lot of text here which you might not understand at first, but it’s quite simple. Most of this code, you’re not going to change or even have to understand. This gearscript goes hand in hand with the virtual arsenal. You can access the virtual arsenal by right clicking on a unit in the editor and pressing “Edit Loadout”.&lt;br /&gt;
&lt;br /&gt;
The easiest way to do this is to create the loadout you want the players to have in the virtual arsenal - essentially you’re playing dress up. Do the loadout for the rifleman first, ‘cause it’s easier to build on (your basic rifleman has all the basics he needs, so for specialties, all you need to do is add whatever makes them special). When you feel like you’re done with your loadout, hit “export”. This copies your loadout to the clipboard, with all the different classnames you need. On Notepad++ you now want to hit “new” (ctrl + n), this creates a blank page. Copy your loadout onto this page. &lt;br /&gt;
&lt;br /&gt;
You should now have something that looks like this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear2.png]] &lt;br /&gt;
&lt;br /&gt;
Now all you have to do it copy paste all the different classnames to their respective place in f_assignGear_nato.sqf. For your standard issue rifle, it would be put under _rifle = “arifle_MX_F”;. If your standard issue rifle is an m4, replace “arifle_MX_F” with your m4’s classname. You’re also going to want to replace the magazines in the same way. It should look something like this: &lt;br /&gt;
&lt;br /&gt;
_rifle = &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
_riflemag = &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
_riflemag_tr = &amp;quot;UK3CB_BAF_556_30Rnd_T&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Here I took the L85A2 as an example, and as you can see I’ve replaced “arifle_MX_F” with &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;; and the magazine components have been switched out with &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;, _riflemag_tr refers to the tracer magazine for your weapon. If you do not want tracers, you can add the normal magazine to the _riflemag_tr. Obviously you’re not done here, you will have to change weapons for every class you use. &lt;br /&gt;
&lt;br /&gt;
This is what you’re going to want to do with everything you want to replace. Everything that a soldier carries is changeable in this file, including his gear. Gear works the same way as the weapons do. Replace the stock classnames. You do not have to change the amount of x items a soldier carries, since that’s done automatically. If you do want to change that however, f_assignGear_nato_standard.sqf is where you change specific items each soldier carries.&lt;br /&gt;
&lt;br /&gt;
Obviously you’re going to want to change most classnames in f_assignGear_nato.sqf to make a complete loadout. If you use specialist roles make sure you change their classnames as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Made Gearscripts:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gearscripts are time consuming, and there’s no reason to not share them. Every gearscript a community member creates is posted on the forums for others to use. This is a way to save time, if you’re creating a USMC mission, and someone else has already made a USMC mission with a functioning gearscript you can simply use his gearscript, which will save you the effort of creating a new one. Community made gearscripts can be found [http://coalitiongroup.net/forums/viewforum.php?f=14 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Removing Items:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Removing certain items can cause difficulties. If you however, for an example don’t want NVG’s during your mission, you cannot delete this line:&lt;br /&gt;
&lt;br /&gt;
_nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything, do not delete lines. Instead, if you don’t want NVG’s add // infront of it. It would look like this:&lt;br /&gt;
&lt;br /&gt;
// _nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything you want to remove within the f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;.sqf / f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;_standard files, where &amp;#039;&amp;#039;faction&amp;#039;&amp;#039; is generally referred to as AAF(indfor), NATO(blufor), or CSAT(opfor). With doing this, ArmA will display script errors when loading your mission, but won&amp;#039;t cause fatal mission-breaking errors.&lt;br /&gt;
&lt;br /&gt;
== Placing AI: ==&lt;br /&gt;
&lt;br /&gt;
Now when you’re done with setting up your faction it’s time to make your mission come to life. For co-ops AI is what we will be fighting, and utilizing the AI in ArmA can be done in many different ways. However, for a simple mission you shouldn’t do anything too complex. We have a built in AI mod made by tanaKa which will do most things for you. Place down AI where you want, but make sure they don’t interfere with your chosen faction&amp;#039;s starting location. You should always have the players in a safe location so they can safely set up a plan and brief everyone. With the eden editor you can place down AI inside buildings, and make the mission feel more alive. This part comes down to how you want the mission to be, however balance is key for a fun mission.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, certain missions may not require AI to be placed. The most notable of which would be ZEUS missions. Defense missions are typically zeus’d, which is basically real time placement and control of AI. ZEUS is only accessible by admins, so if you build a ZEUS mission it will be up to an administrator to place the AI for you. Any mission can be a zeus mission - often it can be better to only place a few AI where you want the bulk of them to be placed, that way admins can place AI based on our force size. This of course is not a cop out, you still have to make a good mission. &lt;br /&gt;
&lt;br /&gt;
== Naming your mission &amp;amp; Doing the briefing: ==&lt;br /&gt;
&lt;br /&gt;
When you feel like you’re done with your mission, it’s time to do the briefing. The briefing is located in missions\temp.takistan\f\briefing. This works the same as the gearscript does, pick the briefing for the respective faction you’re using. Everything in here is very self-explanatory. Make sure the objective is clear, so no questions will arise during the mission itself. If you have any notes for an admin about your mission, for an example if you want to delete an x amount of units if the player count is low, make sure you add that in the admin briefing. &lt;br /&gt;
&lt;br /&gt;
Located in missions\temp.takistan\scripts you will find a file called serverstart.sqf. If you open this file, there are two lines at the bottom that you have to edit. Where it says **Mission Title** and **By Author* is what you want to edit. What this does is it pops up your mission name and the authors name after the mission is done loading.&lt;br /&gt;
&lt;br /&gt;
You’re also going to want to name the mission ingame and give it a description. This is done in the editor itself. Open up your mission, and on the top there should be a tab called “Attributes”. Head to General. Here is where you name the mission ingame and put the authors name. Also add a description to the mission, it should only be one sentence. This is to give everyone a general idea of what the mission is. Under Attributes -&amp;gt; Multiplayer you have to fill in the Summary. This will show a description of the mission in the slotting screen.&lt;br /&gt;
&lt;br /&gt;
Now you only have to name the mission folder. Your mission folder should look like this:  cmf_(co/tvt)(player count)_(mission_name).(map name). &lt;br /&gt;
&lt;br /&gt;
When you’re all done, take a look at the Mission Making Guidelines to make sure you submit your mission correctly.  &lt;br /&gt;
&lt;br /&gt;
If this tutorial didn’t do it for you, I would suggest looking at tanaKa’s [https://www.youtube.com/watch?v=2HDOBzzT0aw video] (also linked at the top) which explains how to create a mission, or head over to BI’s own [https://community.bistudio.com/wiki/Eden_Editor wiki] There’s also a #missiondesign channel in discord if you’ve run into any issues.&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=310</id>
		<title>Mission Making Tutorial</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=310"/>
		<updated>2017-03-19T01:53:10Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Making Tutorial: ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2HDOBzzT0aw Click here] for the beginners tutorial to mission making and Coalition Mission Framework (CMF), continue reading for a more in depth explanation.&lt;br /&gt;
&lt;br /&gt;
Mission making is something that takes time getting used to. It relies on trial and error, and expect your first missions to be some time in the making. In this tutorial we’ll be doing a step-by-step mission making tutorial. Make sure you take your time and don’t stress, as doing things in hurry can be very unforgiving in the ArmA editor.&lt;br /&gt;
&lt;br /&gt;
