Loading
Home

17th Pathfinders Mission Maker Hub

Central resource hub for mission makers. Loadouts, frameworks, references, and community links all in one place.

πŸ› οΈWORK IN PROGRESSπŸ› οΈ
This hub is under active development and will expand as additional systems are finalised.
Essentials β–Ό

Mission Dev Checklist

Interactive checklist for mission development. Checkboxes reset on page refresh. Based on Fuzzle's Mission Dev Checklist.

Preface: You don't need to have every single element listed here present, but you should have at least thought about them. You also need to think practically - having no medic in a squad can sound really cool and fit real-world doctrine, but it might not actually be fun for your players depending on the circumstance. ~ Fuzzle
0 / 0
The Starters
  • Have I looked to see if my mission idea will fit in an already existing Core? Are there additional mod requirements? Adding an extra mod or two is usually ok, but put it through the Admins first.
  • Have I integrated the 17th Mission Framework into my mission folder?
  • Have I made sure to not binarize my mission file when saving?
  • Are my editor scenario Attributes set correctly?Disable AI, name scenario, set min/max players correctly etc.
  • Using 3den Enhanced, have I looked at ambient flyby, intro text etc. for ambience?Is it necessary?
  • Have I chosen an appropriate in-mission starting time, date and weather? Does the mission benefit from having time acceleration?There's a handy script in the Drive for time acceleration.
  • Have I ticked the "Override ALiVE ORBAT Loadout" box?Under Attributes β†’ States for all player units.
  • Do I have all the slots I need set up appropriately?Location, role description, medical/engineer attributes.
  • Have I named my slots/elements?Remember to use UnitName@ElementName for the group leader.
  • Have I considered mission performance for everyone and not just my supercomputer?
  • Do I need to achieve anything via scripting?Check the Google Drive Scripts folder, we might already have something that does that.
Gameplay / Mission Design
  • If not a single life op: do I have a good way to get people back into the fight when they die?Can players use mobile respawns (vehicles, rally points etc.)? If not, is there an easy, accessible way to get from respawn to their element?
  • Are respawn times sensible? Have I set up wave/regular respawn correctly?
  • Can people spectate while waiting for a respawn?Turn off ACE Spectating in MP Attributes ALWAYS.
  • Does everyone have some basic medical kit?
  • Does everyone have a sensible amount of ammo/supplies for the mission length before resupply?
  • Do players have a good way to get resupplied in the field?This can be a simple Restore Loadout addAction on the rally point or vehicle, or it can require helos/vehicles bringing in crates.
  • Is the tempo of the mission good?Do players have a decent amount of enemies to fight, or tasks to undertake in service of the objective?
  • Do the players have an answer to enemy assets somewhere in the mission?Not every squad needs to kill MBTs, but every threat should have something present to address it.
  • Have steps been taken to make sure the mission isn't too easy?A Bradley will generally be too much for AI insurgents unless they're packing proper heat (SPGs, HEAT RPGs).
Vehicle-Specific
  • Double-checking: are your crews set as both base Arma and ACE Engineers in their unit attributes?
  • Do the vehicle assets themselves actually lend themselves to a fun experience for all of the players?Seal clubbing can be fun, but does the asset detract from the infantry experience? Can it have its own objectives?
  • Have you provided a way for crew commanders to spawn AI crew to fill gaps?(loaders, drivers for bad/no interior)? See AI spawn script in Drive
  • Is there a way to rearm/refuel/repair at base?Consider either the trigger script (in Drive) or using Huron containers.
  • Can/should the vehicle be fixed/resupplied in the field?If not by default, is there the ability to call in a support vehicle?
  • If dealing with tanks/armour, are the threats to these assets balanced?
  • If dealing with aircraft, does the enemy even have any threats, and if so, are they balanced?No, small arms isn't a threat to an Apache or Black Hawk.
  • Do your crews have the ability to link up with player medics or permanently fix themselves back at base?
Infantry-Specific
  • Are my groups a suitable size for the scenario?
  • Are the tools present to deal with the intended gameplay scenarios?EOD for defusing IEDs, RTOs/radios to communicate with other elements.
  • Do my infantry need/have access to transport?
  • If building elements around crew-served weapons, does that element carry a good amount of distributed ammo for said weapon?
  • Do support players (artillery, air support etc.) have something to do?Or have they been told they'll have some downtime between tasks?
Core Resources β–Ό

