Arma 3
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How to make endgame missions in the editor (PVE and PVP)
By Evilwalrusoverlord
A tutorial and explination on how the endgame modules work in the editor and how you can use them to recreate endgame scenarios.
   
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FOB stage + HQ radio
There are two parts to this first section of setting up your mission. The first being you need an FOB to attack.

First you need to actually place down an FOB and fill it with independent enemies, if you want this to be PVP you need 2 FOBs one attacked by Blufor and one attacked by opfor. You cannot play as independent because of how the modules are coded for PVP. Independent must be defending the FOB.

Once you have actually built an FOB that you want them to assault you need to place a start game objective inside of it, the "End Game Start Game Objective" module . Make sure the attacking side is set to the correct one.
Succeed radius the the radius that needs to be empty of independents in order for the task to be complete.
The restriction radius is the radius that the attacking side needs to be inside if they exist the radius they die. However if you want to do a more realistic PVE mission just set this value to something super high that a player will never be able to exit. You also need to place a respawn point and link it to the start game objective. To do press F5 to open modules and then press TAB to open the logics and under locations there is the respawn point logic. Place that and sync it to the start game module.

There is also the speaker/radio which is what gives the HQ messages to the side its assigned to. To do this place the "Headquarters Entity" module under intel near the "End game Start Game objective" for easy access. Then give the headquarters module a variable name I recommend "BIS_Speaker_West" if its for blufor and "BIS_Speaker_East" if its opfor. Then in the Start game module copy that variable name into the "speaker" line

IMPORTANT NOTE: Even in PVE you must place a start game module and a headquarters entity for the opposing side however you are not required to spawn any infantry there the modules just need to exist.

As you can see the modules for the enemy team exist but no units are placed so these tasks will never be complete and you are free to do your mission unchallenged by opfor.

That is now your FOB stage + HQ radio completed.
Intel collection stage + Objective instance
The "EndGame Objectives Instance" module is the module that has to be placed in order for the mission to know what task to assign people next. If this is PVP it will assign the 2 sides differently depending on what stage they are on.

You need to place "EndGame Objectives Instance" first of all and then sync the start game module to it. You also want to configure the instance module and change the option "End when side has no FOB" for both PVE and PVP this is to make sure the FOB is always secured for tasks to continue. This module does not need a lot of configuration so you could probably leave it there but you can also set the music for each different stage in it if you would like.

Now you can start with the middle stage. The intel collection stage. For this you need to place the "End Game Simple Objective" You can place as many of these as you want. For example I place 5 different modules. that is 5 different parts of intel you can upload. However you do not need to do all 5. You can change the "End game threshold" value in the "EndGame Objectives Instance" the number you put there will determine the amount of intel sites you need to upload for the endgame objective to occure. You will also need to place an "End Game - Objective Randomizer" logic. This is what is required for the game to randomly select which intel site to go to unfortunately it can only be done in this randomized way. Link the randomizer logic to the instance module and then connect all the simple modules to the randomizer. If you want to have to complete 2 objectives you must place 2 randomizers. What this will do is when you get to the mid game the first randomizer you placed will randomly pick one of the modules linked to it and assign it as objective A and then the second once you place will do the same and assign it as objective B.

Once you have placed the amount of modules that you would like to be available and you have changed the treshold of how many you need to complete you need to build up the objective for example I want one of my intel sights to be fortifired by AAF so I will place down everything I would like there then I would place a trigger and adjust the triggers size to everything then link the trigger to the module (I am going to call this the simple module area). What this will do is if that module is not selected by the randomizer to be an objective everything inside that trigger will be deleted. You will also need to place down an intel object this will be the object that you interact with to get the intel. You will need to place one of these inside of every simple module area that you have and give them all seperate variable names. I reccomend "BIS_intel_1" for the first one "BIS_intel_2" for the second one and so on. Then in the module settings change the downloadable object to the corresponding variable names.

In the simple module settings you can enable and disable instant download. With instant download all you have to do is interact with the download object and then task is complete and you move to the second objective. WIth it disabled you interact with it and it begins downloading. The player who interacted with it must stay within the "download radius" ,another setting in the module, for it to keap downloading if they leave the radius someone must again interact and begin the download again.
Final stage
The final stage is arguably the easiest.

First you need to place the "End Game - End Game objective" and link it to the the instance module.
As of now I do not beleive you can randomize the location of the end game objective because every time I tried doing it in my research it didnt work so only one module should be placed and no randomizer is needed.
You should place your endgame module and then fortify the objective that this final "schematic" is going to be found at. And then you want to place down the object that you would like to be able to be picked up then give the object a variable name I recommend "BIS_pickup_1". Then in the end game module settings enter the pickup objectss variable name however you need to add one more because of a bug bohemia will likely never fix so in my case I will type [BIS_Pickup_1,BIS_pickup_2] even though "BIS_pickup_2" is not even an object in my scenario the bugg requires 2 variable names to be listed in the pickup section of the module. Next place down an object where you will upload the schematics. This upload takes a while roughly 1.5 minutes so this is a perfect oppotunity to give people a defense mission if it is PVE and you are zeusing. Because of this upload time I usually place the upload object in the FOB itself and give it the variable name "BIS_upload_1" so now once someone picks up the schematic object. The same person has to go back to the FOB where they connect to the upload object and the upload begins. If the player exits this radius the upload must be initiated again. You must also sync a respawn logic to the upload object.

There is also a time limit option in the end game module what this does is as soon as enough mid game tasks have been completed the end game task is assigned and the end game timer begins to go down. the amount of time can be changed.