To start things off you’ll need to download the Coalition Mission Framework (CMF)[http://coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=7]. In simple terms it’s a mission already created with features and functions built into it. You will use this as a template when creating your missions. When you’ve downloaded the framework, place it somewhere where it’s easily accessible. You will use it more than once. Keep it somewhere safe and make sure you keep a master copy.&lt;br /&gt;
&lt;br /&gt;
Now you have to pick your map. If you do not know the maps names in the editor, there is a quick and easy way to do it. Head into the ArmA 3 editor and pick the map you want to use. Now all you have to do is save your blank mission and name it something simple like “temp”. This will now create a folder called “temp.[mapname]”. The name after the dot is the name as recognized by the eden editor. For an example if you’re making a mission on Takistan it’s going to be called temp.takistan, but a mission on desert is not going to be temp.desert, rather temp.desert_E. As you can see, some maps have less obvious nomenclature, so I advise you to do this every time you pick a new map that you haven’t worked with before.&lt;br /&gt;
&lt;br /&gt;
Now that you’ve picked your map, you have to copy the contents inside of the CMF.vr folder into your temp.takistan. Overwrite everything. Reload your mission, you will now see modules and units on the map. Go ahead and drag the modules outside the map boundary, since these should not be touched. You will also see three factions placed down, BLUFOR, OPFOR and IND. These units are all playable, all set up with radios and will work with gearscripts out of the box. This is when you pick the faction you want the players to be, not the AI or anything else. If it’s a TVT you might want both BLUFOR and OPFOR, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
For this tutorial we will keep it simple, and go with BLUFOR. Delete all Opfor and Independent units, including the deployment zone for said factions. You now have a basic BLUFOR structure, and different specialist roles. Now is a good time to think about an idea for your mission; infiltration, patrol, clear an objective, take out an HVT are all simple mission ideas.&lt;br /&gt;
&lt;br /&gt;
Depending on the mission you’re making, you may want specialist roles. If you look at your units, you will see that you have specialist roles such as Helicopter Pilots, HMG Teams, Anti Air and Engineers. Pick the ones you want and delete the other specialist roles. When you have a good idea of what you want to do, put your players in a safe starting location. Make sure your mission is relative to our player count, don’t make it too big/small.&lt;br /&gt;
&lt;br /&gt;
== Gearscript: ==&lt;br /&gt;
&lt;br /&gt;
There are different orders you can do this in, but it’s not a bad idea to get the gearscript out of the way before you jump into the more artistic aspects of mission making. For this I advise you to use Notepad++ (https://notepad-plus-plus.org/download/v7.3.3.html) which will make reading documents a lot easier, or if you have style, you can use Sublime Text.&lt;br /&gt;
&lt;br /&gt;
The gearscript is located in missions\temp.takistan\f\assignGear. This script will setup the loadout for all the players. When you have found the folder,  you will see gearscripts respective to all the different factions. If you’re using BLUFOR, f_assignGear_nato.sqf is the one you will be using. For OPFOR it would be f_assignGear_csat.sqf, for IND it would be f_assignGear_aaf.sqf. For now we will pick blufor. &lt;br /&gt;
&lt;br /&gt;
Open up f_assignGear_nato.sqf with Notepad++. If you scroll down you should be seeing this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear1.png]] &lt;br /&gt;
&lt;br /&gt;
There is a lot of text here which you might not understand at first, but it’s quite simple. Most of this code, you’re not going to change or even have to understand. This gearscript goes hand in hand with the virtual arsenal. You can access the virtual arsenal by right clicking on a unit in the editor and pressing “Edit Loadout”.&lt;br /&gt;
&lt;br /&gt;
The easiest way to do this is to create the loadout you want the players to have in the virtual arsenal - essentially you’re playing dress up. Do the loadout for the rifleman first, ‘cause it’s easier to build on (your basic rifleman has all the basics he needs, so for specialties, all you need to do is add whatever makes them special). When you feel like you’re done with your loadout, hit “export”. This copies your loadout to the clipboard, with all the different classnames you need. On Notepad++ you now want to hit “new” (ctrl + n), this creates a blank page. Copy your loadout onto this page. &lt;br /&gt;
&lt;br /&gt;
You should now have something that looks like this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear2.png]] &lt;br /&gt;
&lt;br /&gt;
Now all you have to do it copy paste all the different classnames to their respective place in f_assignGear_nato.sqf. For your standard issue rifle, it would be put under _rifle = “arifle_MX_F”;. If your standard issue rifle is an m4, replace “arifle_MX_F” with your m4’s classname. You’re also going to want to replace the magazines in the same way. It should look something like this: &lt;br /&gt;
&lt;br /&gt;
_rifle = &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
_riflemag = &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
_riflemag_tr = &amp;quot;UK3CB_BAF_556_30Rnd_T&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Here I took the L85A2 as an example, and as you can see I’ve replaced “arifle_MX_F” with &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;; and the magazine components have been switched out with &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;, _riflemag_tr refers to the tracer magazine for your weapon. If you do not want tracers, you can add the normal magazine to the _riflemag_tr. Obviously you’re not done here, you will have to change weapons for every class you use. &lt;br /&gt;
&lt;br /&gt;
This is what you’re going to want to do with everything you want to replace. Everything that a soldier carries is changeable in this file, including his gear. Gear works the same way as the weapons do. Replace the stock classnames. You do not have to change the amount of x items a soldier carries, since that’s done automatically. If you do want to change that however, f_assignGear_nato_standard.sqf is where you change specific items each soldier carries.&lt;br /&gt;
&lt;br /&gt;
Obviously you’re going to want to change most classnames in f_assignGear_nato.sqf to make a complete loadout. If you use specialist roles make sure you change their classnames as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Made Gearscripts:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gearscripts are time consuming, and there’s no reason to not share them. Every gearscript a community member creates is posted on the forums for others to use. This is a way to save time, if you’re creating a USMC mission, and someone else has already made a USMC mission with a functioning gearscript you can simply use his gearscript, which will save you the effort of creating a new one. Community made gearscripts can be found [http://coalitiongroup.net/forums/viewforum.php?f=14 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Removing Items:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Removing certain items can cause difficulties. If you however, for an example don’t want NVG’s during your mission, you cannot delete this line:&lt;br /&gt;
&lt;br /&gt;
_nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything, do not delete lines. Instead, if you don’t want NVG’s add // infront of it. It would look like this:&lt;br /&gt;
&lt;br /&gt;
// _nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything you want to remove within the f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;.sqf / f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;_standard files, where &amp;#039;&amp;#039;faction&amp;#039;&amp;#039; is generally referred to as AAF(indfor), NATO(blufor), or CSAT(opfor). With doing this, ArmA will display script errors when loading your mission, but won&amp;#039;t cause fatal mission-breaking errors.&lt;br /&gt;
&lt;br /&gt;
== Placing AI: ==&lt;br /&gt;
&lt;br /&gt;
Now when you’re done with setting up your faction it’s time to make your mission come to life. For co-ops AI is what we will be fighting, and utilizing the AI in ArmA can be done in many different ways. However, for a simple mission you shouldn’t do anything too complex. We have a built in AI mod made by tanaKa which will do most things for you. Place down AI where you want, but make sure they don’t interfere with your chosen faction&amp;#039;s starting location. You should always have the players in a safe location so they can safely set up a plan and brief everyone. With the eden editor you can place down AI inside buildings, and make the mission feel more alive. This part comes down to how you want the mission to be, however balance is key for a fun mission.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, certain missions may not require AI to be placed. The most notable of which would be ZEUS missions. Defense missions are typically zeus’d, which is basically real time placement and control of AI. ZEUS is only accessible by admins, so if you build a ZEUS mission it will be up to an administrator to place the AI for you. Any mission can be a zeus mission - often it can be better to only place a few AI where you want the bulk of them to be placed, that way admins can place AI based on our force size. This of course is not a cop out, you still have to make a good mission. &lt;br /&gt;
