#arma3_scenario
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I am trying to upload a mission file on this map to my server
and I can't get in the server because I keep getting this error
Vehicle class hebontes_rangehouse_C_1 no longer exists
anyone have clue what the heck is that? I can't find anything that is named or was named or was a prop of a range house on the map
I just checked the Map PBO files and I can clearly see a file named Hebontes_rangehouse_C_1
why does it says it's missing
Has anyone seen a script or system to lock certain slots based on player count?
anyone have any experience with fixing mission file errors? I've had this a few times in the past, but it's especially jank this time. I've tried - changing the sqm to not require mods, saving it as a new file, and I've deleted the object that is causing the error.
Hi! I read somewhere that you can make mission specifc textures for units. No mods involved. I image it would go something like this: create a .paa texture file for a uniform. Insert that .paa file into your mission folder. Add the unit in eden editor. Then using the "this setObjectTexture [0, "SOMETHING SOMETHING SOMETHING"]; apply that texture to that unit. Can someone tell me what to write for the path? For one of the unused textures the path is: "\a3\characters_f\BLUFOR\Data\clothing_sage_co.paa" a3 points to the arma main addon folder? somehow? characters_f is the .pbo file and the rest are the subfolders inside that .pbo. Anyone got any ideas how to get the game to pick the texture from the mission folder and second question is, can I share that mission with others? Will the command work for them also if the subscribe to that mission? I assume all files inside that mission folder will be uploaded to the workshop? Thanks!
Imagine characters_f.pbo a zip (not really but it's a packaged file), with the path a3/chatacters_f (called pboPrefix), this is how a pbo works
Yes I have done some modding during a1 ja a2 days. But that was very long ago so I am familliar with .pbo files. However now I am just doing vanilla arma missions. I am curious though if it is possible to apply a texture to a unit simply by putting a .paa texture file inside the mission folder. for the setobjecttexture command to work it needs to be pointed to a .pbo file?
No, setObjectTexture can recognize both mission folder and pbo
ok cool. So let's say my mission name is GHOST the map is Tanoa -> this creates a folder in documents\arma 3\mpmissions\GHOST.Tanoa -> Inside that mission folder I create a folder called "texture" and there I put my reskin texture file called skin.paa. Now the command to use this file for the unit will be: This setObjectTexture [0, "ghost.tanoa\texture\skin.paa"]; or how do I tell the game to pick it from that folder? That is my main question
"\texture\skin.paa" is enough. If it doesn't work, getMissionPath "\texture\skin.paa"
Thanks! I will try that
Hi, would anyone be willing to help me with this error please? I believe it is a GUI number conflict, but I have never created a GUI for any of my missions nor have I ever even messed around with it. It is appearing when I preview missions in the editor and causing the game to crash much of the time, making it unplayable. I am fairly amature but how would I go about fixing this error?? Could it be a mod issue?
No entry 'bin\config.bin/RscDisplayMainMap/controls/MuteAll.columns'.
Hi! it would be a #arma3_gui question ๐
if this is a CT_LISTNBOX, see https://community.bistudio.com/wiki/CT_LISTNBOX#columns
@cinder holly thank you!
I finally managed to make my server work with my mission
but now
I have this lobby timer that won't let me join the mission and it moves me back to the lobby
and the timer is 90 seconds every time
how do I disable that?
no idea what this is.
It's exactly what it is
I am joining my server lobby
choosing a slot clicking next
it takes me back to the lobby(where the slots are)
and there is a time on top
it says time out and counting down from 90 seconds
yep
not a vanilla feature, so idk
what.....................
it literally is
it's part of the game
it's not the first time
happening to me
and not just on my server
also to couple of my friends I am playing with
when we try to join a server sometimes
lobby timeout is server related, not mission related, so you might try to continue in #server_admins for example.
there are few parameters you can change, namely
votingTimeOut
briefingTimeOut
debriefingTimeOut```try -1 or 0 but I don't think you can disable it. There's also a vote treshold parameter to set the minimum % of votes to start mission/end mission/kick someone etc so you can play with this. All commands are here https://community.bistudio.com/wiki/Arma_3:_Server_Config_File#Server_Behavior
if you're logged in as admin the timeout dissapears and server will wait until you press the Continue button
tried that no luck
where do I change this again?
I am new at this stuff
try asking in #server_admins
Not sure if this is the right place to ask or not, but is there any way I can import the bug faction from the JM's SST mod and use it in a gamemode like Vindicta or Liberation?
I'm putting a fire module on the ground, but when i start the mission, there is no fire.
๐ฅ
I need to turn it on?
what's a fire module?
oh, ModuleEffectsFire_F @onyx mirage? I see it
Yes
I start the mission in Eden, no fire
I just put it on place and started mission
Looked at module configuration, nothing to change
place it on a normal floor, clean terrain first
(maybe this is what your screenshot shows but it was tough to tell)
any mods perhaps?
mayhaps
Testing...
Hey guys
I am currently working on a multiplayer mission for my friends, just standard zeus stuff.
I changed the loadout of a playable unit and it visually changed, but every time I am running the mission and select it in the lobby and spawn in the loadout is reset to the default.
Only mod I am using is RHS. Any ideas how to fix that?
You most likely have enabled respawn on start. The respawn system respawns units with the default loadout of their class, not with custom loadouts applied to them. There are two options to adjust this behaviour:
1๏ธโฃ Disable respawn on start (see https://community.bistudio.com/wiki/Description.ext#respawnOnStart). Players will spawn at the position where you placed their unit in the Editor and with the loadout you assigned to them in the Editor. However, when they respawn after death, they will be respawned with the default loadout, not with your custom loadout.
2๏ธโฃ See https://community.bistudio.com/wiki/Arma_3:_Respawn#Restore_Loadout_on_Respawn. With this approach, players will always respawn with the custom loadout assigned to their unit in the Editor.
Depending on what you want for your mission, you can of course also mix 1๏ธโฃ and 2๏ธโฃ.
Thanks a lot. I had no idea the first part is even a thing. Really appreciate the help!
Now I am even more confused.
I set the respawnOnStart to 0, before I did that I just spawned with the wrong (default/ unedited) loadout. That is now fixed, it is giving the correct edited loadout on the initial spawn.
However when I respawn, the default unedited loadout is assigned, even tho I followed the steps listed in Restore_Loadout_on_Respawn
see if the "save loadout" option is ticked under multiplayer editor attributes
how can i make the ai pilot fly really low
like atm it is hovering way to high for a safe rappel height
this flyInHeight height
this flyInHeightASL [standard, combat, stealth]
you could on the waypoint you want to rappel at set the height in OnActivation
Which alternative from Restore Loadout on Respawn did you chose?
I tried both, none of them worked for me.
I got it to work by putting this in the mission init
if (hasInterface) then { [] spawn { waitUntil {alive player}; player setVariable ["loadout",getUnitLoadout player,false]; player addEventHandler ["Respawn", { player setUnitLoadout (player getVariable "loadout"); }]; }; };
Weird, initPlayerLocal.sqf with ...
player setVariable ["loadout", getUnitLoadout player];
player addEventHandler ["Respawn", {
player setUnitLoadout (player getVariable "loadout");
}];
```... should work 
disableAI = 1;?
I'm doing a 190 player multiplayer mission and I have a question. What equipment will generate more traffic: issued in the editor in the attributes of units or issued to each unit by a script that runs only on the server? An example of a script is below
comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
comment "Add weapons";
this addWeapon "rhs_weap_ak74m";
this addPrimaryWeaponItem "rhs_acc_dtk";
this addPrimaryWeaponItem "rhs_30Rnd_545x39_7N10_AK";
comment "Add containers";
this forceAddUniform "rhs_uniform_vkpo_alt";
this addVest "rhs_6b23_digi_medic";
this addBackpack "rhs_rk_sht_30_emr";
comment "Add items to containers";
this addItemToUniform "rhs_mag_rdg2_white";
for "_i" from 1 to 7 do {this addItemToVest "rhs_30Rnd_545x39_7N10_AK";};
this addItemToVest "rhs_mag_rgn";
for "_i" from 1 to 4 do {this addItemToVest "rhs_mag_rdg2_white";};
for "_i" from 1 to 2 do {this addItemToVest "rhs_30Rnd_545x39_AK_plum_green";};
this addHeadgear "rhs_6b47_emr_1";
comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
this linkItem "ItemWatch";
this linkItem "ItemRadio";
attributes = mission is downloaded by everyone = no network
server script = the server tells each machine what to do = traffic
i'm attempting to make it so the mission starts when the admin presses continue on the briefing screen
does anyone know how to do that
Heyhey, After making a lot of missions for my team (pretty basic ones) I wanna improve my next campaign missions a lot.
So Iโve a couple of things I would like to integrate. If anyone knows how to do any of the points I would appreciate help or a link to maybe the solution
-Videos
-Music
-Text on the Screen (like in Movies)
-Sandstorm/Snowstorm (have tried that a lot with videos but Iโm too inexperienced to really understand those)
Thanks in advance
P.s. my DMs are open aswell
cutText can do the text on screen there is also BIS_fnc_dynamicText
and BIS_fnc_dynamicText2
Thanks will try that
If I wanna minimum the AI lag on a mission, what can I do besides disabling the models and simulation of the unused AI?
Um. Thats not my part on mission making but if i understood it correct headless clients are the way to go
Otherwise maybe looking if there are mods or mod combos that may lower the framerate (although if the mods arent really broken this wont do much from my perspective)
BIS_fnc_sandstorm is a thing as well (goes through buildings too though)
Thanks a lot. Will try that
So you know how ACE has documents you can actually pick up? Is there anyway I could potentially have a map marker appear once thats picked up?
yes
Neat - how would I do that?
Also - Im trying to use the SOG helicopters and the ACE Waypoint "Let Units Fastrope" anything specific I need to do to set this up?
See ACE documentation
Another question, have a post in the SOG discord as well, but figured Id ask here too - anyone know how to get that cool Typerwriter style intro text that the SOG official missions use?
