#arma3_scenario
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no
by default, indep is friendly to west (blufor) and against east (opfor)
*adds more tape to @humble lichen's mouth*
so yeah this is wrong @tame sage; give weapons to civilians and they will shoot @ opfor, not blufor
Thanks for that.
But meanwhile I've been experimenting a bit on a blank mission (*no mods). What I've never noticed, until now, is that placed civilian units will, without waypoints, randomly run around.
And what reliably stops it, is a "HOLD" waypoint.
So, other than learning a bit about side relations, my real question is how do I remove a first "HOLD" waypoint from a unit via a trigger or scripting ?
-AND make sure it follows the next one.
perhaps deleteWaypoint, or some "skip waypoint" command
https://community.bistudio.com/wiki/Category:Command_Group:_Waypoints
e.g setCurrentWaypoint
Aye, I found those commands earlier. It seems I am able to use setCurrentWaypoint for the second (index 1). But deleteWaypoint doesn't seem to have an effect, according to Waypoints. Very strange.
On another scenario I also gave up with adding waypoints to a convoy group. Keeping track of those indices is far too tedious for me.
Yes, a combination of deleteWaypoint setCurrentWaypoint did it. Despite waypoints not showing it as deleted.
Maybe it is for eden missions, my checks were before eden missions or eden itself anyways . ๐
the civilians are friendly to blufor since OFP
this has never changed
wasnt like that in some BI missions I tested in then
that probably
or I got a faulty product. I demand a refund!
Bad customer support , Im so unsatisfied. ๐
I suspect you played for more than 2h ๐
Hey! So Im making a SP misson RN. I want to make the player collect smartphones/documents from enemies to complete a task.
point is I dont know what command I shuld use
So far I tried: str getItemCargo player find "Smartphone" =>1;
this dosent seem to work I keep getting error messeges
OFC I want the player to find a certain noumber of Items
any help is appriciated. ๐
yeah there is a lot wrong with your approach. what you need first is the classname of the item. for this place down a unit, strip it of ALL its things then add the item via arsenal (might need a uniform/vest/backpack). Select the unit in 3den. then watch the following code in the Debug Console while in 3den:
getUnitLoadout (get3denSelected "object" select 0)
``` the classname should be somewhere in the output of that command. Next you can use this command to check for the presence of the item
```sqf
"classname_of_the_item" in (flatten getUnitLoadout _unit)
Yeah I'm sorry I probably miss phased the issue wrong ๐ So I already managed to spawn the item in the inventory of the enemy units problem is IDK what command to use to tell the trigger to fire once the player has taken these items from the enemy. Or maybe im just too smooth brain to understand. ๐
You do not need triggers for that, would be harder and more inefficient to use. Just use a "Take" event handler.
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Take
then I'm smooth brain but I got the solution, thanks for the help guys.
Zeus suddenly not working despite being synced to unit and made available to #login
Hi All - when making a bunch of light sources in a mission, is there a need to delete or disable them when a player is out of range? Trying to determine the client performance impact of light sources when a player is out of view distance range
nope, not a problem for lights
ty
Hey guys im having an issue with Ace Medical, despite having Player Fatal Injuries set to never on the server player are still instantly killed
@oak ore there is internal management of how many lights are simulated in scene. distant ones will disappear
Ty. I think I noticed the same for particle systems. In spectator mode I move out of view distance for a few seconds, and then move back and it looks like the emitter is starting from the beginning again.
Appreciate the feedback
anyone know of a tank mission, preferably ww2 era?
What's best for large scale combat and dynamic campaign between conventional forces possibly across an entire map, ALIVE or HAL?
Im creating a sector control mission, and i would like to know if there is some way to make the AI able to respawn in the respawn positions (respawn module), and select the available loadouts/classes?
When i kill them, they will respawn on their position of death, with their original loadouts.
Domination from xeno is pretty good
i managed to find a solution to the class problem, so i will share it here, use this command for the units:
**this setUnitLoadout (missionConfigFile >> selectRandom ["class1", "class2"]); **
Those classes are the same ones located in the description.ext, so no need to recreate them in different format or archive.
Does anyone know of any Persistent Campaign mods, besides Persist?
What's the current best solution/mod for ambient civilians?
Yeah I've used that before. Was curious if there was anything that was better for the whole map and/or something that dynamically spawns them in and out.
ALIVE is probably your best bet
Okay. Wasn't sure if there was a new hotness or anything.
You might want to take a look at https://community.bistudio.com/wiki/Mission_Design, which, while simplistic, may bring you a new eye to mission design
Honestly your better bet might be getting comfortable with Zeus and piloting it yourself. Doesn't get much more dynamic than that.
any good aircraft loadout scripts out there? I tried google but didn't find any good download links. Maybe I will have to write my own
Hello. Currently working on a mission for my unit and could use a hand on something. What im trying to do is remove the option to open a door on the door itself in order to have my members use a control pannel in a checkpoint shack to open it. Does anyone know how I would do that?
you cant remove the action in vanilla but you can block the ability to open it
effectively "lock" the door
would that still make it possible to have the door open via a trigger?
- how would I lock it to begin with?
that would be a good thing to google/youtube search
If your building is an asset in the default game (in other words, doesn't come from a mod), then you can use the "Edit Terrain Object" module. In the attributes you can just check which to door to lock.
<building> setvariable ['bis_disabledDoor_1',true]; or something like that
Yeah there arent any certain attributes. Its a modded door
I'll give that a try, thank you
just fixed a small issue with the code but that one worked. Appreciate the input
Hey! ๐
I'm a total noob when it comes to creating missions/addons.
Is there a way to package my mpmission pbo into an addon that my users can load/unload directly from their launcher?
I've read through Mission_Export on the wiki but still unsure if users will be able to load the addon from their launcher, conventionally, as the mission ends up in %root%\Addons instead of %root%\!workshop when following the Mission_Export -> Addon Format instructions.
Currently, my users have to subscribe to my mission separate from my modlist and cannot repair etc from the launcher. Is there a fundamental way to make things easier for them? Thanks!
forget addons completely, in mission editor there should be option to save/export as PBO. that PBO can then be uploaded to your friends to play with.
Thanks for your reply ๐
I'm currently using the in-editor method but it wont allow my users to load/update my mission from the A3 launcher. Am I totally missing the point and should be adding my mission's workshop file to my modlist?
A great example is operation trebuchet, its loaded from the launcher and contains the mission file as well as mission resources etc
when you create mission from scratch by yourself, save it from mission editor into PBO file, then you can send it to your friends in discord or google/drive etc for them to play that mission.
Ok maybe i'm not a total mission noob haha mainly addon development that I'm confused about (config.cpp/mod.cpp/meta.cpp/addon prefix).
I am aware of the mission export features in 3den and my mission is currently in the workshop. What I'm trying to do is package an addon that allows users to load the mission directly from the launcher, as a mod. It's definitely possible and i'm fairly close but lost per creating an addon, mainly CfgMissions.
ah ok, well good luck with that, I have never had the need to configure mission as addon.
Thanks @storm geode ๐ป
Does anyone know of a way to have a unit join a group after they're freed from being a hostage? I'm using the hostage special state in the eden editor
https://community.bistudio.com/wiki/join?msclkid=cbd0b90dcf4e11ec8108e035e4aa8348 this would work, or use the join waypoint
@heavy robin
I always forget about the waypoints... I tried using the join command but I couldn't figure out the context to make it work after he was freed, and joining the group before hand would for some reason cause him to automatically untie himself and stand up. I think they waypoint should work though as he won't be able to move until he's free. Wish I would have asked sooner, I could have saved myself about two hours of headache, lol.
If anyone has like a really god singleplayer mission where the ai is not stupid?
Hi there.
As far as I know, the AI skill depends on your CPU or GPU. The better the GPU/CPU, the better the AI.
Ran into the same problem with the join waypoint where the hostage is joining the unit immediately and moving around before they're freed as a hostage.
Hmm, maybe use this doStop true; ? That basically does the same as if the squad leader ordered them to stop
And if they move around because of gunfire you can set their behavior to careless
@heavy robin
There's not always gunfire around but I am testing with enemy units in the area so that might be messing with them. May not be a problem when all of the Opfor is dead like they probably will be in most cases. Also the hostage starts out wounded.
Maybe I'd make some sort of check for whether or not they're in the hostage animation and give them a join order if they're not in it?
I might be able to cheat it if I put a move waypoint before the join, so they have to move there first and won't be able to if they're bound.
Is it really like that isn't it bohemia that makes the AI i mean my pc can't controll the game physics or am I'm right?