&lt;br /&gt;
== Naming your mission &amp;amp; Doing the briefing: ==&lt;br /&gt;
&lt;br /&gt;
When you feel like you’re done with your mission, it’s time to do the briefing. The briefing is located in missions\temp.takistan\f\briefing. This works the same as the gearscript does, pick the briefing for the respective faction you’re using. Everything in here is very self-explanatory. Make sure the objective is clear, so no questions will arise during the mission itself. If you have any notes for an admin about your mission, for an example if you want to delete an x amount of units if the player count is low, make sure you add that in the admin briefing. &lt;br /&gt;
&lt;br /&gt;
Located in missions\temp.takistan\scripts you will find a file called serverstart.sqf. If you open this file, there are two lines at the bottom that you have to edit. Where it says **Mission Title** and **By Author* is what you want to edit. What this does is it pops up your mission name and the authors name after the mission is done loading.&lt;br /&gt;
&lt;br /&gt;
You’re also going to want to name the mission ingame and give it a description. This is done in the editor itself. Open up your mission, and on the top there should be a tab called “Attributes”. Head to General. Here is where you name the mission ingame and put the authors name. Also add a description to the mission, it should only be one sentence. This is to give everyone a general idea of what the mission is. Under Attributes -&amp;gt; Multiplayer you have to fill in the Summary. This will show a description of the mission in the slotting screen.&lt;br /&gt;
&lt;br /&gt;
Now you only have to name the mission folder. Your mission folder should look like this:  cmf_(co/tvt)(player count)_(mission_name).(map name). &lt;br /&gt;
&lt;br /&gt;
When you’re all done, take a look at the Mission Making Guidelines to make sure you submit your mission correctly.  &lt;br /&gt;
&lt;br /&gt;
If this tutorial didn’t do it for you, I would suggest looking at tanaKa’s [https://www.youtube.com/watch?v=2HDOBzzT0aw video] (also linked at the top) which explains how to create a mission, or head over to BI’s own [https://community.bistudio.com/wiki/Eden_Editor wiki] There’s also a #missiondesign channel in discord if you’ve run into any issues.&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=309</id>
		<title>Mission Making Tutorial</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=309"/>
		<updated>2017-03-19T01:51:53Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Making Tutorial: ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2HDOBzzT0aw Click here] for the beginners tutorial to mission making and Coalition Mission Framework (CMF), continue reading for a more in depth explanation.&lt;br /&gt;
&lt;br /&gt;
Mission making is something that takes time getting used to. It relies on trial and error, and expect your first missions to be some time in the making. In this tutorial we’ll be doing a step-by-step mission making tutorial. Make sure you take your time and don’t stress, as doing things in hurry can be very unforgiving in the ArmA editor.&lt;br /&gt;
&lt;br /&gt;
To start things off you’ll need to download the Coalition Mission Framework (CMF)[http://coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=7]. In simple terms it’s a mission already created with features and functions built into it. You will use this as a template when creating your missions. When you’ve downloaded the framework, place it somewhere where it’s easily accessible. You will use it more than once. Keep it somewhere safe and make sure you keep a master copy.&lt;br /&gt;
&lt;br /&gt;
Now you have to pick your map. If you do not know the maps names in the editor, there is a quick and easy way to do it. Head into the ArmA 3 editor and pick the map you want to use. Now all you have to do is save your blank mission and name it something simple like “temp”. This will now create a folder called “temp.[mapname]”. The name after the dot is the name as recognized by the eden editor. For an example if you’re making a mission on Takistan it’s going to be called temp.takistan, but a mission on desert is not going to be temp.desert, rather temp.desert_E. As you can see, some maps have less obvious nomenclature, so I advise you to do this every time you pick a new map that you haven’t worked with before.&lt;br /&gt;
&lt;br /&gt;
Now that you’ve picked your map, you have to copy the contents inside of the CMF.vr folder into your temp.takistan. Overwrite everything. Reload your mission, you will now see modules and units on the map. Go ahead and drag the modules outside the map boundary, since these should not be touched. You will also see three factions placed down, BLUFOR, OPFOR and IND. These units are all playable, all set up with radios and will work with gearscripts out of the box. This is when you pick the faction you want the players to be, not the AI or anything else. If it’s a TVT you might want both BLUFOR and OPFOR, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
For this tutorial we will keep it simple, and go with BLUFOR. Delete all Opfor and Independent units, including the deployment zone for said factions. You now have a basic BLUFOR structure, and different specialist roles. Now is a good time to think about an idea for your mission; infiltration, patrol, clear an objective, take out an HVT are all simple mission ideas.&lt;br /&gt;
&lt;br /&gt;
Depending on the mission you’re making, you may want specialist roles. If you look at your units, you will see that you have specialist roles such as Helicopter Pilots, HMG Teams, Anti Air and Engineers. Pick the ones you want and delete the other specialist roles. When you have a good idea of what you want to do, put your players in a safe starting location. Make sure your mission is relative to our player count, don’t make it too big/small.&lt;br /&gt;
&lt;br /&gt;
== Gearscript: ==&lt;br /&gt;
&lt;br /&gt;
There are different orders you can do this in, but it’s not a bad idea to get the gearscript out of the way before you jump into the more artistic aspects of mission making. For this I advise you to use Notepad++ (https://notepad-plus-plus.org/download/v7.3.3.html) which will make reading documents a lot easier, or if you have style, you can use Sublime Text.&lt;br /&gt;
&lt;br /&gt;
The gearscript is located in missions\temp.takistan\f\assignGear. This script will setup the loadout for all the players. When you have found the folder,  you will see gearscripts respective to all the different factions. If you’re using BLUFOR, f_assignGear_nato.sqf is the one you will be using. For OPFOR it would be f_assignGear_csat.sqf, for IND it would be f_assignGear_aaf.sqf. For now we will pick blufor. &lt;br /&gt;
&lt;br /&gt;
Open up f_assignGear_nato.sqf with Notepad++. If you scroll down you should be seeing this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear1.png]] &lt;br /&gt;
&lt;br /&gt;
There is a lot of text here which you might not understand at first, but it’s quite simple. Most of this code, you’re not going to change or even have to understand. This gearscript goes hand in hand with the virtual arsenal. You can access the virtual arsenal by right clicking on a unit in the editor and pressing “Edit Loadout”.&lt;br /&gt;
&lt;br /&gt;
The easiest way to do this is to create the loadout you want the players to have in the virtual arsenal - essentially you’re playing dress up. Do the loadout for the rifleman first, ‘cause it’s easier to build on (your basic rifleman has all the basics he needs, so for specialties, all you need to do is add whatever makes them special). When you feel like you’re done with your loadout, hit “export”. This copies your loadout to the clipboard, with all the different classnames you need. On Notepad++ you now want to hit “new” (ctrl + n), this creates a blank page. Copy your loadout onto this page. &lt;br /&gt;
&lt;br /&gt;
You should now have something that looks like this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear2.png]] &lt;br /&gt;
&lt;br /&gt;
Now all you have to do it copy paste all the different classnames to their respective place in f_assignGear_nato.sqf. For your standard issue rifle, it would be put under _rifle = “arifle_MX_F”;. If your standard issue rifle is an m4, replace “arifle_MX_F” with your m4’s classname. You’re also going to want to replace the magazines in the same way. It should look something like this: &lt;br /&gt;
&lt;br /&gt;
_rifle = &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
_riflemag = &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