Does anyone know if the cooldowns set in the Support modules are global or on a per-player basis?
if it's their only, it's a SOG function
see their functions
https://wiki.sogpf.com/index.php/Category:Functions
most likely https://wiki.sogpf.com/index.php/Vn_ms_fnc_sfx_typeText
That is the correct script but it doesnt function like it does in the default missions - theirs is on the bottom right, this script is on the top middle
have you noticed the parameters? _posX, _posY ๐
I have, but I dont see those in the actual syntax of the script
Syntax
[_lines,_posX,_posY,_rootFormat] call vn_ms_fnc_sfx_typeText;
well like in the example they give at the bottom, where is that?
it's an optional parameter
I see.
Yeah I think this is just too complicated for me sadly.
Any time I try to add or manipulate anything in the text using the example I just get errors.
// you have
[["my", "lines"]] call vn_ms_fnc_sfx_typeText;
// you add , 0.5, 0.5 - you get
[["my", "lines"], 0.5, 0.5] call vn_ms_fnc_sfx_typeText;
Okay, so which figured would I use for the bottom right?
this is much more simplistic than the example text - thank you
Okay, I figured it out with some tinkering - thank you!
Any way to easily just display mission time and date with like a !timeanddate code, or should i just manually type it in?
Got it all figured out Lou - thanks again for all your help.
Is there a way to hide units and vehicles with crews
I tried the hide module but the vehicle disappears and the crew stays in the air
I'm trying to get a trigger to activate by any player inside a particular vehicle. I've put: player in heli1; but it only works when I'm in it, not other players. what am I missing?
is the trigger server-only?
I believe so, going to double check
that's why ๐
player returns the local machine's player-controlled unit, if any
so, on a dedicated server, there is no one
on a player-hosted server, it's just you
{ isPlayer _x } findIf crew heli1 > -1
```this will check if _a_ player is among people in the helicopter @tawny nacelle
and this check will work on a server-side trigger
haha, thanks. you're the best\
don't code when exhausted โ Lou Montana\ยฉ
go to bed!
Is there anyway to get more information on what the Seized By Trigger Activation searches for? I see what it says on the Trigger Wiki, but I want to understand it further
Yeah thats what I was looking at, but Ill read more into it.
it seems to "only" be a "more X than Y forces" trigger.
Do you guys know any ambient scream sounds pack? Or some pashto ambient talks? I want to make some of my civilians more alive
just the vc one so far iirc
why was my question removed?
You crossposted from #arma3_editor, #rules number 6
it does ๐ delete from there
did. very sorry
yeah you can be no problem, at least you asked ๐
ngl the amount of different chats on this server is beyond anything i know
ye, I can get that ^^
So I have a small "underground" composition that I want to teleport players into. Is it possible to freeze the gps / blufor tracking temporarily while they are inside? since the actual composition is far away from the entry teleport point.
sadly i havent found a workaround for that yet but im not that experienced. if there is a possibility you will need to set that up within the teleport object i suppose so the freeze is only when you are in the underground. i for myself usually tell the people (when zeusing) that because they are underground the equipment just isnt working properly and showing wrong height and location
Im working on a mission (ok pretty obvious when texting here i guess) and i want some NPC doing stuff to make my missions more alive.
to explain a little bit more detailed. I want different NPCs do different moves and animations in a specific order and for a specific length.
Example: At a checkpoint i want some guard to make a guarding animation first, then when the car is approaching make some steps to the car, do an animation there, and walk back to the gate (which opens automatically with some stuff ive done before so thats not a needed part anymore).
So how let i do the people do different animations and switching inbetween them as well as combining those with waypoints (for movement).
Would appreciate some ideas or help
https://drive.google.com/file/d/1ygXDHqGLpyxKMwAkAIaxDb4_nnjoyB3c/view?usp=sharing
this is a record of it when being played. the part with the gate is around 2:15 and as its obvious there is missing some life which i wanna add
(i am very sorry for the criminally bad framerate as it seems i did something wrong with the program)
you would need to disable the GPS and/or prevent it from opening, which is easy enough to do
for the rest, depends what blufor tracking you are using
can also remove the map temporarily
@crystal gust ^ ๐
Im creating a mission and would like some Vanilla Arma 3 radio dialogue to play while they are driving, does anyone know where or how to do this?
not sure if this is in vanilla included but i have the possibility to add sounds, dialogues and music via trigger. With my modset ( which could have added this) its part of the trigger
I believe the Eden Enhanced mod provides an "audio files browser", and if not, at least a Stringtable browser
I saw that, but it lacks certain diolouges
Hmm this i did not know however i will take a look thanks
we use ace and / or ctab. All players wont be inside at the same time, so removing the map won't work unfortunately
i guess you really have to connect that with the teleportation
is there a way of hiding units without them being activated by players?
there is a Hide Object module
otherwise there are hideObject/Global commands
I've tried the module, but when I walk by I can still hear them talking, and I can even get shot by invisible ai
you need to disable them too then
if you want to hide/show them, better go scripting and use hideObjectGlobal/enableSimulationGlobal
okay, thank you
I tried this, still getting killed by invisible AI ๐ข
what did you try? ๐
S1 hideObjectGlobal true; S1 enableSimulationGlobal false;
they're hidden, but they're still active
the code is good. where do you run that?
in the init box of an indestructible object
two seperate init boxes btw
one object has the hideObjectGlobal scripts in it, the other has the enableSimulationGlobal
are you away from the S1 object or anything?
because if you have dynamic simulation, this may interfer
it might, because the system re-enables them when you get close
iirc you can exclude them in Eden properties
yup, dynamic simulation was the problem. it's fixed. Thanks!
Using the respawn module, Can I make the vehicle respawn with set pylons?
Hey can someone help me with using ACE Ambient Sounds? I cant get it to work and I'm at a loss. Thought I did everything right
have you tried?
they have a support Discord server (see #channel_invites_list) ๐
I know it has an expression. but unsure about <newvehicle> <oldvehicle> arguments.
Is there a way to use the join waypoint without the AI running all the way to the original spawn location of the player they are joining before the AI actually go and find them at the current player location?
EDIT, I found the join command and made it proximity to the player, problem solved.
Hey i want to start my custom Map with Mods but when i start it i get the Error "missions_cur_sp.hebontes\mission.sqm/Mission/Entities/Item1236.type: Vehicle class moduleInitFT no longer exists".
I also get the Error when i start the Map on a Server and try to join it.
And when i start the Game i get the Error: "No entry 'bin\config.bin/CfgVehicles\ACE_SelfActions.scope'."
either you havent got ACE loaded.
Or you have an old version
Or its corrupt
Looking to create a QRF mission and wanting players to have to work on A.I. casualties in Ace medical. Anyone have ideas on setting this up or can point me in the right direction?
What should I be setting my AI precision to for milsim unit ops?
I found that 3.5 was way too accurate. My guys were getting squad wiped by smaller forces because of laser aim.
I set it down to 1.5, is that too low?
if you use setSkill, the range is 0..1
Hypothetically, if I were to script a helicopter to go down and crash at any random location. Can I get AI to automatically create a move order to said random crashsite? If so, what should I be looking for?
Trying to make a mission for my friend and I and one of the parts of the mission is where we're driving through a city we get ambushed and we get road blocked front and back. Anyone know how to do it?
honestly best mod I found for tweaking this stuff has to be https://steamcommunity.com/sharedfiles/filedetails/?id=2659652522
You can tweak almost anything to get the average skill level where you want it to be
do you wanna drive yourself or want an ai to drive you?
Otherwise you need to place whatever troops you want to have on somewhere near and turn their simulation off beforehand. I would give them waypoints then to the places where you want them to be. I for myself (im not really experienced) would then add a trigger at the point where you want the enemies to join into action and turn on their simulation via trigger command.
Hey does anyone have any good world war 2 era maps primarily around ruins? Like a large bombed city, if that map exists. The Streets of Berlin map is bugged and crashes constantly so I need a replacement
Northern Fronts I believe. Adds some other stuff like weapons etc.
@molten zinc able to dm me a link?
Yeah I got you
iirc there is a stalingrad map but im not 100% sure
What other stealth missions do you guys make for a small group that arent "sneak in and blow this up"? Im looking for more ideas for my group thats currently playing SOG.
sneak in and:
- collect data
- extract a prisoner
- steal assets (like, IDK, a car)
- kill a HVT (high value target)
- report from a vantage point and guide another (unarmed?) group (move, hide, wait, etc)
Do not extract me
kicks @glad barn
solid ideas.
prisoner/rescue missions are the best, since a failure in stealth could cause a stray bullet to hit the subject
so players are very aware to practice stealth both on the way in and the way out
solid snakes
stealth missions are kinda hard to make in arma imo cuz of the ais eagle eyes
Is there any way to execute a function in a description.ext file?
I.e. I want to set a value received from a function.
Hi,
you should link Functio what you want to perform and at what stage so that someone can answer your question
No, the only somewhat dynamic values are https://community.bistudio.com/wiki/Mission_Parameters.
Seems ansin11 understand yours question, which i didn't ๐
depends on the "function" ๐ฌ if it is simple calculation, maybe preprocessor can do
Essentially what I am looking to achieve is to display a certain picture that is the same aspect ratio as the user's screen.
For that I am passing the user's parameter to a function which then returns the path of the picture.
However I keep ending up with a Picture any not found error
what image in description.ext?
Custom .jpg file, trying to customize the main menu background
It's an array of different pictures that I then use selectRandom on
One moment.
__EXEC (MISSIONLOCATION = __FILE__ select [0, count __FILE__ - 15])
__EXEC (RANDOMIMAGE = __EVAL ([getResolution select 4] call DRS_fnc_getRandomPicture))
class RscTitles
{
titles[] = {introImage};
class introImage
{
idd = -1;
movingEnable = false;
duration = 86400;
fadein = 0;
name = "IntroImage";
controls[] = {"image1"};
class image1 : RscPicture
{
x = safezoneX;
y = safezoneY;
w = safezoneW;
h = safezoneH;
text = __EVAL(MISSIONLOCATION + RANDOMIMAGE);
};
};
};```
I have the function defined elsewhere in the description.ext file
@uneven wasp do you know you can set the control's image by script? ๐
yes sir!
you can use an onLoad event handler that will call the function of your choice ๐
https://community.bistudio.com/wiki/User_Interface_Event_Handlers#onLoad
Excellent, thank you, Lou!
can someone help me out with this:
So I have the following in the conditions box of a trigger...
this && triggerActivated trg1; isTouchingGround V1;
said trigger attaches a smoke plume to a helicopter after it "crashes". "trg1" is the trigger simulating the helicopter getting damaged and losing power. Problem is, the smoke plume attaches before the chopper even dusts off...
