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2. Create a world with Lite Lobby

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In the prepared addon, create the mission world, add Lite Lobby’s game mode and configure the in-game map. The example uses Everon.

A world contains the map and the objects placed on it. Use Everon from the game to create a separate scene for our mission objects.

In the main Workbench window, click World Editor under Quick Launch. This is the editor where we will place mission objects.

The main Workbench window with an arrow pointing to World Editor under Quick Launch.
Starting World Editor.Open original image

In Resource Browser, open ArmaReforger/worlds/Eden and double-click Eden.ent. Wait for the map to load.

Resource Browser showing ArmaReforger/worlds/Eden with Eden.ent selected.
The Eden.ent map in the game files.Open original image

Choose File → New World.

The File menu with New World selected after loading Eden.ent.
Creating a world based on the open map.Open original image

In Create world, select Sub-scene (of current world) and click OK. This scene uses the open map and stores the objects we add separately.

The Create world dialog with Sub-scene (of current world) selected.
Selecting a scene based on the current world.Open original image

Press Ctrl+S.

In the save dialog, open your project. Use New Folder to create a Worlds folder and an Eden folder inside it. Open Eden, enter ShootingStar_Ep1 in File name, and click OK.

The Save world as dialog showing the project's Worlds/Eden folder and ShootingStar_Ep1 in File name.
Saving the world in your addon.Open original image

The world file will be at Worlds/Eden/ShootingStar_Ep1.ent inside your addon folder. Hierarchy will show our ShootingStar_Ep1 scene alongside the base world, Eden.

Layers organize scene objects into groups. Prepare a_systems for the mission’s system objects.

In Hierarchy, find the default layer under your ShootingStar_Ep1 scene. Right-click it and choose Rename. Enter a_systems and click OK.

Hierarchy with the default layer under ShootingStar_Ep1 selected and a_systems entered in Rename layer.
Renaming your scene's layer.Open original image

Press Ctrl+S to save the changes.

A mission needs system objects to handle the game mode, factions, communications, and other functions. We will add them using the Game Mode Setup wizard.

In Hierarchy, double-click a_systems to make it the active layer. New objects will be added to this layer.

Choose Plugins → Game Mode Setup.

Game Mode Setup selected in the Plugins menu, with a_systems active in Hierarchy.
Opening the game mode setup wizard.Open original image

Click in Template. Open ArmaReforger/Configs/Workbench/GameModeSetup, select GameMaster.conf, and click OK, then Next.

The Template picker with GameMaster.conf selected in Configs/Workbench/GameModeSetup.
Selecting the GameMaster.conf template.Open original image

In World Scan, click Scan world. The wizard checks which system objects are already in the world.

The World Scan dialog with an arrow pointing to Scan world.
Checking the world's objects.Open original image

Missing Entities lists the objects that need to be added. Click Next.

World Scan Results showing the Missing Entities list and Next button.
Objects that need to be added.Open original image

In World Configuration, click Create entities to create these objects in a_systems.

The World Configuration dialog with an arrow pointing to Create entities.
Creating system objects.Open original image

The wizard confirms the objects were created. We will assign the map files for MapEntity later in map setup. For now, click Next.

World Configuration Completed with setup reminders for SCR_AIWorld and MapEntity.
System objects created.Open original image

For the mission to appear in the game’s scenario list, it needs a separate file called a Mission Header. This file contains the world reference, mission name, and description.

In Mission Header, click Create header.

The Mission Header dialog with an arrow pointing to Create header.
Creating the scenario file.Open original image

The wizard creates and opens Missions/ShootingStar_Ep1.conf in your addon. The filename matches the world’s name. Click Next.

Confirmation that Missions/ShootingStar_Ep1.conf was created, with the new file open behind the wizard.
The generated scenario file.Open original image

The wizard added the Game Master game mode. Replace it with the Lite Lobby game mode.

In Hierarchy, expand a_systems, select GameMode_Editor_Full, and press Delete. This also removes its child objects, crossed out in the screenshot. The separate MapEntity, PerceptionManager, and SCR_AIWorld objects remain in the layer.

GameMode_Editor_Full and its children crossed out in a_systems; MapEntity, PerceptionManager and SCR_AIWorld are separate objects.
Removing the Game Master game mode.Open original image

Double-click a_systems to make it the active layer. In Resource Browser, select the LiteLobby project and enter GameMode in the search box. Find LL_GameMode_Lobby.et.

An .et file is a prefab, a ready-made object template with its settings. Drag LL_GameMode_Lobby.et from Resource Browser onto the map in the editor viewport. The Lite Lobby game mode and its child system objects will appear in a_systems.

LL_GameMode_Lobby.et found in Resource Browser, with LL_GameMode_Lobby1 and its children added to a_systems.
The Lite Lobby game mode added to the mission.Open original image

Press Ctrl+S to save the world.

In your addon’s Resource Browser, open Missions/ShootingStar_Ep1.conf, created by the setup wizard, and enter your mission’s details:

FieldWhat to enter
WorldYour mission’s world file. The wizard has already set this to ShootingStar_Ep1.ent.
NameThe mission name players will see in the scenario list.
AuthorYour name or nickname.
DescriptionA short description of who takes part in the mission and where it takes place.
Player CountHow many players the mission is designed for. The example uses 128.

Under Save Types, clear all four checkboxes: MANUAL, AUTO, SCRIPTED, and SHUTDOWN. These control progress saves during gameplay.

ShootingStar_Ep1.conf with World, Name, Author, Description and Player Count filled in, and all Save Types disabled.
Mission name, description, and settings.Open original image

Press Ctrl+S to save the scenario file.

MapEntity controls the map players open during the mission. We will assign Everon’s existing map files.

Return to World Editor. In Hierarchy, select MapEntity in a_systems. Object Properties on the right should list SCR_CompassComponent and SCR_WristwatchComponent — the compass and watch. These are usually already present. If either is missing, click Add Component at the bottom of the panel, search for its name, and select it from the list.

Click the top SCR_MapEntity row in Object Properties and expand Unsorted. Click beside each of the two fields and select the file from the ArmaReforger project:

  • Map Geometry Dataworlds/Eden/Eden.topo. This contains roads, buildings, and other objects displayed on the map.
  • Satellite background imageUI/Textures/Map/worlds/EveronRasterized.edds. This provides the map background with terrain relief and forests.
MapEntity selected, with compass and watch components in Object Properties and Eden.topo and EveronRasterized.edds assigned to the map fields.
Everon map settings.Open original image

Press Ctrl+S to save the settings.

The mission world is prepared. Next, create the base character for the soldiers in the unit.