_riflemag_tr = &amp;quot;UK3CB_BAF_556_30Rnd_T&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Here I took the L85A2 as an example, and as you can see I’ve replaced “arifle_MX_F” with &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;; and the magazine components have been switched out with &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;, _riflemag_tr refers to the tracer magazine for your weapon. If you do not want tracers, you can add the normal magazine to the _riflemag_tr. Obviously you’re not done here, you will have to change weapons for every class you use. &lt;br /&gt;
&lt;br /&gt;
This is what you’re going to want to do with everything you want to replace. Everything that a soldier carries is changeable in this file, including his gear. Gear works the same way as the weapons do. Replace the stock classnames. You do not have to change the amount of x items a soldier carries, since that’s done automatically. If you do want to change that however, f_assignGear_nato_standard.sqf is where you change specific items each soldier carries.&lt;br /&gt;
&lt;br /&gt;
Obviously you’re going to want to change most classnames in f_assignGear_nato.sqf to make a complete loadout. If you use specialist roles make sure you change their classnames as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Made Gearscripts:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gearscripts are time consuming, and there’s no reason to not share them. Every gearscript a community member creates is posted on the forums for others to use. This is a way to save time, if you’re creating a USMC mission, and someone else has already made a USMC mission with a functioning gearscript you can simply use his gearscript, which will save you the effort of creating a new one. Community made gearscripts can be found [http://coalitiongroup.net/forums/viewforum.php?f=14 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Removing Items:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Removing certain items can cause difficulties. If you however, for an example don’t want NVG’s during your mission, you cannot delete this line:&lt;br /&gt;
&lt;br /&gt;
_nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything, do not delete lines. Instead, if you don’t want NVG’s add // infront of it. It would look like this:&lt;br /&gt;
&lt;br /&gt;
// _nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything you want to remove within the f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;.sqf / f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;_standard files, where &amp;#039;&amp;#039;faction&amp;#039;&amp;#039; is generally referred to as AAF(indfor), NATO(blufor), or CSAT(opfor). With doing this, ArmA will display script errors when loading your mission, but won&amp;#039;t cause fatal mission-breaking errors.&lt;br /&gt;
&lt;br /&gt;
== Placing AI: ==&lt;br /&gt;
&lt;br /&gt;
Now when you’re done with setting up your faction it’s time to make your mission come to life. For co-ops AI is what we will be fighting, and utilizing the AI in ArmA can be done in many different ways. However, for a simple mission you shouldn’t do anything too complex. We have a built in AI mod made by tanaKa which will do most things for you. Place down AI where you want, but make sure they don’t interfere with your chosen faction&amp;#039;s starting location. You should always have the players in a safe location so they can safely set up a plan and brief everyone. With the eden editor you can place down AI inside buildings, and make the mission feel more alive. This part comes down to how you want the mission to be, however balance is key for a fun mission.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, certain missions may not require AI to be placed. The most notable of which would be ZEUS missions. Defense missions are typically zeus’d, which is basically real time placement and control of AI. ZEUS is only accessible by admins, so if you build a ZEUS mission it will be up to an administrator to place the AI for you. Any mission can be a zeus mission - often it can be better to only place a few AI where you want the bulk of them to be placed, that way admins can place AI based on our force size. This of course is not a cop out, you still have to make a good mission. &lt;br /&gt;
&lt;br /&gt;
== Naming your mission &amp;amp; Doing the briefing: ==&lt;br /&gt;
&lt;br /&gt;
When you feel like you’re done with your mission, it’s time to do the briefing. The briefing is located in missions\temp.takistan\f\briefing. This works the same as the gearscript does, pick the briefing for the respective faction you’re using. Everything in here is very self-explanatory. Make sure the objective is clear, so no questions will arise during the mission itself. If you have any notes for an admin about your mission, for an example if you want to delete an x amount of units if the player count is low, make sure you add that in the admin briefing. &lt;br /&gt;
&lt;br /&gt;
Located in missions\temp.takistan\scripts you will find a file called serverstart.sqf. If you open this file, there are two lines at the bottom that you have to edit. Where it says **Mission Title** and **By Author* is what you want to edit. What this does is it pops up your mission name and the authors name after the mission is done loading.&lt;br /&gt;
&lt;br /&gt;
You’re also going to want to name the mission ingame and give it a description. This is done in the editor itself. Open up your mission, and on the top there should be a tab called “Attributes”. Head to General. Here is where you name the mission ingame and put the authors name. Also add a description to the mission, it should only be one sentence. This is to give everyone a general idea of what the mission is. Under Attributes -&amp;gt; Multiplayer you have to fill in the Summary. This will show a description of the mission in the slotting screen.&lt;br /&gt;
&lt;br /&gt;
Now you only have to name the mission folder. Your mission folder should look like this:  cmf_(co/tvt)(player count)_(mission_name).(map name). &lt;br /&gt;
&lt;br /&gt;
When you’re all done, take a look at the Mission Making Guidelines to make sure you submit your mission correctly.  &lt;br /&gt;
&lt;br /&gt;
If this tutorial didn’t do it for you, I would suggest looking at tanaKa’s video https://www.youtube.com/watch?v=2HDOBzzT0aw (also linked at the top) which explains how to create a mission, or head over to BI’s own wiki https://community.bistudio.com/wiki/Eden_Editor There’s also a #missiondesign channel in discord if you’ve run into any issues.&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=308</id>
		<title>Mission Making Tutorial</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=308"/>
		<updated>2017-03-19T01:49:53Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Making Tutorial: ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2HDOBzzT0aw Click here] for the beginners tutorial to mission making and Coalition Mission Framework (CMF), continue reading for a more in depth explanation.&lt;br /&gt;
&lt;br /&gt;
Mission making is something that takes time getting used to. It relies on trial and error, and expect your first missions to be some time in the making. In this tutorial we’ll be doing a step-by-step mission making tutorial. Make sure you take your time and don’t stress, as doing things in hurry can be very unforgiving in the ArmA editor.&lt;br /&gt;
&lt;br /&gt;
To start things off you’ll need to download the Coalition Mission Framework (CMF)[http://coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=7]. In simple terms it’s a mission already created with features and functions built into it. You will use this as a template when creating your missions. When you’ve downloaded the framework, place it somewhere where it’s easily accessible. You will use it more than once. Keep it somewhere safe and make sure you keep a master copy.&lt;br /&gt;
&lt;br /&gt;
Now you have to pick your map. If you do not know the maps names in the editor, there is a quick and easy way to do it. Head into the ArmA 3 editor and pick the map you want to use. Now all you have to do is save your blank mission and name it something simple like “temp”. This will now create a folder called “temp.[mapname]”. The name after the dot is the name as recognized by the eden editor. For an example if you’re making a mission on Takistan it’s going to be called temp.takistan, but a mission on desert is not going to be temp.desert, rather temp.desert_E. As you can see, some maps have less obvious nomenclature, so I advise you to do this every time you pick a new map that you haven’t worked with before.&lt;br /&gt;
&lt;br /&gt;
Now that you’ve picked your map, you have to copy the contents inside of the CMF.vr folder into your temp.takistan. Overwrite everything. Reload your mission, you will now see modules and units on the map. Go ahead and drag the modules outside the map boundary, since these should not be touched. You will also see three factions placed down, BLUFOR, OPFOR and IND. These units are all playable, all set up with radios and will work with gearscripts out of the box. This is when you pick the faction you want the players to be, not the AI or anything else. If it’s a TVT you might want both BLUFOR and OPFOR, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