Mission States & Core Info

Central reference for campaign progression, mission states, and Core-specific notes.

Mission Framework

Standardised framework used across all 17th operations. Pulls live from GitHub.

Fetching latest release…

Scripts & Files

Shared scripts and utilities for mission makers.

Drongo's Map Population README

⬇ Download DMP readme.txt

Bones' Custom PBO Packer Software

⬇ Download PBO Packer Installer
Loadouts β–Ό

Base Loadouts

Quick-access base loadouts for mission creation and testing. Copy directly into BI or ACE Arsenal as required.

Note: Check that the basic KAT gear (Combat Pills Pack, 2x Chest Seal) is appropriate for the era of your mission!

Rifleman - BI Arsenal

...
for "_i" from 1 to 8 do {this addItemToUniform "ACE_fieldDressing";};
this addItemToUniform "ACE_Canteen";
this addItemToUniform "ACE_morphine";
...

Rifleman - ACE Arsenal

[[[],[],[],
["U_B_CombatUniform_mcam",[["ACE_fieldDressing",8],
["ACE_Canteen",1],["ACE_morphine",1],
["kat_chestSeal",2],["ACE_splint",1],
["ACE_tourniquet",2],["ACE_EntrenchingTool",1],
...
Communities, Wikis & References β–Ό

Useful Discords

Community servers worth joining for mission making help and resources.

External Links

Wiki pages, documentation, and coding tools for Arma mission development.

Workshop Collections

Steam Workshop collections for mod-specific assets and modules.

πŸ”—
DMP Module Collection
Contains DMP modules and explanations (note: a little outdated)
πŸ”—
17th Client-Side Mods
Client-Side only mods approved by admins
Code Snippets & Guidesβ–Ό

Simplex Support System Crate Auto-Fill

The below code block will automatically create squad or group based resupply crates and a full KAT medical equipped crate in the Simplex Support System Logistics modules.

Place the code in the List function section of the module. The script will look at what items the requester's immediate group has for the "Fireteam" option, and will look at the entire BLUFOR player base for the "Squad" option.

If you would like to dig into the specific amounts of magazines, grenades, launchers etc that a crate fills with, check out the Wiki or reach out to Bones.