By putting ; before isTouchingGround V1, you are making the initial part completely irrelevant.
I guess what you want to do is basically, when trigger is activated and when the heli is touching ground, smoke comes out right?
correct
replace first ; with &&
that makes sense, thank you!
Hi, i'm making a mission where I have a helicopter fly and then it gets 'hit' and crashes. The only issue I am running into is I have the Move waypoint where it triggers the sound effect and damage values. But right before it reaches the waypoint the ai flares up and increases altitude.
I tried using the FlyInHeight command but it doesn't seem to be working.
Also, i'm using
[1, "BLACK", 10, 1] spawn BIS_fnc_fadeEffect; to fade in effect when a helicopter crashes. How do I make it so it only fades in a few specific players?
Have you tried using FlyInHeightASL
That will fix it relative to sea level rather than following the terrain
it's because the helicopter is slowing down as it is reaching its waypoint
place the waypoint a bit farther and increase its trigger radius, this should do
OK, so I'm building a mission on Virolhati, however I'm only using the Southern half of the map. If I use the 'Hide Terrain Objects' module on the Northern half to delete the stuff we won't be seeing during the mission, is this going to save performance on the Server and the players CPU?
Also is it best to operate it locally or leave that unticked?
Thanks.
no perf gain
Damn, here's me thinking I revolutionised performance
Thanks though
if the terrain is straining perfs, reduce view distance eventually
the terrain is streamed in/out, so hiding places to which you don't go doesn't change a thing (well, very minor sync improvements / calculations saving perhaps)
Ok, gotcha ๐ค๐ผ
I'm trying to get a helicopter to chill on a rooftop with engines on until players arrive, but the bloody thing keeps taking off and hovering. I've got a "land" move order on an invisible helipad on said roof, waypoint activation trigger synced to the land move marker. What am I missing?
the rooftop is your enemy
make it turn its engine on but disable the AI until the players are loaded
that's a great idea, thanks Lou!
back again with another trigger problem:
this && triggerActivated trg1 && isTouchingGround V1;
trigger won't activate when all conditions are met
it's the same scenario as described here, I changed the condition because the above was wrong
instead of firing too early, it doesn't fire at all
maybe V1 is not touching ground ๐
I'm seeing it bounce off the ground when testing
it's a simulated crash
trg1 kills tail rotor and removes all the fuel, also killing 3/4th of the crew, adds an explosion and a lightning strike
it spins, falls out of the sky like a brick - as intended
just no smoke ๐คท
alternatively I'd like to remove the isTouchingGround condition and have the smoke stick to the helicopter after the strike, but I don't know how to get the smoke effect to stick
every test I've done, it's stuck in a static position
bouncing or staying
it starts with a bounce or three, and then she stays put, crashed
because a trigger checks by default every 0.5s, if it happens to bounce then go up, the trigger has to catch this specific moment
if it goes back down, then yeah ok
yeah, still doesn't work tho...
check your conditions' values somewhere else
I did a work around, just attached smoke using a different trigger
looks even better this way tbh
Thank you, Stella as well. I had it activate by a second move marker. But changing it to a trigger and moving the first and now only move mark farther worked. Appreciate it!
I'm still learning functions and such. I am using this code below to activate upon the helicopter touching the ground. How would I make it so say only 2 players get the black out effect? ply1 and ply2 for example
condition :
isTouchingGround helodown;
Activation:
[1, "BLACK", 20, 1] spawn BIS_fnc_fadeEffect;
afaik you can sync the trigger to the units?
you can also just check for it, if !(player in [ply1, ply2]) exitWith {}
Currently playing antistasi and the escape menu has this debug console:
https://www.dropbox.com/s/88sknyj3d0qswmc/Screenshot 2022-08-18 225019.png?dl=0
Does anyone know where this is found / downloadable? I don't really think this is just for antistasi.
Ulta Wide Extended Debug Console With Extra Save Buttons.
Already tried to google it but with no results.
not exactly that, but see #production_releases message
very useful for mission creation/script debugging
I tried syncing and it didn't seem to work. I guess I do n't understand that check.
Basically I have 4 players split into two choppers. I want it to when the chopper touches the ground, only those 4 guys in the choppers get the black out effect. As I have 10 players somewhere else on the map.
I tried
this && (ply1 in thisList);
but didn't seem to work.
I need the following in my player init for a sound effect (astronaut breathing)```SQF
nul = [this] spawn {while {true} do {(_this select 0) say3D ["helmetbreathing", 25, 1, true]; sleep 15;};};
don't die
use player instead of (_this select 0)
oh btw, nul = is useless, you can drop it
I would recommend you to use initPlayerLocal.sqf and place in it:
0 spawn {
waitUntil { sleep 1; not isNull player }; // for potential MP
while { true } do
{
player say3D ["HelmetBreathing", 25, 1, true];
sleep 15;
};
};
```note that the effect will be local, if it is multiplayer other players won't hear it
you could also attach to the "SoundPlayed" event handler, "Breath" (1) option
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#SoundPlayed
but it requires a respawn-compatible code setup then
Attempting to get a team of a.i. opfor to run when blufor enters a trigger. However they just want to react and fight and don't follow their way pints in a "run away" fashion. Any ideas?
thanks heaps for the info!
You could try setting their combat mode to Careless and speed mode to Full. It might look a bit odd though as they'll have no combat behaviour at all.
If you're running LAMBS Danger, the Rush task has a flee mode that should do what you need.
On the dedi server, how do you get the map screen when you first load a mission. So I can hit continue a second time. All my scripts are firing off at the start and people fall out of the chopper. I assume I need to give time for everyone to load?
Does anyone know if it would be possible to reconfigure OPEX to use the CDLC factions (and ideally maps), and if youโd need the creatorโs permission to do so? Iirc he retired from the arma community.
is there any concrete decals i can put over grass in eden
so im trying to establish multiple planes that are controlled by AI follow Player controlled aircraft and as they are headed to the same location from the take off point the Ai controlled planes crash, as "explosions are in the sky" from enemy AA
and i dont quite know all too much on scripting within eden editor
You know how you can set the placement radius for objects - is there anyway to make that radius a different shape other than a circle?
When should the new "Local Only" flag be used? When I have a static object (e.g. rock or sofa) is it better to still use simpleObject? Are Local only Objects only for decorative objects that need simulation (e.g. flags)?
is there a new "local only" flag in Eden Editor now?
Added: Local Only option for certain objects in Eden Editor (use primarily for static decorative objects in large-scale scenarios)
it is for objects to not be synchronised
e.g a can of cola, make it local
if the player shoots it, it's not important for the can to be synchronised between PCs
question, is it possible to use contact DLC stuff such as the root system stuff but not require all my players to use/have contact?
Simple objects are still network synced in multiplayer, if you have lots of them it can cause server performance issues.
So making them local only would be a benefit, at best you make it simple AND local only
I believe the roots are Contact assets, so Contact DLC is required
not in Epoch, if I remember correctly
damn, okay
Thanks 
don't take my word for it though, do check ๐ฌ
i tried in the past and had to remake a whole mission because it couldnt load without them having the dlc thats why i was wondering
try without Contact
if you don't see the assets in the editor, it meansโฆ well, you get it
yeah, thank you anyways
Another question. Without the unit already being a drone by default. Is there a way to set soemthing as a drone that can be controlled from a UAV Terminal? Like if I wanted a ifrit turret with a hidden AI in the gunner seat to be able to be controlled with a UAV Terminal
Or would that be a ton of work in a file somewhere
Really wish we could make polylines in the 3den ๐ฆ
https://imgur.com/mdQuKfm
(and edit the line width)
hi, trying to get enemy AI to create a search and destroy waypoint on a crashsite, said crashsite isn't fixed. The script I'm using doesn't seem to work:
{
_wp = (E3) addWaypoint [getPos V1];
_wp setWaypointType "SAD";
};
What am I missing?
Radius is not optional
Yes
thank you
running into something weird, haven't encountered it before until today: I have 3 helicopters flying into the AO, where they're supposed to unload and fly off. They keep tipping forward, then hovering, and tipping forward and repeating continuously. It worked before, I don't remember changing anything since the last time I tested it. Any ideas?
They're not running any scripts, no flight altitude or speed set
I've replaced the helicopters with new ones, didn't fix anything
all they're really doing is aggresively climbing to an insane altitude
Is it possible to add images to the map? Basically I want to make some graphic control measures on photoshop, convert to PAA and add them in certain places to the map. They can't be icons because they need to retain their size
So I'm wanting to make a Desert Storm-era fun-op. Does anybody know of a good mod that includes the Kiowa?
Figured it out. I copied the ACE Map tools code.
findDisplay 12 displayCtrl 51 ctrlAddEventHandler ["Draw", {
TEXTURE_WIDTH_IN_M = 6205; // adjust the width here
pos = [0, 0];
CONSTANT_SCALE = 0.2;
getResolution params ["_resWidth", "_resHeight", "", "", "_aspectRatio"];
private _scaleX = 32 * TEXTURE_WIDTH_IN_M * CONSTANT_SCALE * (call ACE_maptools_fnc_calculateMapScale);
private _scaleY = _scaleX * ((_resWidth / _resHeight) / _aspectRatio);
(_this select 0) drawIcon [getMissionPath "battle_position.paa", [1,1,1,1], pos , _scaleX, _scaleY, 0, "", 0];
}];
CWRIII
Well that's ruled out. I don't feel like downloading three other sizeable mods just to add a Kiowa or two to a mission. Dang. lol
I'll keep it in mind for future.