For this tutorial we will keep it simple, and go with BLUFOR. Delete all Opfor and Independent units, including the deployment zone for said factions. You now have a basic BLUFOR structure, and different specialist roles. Now is a good time to think about an idea for your mission; infiltration, patrol, clear an objective, take out an HVT are all simple mission ideas.&lt;br /&gt;
&lt;br /&gt;
Depending on the mission you’re making, you may want specialist roles. If you look at your units, you will see that you have specialist roles such as Helicopter Pilots, HMG Teams, Anti Air and Engineers. Pick the ones you want and delete the other specialist roles. When you have a good idea of what you want to do, put your players in a safe starting location. Make sure your mission is relative to our player count, don’t make it too big/small.&lt;br /&gt;
&lt;br /&gt;
== Gearscript: ==&lt;br /&gt;
&lt;br /&gt;
There are different orders you can do this in, but it’s not a bad idea to get the gearscript out of the way before you jump into the more artistic aspects of mission making. For this I advise you to use Notepad++ (https://notepad-plus-plus.org/download/v7.3.3.html) which will make reading documents a lot easier, or if you have style, you can use Sublime Text.&lt;br /&gt;
&lt;br /&gt;
The gearscript is located in missions\temp.takistan\f\assignGear. This script will setup the loadout for all the players. When you have found the folder,  you will see gearscripts respective to all the different factions. If you’re using BLUFOR, f_assignGear_nato.sqf is the one you will be using. For OPFOR it would be f_assignGear_csat.sqf, for IND it would be f_assignGear_aaf.sqf. For now we will pick blufor. &lt;br /&gt;
&lt;br /&gt;
Open up f_assignGear_nato.sqf with Notepad++. If you scroll down you should be seeing this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear1.png]] &lt;br /&gt;
&lt;br /&gt;
There is a lot of text here which you might not understand at first, but it’s quite simple. Most of this code, you’re not going to change or even have to understand. This gearscript goes hand in hand with the virtual arsenal. You can access the virtual arsenal by right clicking on a unit in the editor and pressing “Edit Loadout”.&lt;br /&gt;
&lt;br /&gt;
The easiest way to do this is to create the loadout you want the players to have in the virtual arsenal - essentially you’re playing dress up. Do the loadout for the rifleman first, ‘cause it’s easier to build on (your basic rifleman has all the basics he needs, so for specialties, all you need to do is add whatever makes them special). When you feel like you’re done with your loadout, hit “export”. This copies your loadout to the clipboard, with all the different classnames you need. On Notepad++ you now want to hit “new” (ctrl + n), this creates a blank page. Copy your loadout onto this page. &lt;br /&gt;
&lt;br /&gt;
You should now have something that looks like this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear2.png]] &lt;br /&gt;
&lt;br /&gt;
Now all you have to do it copy paste all the different classnames to their respective place in f_assignGear_nato.sqf. For your standard issue rifle, it would be put under _rifle = “arifle_MX_F”;. If your standard issue rifle is an m4, replace “arifle_MX_F” with your m4’s classname. You’re also going to want to replace the magazines in the same way. It should look something like this: &lt;br /&gt;
&lt;br /&gt;
_rifle = &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
_riflemag = &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
_riflemag_tr = &amp;quot;UK3CB_BAF_556_30Rnd_T&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Here I took the L85A2 as an example, and as you can see I’ve replaced “arifle_MX_F” with &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;; and the magazine components have been switched out with &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;, _riflemag_tr refers to the tracer magazine for your weapon. If you do not want tracers, you can add the normal magazine to the _riflemag_tr. Obviously you’re not done here, you will have to change weapons for every class you use. &lt;br /&gt;
&lt;br /&gt;
This is what you’re going to want to do with everything you want to replace. Everything that a soldier carries is changeable in this file, including his gear. Gear works the same way as the weapons do. Replace the stock classnames. You do not have to change the amount of x items a soldier carries, since that’s done automatically. If you do want to change that however, f_assignGear_nato_standard.sqf is where you change specific items each soldier carries.&lt;br /&gt;
&lt;br /&gt;
Obviously you’re going to want to change most classnames in f_assignGear_nato.sqf to make a complete loadout. If you use specialist roles make sure you change their classnames as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Made Gearscripts:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gearscripts are time consuming, and there’s no reason to not share them. Every gearscript a community member creates is posted on the forums for others to use. This is a way to save time, if you’re creating a USMC mission, and someone else has already made a USMC mission with a functioning gearscript you can simply use his gearscript, which will save you the effort of creating a new one. Community made gearscripts can be found here.(http://coalitiongroup.net/forums/viewforum.php?f=14)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Removing Items:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Removing certain items can cause difficulties. If you however, for an example don’t want NVG’s during your mission, you cannot delete this line:&lt;br /&gt;
&lt;br /&gt;
_nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything, do not delete lines. Instead, if you don’t want NVG’s add // infront of it. It would look like this:&lt;br /&gt;
&lt;br /&gt;
// _nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything you want to remove within the f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;.sqf / f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;_standard files, where &amp;#039;&amp;#039;faction&amp;#039;&amp;#039; is generally referred to as AAF(indfor), NATO(blufor), or CSAT(opfor). With doing this, ArmA will display script errors when loading your mission, but won&amp;#039;t cause fatal mission-breaking errors.&lt;br /&gt;
&lt;br /&gt;
== Placing AI: ==&lt;br /&gt;
&lt;br /&gt;
Now when you’re done with setting up your faction it’s time to make your mission come to life. For co-ops AI is what we will be fighting, and utilizing the AI in ArmA can be done in many different ways. However, for a simple mission you shouldn’t do anything too complex. We have a built in AI mod made by tanaKa which will do most things for you. Place down AI where you want, but make sure they don’t interfere with your chosen faction&amp;#039;s starting location. You should always have the players in a safe location so they can safely set up a plan and brief everyone. With the eden editor you can place down AI inside buildings, and make the mission feel more alive. This part comes down to how you want the mission to be, however balance is key for a fun mission.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, certain missions may not require AI to be placed. The most notable of which would be ZEUS missions. Defense missions are typically zeus’d, which is basically real time placement and control of AI. ZEUS is only accessible by admins, so if you build a ZEUS mission it will be up to an administrator to place the AI for you. Any mission can be a zeus mission - often it can be better to only place a few AI where you want the bulk of them to be placed, that way admins can place AI based on our force size. This of course is not a cop out, you still have to make a good mission. &lt;br /&gt;
&lt;br /&gt;
== Naming your mission &amp;amp; Doing the briefing: ==&lt;br /&gt;
&lt;br /&gt;
When you feel like you’re done with your mission, it’s time to do the briefing. The briefing is located in missions\temp.takistan\f\briefing. This works the same as the gearscript does, pick the briefing for the respective faction you’re using. Everything in here is very self-explanatory. Make sure the objective is clear, so no questions will arise during the mission itself. If you have any notes for an admin about your mission, for an example if you want to delete an x amount of units if the player count is low, make sure you add that in the admin briefing. &lt;br /&gt;
&lt;br /&gt;
Located in missions\temp.takistan\scripts you will find a file called serverstart.sqf. If you open this file, there are two lines at the bottom that you have to edit. Where it says **Mission Title** and **By Author* is what you want to edit. What this does is it pops up your mission name and the authors name after the mission is done loading.&lt;br /&gt;
&lt;br /&gt;
