Arma 3
73 ratings
ArmA 3 - Editor - Creating a sector
By MuD
In ArmA 3 there is an awesome module called Sector. You can use it in a multiplayer map if you want to make a contested sector where the strongest force within the area will be capturing it.

I had a lot of trouble to find out how it exacty worked, so now I found out I want to share it with you all. This way you don't have to go through all the trouble.

22-09-13: I just added the instructions on finalizing the sector and giving a reward like a chopper.

30-09-13: small update on "ownership limit" and "Designation" in the sector.

01-10-13: made an new topic on giving different rewards to the different sides if they capture a sector.
   
Award
Favorite
Favorited
Unfavorite
The different parts of the sector
Here you see an overview of a completed and working sector. In this case the sector is owned by OPFOR (two units). When I enter the sector and kill the two soldiers the sector will become mine.
  • The trigger (F3 Trigger) is the area that will show on the map and is the area you can capture.
  • The area (F1 Unit - SIDE: Game Logic - CLASS: Locations - UNIT: Area) is the connecting element between the sector module and the trigger.
  • The sector module (F7 Modules - CATEGORY: Multiplayer - MODULE: Sector) is the actual module that calculates if you are winning or losing the area.
  • The sides (BLUFOR and OPFOR) (F1 Unit - SIDE: Game Logic - CLASS: Sides - UNIT: BLUFOR/OPFOR) are the contesting sides. You can also add other sides like indipendent.
  • The synchonisations (F5) are the lines betwee all the area's, modules, triggers etc. Make sure they are not grouped (if so, disconnect them by using F2, and dragging a line with your mouse off the selected unit into nowhere)
Trigger

  • The shape is the size of the area you want to compete about
  • The name should have a simple name in it.
  • Make activation by Anybody.
Area

You don't have to edit anything with the area.
Sector

  • You can give the sector a name.
  • By default the Designation is empty. If you type a word, the first letter is used in the in-game HUD instead of the first letter of Apha, Bravo etc.
  • The Ownership limit is 0 by default. This can be 0 or 1. If you leave it 0, it means that you captured the sector when you are 50% owner and no enemies are around. If you make it 1, it means you need to capture it for the full 100%.
  • Leave the Default owner empty if you want to sides to compete for it, but make it OPFOR (or another side) if you want to fight for it in the beginning.
  • In task owners you can make the sector a task. You can set it to everyone, the default owner, or all the other sides. The Default owner can be used if you want your team to defend it, the other sides except the default owner is handy if you want to capture the side.
  • The list with infantry costs etc is the weight of a unit in the area. This way it is computed how fast you win the area.
Sides
BLUFOR

OPFOR

Just create the sides, you don't have to edit them in any way. Of course you can add or remove another side (for example: independant) if you want them to fight for the area.
Synchonisation
Make sure you synchronise all the different parts the way it is showed in this picture. Make sure they are synced, not grouped.


Now you are ready to play!!
Finalize a sector and give reward
The trigger used for the area of the sector can also be used to set new tasks or spawn a vehicle. In this example you get a heli after you captured this sector. You need the following units and they need to be synced as shown in the picture.


First, you need to add a line of code to finalize the sector. Only this way the trigger will fire. You need te write the code in the Expression, shown below. If you finalize a sector, it can't be captured anymore!!

We can add different kind of code.

If you make the default owner OPFOR and want to capture it as BLUFOR use this code: if ((_this select 1) == west) then {(_this select 0) enableSimulation false}

If you make the default owner BLUFOR and want to capture it as OPFOR use this code: if ((_this select 1) == east) then {(_this select 0) enableSimulation false}

If you don't have an default owner and both sides can capture it, use this code: if ((_this select 1) == west) then [{(_this select 0) enableSimulation false}, if ((_this select 1) == east) then {(_this select 0) enableSimulation false}]



Next you need the Vehicle Respawn module found under F7 Modules - Multiplayer - Vehicle Respawn. Set the Position to Starting position. The Position selection to Newest. You can choose to set the Notification to Enabled if you want a warning that the chopper is spawned. Se Forced respawn to Enabled.


Insert a empty vehicle of any kind, this time I choose a chopper. You don't need to edit anything in it. Only place the chopper at the exact spot where you want in to spawn.

Because we want the chopper only to spawn when we capture the sector, we first need to hide the chopper. This way it can respawn and become visible after the trigger fires. To do this we need a Object Modifier (F7 Modules - Object Modifier - Show/Hide). Set Apply to at Groups of synchronized objects. Set Action to Hide units.


Now you are ready to get a nice reward after you capture the sector.
Give each side a different reward after capturing
I was asked if it is possible to give each side their own reward after they captured the sector. And... it is possible.