Anyone know how to force the map load screen on mission start? Where you hit okay from slotting, then it goes to the map screen and lets everyone load and place markers on the map. Then you hit continue and it starts the mission?
I want to give the players time to load and plan the mission, but can't figure out how to do that. I hit okay from the slot screen and it goes straight to the mission.
do you have -autoInit enabled?
Thank you so much, I couldn't remember what it was and that is probably it.
i suppose the outter quotes aren't actually there?
I just used another tool that worked - thank you though
So using an objects Hold Action category. Is there any way I can set it to require and use up a certain item?
So what I want to do is require a Wire Tap kit from SOG to do the action, then remove the Wire Tap Kit once the action is complete
https://community.bistudio.com/wiki/BIS_fnc_holdActionAdd see conditionShow, codeCompleted
Okay, I dont speak this language so Im looking into it, but have no idea what Im reading haha
not a scripter
I did put removeitem "vn_b_item_wiretap"; in the Code Complete Box, but it didnt actually work.
https://community.bistudio.com/wiki/removeItem takes a unit, not only the item
params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeStart
_callerwould be the unit which completed the action so
params ["", "_caller"]; // same as codeStart
_caller removeItem "vn_b_item_wiretap";
as your code completed
Still didnt work ๐ฆ
either the classname is wrong, or whatever tool you're using to create holdactions passes parameters differently 
Its from Eden Enhanced I believe, its in the Unit Attributes Screen
and the classname is correct, looking at it right now in the arsenal
is it an assigned item?
i don't know what it is so, you might need to use a different command
Okay, I got it figured out I think
try running _caller unassignItem "vn_b_item_wiretap"; before calling removeItem
So how would I get the conditionshow working? it says _target (action-attached object), _this (caller/executing unit)
then https://community.bistudio.com/wiki/in https://community.bistudio.com/wiki/items and use _this as you've said _this (caller/executing unit) in the condition
my first stab - probably totally wrong "vn_b_item_wiretap" in _itemsplayer;
Like i said, no idea what Im doing with scripting haha
well it kind of makes sense, apart from the _itemsplayer part
you want to call the command, not use some random variable that does nothing
and _this not player, "vn_b_item_wiretap" in items _this
Hmm how would one make the start of a mission without any sounds??
Hello
If i use on 1 st trigger (combatArea1)
activation opfor
actionvation type not present
Can I use another trigger (bluforFlag1)
On
conditon player inArea combatArea1
Does trigger active or not?
On dedicated server.
Or I'll 1st get all players/ playable units and check that
fadeSound etc?
cheers
bit of a silly question, but is it possible to force a certain difficulty on a mission?
sp/mp
like, no matter what difficulty i have set in my profile, it will do x
IIRC Bootcamp campaign does. I forgot how
class ForcedMissionDifficultyArma
{
access = 2;
class Mission1
{
missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m01.VR\";
difficulty = "Regular";
};
class Mission2
{
missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m02.Altis\";
difficulty = "Regular";
};
class Mission3
{
missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m03.Altis\";
difficulty = "Regular";
};
class Mission4
{
missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m04.Altis\";
difficulty = "Regular";
};
class Mission5
{
missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m05.Altis\";
difficulty = "Regular";
};
};```Prolly this
I wish one could do it in Description.ext :(
yeah. in config is annoying
how does one add nice pics to the loading screen into a mission?
no can do (but the little pic you mean?)
yea
yea thats too hard
is there a code that enables the player to skip a dynamic text screen that is fired threw a trigger?
through*
Would anyone know how to disable the resupply functionality of supply vehicles? I want the vehicles to exist as props that can explode, but i don't want them to be functional supply vehicles because it causes the AI to keep coming to them for resupply (and ignoring other orders or waypoints).
Disable simulation mostly does this except the wreck will not explode (but the vehicle does take damage) and it floats because the wheels have gone out
you started it
setFuelCargo etc to zero?
I'm getting a missing ] error in my code when I put it in the init field, but everything seems right to me. (Item to be used for access is still being determined).
this addAction ["Access Officer's Lounge", {player setPosATL (getPosATL Bench1)} nil,1.5,true,true,"","'className' in uniqueUnitItems _this",3,false,"","" ];
Found it, I was actually missing a comma
!code
```sqf
// your code here
hint "good!";
```
โ
// your code here
hint "good!";
Found the error myself
coolio! proper indenting may help in these cases ๐
for the people curious about it```sqf
this addAction [
"Access Officer's Lounge",
{
player setPosATL (getPosATL Bench1)
} // no comma
nil,
1.5,
true,
true,
"",
"'className' in uniqueUnitItems _this",
3,
false,
"",
""
];
and I indeed missed your
Found it, I was actually missing a comma
message, apologies!
This worked perfectly, the AI didn't run away on its own trying to rearm, and could thus be reliably rearmed by script in a controlled manner. thanks again!
Anyone know of a way to put a logo on a vic similar to the way an XML does it, but without it being an xml?
Looking to put faction insignias on vics for a tvt campaign.
Exactly what I needed! Thanks!
I'm looking to make a mission where the players start out in a FOB of some kind, and are given a different objective each time they start the mission. Would anyone happen to have any idea of where I could start with something to that extent?
I know the probability of occurrence setting exists, so I was wondering if it was possible to link up modules and units to one solider, so if he appears, the whole objective appears.
Any other frameworks/solutions would be greatly appreciated aswell.
You can use one of the selectRandom* commands to randomly select one of several options (
). As such you could do something like NextObjective = selectRandom ["Objective 1", "Objective 2", ...]. From there you can then run the scripts for your objective or activate a trigger that starts the objective.
Thanks! Would the "Objective 1" be the name of the trigger that activates?
If you want to use the trigger approach, I suggest using NextObjective == "Objective 1" as the trigger Condition expression. Then you can do NextObjective = selectRandom ["Objective 1", "Objective 2", ...] in in a place like initServer.sqf.
๐ Thanks!
I've unpacked the curator mission pbo to find the defend Kamino scenario.
Everything is untouched but upon launch through SP Eden Editor, it doesn't work as there's always this error about no curators synced.
Playing the mission from the base game is working, except they've disabled all ai so I wanted some teammates. But any attempt to play it in sp isn't working
What does ACE support consists in for a mission ?
reposting this from #arma3_terrain as I'm not 100% sure which channel it belongs in
This feels like a somewhat stupid question but I'm going to ask it anyway; is there any way to take a mission/composition built on a given terrain, then convert/use that to create a second terrain with placed objects baked into the terrain? There's no new dependencies on these objects (both using CUP Terrains Core for objects); I'm just adding more in the way of settlements to a very large terrain. I don't plan on distributing this publicly either or claiming it as my own work, just want to iterate on it to make mission building easier.
not private = out there that is not your computer, so no
and don't crosspost - pick a channel, they will redirect you where needed
can ya'll tell me how I can make the civilians do regular things like walking around and driving cars without me telling them to do it every 1.34 seconds
no ๐
it requires scripting, maybe some frameworks provide such thing
there is the (vanilla) Civilians module in the Editor already, for walking around / being panicked in firefights
https://community.bistudio.com/wiki/Arma_3:_Civilian_Presence for the walking around
That is seven layers of beautiful, my friend thank you very much
Oh thanks
So I wanna make a server a map
Basically a Modern Warfare Map and I wanna input an oil rig
Use a composition of an oil rig?
If there is a mod that adds music, could a say3D script in an object's init play that song as if it's a radio?
is there a way to prevent UAV's from showing up on the terminal list?
destroy the UAV
make it a simple object
spawn it empty
said UAVs are ship turrets, I can't spawn them empty
disable for only one unit?
for all players
I've been playing with this for the last hour, can't get it to work
and what have you tried?
if !(isServer) exitWith {};
_uav = objNull;
_uav = _this select 0;
{_x disableUAVConnectability [_uav,true];} forEach playableUnits;```
!code
```sqf
// your code here
hint "good!";
```
โ
// your code here
hint "good!";
_uav = objNull; // useless
_uav = _this select 0;
you need to run the command on the clients, not on the server
(you may use remoteExec)
[this, "disableUAV.sqf"] remoteExec ["execVM"] ??
I've never used remoteExec before lol
argh
[this, "true"] remoteExec ["disableUAVConnectability"]; ??
in unit's init field?
that's what I'm thinking
(anyway, no)
the thing is that a player could grab another UAV terminal, "resetting" this setting
one would need to use an inventory Take EH, etc
didn't work anyway
I based it off of those examples ๐
โฆhow did you get to that?
I looked at this one unit1 setFace "Miller"; // becomes [unit1, "Miller"] remoteExec ["setFace"];
yeah
but true doesn't become "true"
"Miller" is a string because "Miller" is a string
anyway.
this disableUAVConnectability [theUav1, true];
this disableUAVConnectability [theUav2, true];
this addEventHandler ["Take", {
params ["_unit"];
_unit disableUAVConnectability [theUav1, true];
_unit disableUAVConnectability [theUav2, true];
}];
```this should do
how do I implement this?
init field
okay, thank you!
wait to check if it works
error message
error type any, expected object
or spawn some hidden ai somewhere and connect it to the uav
the uav will still show up on the uav list in the terminal, but nobody else can connect to it
Are there any ViV capable planes for Redfor in RHS ?
Check?
Any chance someone can help me with an issue I'm having with artillery units?
I'm placing mortars down in the editor, vanilla units and mortars, but when I go into zeus and use the artillery fire mission module all of the units turn to face and range the target, but none of them will fire, this is true of any range, I've tested from 200m to 1.2km at this point. If I place the mortar in zeus it works fine with the module, but I'd prefer to have them pre-placed before mission start if possible.
Okay nevermind it works as long as I haven't edited the loadouts of the people manning the mortars for some reason 
Hello, can anyone recommend the best way to disable grass for all players in a multiplayer mission? Preferably without mods....setTerrainGrid 50;?
ty Polpox, and I put that into init.sqf?