You’re also going to want to name the mission ingame and give it a description. This is done in the editor itself. Open up your mission, and on the top there should be a tab called “Attributes”. Head to General. Here is where you name the mission ingame and put the authors name. Also add a description to the mission, it should only be one sentence. This is to give everyone a general idea of what the mission is. Under Attributes -&amp;gt; Multiplayer you have to fill in the Summary. This will show a description of the mission in the slotting screen.&lt;br /&gt;
&lt;br /&gt;
Now you only have to name the mission folder. Your mission folder should look like this:  cmf_(co/tvt)(player count)_(mission_name).(map name). &lt;br /&gt;
&lt;br /&gt;
When you’re all done, take a look at the Mission Making Guidelines to make sure you submit your mission correctly.  &lt;br /&gt;
&lt;br /&gt;
If this tutorial didn’t do it for you, I would suggest looking at tanaKa’s video https://www.youtube.com/watch?v=2HDOBzzT0aw (also linked at the top) which explains how to create a mission, or head over to BI’s own wiki https://community.bistudio.com/wiki/Eden_Editor There’s also a #missiondesign channel in discord if you’ve run into any issues.&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=307</id>
		<title>Mission Making Tutorial</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=307"/>
		<updated>2017-03-19T01:45:33Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Making Tutorial: ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2HDOBzzT0aw Click here] for the beginners tutorial to mission making and Coalition Mission Framework (CMF), continue reading for a more in depth explanation.&lt;br /&gt;
&lt;br /&gt;
Mission making is something that takes time getting used to. It relies on trial and error, and expect your first missions to be some time in the making. In this tutorial we’ll be doing a step-by-step mission making tutorial. Make sure you take your time and don’t stress, as doing things in hurry can be very unforgiving in the ArmA editor.&lt;br /&gt;
&lt;br /&gt;
To start things off you’ll need to download the Coalition Mission Framework (CMF)[http://coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=7]. In simple terms it’s a mission already created with features and functions built into it. You will use this as a template when creating your missions. When you’ve downloaded the framework, place it somewhere where it’s easily accessible. You will use it more than once. Keep it somewhere safe and make sure you keep a master copy.&lt;br /&gt;
&lt;br /&gt;
Now you have to pick your map. If you do not know the maps names in the editor, there is a quick and easy way to do it. Head into the ArmA 3 editor and pick the map you want to use. Now all you have to do is save your blank mission and name it something simple like “temp”. This will now create a folder called “temp.[mapname]”. The name after the dot is the name as recognized by the eden editor. For an example if you’re making a mission on Takistan it’s going to be called temp.takistan, but a mission on desert is not going to be temp.desert, rather temp.desert_E. As you can see, some maps have less obvious nomenclature, so I advise you to do this every time you pick a new map that you haven’t worked with before.&lt;br /&gt;
&lt;br /&gt;
Now that you’ve picked your map, you have to copy the contents inside of the CMF.vr folder into your temp.takistan. Overwrite everything. Reload your mission, you will now see modules and units on the map. Go ahead and drag the modules outside the map boundary, since these should not be touched. You will also see three factions placed down, BLUFOR, OPFOR and IND. These units are all playable, all set up with radios and will work with gearscripts out of the box. This is when you pick the faction you want the players to be, not the AI or anything else. If it’s a TVT you might want both BLUFOR and OPFOR, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
For this tutorial we will keep it simple, and go with BLUFOR. Delete all Opfor and Independent units, including the deployment zone for said factions. You now have a basic BLUFOR structure, and different specialist roles. Now is a good time to think about an idea for your mission; infiltration, patrol, clear an objective, take out an HVT are all simple mission ideas.&lt;br /&gt;
&lt;br /&gt;
Depending on the mission you’re making, you may want specialist roles. If you look at your units, you will see that you have specialist roles such as Helicopter Pilots, HMG Teams, Anti Air and Engineers. Pick the ones you want and delete the other specialist roles. When you have a good idea of what you want to do, put your players in a safe starting location. Make sure your mission is relative to our player count, don’t make it too big/small.&lt;br /&gt;
&lt;br /&gt;
== Gearscript: ==&lt;br /&gt;
&lt;br /&gt;
There are different orders you can do this in, but it’s not a bad idea to get the gearscript out of the way before you jump into the more artistic aspects of mission making. For this I advise you to use Notepad++ (https://notepad-plus-plus.org/download/v7.3.3.html) which will make reading documents a lot easier, or if you have style, you can use Sublime Text.&lt;br /&gt;
&lt;br /&gt;
The gearscript is located in missions\temp.takistan\f\assignGear. This script will setup the loadout for all the players. When you have found the folder,  you will see gearscripts respective to all the different factions. If you’re using BLUFOR, f_assignGear_nato.sqf is the one you will be using. For OPFOR it would be f_assignGear_csat.sqf, for IND it would be f_assignGear_aaf.sqf. For now we will pick blufor. &lt;br /&gt;
&lt;br /&gt;
Open up f_assignGear_nato.sqf with Notepad++. If you scroll down you should be seeing this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear1.png]] &lt;br /&gt;
&lt;br /&gt;
There is a lot of text here which you might not understand at first, but it’s quite simple. Most of this code, you’re not going to change or even have to understand. This gearscript goes hand in hand with the virtual arsenal. You can access the virtual arsenal by right clicking on a unit in the editor and pressing “Edit Loadout”.&lt;br /&gt;
&lt;br /&gt;
The easiest way to do this is to create the loadout you want the players to have in the virtual arsenal - essentially you’re playing dress up. Do the loadout for the rifleman first, ‘cause it’s easier to build on (your basic rifleman has all the basics he needs, so for specialties, all you need to do is add whatever makes them special). When you feel like you’re done with your loadout, hit “export”. This copies your loadout to the clipboard, with all the different classnames you need. On Notepad++ you now want to hit “new” (ctrl + n), this creates a blank page. Copy your loadout onto this page. &lt;br /&gt;
&lt;br /&gt;
You should now have something that looks like this. &lt;br /&gt;
&lt;br /&gt;
[[File:gear2.png]] &lt;br /&gt;
&lt;br /&gt;
Now all you have to do it copy paste all the different classnames to their respective place in f_assignGear_nato.sqf. For your standard issue rifle, it would be put under _rifle = “arifle_MX_F”;. If your standard issue rifle is an m4, replace “arifle_MX_F” with your m4’s classname. You’re also going to want to replace the magazines in the same way. It should look something like this: &lt;br /&gt;
&lt;br /&gt;
	_rifle = &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;;&lt;br /&gt;
	_riflemag = &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;;&lt;br /&gt;
	_riflemag_tr = &amp;quot;UK3CB_BAF_556_30Rnd_T&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Here I took the L85A2 as an example, and as you can see I’ve replaced “arifle_MX_F” with &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;; and the magazine components have been switched out with &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;, _riflemag_tr refers to the tracer magazine for your weapon. If you do not want tracers, you can add the normal magazine to the _riflemag_tr. Obviously you’re not done here, you will have to change weapons for every class you use. &lt;br /&gt;
&lt;br /&gt;
This is what you’re going to want to do with everything you want to replace. Everything that a soldier carries is changeable in this file, including his gear. Gear works the same way as the weapons do. Replace the stock classnames. You do not have to change the amount of x items a soldier carries, since that’s done automatically. If you do want to change that however, f_assignGear_nato_standard.sqf is where you change specific items each soldier carries.&lt;br /&gt;
&lt;br /&gt;
Obviously you’re going to want to change most classnames in f_assignGear_nato.sqf to make a complete loadout. If you use specialist roles make sure you change their classnames as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Made Gearscripts:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gearscripts are time consuming, and there’s no reason to not share them. Every gearscript a community member creates is posted on the forums for others to use. This is a way to save time, if you’re creating a USMC mission, and someone else has already made a USMC mission with a functioning gearscript you can simply use his gearscript, which will save you the effort of creating a new one. Community made gearscripts can be found here.(http://coalitiongroup.net/forums/viewforum.php?f=14)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Removing Items:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Removing certain items can cause difficulties. If you however, for an example don’t want NVG’s during your mission, you cannot delete this line:&lt;br /&gt;