Your FPS can influence your game. If you have too many FPS, it has influence on physics. yes. That's with games like GTA 5, but I'm not sure about Arma
If your fps are low, AI updates will be spaced further apart and AI will react sluggish
Just a warning, I've had bad luck with doStop when in Dedicated Servers. AI given the doStop this; command can appear as 'empty' rather than OPFOR or whatever other team they're on.
I mean my AI teammates shoot like crazy with RPGs when i order them to be stealthy
I've had that before. There are ways to prevent that
If you want I can give you further details/help in the dms
Ok for me it's very late so we can take that tomorrow
Yes, doStop in init field breaks stuff, in cause of players it will prevent them from being moved into the body.
this spawn {doStop _this}; is safe to use.
https://imgur.com/a/JCKUK1M
This is the specific issue I was having with doStop. Does using this spawn {doStop _this}; also prevent this?
yes
alright sweet, big thanks!
If you do doStop this on player units, on dedicated they will be stuck as a seagull ๐
In case of AI they appear "empty" I suspect it prevents some sort of "AIBrain init" on the unit.
๐
glad I haven't done that then
Was quite pissed when one of SOGPF missions was not working on dedicated and I could not figure out why for few hours, just to see it was this... 
Yeah lol I feel that. For me, it was preventing OPFOR AI from being visible to my capture zone script
rendering them 'empty'
How Dont make tasks (i know its supposed to be a basic thing) but idk how to make it show up on the screen
For example i wanna know how to make a task appear saying (landing point)!and show all the players where the landing point is
If your intention is for the task to complete when the players land on the point, you can use the dropdowns in the task attributes menu.
Type: Players
Activation: Present
When players are present within the trigger area, the trigger synced to your setTaskState module will fire, completing the task.
Note: You must ensure the trigger actually has an area associated with it. You can press 4 or 5 on your keyboard and drag the lines, or you can edit the size values in the trigger's attributes menu.
If you have any other questions, I'd be happy to answer. DMs are open if I don't respond here. (Sometimes notifications from servers don't go thru)
So if I connect a respawn point to a trigger, then once that trigger is activated, the respawn point is available correct?
It's likely, but I have very limited knowledge on respawns. I've never used them in my missions.
It should be pretty easy to test
Hey folks! I'm making a mission where I'm using a set of triggers to hide/unhide a group of soldiers doing a Cadence march with a animation as well as a sound clip being played from them. It works flawless in SP, but on a Dedicated the soldiers never appear, the sound is being played, but from a stationary point.
{_x disableAI "anim"; while {alive _x} do {_x playmove "AmovPercMrunSnonWnonDf"}} foreach [run1,run2,run3,run4,run5,run6,run7,run8,run9,run10,run11,run12]; [run1, "cadence"] remoteExec ["say3D"];
This is what I use for the trigger that is connected to a show/hide module to show them and execute the anim + sound. Like I said it works flawless in SP. So my question is, why doesn't this work on a dedicated?
I'm curious about packaging missions as addons as well. Please keep us in the loop
In the editor how do I spawn something I found in the config browser in a way that lets me move it in the editor?
When I use Preview Class it places one but I cant interact with it.
Its not letting me even start my mission with anywhere to respawn at. For some reason.
Are you using markers to setup respawn points?
Well never freaking mind, I got it working now. Somehow. I just gotta test out now the next respawn sections will appear once the objectives are captured.
Yeah I would try testing what you mentioned yesterday with syncing triggers to the respawns
I've never done it, but it would make sense to me for it to work
๐
I started out with a mod but i didnt use it and got rid of it so how do I get rid of some stuff that pops up asking for it saying its missing?
Its probably a item or two.
If it's saying that when you try to load the mission in the editor and you dont want that mod on the scenario anymore, simply press "force load" when it mentions the missing mod and then save the mission
Sorry, I'm not sure what to tell you then
You may have to manually remove the dependency from the mod file sqm itself
Yeah I jsut loaded the original modset and found the item and removed it from the kit
Now I dont ahve to force load it anymore! So that clears up that end.
Thanks!
NP! Good luck!
are campaign chapters (not missions) visually represented in the campaign menu or is it purely for making the description.ext navigation easier?
What are good ACE setting for OPTRE?
while you wait it is good to describe what you have done and what does not work in detail
i can help i am not doing anything right now.
Why is my recoil high all the sudden (yes its modded arma) and no i didnt hold downnthe trigger full auto
I was using HK416 and firing single fire
Same happens with all the guns even the m4
The recoil is like using a barret
you answered yourself
Not much of a #arma3_scenario question. You very likely have a mod increasing your weapon's recoil. Check your CBA settings @coarse nova
no worries, hope you were able find a fix
anyone ever had issues with a zeus module causing a mission not to load?
on a dedicated server ^
placed down a zeus module and with that zeus module placed it refuses to launch a mission
no seemingly related errors in the rpt log either
ya know, iโve been making missions alot, and uhm. to put it bluntly i have fun zeusing and so on but then once im done even if its a good op, i feel empty inside
this has been happening alot recently
How do you mean?
idk
i do the mission, get the short dopamine, then debrief is kinda meh
then when everybody leaves its just
emptyโฆand then after i feel empty i feel like shit
doesnt help i also got both an inferiority complex and a superiority complex, depending on the day
I kinda know what you mean
I really enjoy making missions for my friends, but I'm not sure I've experienced the emptiness afterwards.
Is it just because they have left?
i think to put it simply
the satusfaction of making a mission for me only lasts a very very short time now
it used to be longer
but now it just feels
dull
hmm
Do you make missions in Zeus, Eden or both?
Just curious, bc I make missions in Eden, so I typically spend a week making a mission before it's first played
I know the Zeus mission grind is very quick and sudden when it comes to the start and end
i do pre placed units for defensive stuff, emplacements, garrisons and so on
then if i need reinforcements or counterattack, its zeus spawned
Do you do things like tasks and the briefing through Eden as well?
i put markers on the map, then explain them in person + other stuff that might need to be said
I see
I use Eden for everything, no Zeus
so It's much different for me
I always feel happy knowing they've enjoyed my missions. I'm sure your friends feel the same way about yours
You've helped them forget about the day-to-day and helped them to de-stress
Idk, maybe you're just burnt out
Take a break from mission making and come back when you've found new inspiration
i would agree
I've done that from time to time
Did your mission feel forced?
nope
hmm
3
oh wow
yeah that will definitely do it
just did it on a bad weekend man
Could always replay it once there's a weekend with more peeps
do you not replay missions?
i mean the way I see it, only four people (including you) out of the potential 15 actually saw your mission
So it hasn't really lost it's spark
My friends and I replay each others missions from time to time
even if that mission saw full attendance
Was there anything about your mission intelligence-wise that is now spoiled?
like something that, if known, would turn the tide of the mission?
any ideas as to why any AI that get shifted to our headless client drop to 0% skill?
Is there a mod that makes it so if I shoot civilians/allies they won't turn on me? Doing a Zombie scenario and I'm executing anyone who gets bitten.
I was overthinking it by a longshot!
It can all be done server-side. ๐
Just need to define each mission in your server.cfg and make sure each mission pbo is in mpmissions. From there you can vote/switch missions on the fly and players will automatically fetch each mission file when you do so. 
Still haven't figured out how to package them as an addon though.
Is there a way to allow an ACE Spectator to still use Zeus?
Thank you for the reply! I understood from this message though, that you seemed to be making a kind of multiplayer campaign addon (load directly from launcher, and multiplayer). A long term project of mine has been trying to put together a coop campaign like Apex. But I frankly don't quite understand the UI transitions and configs for that.
Is there a page explaining in which order viewdistance settings are applied (bonus point for terraingrid)? I found this post but I'd like to know if it's true https://forums.bohemia.net/forums/topic/210142-dedicated-server-forcing-view-distance-how-to-removechange/?tab=comments#comment-3229486
Iirc server setting overrides, if server has no setting, mission setting decides
Alright, would you happen to know what preferredObjectViewDistance does? I can't find it in the wiki
test it and then add it to wiki :3
i haven't touched a3 tools for years so i remember less and less, sorry
Whenever I load up a mission (duws)and go into Zeus for the first time I have all my addons(factions,modules etc)then if I save and exit and return into the mission some of the modules or factions will disappear from Zeus . Anyone have a fix?(Donโt know if this is the right chat for this if not let me know and Iโll remove this comment)
thanks!
So I need help with the Hold Action attribute. How do I make an object with a Hold Action delete itself once the Hold Action is finished?
in codeCompleted {deleteVehicle variablename_of_interactable;},
I would guess
Didn't work, laptop is still there afterwards
maybe set a variable, ie setvariable "laptopdeleted"; on object or mission init, and in code completed set laptopdeleted = true; and in a trigger on condition laptopdeleted; and on trigger activation try deleteVehicle variablename_of_interactable; after a second countdown or so
there's probably a better way to handle that
So ive been making ops and have been having trouble with gettings my players to not fiddle with the god damn loadouts in the arsenals. I have seen in one unit ive played in that a specific loadout will only be obtained if someone interacts with an object, how would one do this.