Wherever you want
well, wherever I put: setTerrainGrid 50; nothing happens. I never messed around with these things...
so I'm missing some basic knowledge
Probably you need to do it shortly after the mission starts? I rarely mess around with that
yeah, at the beginning...
he meant "if using it in init.sqf doesn't change it, try adding a little delay (sleep 0.1;) before it"
// init.sqf
sleep 0.01;
setTerrainGrid 50; // no grass
```should suffice ^^
still no effect...could something be overwriting it? like ACE or
no idea if it would work due to terrain quality set by server, don't know if you can override this per-mission ๐ฌ
ok, I understand, thank you once again
So Im working on an Alive Campaign for my players. I want them to have the option of spawning at the main base or at a like an ambulance style vehicle. I am trying to use the Alive Multispawn feature but that doesnt seem to work
I'm no expert on Alive unfortunately
But a simple way of having that option is to only have a spawn at base,
Then have an "addaction" on an object, that does "moveincargo" to your ambulance.
I have an example mission that only allows the teleport to the vehicle if it's not full.
But my PC is currently in bits ๐
Im trying Grimes Revive as its supposed to do what Im looking for but Ive been trying for an hour and alas... no dice haha
ayo how can I add player slots to my MP scenarios... I already made spawnpoints and gamemode, but on my server it shows 0/0 player slots
add "playable" units
on the map
under where? prefabs?
drop man object to the map
then edit its properties
i get the feeling this is for reforge?
yes
then wrong channel, this is arma 3 ๐
ohh im sorry mate, didnt saw
np
so just put characters right?
better ask in reforge channel...
ok tnx anyways
I dont know anything about reforge ๐
+r :p
hey guys, i've been hosting an arma server with a custom mission, but it seems like the difficulty constantly resets. I've specifically turned off the crosshair and disabled third person, but whenever i start a new session it seems to reset to a preset difficulty.
anyone got anything?
that's #server_admins, and server's difficulty that decides for the mission
(unless you mean you don't usd a dedicated server)
Yep, modt of the stuff ive found online is for dedicated servers
Just hosting it off a local machine
Anyone know why a chopper would phase through a dedicated server on Fallujah for example? But when testing on eden singleplayer it doesnt?
"phasing through"?
mission wont load on dedicated gets stuck on
class 'bin\config.bin/CfgVehicles/SoldierWB/HitPoints/HitFace/'
missing mods on server? also not #arma3_scenario, but #server_admins
(well, #arma3_troubleshooting first)
okay cheers
Anyone would know why my custom respawn works in eden editor but when I load it into my server and respawn it puts me where I died and not the custom respawn? I have the marker down named "respawn_west" and the attributes have it to where they respawn on custom spawn?
hey gents im having quite an odd issue
my helicopters automatically start on mission entrance
ive made sure each helicopter has engine off ticked and still auto on
mods? (-:
Yeah a handful im thinking it's because I re arranged the start bat
But I put dependencies before mods
Anyone here encounterd Error:Object is Null? After starting the mission on a dedicated server, I choose the role in lobby and after pressing ok, the error messages pops up.
The mission seems to be running fine after that....as far as I could see. Also, I wasn't getting any error messages until last mission update which was some ACE addon setting tweaks and a few objects placed.
depends on the mission
also the function name might be mentioned in the error message? (or not)
unortunatly not
maybe it's ace related, i'll try to revert the last changes I made
Anyone would know why my custom respawn works in eden editor but when I load it into my server and respawn it puts me where I died and not the custom respawn? I have the marker down named "respawn_west" and the attributes have it to where they respawn on custom spawn?
Anyone know how to set a cargo crate to be able to press space bar once and grab a whole loadout?
i think what you would have to do is make it so it sets the players loadout to what ever you want the loadout to be
Hwhat kind of addaction would I need to create to be spawn a box?
I want my players to be able to approach an arsenal and create an ammo box to utilize
that needs a lot of consideration
like, can they just spam boxes
and if the player disconnects what happens to it, etc
Hello, i need help
I had teleports in the mission, after the update (everything worked without problems in July) they started killing the player by moving high up. Do you have any suggestions on how to fix this?
teleporting doesn't kill
what is happening here?
when you release extension with your mod does it have to be reported somehow (other than reporting it to battleye) ?
didnt find better place. i was just thinking if its ok that the adding of DLL goes unnoticed
no need for "This mod uses DLL" message ๐
workshop shows mods that contain extensions
oh interesting
cool
A better question would be "how to get my extension whitelisted on Battleye?"
Because for players it doesn't really matter if there's a .dll, but BE might think differently ๐
thx for the link
Upon starting my mission i get 6 messages - error: object is null. The mission seems to be working fine (almost certainly).
Previously when I used to get this message, I was able to fix it by backtracking. But this time, I can't find the cause of the problem. I would probably find it a lot easier if I undertsood what error: object is null actually means. Can anyone help?
Hey Guys, how do I go about creating basic but functional Logistic missions?
it starts in your head as an idea
@wispy linden
put it onto paper or into Word what you want
the better you know the engine and its limitations, the more closely your idea will resemble what is possible, and the more experience you have, the more closely your idea will resemble what is achievable and the faster you'll get there
not sure if this is the right channel but is there any way i can host a server (that shows on the internet list) from my pc and play arma at the same time
yes, but ask in #server_admins and also see below
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
Is there someone around here that is experienced with the "Antistasi Plus" missions ? I have a question regardin the vehicle and weapon trader
Hi friends, i'm trying to pre-set colors in eden. I tried
0 = this spawn {_this assignTeam "RED"};
and
this assignTeam "RED";
Neither works for some reason.
(FYI, 0 = is useless now)
did you try adding a little delay?
this spawn { sleep 0.1; _this assignTeam "RED" };
also note, this must apparently happen in a player's group
When creating custom warlords game mode using the warlords modules they provide and allowing playable characters to be controlled by the AI, the AI squad leaders keep spawning directly back on their squads position, UNLESS their squad is all dead. Only then do they respawn back on the main base as they should. I've tried every possible solution that i know of(init field scripts, respawn settings in .ext, marker with variable set "respawn_west"). Has anybody else encoutered this issue when creating a mission that uses the warlords module?
You can see this squad leader, with fast travel off, is spawning on his squads position after death. https://streamable.com/qjmzs4 respawn timer off for the clip. I cant find anything in the mission to fix this
Is there a way to make AI walk around on the USS Freedom for some ambiance? Normal waypoints don't do the trick
doMove should work.
it appears that if a player's unit status is Renegade, regardless of side, mine detectors are automatically disabled
is there any workaround for this?
That worked, thank you so much.
anyone know if there is a way to lock pylons? I'm giving my guys a few drones purely for recon purposes before SEAD, and i want to make sure they dont load it up with GBU's and rockets
So unless you have a mod for it normal ground players should not be able to change the pylons on vehicles whatsoever, only reload them if they have a vehicle ammo source
were using firewills ammo handler
Personally I use Pylon Manager mod
You can blacklist things in your description.ext
https://steamcommunity.com/sharedfiles/filedetails/?id=1867660876&searchtext=pylon+manager
anyone knows how can I do the starting countdown, like Endgame mode has?
and anyone knows make a respawn loadout, like APEX has?
I somehow managed to make NATO side, but I failed at AAF side :/
no idea, you can maybe unpack the missions pbo and see how it's done
thx for your answer
Hello, does anyone know how can i fix this issue?
So I'm making a scenario in the editor and when i test it in multiplayer, I spawn like normal and everything is fine but when I die I'm respawning on my corpse all the time i checked attributes, respawn options and etc. I disabled the respawn on death position and its still happening (I'm playing on mods)
got a description.ext?
yeah
Is there a guide anywhere on how the Race modules work? Can't find much info from Google.
I somehow managed to made custom loadout. now I have to paste some nice icon on the respawn screen.... but can't find where it is
a3\missions_f_exp\data\img\classes\assault_ca.paa
a3\Ui_f\data\GUI\Cfg\RespawnRoles\assault_ca.paa
anyone know how to access this?
In what sense?
the scene where you choose your loadout and just about to respawn.... hold up, lemme get a picture
for some reason I can't put pic. hmm.
the icon on "Role"
Check https://community.bistudio.com/wiki/Arma_3:_Respawn#Loadouts_and_Roles
it explains how you can create custom respawn loadouts and roles with configs (and therefor set a custom icon)
tbh I need whole list of icons. I know how to set it as of now
just can't find the list
not sure if there's a list of all the icons, at least not on the BIKI
although this is a list I found myself:
// Roles
a3\weapons_f\data\ui\icon_aa_ca.paa
a3\weapons_f\data\ui\icon_at_ca.paa
a3\weapons_f\data\ui\icon_gl_ca.paa
a3\weapons_f\data\ui\icon_mg_ca.paa
a3\weapons_f\data\ui\icon_regular_ca.paa
a3\weapons_f\data\ui\icon_scuba_ca.paa
a3\weapons_f\data\ui\icon_sniper_ca.paa
a3\weapons_f\data\ui\icon_unarmed_ca.paa
a3\ui_f\data\igui\cfg\weaponicons\aa_ca.paa
a3\ui_f\data\igui\cfg\weaponicons\arifle_ca.paa
a3\ui_f\data\igui\cfg\weaponicons\at_ca.paa
a3\ui_f\data\igui\cfg\weaponicons\gl_ca.paa
a3\ui_f\data\igui\cfg\weaponicons\mg_ca.paa
a3\ui_f\data\igui\cfg\weaponicons\scuba_ca.paa
a3\ui_f\data\igui\cfg\weaponicons\srifle_ca.paa
a3\ui_f\data\gui\cfg\respawnroles\assault_ca.paa
a3\ui_f\data\gui\cfg\respawnroles\recon_ca.paa
a3\ui_f\data\gui\cfg\respawnroles\support_ca.paa
// Ranks
a3\ui_f\data\gui\cfg\ranks\captain_gs.paa
a3\ui_f\data\gui\cfg\ranks\colonel_gs.paa
a3\ui_f\data\gui\cfg\ranks\corporal_gs.paa
a3\ui_f\data\gui\cfg\ranks\general_gs.paa
a3\ui_f\data\gui\cfg\ranks\lieutenant_gs.paa
a3\ui_f\data\gui\cfg\ranks\major_gs.paa
a3\ui_f\data\gui\cfg\ranks\private_gs.paa
a3\ui_f\data\gui\cfg\ranks\sergeant_gs.paa
// Other
\A3\ui_f\data\map\vehicleicons\iconMan_ca.paa
\A3\ui_f\data\map\vehicleicons\iconManMedic_ca.paa
\A3\ui_f\data\map\vehicleicons\iconManEngineer_ca.paa
\A3\ui_f\data\map\vehicleicons\iconManExplosive_ca.paa
\A3\ui_f\data\map\vehicleicons\iconManRecon_ca.paa
\A3\ui_f\data\map\vehicleicons\iconManVirtual_ca.paa
\A3\ui_f\data\map\vehicleicons\iconManAT_ca.paa
\A3\ui_f\data\map\vehicleicons\iconManLeader_ca.paa
\A3\ui_f\data\map\vehicleicons\iconManMG_ca.paa
\A3\ui_f\data\map\vehicleicons\iconManOfficer_ca.paa
\A3\ui_f\data\map\vehicleicons\iconManCommander_ca.paa
\A3\ui_f\data\map\vehicleicons\iconManCommander2_ca.paa
\A3\ui_f\data\map\vehicleicons\iconManCommander3_ca.paa
how you managed to find all of those?! this is the exact thing I wanted! Thank you!!