&lt;br /&gt;
_nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything, do not delete lines. Instead, if you don’t want NVG’s add // infront of it. It would look like this:&lt;br /&gt;
&lt;br /&gt;
// _nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything you want to remove within the f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;.sqf / f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;_standard files, where &amp;#039;&amp;#039;faction&amp;#039;&amp;#039; is generally referred to as AAF(indfor), NATO(blufor), or CSAT(opfor). With doing this, ArmA will display script errors when loading your mission, but won&amp;#039;t cause fatal mission-breaking errors.&lt;br /&gt;
&lt;br /&gt;
== Placing AI: ==&lt;br /&gt;
&lt;br /&gt;
Now when you’re done with setting up your faction it’s time to make your mission come to life. For co-ops AI is what we will be fighting, and utilizing the AI in ArmA can be done in many different ways. However, for a simple mission you shouldn’t do anything too complex. We have a built in AI mod made by tanaKa which will do most things for you. Place down AI where you want, but make sure they don’t interfere with your chosen faction&amp;#039;s starting location. You should always have the players in a safe location so they can safely set up a plan and brief everyone. With the eden editor you can place down AI inside buildings, and make the mission feel more alive. This part comes down to how you want the mission to be, however balance is key for a fun mission.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, certain missions may not require AI to be placed. The most notable of which would be ZEUS missions. Defense missions are typically zeus’d, which is basically real time placement and control of AI. ZEUS is only accessible by admins, so if you build a ZEUS mission it will be up to an administrator to place the AI for you. Any mission can be a zeus mission - often it can be better to only place a few AI where you want the bulk of them to be placed, that way admins can place AI based on our force size. This of course is not a cop out, you still have to make a good mission. &lt;br /&gt;
&lt;br /&gt;
== Naming your mission &amp;amp; Doing the briefing: ==&lt;br /&gt;
&lt;br /&gt;
When you feel like you’re done with your mission, it’s time to do the briefing. The briefing is located in missions\temp.takistan\f\briefing. This works the same as the gearscript does, pick the briefing for the respective faction you’re using. Everything in here is very self-explanatory. Make sure the objective is clear, so no questions will arise during the mission itself. If you have any notes for an admin about your mission, for an example if you want to delete an x amount of units if the player count is low, make sure you add that in the admin briefing. &lt;br /&gt;
&lt;br /&gt;
Located in missions\temp.takistan\scripts you will find a file called serverstart.sqf. If you open this file, there are two lines at the bottom that you have to edit. Where it says **Mission Title** and **By Author* is what you want to edit. What this does is it pops up your mission name and the authors name after the mission is done loading.&lt;br /&gt;
&lt;br /&gt;
You’re also going to want to name the mission ingame and give it a description. This is done in the editor itself. Open up your mission, and on the top there should be a tab called “Attributes”. Head to General. Here is where you name the mission ingame and put the authors name. Also add a description to the mission, it should only be one sentence. This is to give everyone a general idea of what the mission is. Under Attributes -&amp;gt; Multiplayer you have to fill in the Summary. This will show a description of the mission in the slotting screen.&lt;br /&gt;
&lt;br /&gt;
Now you only have to name the mission folder. Your mission folder should look like this:  cmf_(co/tvt)(player count)_(mission_name).(map name). &lt;br /&gt;
&lt;br /&gt;
When you’re all done, take a look at the Mission Making Guidelines to make sure you submit your mission correctly.  &lt;br /&gt;
&lt;br /&gt;
If this tutorial didn’t do it for you, I would suggest looking at tanaKa’s video https://www.youtube.com/watch?v=2HDOBzzT0aw (also linked at the top) which explains how to create a mission, or head over to BI’s own wiki https://community.bistudio.com/wiki/Eden_Editor There’s also a #missiondesign channel in discord if you’ve run into any issues.&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=292</id>
		<title>Mission Making Tutorial</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=292"/>
		<updated>2017-03-18T21:28:39Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Making Tutorial: ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2HDOBzzT0aw Click here] for the beginners tutorial to mission making and Coalition Mission Framework (CMF), continue reading for a more in depth explanation.&lt;br /&gt;
&lt;br /&gt;
Mission making is something that takes time getting used to. It relies on trial and error, and expect your first missions to be some time in the making. In this tutorial we’ll be doing a step-by-step mission making tutorial. Make sure you take your time and don’t stress, as doing things in hurry can be very unforgiving in the ArmA editor.&lt;br /&gt;
&lt;br /&gt;
To start things off you’ll need to download the Coalition Mission Framework (CMF)[http://coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=7]. In simple terms it’s a mission already created with features and functions built into it. You will use this as a template when creating your missions. When you’ve downloaded the framework, place it somewhere where it’s easily accessible. You will use it more than once. Keep it somewhere safe and make sure you keep a master copy.&lt;br /&gt;
&lt;br /&gt;
Now you have to pick your map. If you do not know the maps names in the editor, there is a quick and easy way to do it. Head into the ArmA 3 editor and pick the map you want to use. Now all you have to do is save your blank mission and name it something simple like “temp”. This will now create a folder called “temp.[mapname]”. The name after the dot is the name as recognized by the eden editor. For an example if you’re making a mission on Takistan it’s going to be called temp.takistan, but a mission on desert is not going to be temp.desert, rather temp.desert_E. As you can see, some maps have less obvious nomenclature, so I advise you to do this every time you pick a new map that you haven’t worked with before.&lt;br /&gt;
&lt;br /&gt;
Now that you’ve picked your map, you have to copy the contents inside of the CMF.vr folder into your temp.takistan. Overwrite everything. Reload your mission, you will now see modules and units on the map. Go ahead and drag the modules outside the map boundary, since these should not be touched. You will also see three factions placed down, BLUFOR, OPFOR and IND. These units are all playable, all set up with radios and will work with gearscripts out of the box. This is when you pick the faction you want the players to be, not the AI or anything else. If it’s a TVT you might want both BLUFOR and OPFOR, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
For this tutorial we will keep it simple, and go with BLUFOR. Delete all Opfor and Independent units, including the deployment zone for said factions. You now have a basic BLUFOR structure, and different specialist roles. Now is a good time to think about an idea for your mission; infiltration, patrol, clear an objective, take out an HVT are all simple mission ideas.&lt;br /&gt;
&lt;br /&gt;
Depending on the mission you’re making, you may want specialist roles. If you look at your units, you will see that you have specialist roles such as Helicopter Pilots, HMG Teams, Anti Air and Engineers. Pick the ones you want and delete the other specialist roles. When you have a good idea of what you want to do, put your players in a safe starting location. Make sure your mission is relative to our player count, don’t make it too big/small.&lt;br /&gt;
&lt;br /&gt;
== Gearscript: ==&lt;br /&gt;
&lt;br /&gt;
There are different orders you can do this in, but it’s not a bad idea to get the gearscript out of the way before you jump into the more artistic aspects of mission making. For this I advise you to use Notepad++ (https://notepad-plus-plus.org/download/v7.3.3.html) which will make reading documents a lot easier, or if you have style, you can use Sublime Text.&lt;br /&gt;
&lt;br /&gt;