This if from someone who has no idea how to script in arma, so handle me with baby gloves
deleteVehicle (_this#0)
Hello, i have a problem, every time a player dies and respawns, he respawns as some vanilla character. For example, if i make custom loadouts with a starting base from a US soldier (RHS or CUP, doesnt really matter), when that player respawns, he will respawn as the base unit, with no modifications that i made. This started happening to my and my friends missions a while ago, maybe its always been like that but we never noticed.
Very surface level explanation: Create the loadout in arsenal, and export it to the clipboard.
Open a text editor, and do some trimming on unnecessary things (identity, voice, comments, etc)
Change all instances of 'this' to 'caller'
Plug it into an addAction script, place script on an object you want people to loadup on.
I'm having problems setting up a mission using zeus modules. It seems like when i have a Set Costs - Soldiers & Vehicles module it removed most of the placeable objects from my zeus interface, so i cannot place any modded cars or most modded units
will triggers still work if the type/activation is set to none?
it depends on how you intend to activate the trigger
its the Escape from tanoa mission. for some reason when i edit loadouts for the player units the entire mission breaks and none of the triggers activate
I'd have to see what is going on with this
I'm not really sure what the triggers are supposed to do
or how're they're set up
would you be willing to stream this in the VC here?
ill invite you to our vc
In some levels like Takistan, if you place a house outside the map border using eden editor, it just becomes hidden both in eden and in the preview, is there anyway to work around this?
I dont know how i can have such a hard time figuring this out but how do I just make a mission on the eden terain where i can run around. I dont want to use the Capture and hold sample. I simply want the map and a spawnpoint
You are in #arma3_scenario - try Reforger channels
Hey, is there a way to make the VR target light up where it's hit?
I tried doing
[this, 30] call BIS_fnc_VRHitpart
But instead the target just kinda stays same and after 30 seconds turns entirely clean white with a weird bump map.
Hey guys i am building an amphibious assault mission and am trying to add a blood in water effect in certain areas around bodies. Does anyone by chance know how to do this or where to look?
I'm not sure if that's really possible
a good place to start however, would be the "effects" module
I believe that's the name
It may actually be a collection of "effects" modules
the first minute you can see it pretty well
idk if he put down the Blood texture that is available in eden
I'm sorry I misunderstood, I thought you meant underwater, not necessarily shallow water
It is in fact a blood texture, not sure if it's Vanilla or not
very likely a decal that comes with a mod
cool, it would be cool to do the particle effect that comes from getting shot underwater but idk if that is possible
it probably is, but I doubt it would be worth the trouble, and would look believable
fair enough, i appreciate the help.
yes figured thats what he did but wasnt 100% sure
I'm trying to get an AI driver to check if an AI OPFOR unit has entered a vehicle. Any suggestions?
myAiUnit in myVehicle
"myAiunit" is the variable?
yes. so is myVehicle
thank you
Is there a way to trigger a waypoint so that once a AI squad enters the trigger they move to the waypoint?
im 100% sure its possible i just dont know how to do it
Hi
no prob, any time
Is there a way to turn Land_Radar_Small_F on to make it detectable from a planes Warning reciever?
So I have a quick question, which I hope someone here can point me in the right direction or at least let me know I'm not crazy
On RHS vehicles, primarily the Russian vehicles, I am able to use countermeasures and pop smoke from the appropriate seats. However, there are a number of people who I've verified have the exact same keybinds and settings and yet can't pop smoke
I'm trying to figure out if this is a fixable problem from the client's end and hopefully its not a inherent mod issue
Use Cup Vics
is there a mod/way to hide factions in 3den? I know you can in zeus but my UI is pretty cluttered
Having a weird issue in a mission. Small modline. CBA, ACRE, ACE and CUP (maps, vehicles, units, weapons). Every time a player reloads the firemode of the weapon is reset. Happens with all weapons, vanilla, DLC or CUP. Anybody had this before?
in multiplayer?
yeah
there used to be a bug like that but afaik it was fixed
its been a hot minute since I made missions.. but this issue is new. I guess it could be an addon bug
yeah probably. the bug I mentioned didn't happen when reloading:
https://feedback.bistudio.com/T69754
https://feedback.bistudio.com/T65757
only when getting in/out of vehicles and when switching weapons
I did some testing and its only in mp on a dedi server. Not in the single or mp play options in editor lol
Ugh... im starting my next project, trying to improve my code implementation and it just feels cursed.
I mean sure, Im relying on Calling my files as functions, but the chain of logic is just bimbofying me.
Initserver calls the staging file, which calls the task file, which declares a list of variables stuffed with actions before creating triggers that spawn[call those variables when the right actions are taken because while everything to that point was scheduled, TRIGGERS arent unless I spawn them, but my code goes pear-shaped if I try to implement it between the quotes in a trigger field...
CfgFunctions
S'what I did for every step of the way, save for the triggers and their effects.
Or should I be putting those variables into another file, adding it to the functions list, and calling it earlier? ๐ค
I mean, its working as is, and im sure its an improvement over my string of exec'd and waitUntils, but its a trip wrapping my head around it.
Hi. You've described a lot about the inside your machine. But what is it supposed to do? What are you trying to pull off?
The part in question is the second stage of a mission Im working on; til now, Ive done fairly linear pieces which is easy to plan around, but this time, it needs to be open-world, free form.
To that end, the task function is called, and has essentially this breakdown:
Create top level 'look around' task
Creating trigger to detect player near point of interest
Defining a variable as a block of code for what that trigger does, including a dialog, a subtask creation, the old trigger being deleted and a new trigger being created
Defining a variable as a block of code for what that trigger does, concluding the subtask and deleting the trigger.
Creating a trigger to detect the player near another point of interest
Defining a variable etcetc, and so on per each point of interest.
I attempted to create a function for the triggers, since I was using more or less the same setup for each one, but couldnt get all the parameters right; a stumbling block is that I couldnt pass what to name the trigger to the function, and my dialog blocks rely on referencing the trigger's list of units who are players, which requires the name... though now im wondering if _thisTrigger can get passed through my [] spawn {call triggerAction}, and if having a privately _named trigger would propagate through still... ๐ค
Anyone have any suggestinos on where I could learn scripting for missions in Arma 3? Obviously, the wiki is one place, but I was hoping for video tutorials or an alternative source.
YouTube, though some resources get old
the wiki has tutorials, guidelines, do's and don'ts
Okay, I thik I'll stick to the wiki afetr all then. Thank you.
see the following links:
https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting
https://community.bistudio.com/wiki/Code_Best_Practices
https://community.bistudio.com/wiki/Debugging_Techniques
https://community.bistudio.com/wiki/Code_Optimisation
and if you need help, #arma3_scripting welcomes you with open arms!
Lou Montana: do you still prefer sqf over triggers? (meaning mission.sqm used triggers are worse then scripted way of handling mission objective victory conditions)
yes?
SQF allows to access events, so it's even betterer
now triggers are not that bad, especially since you can edit their refresh rate, but, still
couple of years ago I got excited about "replacing triggers with sqf", then fast forward a bit and I found new arma3 feature in mission editor called "trigger interval" which in simpler terms is the cure for triggers being bad. however searching here in discord I find very little info about trigger interval, seems like nobody cares about it, dunno.
personally, I really like the text based control you can have for mission victory conditions / tasks what you get when doing triggers with sqf. no need to even start arma3 and go to mission editor to tweak some minor thing.
been thinking about replacing triggers with sqf on old missions, I see no performance issue on them, so no reason to replace, but it would be cool to have all the mission design stuff in sqf.
don't optimise if it doesn't need it ๐
as a beginner, I was also very frustrated when there was nothing in the editor and I had to browse scripts to get how it worked
then I became an engineer
btw HALO jumps, has something changed since arma2 because I have a mission (in arma2) where you HALO glided from 10,000 meter altitude in chernarus southern coast all the way up to the airfield. today however in arma3 this ported mission, soldier character falls from the sky like a stone, there is very little if any gliding going on.
that I don't know, but perhaps
who knows maybe I misremember the mission too, but starting point is at the coast and map markers also show the location as well. if I jump out of the aircraft in the coast, I can barely glide kilometer or so inland heh. well anyways I redesigned the mission so aircraft flies inland and drops you off there.