[ 
 ["#Supplies",[  
  ["B_CargoNet_01_ammo_F",["Ammo Crate - Squad","@resupply"],{  
   [_this,"#players",false,false,[10, true],10,0,[2, true],1,0] call sss_logistics_fnc_autoFill;  
  },[],1,1],
  ["B_CargoNet_01_ammo_F",["Ammo Crate - Fireteam","@resupply"],{  
   [_this,"#group",false,false,[10, true],10,0,[2, true],1,0] call sss_logistics_fnc_autoFill;  
  },[],1,1], 
  ["CargoNet_01_box_F","Medical Crate",{ 
   clearItemCargoGlobal _this; 
   clearMagazineCargoGlobal _this; 
   clearWeaponCargoGlobal _this; 
   clearBackpackCargoGlobal _this; 
   _this addItemCargoGlobal ["FirstAidKit",1]; 
   _this addItemCargoGlobal ["ACE_fieldDressing",50]; 
   _this addItemCargoGlobal ["ACE_packingBandage",30]; 
   _this addItemCargoGlobal ["ACE_elasticBandage",30]; 
   _this addItemCargoGlobal ["ACE_tourniquet",8]; 
   _this addItemCargoGlobal ["ACE_splint",8]; 
   _this addItemCargoGlobal ["ACE_morphine",10]; 
   _this addItemCargoGlobal ["ACE_epinephrine",8]; 
   _this addItemCargoGlobal ["ACE_bloodIV",5]; 
   _this addItemCargoGlobal ["ACE_bloodIV_500",10]; 
   _this addItemCargoGlobal ["ACE_bloodIV_250",10]; 
   _this addItemCargoGlobal ["ACE_quikclot",30]; 
   _this addItemCargoGlobal ["ACE_painkillers_Item",3];
   _this addItemCargoGlobal ["kat_chestSeal",12];
   _this addItemCargoGlobal ["kat_EACA",5];
   _this addItemCargoGlobal ["kat_larynx",5];
   _this addItemCargoGlobal ["kat_ncdKit",5];
   _this addItemCargoGlobal ["kat_TXA",5];
   _this addItemCargoGlobal ["kat_IV_16",4];
   _this addItemCargoGlobal ["kat_IO_FAST",5];
   _this addItemCargoGlobal ["KAT_Empty_bloodIV_500",2];
   _this addItemCargoGlobal ["kat_naloxone",2];
   _this addItemCargoGlobal ["kat_Penthrox",2];
   _this addItemCargoGlobal ["kat_aatKit",2];
   _this addItemCargoGlobal ["kat_Carbonate",5];
   _this addItemCargoGlobal ["ACE_surgicalKit",1];
   _this addItemCargoGlobal ["",5];
   _this addItemCargoGlobal ["",5];
   _this addItemCargoGlobal ["",5];
   _this addItemCargoGlobal ["FSGm_ItemMedicBag",1]; 
  },[],1,1] 
 ]] 
]

KP Lib Custom Unlock Order

No more randomising unlock sequences in KP Lib missions! Written by Avengerian with code taken from the KP Lib Wiki

1. Run this code to create a save key as server execution:

mySavegame = profileNamespace getVariable GRLIB_save_key;
publicVariable "mySavegame";

2. Run to get save array as server execution:

profileNamespace getVariable ["KP_LIBERATION_missionMapNameGoesHere_SAVEGAME", "no save"];

3. Paste array into your favorite text editor and replace classnames in the order you want to create vehicle unlocks (dual monitors will help greatly with this)

4. Replace SAVEGAMEDATA below with the array and run it as server execution:

profileNamespace setVariable ["KP_LIBERATIONmissionMapNameGoesHere_SAVEGAME", SAVEGAMEDATA]; saveProfileNamespace;

Setting custom vehicle inventory on respawn

  1. Create the vehicle inventory using 3den editor how you'd like it to be every spawn.
  2. Select the vehicle, then go to Tools β†’ Loadout Tools β†’ Equipment Storage Editor
  3. In the top left side, head to Export β†’ Export to SQF ...
  4. Paste in to your favourite text editor.
  5. Remove if !(local this) exitWith {}; at the top of the code.
  6. Find and replace this with _vehicle.
  7. Add _vehicle = _this select 0; to the top of your code.
  8. Save and name it something easy to iterate if you want (i.e. in Homeland III there is vehRespawn_Land.sqf & vehRespawn_Air.sqf.
  9. In 3DEN, sync your vehicles (that you want this loadout to apply to) to a vehicle respawn module. Note that if you have more than one loadout to apply you need a respawn module per-loadout (i.e. one for rotary separate from armour)
  10. In the Vehicle Respawn Module attributes, put _this execVM "nameOfYourScript.sqf"; inside of the field titled Expression. Replace the script name with your name you used above.
  11. Change other settings as necessary, and you're good to go!

Reference Images β–Ό

Reference Images

Visual references for mission setup and configuration. Click to view full size.

ALiVE Integration

17th Pathfinders logo

Mission Maker Hub

© 2026 17th Pathfinders. All rights reserved.