Searching the source of the PBO's (which I have unpacked for modding reasons)
burgerpan
and now I encounter some problem. respawn loadout works fine, but didn't work as intended
I want all the selection goes to Roles, but for some reason it goes to Loadout area
{
class Rifle
{
displayName = "์์ด์";
icon = "a3\weapons_f\data\ui\icon_regular_ca.paa"; // Icon displayed next to the name
role = "์์ด์"; // Optional, see CfgRoles
// Loadout definition, uses same entries as CfgVehicles classes
weapons[] = {
"arifle_MX_F",
"hgun_P07_F"
};
magazines[] = {
"30Rnd_65x39_caseless_mag_Tracer",
"30Rnd_65x39_caseless_mag_Tracer",
"30Rnd_65x39_caseless_mag_Tracer",
"30Rnd_65x39_caseless_mag_Tracer",
"30Rnd_65x39_caseless_mag_Tracer",
"30Rnd_65x39_caseless_mag_Tracer",
"16Rnd_9x21_Mag",
"16Rnd_9x21_Mag",
"16Rnd_9x21_Mag",
"HandGrenade",
"HandGrenade",
"SmokeShell",
"SmokeShell"
};
items[] = {
"FirstAidKit",
"FirstAidKit",
"FirstAidKit"
};
linkedItems[] = {
"V_PlateCarrier1_rgr",
"H_HelmetB",
"optic_Hamr",
"acc_pointer_IR",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio",
"ItemGPS",
"NVGoggles"
};
uniformClass = "U_B_CombatUniform_mcam";
};```
what should I touch in order to make this inv goes to "Roles" area on respawn menu?
I really want to post a pic to explain easier but I can't ;-;)
// CfgRoles
class CfgRoles {
class TAG_Rifleman {
displayName = "Rifleman";
icon = "\a3\weapons_f\data\ui\icon_regular_ca.paa";
};
};
// CfgRespawnInventory
class CfgRespawnInventory {
class TAG_Rifleman_D_M16 {
displayName = "Rifleman M16 (D)";
role = "TAG_Rifleman "; // use CfgRoles classname
icon = "a3\weapons_f\data\ui\icon_unarmed_ca.paa";
// loadout stuff
};
so I had to add those on cfgroles...
{
class Rifle // Class name used in CfgRespawnInventory
{
displayName = "์์ด์"; // Name of the role, displayed in the respawn menu
icon = "a3\ui_f\data\gui\cfg\respawnroles\assault_ca.paa"; // Icon shown next to the role name in the respawn screen
};```
This will allow you to have different loadouts for a single role (or just a single loadout)
mine is like this
can I separate the roles?
I just want many roles, and put only 1 loadout for each roles
a role does not have an inventory, it's just to group multiple loadouts
But yes, you can create a role for each loadout, and only link one to each
teach me, sir...
I finally see the light :D
mind if I sent you DM, to sent whole description.ext?
well, the biki page already explains everything and the example configs I just posted should be enough to get it all up and running
not sure how sending the .ext file would help
like I tried to separate all roles and it didn't worked for some reason...
it should be separated if I made all different role names, right?
yes, and make sure you have unique classnames as well.
how unique we're talking about?
As unique as possible so there won't be chance it already exists in the core game or a mod you're using.
Best is to prefix them with a custom tag (eg. DAN_NameOfRole and DAN_NameOfLoadout)
on here?
class CfgRoles {
class TAG_Rifleman {
displayName = "Rifleman";
icon = "\a3\weapons_f\data\ui\icon_regular_ca.paa";```
on all custom classes
oh, I mean Cfgroles, or CfgRespawnInventory
both
class Rifle should be class DAN_Rifle, because someone else might use Rifle already, while chances are small someone else has used your prefix already (not 100% certain, but makes it less likely)
okidoki I'll try it, thanks!
and failed for some reason :(
I changed the role in cfgrespawninv and it worked "halfway"
I tried existing one which arma 3 originally had and now it separate..... but some roles(Infiltrator, Pointman, AT) didn't worked. hmm
somehow I managed to fix it...!
Im trying to have a custom uniform for the player, but when I load the server it resents to what the uniform was before I edited it. Im running ace, RHS, kit, and a few others. I don't know what I am doing wrong. If you know please DM or ping me.
@west elbow You most likely have enabled respawn on start. The respawn system respawns units with the default loadout of their class, not with custom loadouts applied to them. There are two options to adjust this behaviour:
1๏ธโฃ Disable respawn on start (see https://community.bistudio.com/wiki/Description.ext#respawnOnStart). Players will spawn at the position where you placed their unit in the Editor and with the loadout you assigned to them in the Editor. However, when they respawn after death, they will be respawned with the default loadout, not with your custom loadout.
2๏ธโฃ See https://community.bistudio.com/wiki/Arma_3:_Respawn#Restore_Loadout_on_Respawn. With this approach, players will always respawn with the custom loadout assigned to their unit in the Editor.
Depending on what you want for your mission, you can also mix 1๏ธโฃ and 2๏ธโฃ.
Guys I have a problem, Iโm trying to use Alive and fix this mission and it works fine. Unfortunately it tries to spawn in blufor and indep when I specifically just need rhs_faction_VDV. I put the force faction. But itโs still spawning blufor units.
Is there an easy way to reapply a unit init after respawn?
Copy paste the lines into onPlayerRespawn.sqf ? Make sure it points to the player, see https://community.bistudio.com/wiki/Event_Scripts
anyone knows how can I disable(remove) stamina in map file?
I saw scripts, but don't know where to put it now.
map file?
If you simply mean a scenario, just put this line:
this enableStamina false;```in Init line of an unit
kinda mp mission, and I want every player's stamina removed
so I only put that in init, it works for that one unit, right?
thought I had to make another sqf files. thanks!
Oh, then not in Init line of an unit, doing it is not really recommended
You can just put:sqf player enableStamina false;in init.sqf to remove everyone's stamina
thank you sir, I'll test it out! ' ')7
for some reason didn't worked out
isGameStarted = false;
startTimeout = 30; // ๊ฒ์ ์์ ๋๊ธฐ ์๊ฐ (์ด)
// ๊ฒ์ ์์ ์นด์ดํธ๋ค์ด (์๋ฒ๋ง ์คํ ๊ฐ๋ฅ)
if (isServer) then {
timer = startTimeout;
[] spawn {
while { timer > 0 } do {
[format ["์์๊น์ง ๋จ์ ์๊ฐ : %1 ์ด", timer]] remoteExec ["hintSilent"];
sleep 1;
timer = timer - 1;
};
missionNamespace setVariable ["isGameStarted", true, true];
["๊ฒ์ ์์!"] remoteExec ["hintSilent"];
};
};
// ์ค๋ ์ฐธ์ฌ์์ฉ ๋ณ์ ๋๊ธฐํ
if (didJIP) then {
[clientOwner, "isGameStarted"] remoteExec["publicVariableClient", 2];
};```
this is my init.sqf now
should I change it to player enableStamina = false;
No
P...robably execute enableStamina after a bit after the game starts
after the countdown... I'll try!
and failed
do you have respawn on start enabled?
yes, starting on respawn menu
then, disable stamina on respawn
on a script, right?
should I put that on onPlayerRespawn.sqf
either in that file, or use an event handler (the one i sent)
Anyone know of a backpack mod that adds some sort of machinegunner backpacks? Like you can either see the boxes or the belts, idk
How do I create a simple checkpoint system?
Player respawns at the initial respawn point, once they pass a certain area or interact with an object the player then gets a new respawn point
You can use https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition to add new respawn positions.
hello, i have a custom sound to play inside a hanger, for a mission brief via a trigger.
but there is a echo of the voice while its played inside the hanger. anyone to remove the echo???
@shrewd geyser I told you in #arma3_scripting, why crosspost?
told me?
told you, the say3D thing?
oh my, i didnt even notice that. sorry
np ^^ hehehe
erm.. how would one use that in a code?
what plays the sound btw, any specific object?
its a officer speaking.
i cant read ๐ฆ
you smell of elderberries
see? you're upset, so you can read!
wiki banned me for saying Iron mans suit was made out of tin foil
i took a arrow to the knee
fly free, little bird! and create the best mission ever โค๏ธ
after 600 tests even i dont like playing em, and neither does anyone else 
but thank you very kindly sir
works like a dream โค๏ธ
Is there a way to change the temperature of a map?
changing date/time/weather, otherwise no
Anyone know how if its possible to ahve markers that only zeus can see?
A marker can be local, so yes
Nice, How would i do that in eden?
A script can
starting with createMarkerLocal ๐
https://community.bistudio.com/wiki/createMarkerLocal
grrr have a trigger set up to blow me helo up when a civ enters it and hes hidden only to show himself via a trigger.
but now my helo blows up randomly near the LZ. it was working fine 5 mins ago
Also my squad decided they forgot how to shoot at thing. What is wrong with this 
Why does things just randomly stop working
I understand ACE has a blufor tracking, how would I set it up to only track the Squad Leaders, I don't want all members to show up on the map.
https://ace3.acemod.org/index.html more info to ace mod. And ace discord
https://acemod.org/discord
How do you unban someone?