I'm not 100% sure how the game queues the triggers for execution. e.g. if you have 1000 triggers all set to 0.5s interval, if they execute every 0.5s all together then obviously the trigger interval won't make any difference. all you'll be changing is how long before the next lag ๐
triggers execute their codes unscheduled, so if they have to check something costly (e.g. a custom condition that loops over hundreds of units to check something) the interval still won't make any difference and the trigger is still bad for performance
also another important thing is what your trigger does. if, for example, you want to check if all units in the trigger are dead, you better use event handlers instead
if done correctly, using event handlers is always better than triggers
across hundreds of missions there are of course few different type of triggers, but common type would be specific objective location with 100 meter radius trigger OPFOR not present. I'd say bulk of my triggers are to check if bad guys are dead/present.
Welp now I'm viscerally depressed.
Fat-fingered my way into saving a blank map over my working project.
ouchโฆ condolences :(
well if you are working on a larger project that takes weeks to do i would recomend you to have backups just in case that dosent happen again.
Yeah, time to set that up.
Thankfully, everything so far has been mostly written in files, so none of my actual scripting has been lost.
But I do have to find every single referenced object and replace them T_T
I did setup a git for my (MP)Missions directory
Hey guys, so i've had this question for the longest time and i can't seem to figure out....I want to request artillary MRLS via radio player command and it seems I can only request up to 9 rounds at the time... I want to make rockets rain down with 3 MLRS tanks but they only fire a total of 9 it seems, any way I can increase this count to unlimited so they fire all rockets at once?
i did this a long time ago, but since introduction of the โsetTriggerIntervalโ command i think there is no need
how many missions you had to go through? are any in github/online, would like to take a look ๐
hmm, cant remember it was like 2014 ๐
redoing triggers into sqf is doable, โinAreaArrayโ command is good place to start
hmm are you sure about that, wasnt that mission editor trigger interval input field added just mere year or two ago, very recently? (yeah setT... command of course is different but).
yea, i stopped using triggers in 2014 as i wanted control of the interval for perf reasons
ah right I got it now, you were way ahead of times then ๐
also back then there was a nasty bug with triggers, created on client when client disconnect the server would inherit the trigger, adding up over time
but they added the Local param for trigger so that was fixed
what I love about replacing triggers with sqf is that you can setup when to even start checking them with good amount of sleep in beginning, if mission lasts for over 10min like even reaching the target area, what is the point of checking twice a second before 8-9 min mark heh.
im on mobile so i cant type out an example now, but basically just create a loop and evaluate over โinAreaArrayโ
yes
Hey, guys. I have a problem with my briefing. I use the Create Diary Record module in the editor to set up my briefing. Everything works well, except for the fact that the tabs in the briefing section are completely out of order (and sometimes even in random order) no matter what I do.
Does anyone now why this problem persists? Particularly relevant for multiplayer missions on a dedicated server.
Yeah I had that issue
You'll need to instead use a file in the missions folder, as the Diary module will never produce a consistant order
Check DMs @signal coral
nevermind
//BRIEFING - Note: Order must be reversed due to load order.
player createDiaryRecord ["Diary", ["V. Mission Notes:", "
"]];
player createDiaryRecord ["Diary", ["IV. Signals:", "
"]];
player createDiaryRecord ["Diary", ["III. Execution:", "
"]];
player createDiaryRecord ["Diary", ["II. Mission:", "
"]];
player createDiaryRecord ["Diary", [" B. Friendly Forces:", "
"]];
player createDiaryRecord ["Diary", [" A. Enemy Forces:", "
"]];
player createDiaryRecord ["Diary", ["I. Situation:", "
"]];
Paste the above into initPlayerLocal.sqf inside your mission folder and it will appear in the briefing screen.
Of course, you'll have to add your briefing text under each header
Is it possible to change a scenario attribute via SQF? I want to change the DisabledAI attribute (whether AI fill player slots) depending on a script in my init
negative afaik
damn
if !(is3DENPreview) then {
{
_x setDamage 1;
deleteVehicle _x;
} forEach ((allUnits) - (allPlayers));
};
this is good code ๐
you can put sqf in description.ext
DisabledAI = "!is3DENPreview";
the engine should evaluate it during config parsing.
oh that'd be good, I'll have to test it
Does this keep spaces & new lines? The modules cram everything together.
I'd like to activate a script, when a (specified AI) unit gets within a specified range of any player unit.
Best I can think of is to attach triggers to all players. Is there a less expensive method?
yes, scripting ๐
Could you perhaps expand on that? ๐
the simplest, through the editor, is to attach a trigger on that AI unit with condition "a (any) player in it"
through scripting, you would more or less do the same with e.g inAreaArray or distance
Hi guys so. I am creating escape room style mission/scenario. And I would like to hear you guys if you have any ideas for puzzles or features i could add to the escape room ?
It will keep spaces. Use <br/> to make line breaks
anyone have a infinite loading screen fix script for mp missions. i load in and can move around just cant do anything else
<br/>*
ty
@delicate hinge late feedback but I only just got the chance to try it, this worked great
oh noice!
what workshop mods do i list on the workshop when i upload my mission, do downloaders need to also get the module mods I use?
hi all. question. how hard it is to implemt spawn of radio like in conflict mission into my own mission please?
i think the the game auto download all dependcies.
@final sandabove
(You are in the A3 channel, is that correct?)
lol damit TY ๐
good morning everyone
does anyone know how to fix this problem
it says bin\config.bin/cfgvehicles/LIB_armouredCar_base/destructioneffects/light2/: cannot find base class light1
Nothing to do with #arma3_scenario, it is a mod issue - mod-related, nothing you can do but contact the author
it says LIB_, soโฆ maybe Liberation, Liberia or anything of the sort
Try removing half your mods to see which ones are impacting this error, if not found half of the remaining ones, etc
got it thanks alot!
Hi ! I try lot of solution to enable addons units in my mp mission zeus, but i always failed, can somebody help pls ^^
Hay i have a question, how do i make a character spawn + vehicle? I have a character spawn but how can i make it when i spawn there that the vehicle spawn there too?
Ty
Could you be more specific? I don't really understand your question?
you need to create the vehicle, create the unit and then move the unit into the vehicle. See this ressources:
https://community.bistudio.com/wiki/createUnit
https://community.bistudio.com/wiki/moveInDriver
https://community.bistudio.com/wiki/createVehicle
I want to create a map With multiple spawn Points. When i join i want to select a spawn point for my character and when im spawned in Front of me should spawn a tank . I dont want to plant 50 Tanks on All spawns at the begin
You will have to use the functions listed above by shiny
Anybody know a good way to keep stuff from falling over, without disabling simulation?
What exactly is the object(s) in question?
Is there any decent USA maps?
Seattle. No idea is decent enough
Ft. Bragg Training Grounds
I believe Harvey Point is also based on the U.S.
Can anyone help me with my ORBAT? The only problem with it is that an icon isn't showing on the map when I place down the module; I can click on it but it is invisible. ORBAT in the pastebin.
https://pastebin.com/csB3MVwp
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Been following the wiki's page and can't find what I've been doing wrong to make this happen.
Daft question, hosting a co op mission (non dedi) got my tasks and triggers set up and working. But just wondering do the triggers need to be set to server only. Or leave how is? All works in solo testing. Just concerned over other clients and jip.
itโฆ depends ๐
Their all basic tasks using triggers simply clear area destroy unit/vehicle/object
Just want it to globally fire once update for all
hello friends, tired of using bots or websites to convert your time for op sign up posts?
simple put <t:unixtimecodehere> or <t:unixtimecodehere:R> (countdown) and it will show up as something like this
<t:1654941600> - <t:1654941600:R>
this displays a time in your local timezone, simply get the numbers here: https://www.epochconverter.com/
this only works on discord
Hi - For the people that really like helicopters in arma 3 and just want to chill or train the simple beauty of flying and landing:
https://steamcommunity.com/sharedfiles/filedetails/?id=2820418420
Can I ask if there is a mission out there that relies on Logistics and moving AI troops around so a CTI - but for AI to fight - just looking to fly Choppers and move AI around and build bases/ Fobs to take over Island
something like this https://steamcommunity.com/workshop/filedetails/?id=1981883271 ?
yo! for more visibility, you could post it instead in #production_releases ๐ here is more for the creators, there is for the "customers"! ๐
This is why I keep this channel unmuted. Very nice work, I look forward to giving this a try
ty ๐
@past sparrow Many thanks perfect !
yw
Ah shit, I wasnโt aware! ๐ thx
The plethora of channels makes it hard to see ๐
ye understandably - no harm done though ^^
While i am here, while i released/published the scenarios via the editor, it was stubborn to put the Multiplayer tag on the mission and i couldnt remove it.
Is there a way to remove this tag on the steam workshop page afterwards?
How can I make every single AI unit in squad stay on their starting positions until they get attacked by players?