This are the different extra parts you need.

  • First create a sector described as above.
  • Leave default owner empty. And use this code for the expression: if ((_this select 1) == west) then [{(_this select 0) enableSimulation false}, if ((_this select 1) == east) then {(_this select 0) enableSimulation false}]
  • Give the trigger of the sector a name: trig1
  • Make two respawnable heli´s. One for the BLUFOR, the other for OPFOR. (see above under the section finalize a sector and give a reward. The only difference here: don´t sync the respawn modules with the trigger of the sector.
  • Make two triggers, name them trigBLU and trigOP. Make them square, 50 by 50. TrigBLU need to be activated once by BLUFOR, and trigOP need to be activated once by OPFOR.
  • Place these two triggers in the same area, with the same direction as trig1. (see picture below).
  • Make two triggers, name them trig2 and trig3. Make them 0 by 0.
  • trig2 is used to spawn the BLUFOR heli, trig3 is used to spawn the OPFOR heli.
  • sync trig2 with the respawn module of the BLUFOR heli, sync trig3 with the respawn module of the OPFOR heli.
  • Now we need trig2 and trig3 to be activated by some code. The code needs to be under Condition.
  • For trig2 the code is: triggerActivated trig1 and triggerActivated trigBLU
  • For trig3 the code is: triggerActivated trig1 and triggerActivated trigOP

How the final result should look like:


Please let me know if this part of the tutorial is clear enough.
Activate a sector by a trigger
It is also possible to activate a sector by a trigger. This way you can add the sector only when a specific situation is met. For example, when you arrive at a certain destination. For this example I activated the second sector (on the right) after the first sector is taken.


I used the trigger of the first sector in this case, but you can use another single trigger. Use your imagination.
58 Comments
SyCo May 25, 2024 @ 11:22pm 
The editor also says that I am working on a mission, but there is a limit of 288 troops per side. Is there a way to remove this or increase the limit?
Rumbero ☸ Mar 4, 2024 @ 10:39am 
Thank you very much Mate!:steamhappy:
Bailing_Out Jun 24, 2020 @ 8:24am 
Okay what I wrote doesn't work as good anymore. Now I've begun to attach the triggers that define the sector to a small object. Then I make a trigger like below and sync it to the module that lets you move objects around.Sync that to the small object. Can't remember the name of it but its not hard to find in the modules. You have the sector (trigger that defines it) sitting somewhere (attached to the object) where it can't be captured until the condition in the trigger I described below is met, then it will be moved to the position of the move module, which would be placed where you want the now unlocked sector to be.
MuD  [author] May 4, 2020 @ 12:42pm 
I'm Bailing Out :). Havent played ArmA for a while and stopped updating indeed. Thanks for the feedback and update!
Bailing_Out Apr 29, 2020 @ 6:18am 
Of course if you want to do just one sector capped then have the other open up to be capped like Mud does above then you only need one trigger. and it would be NONE, GAME LOGIC, PRESENT with this in the condition (sectorname getVariable "owner") == west

Now if you want it to where both sides need to cap it to go for the 2nd then it would need a second part and the whole thing would be like this (sectorname getVariable "owner") == west or (sectorname getVariable "owner") == east
Bailing_Out Apr 29, 2020 @ 6:09am 
That part where you use the trigger that defines the size and shape doesn't work anymore to free a 2nd sector to be captured. Mud hasn't been around for awhile as far as I know so he hasn't fixed this.
You need a another trigger with 0 size. If its offense versus defense you only need one trigger. and it would be NONE, GAME LOGIC, PRESENT with this in the condition (sectorname getVariable "owner") == west && (sectornameB getVariable "owner") == west ---- It makes it to where you have to take 2 other sectors before you can take a third if you are West and on the offense. You just change the sides and of course the sector names and you sync that trigger to the next sector module you want to free up to be captured, NOT the trigger that defines its size and shape, you cannot sync triggers anyway.
›Kolanaki Apr 12, 2017 @ 8:59pm 
The side-based rewards only really work if you don't plan on having the sector re-capturable.

If you want the sectors to be able to change sides more than once, the vehicles don't re-hide when the team loses the sector.
Stroggo Dec 28, 2016 @ 1:50pm 
The last part about activating a new sector when one is taken doesn't work anymore.
Anyone has any ideas how to do it nowadays?
Dead Pumpkin Feb 7, 2016 @ 12:19pm 
Work with this video and it works:)
https://www.youtube.com/watch?v=UVAbKOptYvI
MyDude Dec 1, 2015 @ 11:56am 
i cant sync the vehicle with the modules, whats the deal?!