And also how do I ad admin commands, im new to mission making
Quick question
Any reason why a gate that I've disabled simulation on, would still have simulation?
Gate in question Land_BarbGate
a mistake or a mod
I just noticed that it's actually affecting any gate or door
try without mods
Yeah I should. It's only just this had came up today, far as I recall, and nothing mod wise has changed regarding when it last worked on gates/doors.
https://www.youtube.com/watch?v=HiMRoqK4psk
Has anyone thought about making an arma battle royale (similar to PUBG and Fortnite)? I created this mod so 100 players can play on any map, most stuff randomly placed and generated.
https://steamcommunity.com/sharedfiles/filedetails/?id=2859619470
Zone damage and generation works flawlessly, also with 100 AI/players. It would be interesting for me to try making it standalone, any idea from bohemia?
Guess what game the original PUBG was created in. If you google it, you'll find the original battlegrounds mod that people are still playing after all these years.
And what do you mean by "standalone"?
if you are to create a mod for this, the best option would be to mod the mod in order to re-allow face things (and it would be #arma3_config)
unless the mod prevents facewear through scripting only, so it would be #arma3_scripting
thx for your answer, i moved my thread
Hello, is there a way to make a sector start changing sides only when there are no enemy team members present in the sector? I'm trying to create a pvp game and whatever I set it just doesn't want to work. I thought it would just be a matter of putting '1' in the 'Ownership limit' setting in 'Sector' module but apparently it's not.
Any particular reason the other two tasks aren't going into it's parent tab? https://gyazo.com/60f0216d502b4c1b61bd9207370b631d
All have correct parent IDs
but then for no apperant reason, it'll work https://gyazo.com/0819e812b6b4cb9824d88523d1d72e22
And all be in the correct tab.
Anyone know the alive mission modules im just getting errors about the placement objectives
making halo mission where you spawn inside the static ship but they spawn with a parachute below it
bit stuck
have you tried having people spawned on ground and then teleported onto the ship?
hi , i have troubles with my mission, its a simple TDM and it works well in multiplayer on my pc as host, i try to use it on my server, linux dedicated, and the respawn_west and respawwn_east does not work, i allways respawn on the same location i died
i think i meesed something up or i don't know how to export it corectly
i saved it, exported it, closed editor, used pbo manager to pack it
ok i use markers with variable name respawn_west, not the modules, it works fine
are there any Zeus's that are free for a quick chat, im having a problem with people not being able to loaded into my mission unless their in slot 1
sounds like a problem with the mission, has nothing to do with Zeus
i need some help fixing it ive been trying to for the last day
check your server RPT files for any errors and start debugging from there
either a broken script in your mission or a faulty mod
!rpt
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
open the file in any editor, go to its bottom or anywhere that time signature matches time you loaded your mission and noticed that bug, look for any errors and if they contain paths to mods
something might be broken, you might have made a mission using some mods that are not on your server or you thought they are clientside but are actually serverside or vice versa, there's no simple way of troubleshooting this
I'm making a mission for the first time and can't spawn in, when attempting to load in there's no factions or loadouts to select.
so I have a task created in a sqf file as follows:
[player, ["task_main_a", "task_main"], [localize "STR_RNG_Q1_A_Description", localize "STR_RNG_Q1_A_Name", ""], sokol_vehicle, "ASSIGNED", -1, true, "car", true] call BIS_fnc_taskCreate;```but no matter if I have false or true for the visibleIn3D parameter, the 3D icon showing up seems to be random - sometimes it shows up immediately over the object, sometimes it never does. Is there any particular reason for that, should tasks be created differently? when I was creating tasks with modules the 3D icons always showed up in the 3D environment and when I checked the module, task creation framework is almost the same, at least in terms of adding that 3d icon
Have you tried explicitly running BIS_fnc_taskSetAlwaysVisible afterwards?
How much do editor-placed structures affect game performance? Like if I spread 10 of the "Field HQ (Large)" compositions across the map will it have a big effect?
I didn't because BIS_fnc_taskAlwaysVisible returned true, but I'll try your function when I wake up
How do I go about adding AI turrets like the Praetorian without making them joinable in the lobby? I've googled this several different times and can't seem to find an answer.
Just dont make them playable?
this is a good read for your question https://community.bistudio.com/wiki/Arma_3:_Dynamic_Simulation
so I tried it, returns true for the always visibility parameter but the task doesn't appear in the 3d environment anyway
What about using 3D visibility false in the BIS_fnc_taskCreate expression and then enabling it with BIS_fnc_taskSetAlwaysVisible?
sleep 2;
[true, "task_main", [localize "STR_RNG_Q1_Description", localize "STR_RNG_Q1_Name", ""], objNull, "CREATED", -1, false, "meet"] call BIS_fnc_taskCreate;
[true, ["task_main_a", "task_main"], [localize "STR_RNG_Q1_A_Description", localize "STR_RNG_Q1_A_Name", ""], sokol_vehicle, "CREATED", -1, true, "car", false] call BIS_fnc_taskCreate;
["task_main_a", "ASSIGNED", false] call BIS_fnc_taskSetState;
["task_main_a",true] call BIS_fnc_taskSetAlwaysVisible;```
now it shows up but ONLY if I don't move and i look directly at the object assigned as destination, then the marker stays
okay I think I fixed it, I had to reveal the object first, then the icon appears immediately. Sounds like an awful bug rather than a feature
the marker will be in an approximate position of the object, still doesn't seem to reveal fully even with "4", once I get close or just "focus" on the object, it moves to the correct position


hi there, im new here, just discovered this channel, while searching for help with some issues i have to finish any mission i ever started. i hope its ok to post here the link to the bohemia forums. everything i struggle with is explained there. some help would be highly appreciated, iยดm sooo stucked! https://forums.bohemia.net/forums/topic/240205-cant-get-coop-mission-to-work-on-dedicated-server/
Hello everyone! Iยดve tried to research for a solution, opened dozens of pbo files and watched hrs and hrs of youtube videos, but i simply need help!!! I like to create small coop missions for our dedicated server. Among a few other problems, I cant figure out, how to make sure, that all clients g...
For some reason or another there was no option to highlight or select the turret's "crew" or select it and I couldn't find it anywhere on the left side tab. Either way, I figured it out. I just had to place the turret without the crew then spawn a crewman that was "unplayable" and then put that crewman into the turret.
Does this work or is there a better way?
Its a trigger condition
{ alive _x && side _x == west } count thislist > 1;```
@deep dune Both lines yield a boolean, which is what you need for a trigger condition.
However, you need to combine those two booleans into one, either with && or with ||.
If you are not too familiar with booleans, maybe you will find this helpful: https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting#Control_Structures.2C_Conditions_and_Booleans
Thanks for the reply.
So what you/its saying is that if i want both conditions to be true i need to replace the first ";" with "&&" to turn it into a single boolean
I cut the coe down so that im only running one boolean.
so what im trying to do is
Condition:
Check that none of the enemy is present and atleast 1 friendly is present
{alive _x; side _x == east} count allUnits == 0;
Activation:
Change the side of a radar and change the color of a marker tothe friendly
hint "Blufor has captured the Sofia Radar!";
sofiaRadar setSide west;
sofiaRadarMkr setMarkerColor "ColorBLUFOR";
Any help is appreciated
TIA
units east findIf { alive _x } == -1
That is correct.
The condition you posted here is probably not what you are looking for because allUnits returns all units that currently exist, not just the ones that are in the trigger area.
I need a little help with a mission. I'm trying to set up a mission where the players are covering civilians evacuating from a city. What I'd like to do is have civilians spawn in an area in buildings, they move to a truck (which also spawns), board the truck, it then drives to an evac point and despawns. I'd like it to repeat every ten minutes until X number of civilians have evac'd, which will then trigger completion of the task, and start an evac task for the players.
Hey bub. Your opening post has 12 (!) questions. Reading the thread, it looks like you are getting a lot of help already. Can you narrow your question to something specific?
for some reason the ZEUs modules are not showing some things after messing with 3den enhanced
its shopws all inculding unoffical
everything but drones
even on new missions, it was workiung fine before i fucked with 3den
Anyone mess with ACRE2 mission editing? I'm looking at this example for presetting channels with auto switch and I...don't really understand it
https://github.com/IDI-Systems/acre2/blob/master/extras/examples/mission_setupFullCompanyWithAutoswitch.sqf
Do I name the unit variable name as ftl_leader_2 for example? How do I make the script run after its in the folder?
they have their own discord, you should ask there
Yep, found that it got combined with ACE discord, my bad
Im unable to load my mission on our dedicated server, but it works just fine if I host myself.
The dedicated log gives me the following:
ErrorMessage: File mpmissions\__cur_mp.Napf\mission.sqm, line 58: Config: '๏ฟฝ' encountered instead of ','```
but looking at that line or near it I don't see any issues. I have simply exported my mission from Eden, not made any custom edits in the mission.sqm file
I'm designing a mission that is essentially an aerial patrol of Altis with frequent engagements against enemy aerial incursions. How would I go about getting 1-3 flights of 4 enemy aircraft to spawn at randomized intervals and attack certain ground targets over the course of approximately an hour and a half?
scripts ๐
what XML editors do you use for stringtable editing, if any? I am getting nystagmus from watching these files raw, I tried out editors listed on BIKI but
- StringForge can't open strings from my file, it sees it and the container but it might be too long or something
- Tabler changes
"and all these symbols to their normal counterparts rendering strings unusable in certain conditions, basically adds more work rather than helping in it - stringtabler doesn't let me filter lines to show these with missing translations (and for some ungodly reason closes without saving when I press enter)
https://community.bistudio.com/wiki/Category:Community_Tools#Localisation_Tools
StringForge, Table, SQDev, de_stringtabler are the four Arma community-offered options
I use VSCode though ๐
I use VSC too but with many lines and many translations it feels hard to maintain for me, while Tabler has everything plain and uses colors to show missing translations etc
I have no idea why does it have to change the symbols from html to normal, it's code-breaking
Just use Excel and write your own vba export import to xmp
Yes, VS Code it probably the easiest.