Arma AI does not move out of starting formation, unless they have a waypoint, or detect the player somehow. Something is missing from your question. I am guessing you want them to stay, even if they are able to see the player. In that case, you can control them with a trigger activated by whatever condition you like.
A simple method would be double clicking the group icon (game calls it a composition), then giving the group a variable name, for example: grp_stay
Then adding this to the init field to freeze each unit:
{ _x enableSimulationGlobal false} forEach units this;
And then, in a trigger, activated by whatever you like, put this in the activation field:
{ _x enableSimulationGlobal true} forEach units grp_stay;
Forgive me if I don't go through the code, but I can tell you ORBAT textures become invisible if there is any kind of error in cfgORBAT. It can be formatting, unrecognized input, .paa not found, et cetera. Unfortunately you're just going to have to comment out bits until it shows up. Or take the template from the Tanks DLC mission and fill in bits from there.
It doesn't give you any kind of error or feedback.
I wanted the AI to stay on one place if there is no enemy in sight. When they spot an enemy they must be able to move
I managed to freeze them on one place by using animations
I don't understand. If I put an AI unit in the editor on one side of a map, and me on the other... then the AI doesn't run around. Again: the AI always stays in place unless they receive input (eg detect player or follow waypoint or script). Unless you have a mod loaded...
Sorry *enemy
I placed a guard waypoint for the squad, that probably was the reason AI was moving
Thanks for the note tho
Are you trying to keep them from moving into formation
Just put doStop this; in each unit init line. They'll remain still until their behavior scripts fire
https://imgur.com/a/JCKUK1M
https://imgur.com/a/GfkvyYA
@paper creek Please view the above images if you intend to use doStop in a dedicated server
@thorny plaza Niakala got uploaded to the workshop a couple weeks ago
https://steamcommunity.com/sharedfiles/filedetails/?id=2801060088
I guess it's regarding my map sheet, yeah I need to find a free afternoon to update everything, thank's for reminding me
yeah it is, and no problemo!
Hello Gentlemen, I have a question for you history nerd folk.
I'm looking to create a realistic training map for my WW2 Wehrmacht unit, a location for all fresh recruits to practice everything from arma basics, to medical, marksmanship, formations, etc. Basically bootcamp. Problem is, I'm lacking some inspiration for it, and I dont just want to be lazy, place down a few tents, an arsenal, a tank wreck as a target and call it a day.
Would anyone have any inspiration / advice or tips to share on how to compose this small map? Where should I build it (on what map), what should it contain, etc.
Hello there
It's very straightforward to find detailed information on how German soldiers at that time were trained, the tactics, and their materials.
Quite literally my third result for "training manual wehrmacht" from my search engine was this overview, in English, with photos and sources:
Using the search term "German WW2 training" will also yield hours of footage on YouTube.
...
However, I feel the need to caution you about setting up and performing something like this.
Because as cool as it is to play with these virtual toys; you are re-enacting a very unpleasant part of human history.
Namely the conditioning and ideology of a particular regime.
That was also part of training, perhaps the essential part. And you can't separate it.
Perhaps a video can convey this better.
Found a very American one, although I disagree with some details, gives a kind of overview:
Good luck with your creative endeavours =]. Hope you have mindful fun with your mates.
Thank you but you did not answer my question at all)
I provided sources of information on how bootcamps looked like for inspiration. Good luck.
im confused on how to put custom loadouts in the lobby, as im trying to make a scenario but also not have the hassle of telling all of my players what to wear
could anybody help with that
Just checking: do you mean the lobby or the respawn screen/map?
The lobby
I'd show a screenshots but embeds aren't allowed in this channel
Put it in #screenshots_arma then ๐
Afraid I don't answer DMs.
I have not yet played a mission where players could individually select their loadout in the role selection screen. You can't really run scripts at this point, so I myself am out of ideas.
The game does allow you to select loadouts on (re)spawn, which you can define in description.ext .
Oh, no no that's not what I'm talking about
What are you attempting to do exactly?
So in most MP games theres like little squads
Alpha, Bravo etc.
And they have roles under them like Rifleman, Combat Life Saver, etc
I want to know how to make those and assign loadouts to those roles
I think I understand what you're attempting to do
When you're in the Eden Editor and you place a unit that is set to a player, whatever loadout you gave the unit in the editor is what the player will get when he selects that role in the lobby
Now to actually make the squads is also pretty simple. The game will do that for you automatically so long as those 'player' units are in a group together.
So what you will need to do is this:
- Place the units that the players will use
- Set them as playable units using the 'playable' check-box in the Attributes menu of the units
- Customize their loadouts in the Editor's Arsenal
- Ctrl-Click and drag the units into the same squad (or multiple different squads if you so choose).
- Enter the unit's Attributes menu once again, and find the text box that allows you to set the Unit's name within the lobby screen
- Enter the Squad's attributes menu and find the text box that allows you to set the Squad's name within the lobby screen
- Run the mission
I can't find the one that allows me to set the unit's name in the lobby screen
It should be called 'Role Description'
No problem, happy mission making ๐
can someone help make a zeus map with me
how do you set up a zeus misson and get people playing it?
its mission.
?
not map
map/terrain is what mission/scenarion is made on
its importnat to have the terms right
Im pretty sure you can find basic zeus setup guide online. something along place unit, add zeus module, sync zeus module to character.
if you want additiona stuff you will have to be more specific
i ment how do you make a server that people can join
It is indeed very important to ask the right questions
yep
you can either localhost a mission through the MP menu or rent a server to host on
k
and how to get people to play on will likely involve the lookinf for game channels
youll likely want to practice zeusing on your own or on the public zeus servers so you know how everything works
how to i host game on PC to game with my buddy
!localhost
Arma 3
To host a server or a game session locally, you need to make sure first that your WAN address / external IP uses the IPv4 protocol!
Check your routerโs status page in the settings to confirm. (If in doubt, ask your ISP, Websites like โwhatismyip.comโ give you a false positive!)
Local servers and games can not be hosted on an IPv6 network, or IPv4 via DSlite tunnel!
https://www.avg.com/en/signal/ipv4-vs-ipv6
Once you have confirmed that your connection uses the IPv4 protocol, you need to manually open / forward the ports 2302-2306 UDP (https://community.bistudio.com/wiki/Arma_3:_Dedicated_Server#Port_Forwarding)
See your routerโs manual on how to do that, or ask google: โ<your router model> + port forwardingโ
(also, wrong channel)
how would i be able to edit antistasi
@signal coral
Get PBO Manager and google how to find Workshop Scenario PBOs. Unpack the PBO and place the mission folder inside into your Arma 3 'missions' folder. You should be able to edit it from there
asking for permission or using the eventual repository could be nice, too
Yes absolutely this ^^^
Please ensure you have the explicit permission from the Mission Maker(s) to modify the scenario.
Their rules will typically be displayed in their Scenario's Workshop page
Friends, I am attempting to add a mikeforce type like survival mechanic to a cooperative SOGPF mission I'm making. Its probably the last element I need to create a drive for exploration, DM me if you know of something.
Is there a way to let the AI only use a rpg the first thing I tried was only give him a rpg but sometimes he just does nothing and dies
I'm not entirely certain how to go about doing that in vanilla, but if you use this mod, it will increase the AI's chances of using an RPG:
LAMBS_RPG
https://steamcommunity.com/workshop/filedetails/?id=1858070328
@harsh narwhal
@reef hound I will try it thanks for the suggestion with some trying yesterday sometimes he is the best but sometimes he just walks off a roof
Something in the last A3 update merged the debrief and kill stat screen, if I'm not mistaken. So now when you disable the statistics screen with the "showscoretable 0" command in the mission init, the kill count for the player instead shows on the debrief summary, which completely circumvents disabling the score table. Is there a way to completely disable showing the kill counter/score table at the end of MP missions?
What's the code needed in Eden for an object to play a particular sound if activated by a player?
Like say if someone interacts with a radio some noises start coming out
Mh take a look at user action/hold action and playSound3d on the wiki
If a radio is what you're trying to make, try this:
https://www.youtube.com/watch?v=ZWCfHXS898I
I use his script in my missions
Ok, thanks a lot!
anybody could give me a hint on how to attach a scope to MG42 machine gun?
duct tape
if the arsenal doesn't allow you to, you cannot
If you have a mod that adds the MG3-KWS, that's probably as close as you'll get to being able to use a scope on the MG42
@reef hound I will try that
I am having trouble with this weird issue.
Assets keep exploding on loading the mission in MP(server-side, not through editor)
Tried:
- Adding Hide Terrain Objects (for all Object Types)
- Lifting helicopters of the ground 1 by 1 to the lowest snapping point. (I have done this by default for years usually this helped, or if not I sometimes might needed to reboot the server and then it would work after the reboot. Don't ask me why but it did. And it does not now.)