The gearscript is located in missions\temp.takistan\f\assignGear. This script will setup the loadout for all the players. When you have found the folder,  you will see gearscripts respective to all the different factions. If you’re using BLUFOR, f_assignGear_nato.sqf is the one you will be using. For OPFOR it would be f_assignGear_csat.sqf, for IND it would be f_assignGear_aaf.sqf. For now we will pick blufor. &lt;br /&gt;
&lt;br /&gt;
Open up f_assignGear_nato.sqf. If you scroll down you should be seeing this [[File:gear1.png]]. There is a lot of text here which you might not understand at first, but it’s quite simple. Most of this code, you’re not going to change or even have to understand. This gearscript goes hand in hand with the virtual arsenal. You can access the virtual arsenal by right clicking on a unit in the editor and pressing “Edit Loadout”.&lt;br /&gt;
&lt;br /&gt;
The easiest way to do this is to create the loadout you want the players to have in the virtual arsenal - essentially you’re playing dress up. Do the loadout for the rifleman first, ‘cause it’s easier to build on (your basic rifleman has all the basics he needs, so for specialties, all you need to do is add whatever makes them special). When you feel like you’re done with your loadout, hit “export”. This copies your loadout to the clipboard, with all the different classnames you need. On Notepad++ you now want to hit “new” (ctrl + n), this creates a blank page. Copy your loadout onto this page. &lt;br /&gt;
&lt;br /&gt;
You should now have something that looks like this [[File:gear2.png]]. Now all you have to do it copy paste all the different classnames to their respective place in f_assignGear_nato.sqf. For your standard issue rifle, it would be put under _rifle = “arifle_MX_F”;. If your standard issue rifle is an m4, replace “arifle_MX_F” with your m4’s classname. You’re also going to want to replace the magazines in the same way. It should look something like this: &lt;br /&gt;
&lt;br /&gt;
	_rifle = &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;;&lt;br /&gt;
	_riflemag = &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;;&lt;br /&gt;
	_riflemag_tr = &amp;quot;UK3CB_BAF_556_30Rnd_T&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Here I took the L85A2 as an example, and as you can see I’ve replaced “arifle_MX_F” with &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;; and the magazine components have been switched out with &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;, _riflemag_tr refers to the tracer magazine for your weapon. If you do not want tracers, you can add the normal magazine to the _riflemag_tr. Obviously you’re not done here, you will have to change weapons for every class you use. &lt;br /&gt;
&lt;br /&gt;
This is what you’re going to want to do with everything you want to replace. Everything that a soldier carries is changeable in this file, including his gear. Gear works the same way as the weapons do. Replace the stock classnames. You do not have to change the amount of x items a soldier carries, since that’s done automatically. If you do want to change that however, f_assignGear_nato_standard.sqf is where you change specific items each soldier carries.&lt;br /&gt;
&lt;br /&gt;
Obviously you’re going to want to change most classnames in f_assignGear_nato.sqf to make a complete loadout. If you use specialist roles make sure you change their classnames as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Made Gearscripts:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gearscripts are time consuming, and there’s no reason to not share them. Every gearscript a community member creates is posted on the forums for others to use. This is a way to save time, if you’re creating a USMC mission, and someone else has already made a USMC mission with a functioning gearscript you can simply use his gearscript, which will save you the effort of creating a new one. Community made gearscripts can be found here.(http://coalitiongroup.net/forums/viewforum.php?f=14)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Removing Items:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Removing certain items can cause difficulties. If you however, for an example don’t want NVG’s during your mission, you cannot delete this line:&lt;br /&gt;
&lt;br /&gt;
_nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything, do not delete lines. Instead, if you don’t want NVG’s add // infront of it. It would look like this:&lt;br /&gt;
&lt;br /&gt;
// _nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything you want to remove within the f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;.sqf / f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;_standard files, where &amp;#039;&amp;#039;faction&amp;#039;&amp;#039; is generally referred to as AAF(indfor), NATO(blufor), or CSAT(opfor). With doing this, ArmA will display script errors when loading your mission, but won&amp;#039;t cause fatal mission-breaking errors.&lt;br /&gt;
&lt;br /&gt;
== Placing AI: ==&lt;br /&gt;
&lt;br /&gt;
Now when you’re done with setting up your faction it’s time to make your mission come to life. For co-ops AI is what we will be fighting, and utilizing the AI in ArmA can be done in many different ways. However, for a simple mission you shouldn’t do anything too complex. We have a built in AI mod made by tanaKa which will do most things for you. Place down AI where you want, but make sure they don’t interfere with your chosen faction&amp;#039;s starting location. You should always have the players in a safe location so they can safely set up a plan and brief everyone. With the eden editor you can place down AI inside buildings, and make the mission feel more alive. This part comes down to how you want the mission to be, however balance is key for a fun mission.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, certain missions may not require AI to be placed. The most notable of which would be ZEUS missions. Defense missions are typically zeus’d, which is basically real time placement and control of AI. ZEUS is only accessible by admins, so if you build a ZEUS mission it will be up to an administrator to place the AI for you. Any mission can be a zeus mission - often it can be better to only place a few AI where you want the bulk of them to be placed, that way admins can place AI based on our force size. This of course is not a cop out, you still have to make a good mission. &lt;br /&gt;
&lt;br /&gt;
== Naming your mission &amp;amp; Doing the briefing: ==&lt;br /&gt;
&lt;br /&gt;
When you feel like you’re done with your mission, it’s time to do the briefing. The briefing is located in missions\temp.takistan\f\briefing. This works the same as the gearscript does, pick the briefing for the respective faction you’re using. Everything in here is very self-explanatory. Make sure the objective is clear, so no questions will arise during the mission itself. If you have any notes for an admin about your mission, for an example if you want to delete an x amount of units if the player count is low, make sure you add that in the admin briefing. &lt;br /&gt;
&lt;br /&gt;
Located in missions\temp.takistan\scripts you will find a file called serverstart.sqf. If you open this file, there are two lines at the bottom that you have to edit. Where it says **Mission Title** and **By Author* is what you want to edit. What this does is it pops up your mission name and the authors name after the mission is done loading.&lt;br /&gt;
&lt;br /&gt;
You’re also going to want to name the mission ingame and give it a description. This is done in the editor itself. Open up your mission, and on the top there should be a tab called “Attributes”. Head to General. Here is where you name the mission ingame and put the authors name. Also add a description to the mission, it should only be one sentence. This is to give everyone a general idea of what the mission is. Under Attributes -&amp;gt; Multiplayer you have to fill in the Summary. This will show a description of the mission in the slotting screen.&lt;br /&gt;
&lt;br /&gt;
Now you only have to name the mission folder. Your mission folder should look like this:  cmf_(co/tvt)(player count)_(mission_name).(map name). &lt;br /&gt;
&lt;br /&gt;
When you’re all done, take a look at the Mission Making Guidelines to make sure you submit your mission correctly.  &lt;br /&gt;
&lt;br /&gt;
If this tutorial didn’t do it for you, I would suggest looking at tanaKa’s video https://www.youtube.com/watch?v=2HDOBzzT0aw (also linked at the top) which explains how to create a mission, or head over to BI’s own wiki https://community.bistudio.com/wiki/Eden_Editor There’s also a #missiondesign channel in discord if you’ve run into any issues.&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Gear2.png&amp;diff=291</id>
		<title>File:Gear2.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Gear2.png&amp;diff=291"/>
		<updated>2017-03-18T21:28:05Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Gear1.png&amp;diff=290</id>
		<title>File:Gear1.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Gear1.png&amp;diff=290"/>
		<updated>2017-03-18T21:27:36Z</updated>

		<summary type="html">&lt;p&gt;Vexxey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vexxey</name></author>
	</entry>
</feed>