- Moved all HTO's and Edit Objects to root (they were initially in sub folders).
- Adding 2nd HTO (for all OT's & Operate Locally)
- Adding 3rd HTO (for all OT's globally)
- Add Edit Objects for all conflicting objects (Had to move HTO's for this temporarily) and after setting all those I moved the HTO's back in position.
After steps 2&3 I changed the lowest snapping point to a value of 3 and removed some of the assets out of the way of conflicting containers in this case (2 ground vehicles). This fixed it for the ground vehicles. An extra HTO over 1 of my airplanes hangars did the job for that one. But my helicopter area kept exploding (and exploding house wrecks were visible after.
Steps 4-5-6 basically did nothing. Just writing it out, to point out I tried basically anything I can think of. The only thing that now can think of maybe doing (if my assumption of hide markers loading with a small delay = true --> write a small spawn delay script for my helicopter area items? And maybe get it done that way?)
See screenshots here:
https://ibb.co/27tvtwL
https://ibb.co/sjNCj3H
https://ibb.co/V23NDBn
https://ibb.co/DthC76N
https://ibb.co/MGVMTxs
https://ibb.co/bWhPRWB
https://ibb.co/L8vZS3H
https://ibb.co/mFHS3kD
so: you place a helicopter where there should be a building, building hidden by hide object module, correct?
Yes and when that did not work I just overdid it with multiple ways of hiding the objects
But to no avail
In the past I used to struggle often with this. But as stated before, with using a Hide Terrain Object or Edit Object + sometimes a 2nd boot of the mission with #restart command on the server would do the trick. But now that failed so I tried to overdo it with the above steps. But I am now out of (regular) ideas. So I figured maybe ask for help and see if I might have missed something. Hence the visuals (Screenshots)
idk if this counts but this is a bit on the mental side of mission making
so hear me out, iโve been making missions for about a year and a half, logged 3k hours into the game 90% of that is zeusing or eden, not actually playing the game (lol)
recently i just felt really dull making missions, iโve seen my fair share of successes and failures, iโd go through the same cycle of prepping an op on eden, posting reservations and wait for the day, the day comes for me to actually zeus butโฆeverything seems so dullโฆlike the joy of it is no longer there
iโd hype myself up for ops, then when everybody logs on, gets their kits and roll out i feelโฆnothing, absolutely nothing, then i do the op, we debrief and i feel even more hollow, sometimes i get praise and it still feelsโฆhollow
so i took a break, i just formed my own unit again with a friend, and iโve really wanted this opportunity since forever, and now i feel like i cant do it, it feels really shitty and i feel really guilty and at the same time quite sad how dull zeusing (and the game in general) is for me now
obviously this is more of a thing you talk with a psychologist (i am talking to my psychiatrist in general and iโll bring this up) but i also want a fellow zeusโ perspective on this so, idk what do yall think?
If it feels forced, the break wasnt long enough. Try another game until you get that spark again. Don't come back to Arma until you do.
I've been burned out before and I'm sure a lot of other Zeus/Mission Makers have as well.
The Steam Summer sale is out right now. Maybe try a new game you've never played before
as obvious as the advice sounds (no offense XD), i never really consider taking a break from arma longer than 2 weeks in the year and a half, yeah iโll try that
so, u rite
I've been feeling the same and it's primarily, for me, because I'm the only Zeus in my unit and I really want to do on the ground shit and lead again, but I'm the only one who really has a grasp on zeusing for my group.
So yeah I'd say take a break but also ask if it's because you actually miss being a regular trooper
Anyone got any ideas for this?
Tried 2 more things:
- Removing the HTO with "Operate Locally and the extra HTO without Operate locally, so only one exists". Did not work.
- Tried with removing all HTO's and just adding "Edit Objects" modules on everything around the helicopters (Everything near any heli is now completely gone). Did not work...
For some reason the 2 small green buildings seem to spawn in even though they are told not to.
If no one has any ideas or theories ill be rearranging the base.
So Iโm looking at getting into creating missions/zeusing for my unit
Whereโs the best place to start here
First hand experience with the interface itself? Play as Zeus on Public Zeus servers hosted by Bohemia.
Learning good practices? YouTube or other experienced Zeus/Mission Makers
Iโm not sure which would be better since I typically play heavily modded
Ah, I'm assuming you're running Zeus Enhanced
I would still recommend playing as Zeus on official servers if you have zero experience
And how long should I typically spend making missions
Using Zeus?
I couldn't really give a good answer as I only use Eden for mission making, but as long as it takes I suppose.
Just keep in mind that in the case of Public Zeus, you will often be making players wait while you build the mission.
So shorter is better so long as it doesn't compromise mission quality.
If it's on a dedicated server that you or your friends own, you may just be able to log on prior to Ops starting so you can do whatever prep you need
Ahh okay cheers
can someone learn me how to set up a task in eden for 2 HVTs
Anybody know a good way of having enemy reinforcements arrive via helicopter
sure!
you can use a waypoint to make a group board a (separate from group) helicopter
have the helicopter's first MOVE waypoint synchronised to this "get in" waypoint
have a waypoint to drop the group
have the group another MOVE waypoint near the landing area
Ok thats kinda what I was hoping it would be ๐
how would I make it so the reinforcements are triggered when blufor reach a certain point in the map though?
I'm pretty sure it involves triggers but not sure what to do with it
yes a trigger, that you can synchronise to the first waypoints ๐
ah got it thanks
Anybody know how to make ai helicopter attacking convoy using waypoint?
I've done it before but i think i didn't do it properly so the ai piloting the helicopter is kinda messed up and just flying around and then being destroyed by enemy armed convoy's
Hey I hope someone can help me, I search a mission called Dynamic Arma Airports. So you have an dynamic Airport with planes taxing, start and landing and refule by npcs. Anyone have this files or know here I can find it? So the creator removed it from the Steam Workshop
Yes you need some delay when spawning things into hidden terrain objects
Incase you have not solved it yet.
So I want to make a wall that will go across an entire map. Obviously I can place every wall by hand but that will take forever. Yes, I can try copy-paste big segments but even that needs fine adjustments. Does there exist an addon for the editor that can help me with this? Like Plopper but the editor instead? Something where I could drag and it duplicates an individual wall all the way.
Can't say that I know of anything like that. Best method I know of is this one:
"Yes, I can try copy-paste big segments but even that needs fine adjustments."
I just hope you're aware of the very likely performance impact this will cause.
Highly recommend making the wall out of "Simple Objects" so long as you don't intend for the wall to be knocked down.
Scripting can do this
You can copy big segments, then paste them on the original position and us the translation widget to move it just in one axis
So, in the description.ext, IK you can use loadscreen to put a picture in the little overview box when you're loading the mission, but is there any way to have that and have a fullscreen picture in the background?
I can't see anything about it in the description.ext wiki page
Ok, I found this, I'm guessing World Configuration is for mods right?https://community.bistudio.com/wiki/Arma_3:_Loading_Screens
What's your goal?
Iโm using Fallujah from CUP, and the background is just static. I wanted to see if I could change that to something else
Within the mission file
You want to make multiple background image? I don't think that's a thing
Thatโs why Iโm asking, I didnโt know if it was possible
I went around it. I moved the plane that was having this issue in front of the hangar (I will move that by hand when loading in).
And the helicopters I have have given AI pilots with skill 100% and some waypoints to have them land on each pad where they are meant to land. So far it looks alright. Think this will work at least for now. But if it does not I think i'll look into some scripting options.
๐
Oh if ever anyone needs to do this ugly solution I came up with: do yourself a favour and since your already giving the helicopters waypoints don't be lazy and just make sure to also give them a move waypoint after landing. That makes sure that they 1. turn off the engine 2. you can simply delete them through zeus in 1 quick action.
I am currently working on a softcore roleplay mission in the SCP Universe.
I am looking for some kind of thrown grenade, that is a bit more... lets say science fiction?
Maybe something like a gravity grenade or thunder grenade? I think ive found something like that on the workshop ages ago, but I can not find it anymore. If you have a suggestion, I am all ears.
You could use diwako's anomalies mod, and spawn a anomaly at the place where grenade explodes (Explosion eventhandler is coming with 2.10 update)
Subbed. Ill definetly take a closer look
Guys, tell me please! How can I create the same battles in the game? https://www.youtube.com/watch?v=4NCLtN71kwY
Subscribe here -https://bit.ly/3Fqb8PV
If you like the video, please subscribe and like it. ๐
โถ My Playlists :
ARMA 3 Machine - https://bit.ly/3KY3CNj
ARMA 3 Soldiers -https://bit.ly/3MRYTy4
ARMA 3 Drones - https://bit.ly/3MRYTy4
Arma 3 is personally the most fun and realistic game in the war shooting game. This is the game I've played the mo...
Hello I am trying to make a mission where the players need to defend an area from OPFOR and if the location is captured they have X amount of time to retake the obj before mission failure similar to say a final breakthrough OBJ from BF. Does anyone know if that is possible in arma 3 and if so how I would set the obj up? Thanks
If you haven't yet looked into "Sectors", check out this video.
https://www.youtube.com/watch?v=OkXnG_ef76
If you're looking for something more specific that Sectors cannot achieve, you'll likely be entering the realm of scripting it yourself, or finding a script online.
Allo people. I am trying to finish making my Mission for my friends. The mission being take out multiple opfour bases along the coast including aac airfield which is where I'm at now. I just figured out how to set up a AI spawner, and a Sector. But I can not figure out how to make the ai stop spawning once bluefour has taken the sector from opfour.
anyone know how to stop ai from spawning once a sector is taking basically
Thank you
No prob, good luck and happy mission making :)
Having a problem, and I'm hoping there's a solution. I'm sure I'm not the first to run into it.
Using LAMBS and Zulu Headless Client, and trying to set up a mission that takes place in an extensive cavern. The OPFOR AI consistently spots BLUFOR through walls (even if I place vanilla walls like canal walls between the two positions to block raycasting) and will basically fire in their direction as though they can see them, even though they definitely can't. They'll also walk through those walls which is annoying as hell.
Is there anything that can be done about this? Any fix?
I know I can disable AI auto target or visibility checks, but then the AI won't even shoot if the players are right in front of them
I should add that this system is off map, because it's the flattest terrain
I myself couldn't find an automatic solution (would love to know).
Instead I set a series of triggers at room entrances that would activate ({_x enableSimulationGlobal TRUE} forEach units group varUnit;) specific preplaced AI units.
what do i need to do to join on a mission
@gray shuttle better remove from here to post in #production_releases, more visibility there ๐ (and no crossposting ofc)
Oh okay thank you didn't knwo
no problem, here to help!
Have finished my latest map using the NightOps tutorials and scripts. Could not have done it without them.
Units don't get out of the vehicles when I link the vehicles with "Better Convoy" mod. Only the Squad Leader of the Lead Vehicle in the convoy gets out.
Report it to the mod author then, or don't use it
@trail cargo have you tried having them stand still?
this disableAI "PATH";
also I seem to remember there being some options to disable suppressing in the past. Might fix that.
Can anyone tell me if they know a solution to AI led teams spending an entire match getting in and out of vehicles in warlords and never leaving their base? I ended up just making the vehicles so expensive its way later when they start buying them but it kinda sucks for obvious reasons.
ah! nevermind, it was an issue with better convoys, ill bring it up there
... That's a brilliant idea. I think I'll have to do it that way next time. The operation ran well enough, but the pre-placed AI lost their traits when Zulu Headless took control of them. They all immediately moved into formations, disregarded the walls, and it.. uh... it got messy ^^;
I got around it by manually placing units in Zeus just ahead of them, but disabling simulation until they reach a certain point seems like a way better solution
Sort of!
I in the end disabled move but not path, since disabling Path also disables their ability to look and aim. Move just disables their ability to find their way to waypoints. Unfortunately, the setting wasn't preserved when Zulu transferred them and the AI decided to have a little wander through walls.
I'm thinking the solution for this would be a combination of disabling simulation, and spawning AI directly to the headless client for those missions rather than letting it be auto assigned
Until the headless transfer, they were actually doing exactly what I wanted them to do
Here's a question:
Multiplayer Campaign scripting. Is it possible to have the following scenario:
Players go through Mission File #1, and reach a trigger point. On reaching that trigger point, a script tells the server to load mission file #2.
Players enter Mission File #2 with the gear loadout they had at the end of Mission #1
I imagine the answer is probably no, but I was hoping to build an elaborate interior environment in the flat VR map, have the players start outside, then essentially breach a huge compound
it is doable, but not with the vanilla "campaign inventory" system (that is broken iirc), through maybe server variables instead
We do have ACE Arsenals; Roughly what would it look like? I think there's a Play Next Mission command?
er, play scripted mission
Hello how's everybody doing can anybody tell me how to upload my missions i created I just bought a new computer and I was able to acquire all my mission files but for some reason there not loading when I launch n play arma
If you mean you want to put the mission you've created on a dedicated server it goes like this:
Step 1: In Eden, open your mission, and under file hit Export as MP mission
Step 2: Navigate to your ARMA directory's mpmissions folder (by default C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions ), you'll find a file that looks like Your_Mission_Name.MapName.pbo
Step 3: Move that file to your servers mpmissions directory, or upload it to your host if you're using managed hosting
I'm using host havoc at the moment and on my map I have custom sign textures that work perfectly fine in single player but when I put it on my server they don't load with the PBO
I want to create Intel items in a multiplayer scenario where when you pick them up they don't get deleted and add a Diary Record, if possible in a separate Subject called Intel, all of this through eden editor, is it possible? how do i do it (Ace, 3den and CBA are being used in this scenario)
i've been searching for hours now and all i can find is doing it in a way where the item disappears, and i don't want that
Hello. I have a question, how do I put a helmet similar to the position in the Jets trailer?
I'm trying to make two pilots who will go towards the barracks
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The Jets DLC drops three air-superiority jets, an Unmanned Aerial Combat Vehicle, a new Showcase scenario, and more. The package is complemented by a free Arma 3 platform update, which introduces mass...
attachTo
yo can someone help me script antistasi
Scripting all of antistasi from the ground up is gonna take a while, might be better to explain what you want to script more precisely
reputation system, outposts, towns, places you can capture, making objectives, making the enemy react to attacks with helicopters jets etc,
ok so you do want to script antistasi from the ground up
yeah
Then uh #creators_recruiting is the channel for you, good luck
don't you want to use Antistasi in your mission instead?
i want to atleast make a different version for a group
the things we use isnt compatible with antistasi
you're in for a lot of time and scripting.
either that or just fix the mission
id rather fix the mission
i want to be able to use AF4 and ifa3
id use altis but it replaces the soldiers with wehrmacht and soviets
you can run a side script to give units appropriate loadouts
Can you give an example?
Is there a list of Arma 3 vanilla buildings that can be completely destroyed? (Like most of the Altis, Stratis and Malden buildings)
I plan to work on a map in which every building is able to be destroyed
(If you know a list, fell free to hit me up in DMs!)
Anyone know how I can attach a sound to a vehicle during a mission in Zeus?
(ping me)
Does anybody know of any compositions that I could potentially use as a border immigration and checkpoint? Coincidentally, are there any maps similar to the Fapovo and Sahrani terrains that have a border checkpoint within them?
Is there an up to date guide on making missions (steam or YouTube)? Anything from like 2020-2022?
I want to learn the basics of scripting & mission modules
Also,
What is the best way to change an AIs objectives when they are attacked?
For example, I have a convoy system set up, and I am curious how to make their objectives change into a set of move/retreat waypoints if they are attacked... how would I do this?
I think your question is too broad, making it maybe hard to answer.
You just script it in some way (which is not a helpful answer, i know).
You could use a trigger placed in some "ambush area" which will run some code when the enemy is detected there (so, not when the enemy starts an attack, but it makes sense not to wait until bullets start flying and make the convoy run when they detect the enemy).
Or you can run some code from the Hit/HitPart/Killed event handlers added to the convoy units/vehicles and make them react only after they get hit.
There are probably other means i forgot.
Maybe you should look at some existing missions, to see how they do it.
There should be some scenarios like that in Steam Workshop - look for scenarios with "convoy" in the name, and consider first checking those having the highest user ratings.
Can someone recommend an example of how to display something like a Hint, with structured text (if it could contain small images/icons, that would be great).
I am sure something like that is used in some official scenarios or cmpaigns, but i don't remember where (it is many years since i played any official scenario/campaign), so i am trying to find it, but so far no joy.
What i need is...
When player has a "Pilot Operating Handbook / Flight Manual" in their inventory, and they get in a specific plane, i want them to be able to see a "page" from that book showing the engine start procedure.
What would be the best way to do that?
A Hint? Some kind of custom Dialog? (but i guess that would be blocking any interactions until closed)
Nevermind, i figured a Hint/HintSilent with structured text is all i need.
Always read BIKI for an example
https://community.bistudio.com/wiki/attachTo
use typeOf cursorObject in the debug console when looking at it
*looking at it ingame
Thanks
I want to make some custom enemy units/ compositions for my server. I usually just edit a unit in eden and copy and paste it, however I cannot use these is zeus because they always revert back to their vanilla loadout. Ive tried making some factions through ALIVE but I dont want to publish them or make all my players use a local mod. Is there an easier way to do this?
anyone able to help me, ive created a mission in order to put on host havoc, and im getting all kinds of errors. Cant seem to nail them down
What are the errors you get?
What is the simplest way to add the content of that structured Hint also somewhere to the map screen?
Like having several documents accessible somewhere from the map screen, so player can read them, etc.?
https://imgur.com/hGYyIiw
Props Briefing?
also wew that looks fancy!
I have a short video of it in action, if you are interested (older version though, but not that much different):
https://www.youtube.com/watch?v=1rK3KyOcWwM
I am sorry, but what exactly is a "Props Briefing"?
Sorry props as in propably
so propably using the briefing system
Aha ๐ thanks
faaancy
Thank you, glad somebody likes it.
It has two modes
-
"realistic", where the starting procedure is as shown in the real pilot handbook.
-
"randomized", where the procedure is randomized, to prevent players 'meta gaming'.
The mission i am working on is a variation on "Escape the island", with decent amount of object interaction and even some puzzle solving.
Players can find various means to get off the island - one of them is this decrepit plane.
If somebody chose a "pilot" player slot, they will instantly know the correct procedure, while other players can either try clicking things at random (not recommended, because if the pilot doesn't follow the correct starting procedure, there will be a much higher chance of engine failure - the more they deviate from the correct procedure, the higher the chance).
OR if they get lucky, they can find a pilot handbook, which contains the procedure (that structured Hint is shown only if the player has the book).
And the randomization is to prevent the players "cheating" the system by learning what the procedure is if they played the mission before.
I even made a proper book cover ๐
https://imgur.com/kVtZMNt
I love it!
fyi @rocky carbon ^
Looks great @sturdy crystal Good to see this kind of system in action, bodes well for my schemes with mechs xD
Nice. It is more or less finished, it only needs a proper testing (especially in MP), and then maybe some polishing (maybe a lot of polishing :-)), but if you want i can send you the example mission in its current state.
I would definetly be interested in that ๐
Ahh, ok, i will make a forum topic and post it there (is it possible to post files IN the forum, or do i have to find some host? it's been a while since i posted anything)
Im pretty swamped at the moment so perhaps better to not have more distractions at this time. ๐
I think you need to host them somewhere yeah
Ok, i will find some place to host the file, then i post a link to the forum topic with a ping to you both (and if you don't want a distraction, well... don't look at it ;-)).
Is it possible to place a trigger that opens bar gates that we're pre placed in the mission?
(meaning I can't edit them, it was already there)
yes, you just need to know the gate classname and use something like https://community.bistudio.com/wiki/typeOf
or hide the object with a module and place your custom one
Slap an Edit Terrain Object Module on it and you can assign a variable name to the bar gate.
Yeah so that's the easy part
but
everytime I do it
it snaps to wall next to it
for some reason
Open the module's attributes and play with the checkboxes until you can drag it onto the bar gate.
alternatively spam a few until one snaps onto the right object and then delete the others 
If you decide on using hide terrain objects module there are some great compositions on the workshop for an automated bar gate
Smartttttt
Btw
what's the dimensions for a flag picture/texture? (Flag on a pole)
and does it have to be jpg or can it be paa
what's the resolution for that on photoshop?
all my others are paa not jpg
gotcha
How do I synchronize waypoints to start executing when a trigger is activated
For example:
I have three opfor squads I want to execute some waypoint logic when a BLUFOR convoy enters a trigger area
If the preplaced gate can animate, there is no need to hide and replace it, just use something like nearestObject to get the object and do what you need to do.
@near dock , @rocky carbon Here is the forum topic for the Scripted Interactive Cockpit as promised.
You will find a download link in there.
https://forums.bohemia.net/forums/topic/239402-scripted-interactive-cockpit/
๐ ๐
Thanku!
can i get some assistance with putting a mission file onto host havoc?
having issues with the description.ext removing itself from my pbo, and also several mods show themselves as missing in the web console even though they are loaded onto host havoc, in the command line, and in the map when made in eden.
if you think your mission is okay and the actual problem is your hosting, maybe you should contact with them first?
Is it okay for missions to not have voice lines? Or is using hint & text taboo?
no, it's fine
not everyone can afford (in time, effort, money) to provide them, no problem - as long as you like what you have done, ship it!
I should make a scenario where Russia invades Livonia 
If this is the wrong spot for it let me know.
I"m looking to use the respawn loadout menu in my next mission to allow players to select different loadouts depending on what role they chose.
However I do not want all players to be able to see the same loadouts.
For example. Unit A is a rifleman, I want to give him 4 loadouts to chose from within the loadout menu = Easy enough.
Unit B is a sniper, I want him to only have his own, seperate sets of loadouts separate from the ones available to Unit A.
I don't want them to be able to see each others loadouts or be able to select each others loadouts.
Is this something that can be done?
Cheers.
when you reply can you use the reply function or @ me
it is doable, it will simply involve a little bit of scripting ๐
trying to get a vehicle turret to be aimed a certain direction for a mission im making, any idea what i can do in editor to set the rotation for the turret
Suggest to use doWatch command
trying with an empty vehicle, so sadly it wont work
Then you probably need to make a temporary crew
there's no other way (for the time being) - add a gunner/turrect crew, make it watch certain spot, wait 1s or something to make the AI turn the turret and delete crew
until Dedmen does a "rotate turret" command ofc *hint hint *
fixed
however iirc RHS tanks have their turrets (or at least barrels) in different position than vanilla vehicles so maybe this can be changed through vehicle config of sorts, but it would be harder than just placing crew inside
Another question.
I was looking for a way to auto-assign roles to players (except admins) when they join the lobby for the mission.
I can see that this allows auto-assigning but it seems to relate to sides instead of roles
`joinUnassigned
By default a new player is not auto assigned a free playable slot in the mission lobby in Multiplayer. Disable this setting to make him auto assigned to the side with least players.
joinUnassigned = 0; // 0: disabled - 1: enabled. Default: 1`
Is there a way that you can auto assign roles within one side?
this, if there is only one side
If I wanted a simple add action like so to appear for every client on a radio object, at mission start, but once activated, is removed for all users.
I currently have it in a PostInitServer.sqf which works and makes it appear, but how would I do the above?
radio addAction
[
"Begin broadcast",
{
_wave = execVM "wave.sqf"
},
nil,
1.5,
true,
true,
"",
"true",
2,
false,
"",
""
];```
Yeah
I found out
in dedicated servers
it won't work
you need a script or something
(at least someone told me)
anyone?
Thank you Bhoemia net
create them as simple objects
other objects are not supported
I see what you did there Lou
im trying to get a simple truck carrying reinforcements to drive up to a point and unload it's troops. But for some reason the cargo squad keeps disembarking/embarking while slowly making its way to the drop off point.
both squads (one is only the driver) start inside the vehicle. I have a move wp for the driver placed at the start and synced to a trigger for when they should start moving.
I have a Transport unload wp for the driver and a unload wp for the squad synced together at the drop off point.
both squads are set to careless, and the truck is even locked.
mods?
ace and lambs and cup assets. lambs is disabled for group and units
try the exact same setup but in vanilla please
works a bit better, might be that I take them off careless mode incorrectly. I kept them on careless even after the disembark now.
they still want to jump off immediately if I don't lock the truck though, is that normal?
no idea, maybe they want to walkโฆ
in AWARE mode, do they get out too?
yes, does not seem to be any difference. ill keep experimenting with different things
it might most likely be a wrong waypoint setup then
have the action remove itself on completion.
To remove on use, use this (alternatively just set the hide parameter to true), but that just hides/remove it for the one who used it:
removeAllActions _target;
since it needs to be global, remote execute it:
[_target] remoteExec ["removeAllActions", 0];
bad idea to remove all actions (you could interfere with something else)
better use a variable on the radio that this action would use to show/hide, OR save the addAction id there and use it (locally) to remove that action
yeah, of course. Assuming that he has more than one action in there
add.sqf
TLB_fnc_removeAction = compile loadFile "remove.sqf";
_id = radio addAction
[
"Begin broadcast",
{
execVM "wave.sqf";
[_this#0] remoteExec ["TLB_fnc_removeAction", 0];
},,
nil,
1.5,
true,
true,
"",
"true",
2,
false,
"",
""
];
radio setVariable ["TLB_broadcastID", _id];
remove.sqf
params ["_radio"];
_radio removeAction (_radio getVariable ["TLB_broadcastID", -1]);
is there any way to make public server loadouts?
without them like disappearing
how do you that?
(from the 3den)
to put a loadout on a unit?
Right click and edit loadout edit: Not sure if this is a eden enhanced feature
oh haha sorry I didn't read up ๐