I also had tons of issues with the 3rd party apps and most of them are not in dev. anymore
use Reforger's String Editor + a .st โ .xml converter perhaps :p
actually it wouldn't take long to develop that
Doesn't make sense though
Not all A3 players have Reforger
Many of them had it perhaps (if you get what I mean ๐ )
had
yes
write what
Nothing. Use Vs Code ๐
looks like some invalid/invisible character, did you do any changes to mission.sqm manually?
made no changes manually. I tried to copy paste the area that the error complained about and there was only normal tabs and no hidden characters that I found at least.
so nothing seems incorrect unless the line from the error is wrong.
Are you using FTP to move it to the server?
@tame sage Hi Metin, havenยดt been here for a few days, real life stuff.... Thank you for your answer!! Yes, I try to narrow it a bit down. Lets say I define in my initserver.sqf a handful of publicVariables. During the mission, some of those publicVariables are being fired by in-game triggers, HOW do i make a fired publicVariable as condition for another trigger??? mydefinedVariablefired =1; inside trigger condition field doesnยดt seem to do the trick! And the last question would be, how do I achieve a mission ending, for every player at the same time???? "end1" call BIS_fnc_endMission; / on Activation is inside trigger, and the mission is being ended, but the behavior on each player pc is different. While some see the scoreboard for example, others are still in-game and others are being skipped to next mission select screen, without ever getting to see a scoreboard. Hope youยดre still around and thanks again for tuning in!!
== 1 is checking, whereas
= 1 is assigning
@cinder holly didnยดt know that, thank you!!!
and how to I end a mission for all players at the same time please? ah yes super important detail, all missions are PVE on a dedicated server only!!!
see the wiki for BIS_fnc_endMission or BIS_fnc_endMissionServer, they have examples for that ๐
I know, thank you.., just asking here, because I was not able yet to figure out, what exactly to do, when it comes do dedicated servers! cheers anyway ๐
dedi doesn't make a difference, the code is valid for all servers!
dont wanna be a pain, but I tried "end1" call BIS_fnc_endMission; when my ending condition was met. it kinda worked, but not all players got to the scoreboard, as described further up. So according to wiki its better to use activateKey format ["BIS_%1.%2_done", missionName, worldName] OR shall one better use ["MyEnding", true, 3] remoteExec ["BIS_fnc_endMission", 0, true]; ? The question is "simply", how do mission makers here finish a mission succesfully?
remoteExec, or use the endMissionServer from the server
@cinder holly Thank you and I appreciate the help !
On the BIKI, time trials config lists doneKeys[] = {"MyFirstTimeTrial_done"}; // Registers having completed (achieved gold or special) your trial in the description.ext field, but I can't find how to actually... grant the key? Anyone got any pointers?
i'm also getting the static screen on scenario preview -- anyone know how to fix that? I've set overviewPicture = "TrainingSimIcon.paa"; in the description.ext 
look for a key scripting command
edit: activateKey
overviewPictureLocked?
ah, thought it was config level or similar :p
will try, thx
wait, isn't it like 2am for you? ๐
02:08
how are you conscious to even consider arma right now
I remain a helpful guy nonetheless :p
I should also probably mention that it's in its own category in CfgMissions >> Challenges but i imagine they load from the same regardless
This doesn't work for the challenges view, one mo for checking in scenarios :p
Nope, doesn't work for scenarios either 
Oh wait, yes it does -- looked at wrong file
Which is... odd, seeing as they're the exact same mission folder
Hm, I'll come back and look at it tomorrow morning
Still not working for scenarios defined in CfgMissions, still getting the static preview screen
Weirdly it also doesn't work for the old man scenario preview? No mod I have touches that 
Yeah, also doesn't work with no mods loaded for old man ๐
Either way, anyone got any tips to fix for my case?
So i am currently trying to set up a scene where an AI actor gets shot in front of the player. Problem is i have no idea how to "spawn" some impact fx + blood fx.
Anybody able to help me with it? Would be much appreciated
just script a bullet
any documentation about that? sorry i am not to familiar with scripting
I've been having issues with the task module lately.
I've got it all rigged up completely fine, but I'm having teething issues.
I have the inital task, which spawns at mission start, is completed when X side is present in another trigger, those work fine.
As that task is complete, it's mean't to spawn 4 other tasks, which it does, but it's completely random if the tasks spawn completed or as a created state.
I can try one time and one task will be complete but the rest are fine, I'll reload and try again, only for all of them to work or even none of them, with all being completed.
It's completely random it appear.
The trigger for each objective that is created, the conidition in it to trigger the tasks set state, is a simple if X variable is true, then trigger, which does work.
If I watch each of my flags "bluflag1", "bluflag2", "bluflag3", on the server, all are false, until the hold actions on items are complete which turns those flags to true.
When one of the flags is set to true after the hold action is complete, it should complete the task, which it does, if it isn't already triggered.
I just need to iron this odd task competition thing out to finally make live this mission.
Stuff synchronized to trigger will execute in the same time so you can't change their order unless you use more triggers that are delayed and activated by the main trigger. Its way more performance friendly and easier to manage if you create these tasks through sqf
I kinda know what you mean, but what did you mean by "in the same time"
Also. Im unsure how I'd manage task modules in sqf, I thought the task module was only useable through well.. the module itself?
modules are just wrappers for functions
Doing it via SQF is a lot more reliable in my experience.
To be honest. My mission is so developed at this point, stripping out the in-game module and doing tasks via the framework seems very excessive.
Is there no in-game work around. Honger mentioned using extra triggers.
I mean what I wrote - stuff synced to triggers does not execute in a scheduled environment, so things do not "happen" one after another, instead they are all activated/executed/enabled at the same time. The difference of which one is first depends on your lag probably, or just how the game tries to handle that.
If you still insist on using trigger-module system, make a main trigger with the main quest, then another trigger that activates after 1st one and starts the first subtask, another trigger activating after 2nd one to start the second subtask etc.
or just scrap part of your scenario, switch to the sqf and spend some more time on polishing that so you won't waste more time on fixing the "schedule" of your triggers and modules
I thought that was the case. Thanks pal.
https://feedback.bistudio.com/T67583
This says subfolder support was added to mpmissions, but some terrains (might be all, I didn't test too many) do not load when the mission is started from a subfolder of mpmissions.
Does anyone have a workaround for that that is not just throwing it all into the root folder again?
//update:
Altis, Stratis and Livonia seems to work. Malden does not, neither does Rosche. So it's about how addons are loaded?
Question so I completed a mission and was looking forward to publishing it but when I publish it, I get an error that says Steam workshop failed or something like that, it just wonโt let me publish my mission to steam workshop. Any tips?
No โsomething like thatโ but write full error
Hey all, how would I go about making a OR gate with triggers, where if one triggers, the other one won't create a task when its criteria are met?
OR gate?
as in "logical OR"
one OR the other trigger, one preventing the other
oh
well, I'd just delete the other trigger if the task creation is not some chaotic module grid
Well, what I was trying to do was if a city was held you would push a enemy position, but if overran then you would retreat and defend another position again.
Can you list your folder structure? Including pbo filenames?
Not quite sure how to word this, but how do I turn a compilation I made on a certain map into a terrain so you cannot edit anything on it?
the error was ''process failed steam operation failed''
structure was simply to have subfolders to mpmissions, named Eurasia, Modern, Cryptid, ColdWar
File names were:
spooky_ops_two.fapovo.pbo
TACGLiberation.Malden.pbo
RoscheSandbox.WL_Rosche.pbo
No spaces, no utf8 characters
mpmissions\Eurasia\TACGLiberation.Malden.pbo
mpmissions\Cryptid\spooky_ops_two.fapovo.pbo
mpmissions\ColdWar\RoscheSandbox.WL_Rosche.pbo
Mh that should be working tho :sad:
I assumed the same, but falling down into VR space and dying is hard to argue with.
It does load VR instead of the map, if that helps?
Today it crashed my client when trying to load into a subfolder mission (and just canceled it on the server), but after that it worked for Rosche, at least. Not a single day where Arma does not gaslight me.
Okay, apparently the server just has days when he doesn't like it. It's the same setup as yesterday. ๐คทโโ๏ธ
I'll try and get a log next time it happens
Okay, it's ... even weirder. It worked for Rosche in a subfolder, but when I switched to a mission on malden it... erm... it loaded Rosche.
yeah, now any map I load from a subfolder (not even the same subfolder) is Rosche. It seems that it was loading VR last time was coincidence cause VR was the first map loaded
Okay, the Malden mission just consistently crashes my client and gets cancelled on the server.
Doesn't matter how often server or client get restarted
Server logs from my series of tests
No obvious error messages anywhere. Can't find any reference to the folders either.
Is it possible to add flag markers for the map inside a mission rather then downloading another mod?
if you mean "add custom markers" without mods, nope, mod-only, not mission-only
you can script a performance-heavy equivalent, but it's not really worth it (and also not manually placeable)
Yeah, didn't think so, but thought it was worth asking, i'll just add them to the 5PF mod ๐
For a "Seized by" trigger, do I sync that to the sector's area logic or the sector module?
Would anyone happen to know how to play a sound when i call in support (mortar) ?
the init field gets triggered immidiently ๐ฆ
how do you "call it in"?
can I enforce a custom difficulty setting (not whole difficulty level) for a mission, and if yes then how? I wanted to enable waypoints 3D visibility no matter what user's settings are, it's a bit too late to use showWaypoint with that many WPs 
No
waypoint waypoint, or tasks? tasks can be setup separately
waypoint waypoint
I didn't want to clog the task category (or delete stuff from there) and just stick to waypoints, but when I made a lot of them I noticed they can be hidden by a difficulty setting
you might be able to select multiple waypoints and edit them all at once?
player is moved between groups, I would have to change their visibility depending on in which group player is, right?
and showWaypoint has to be provided with an array, so that complicates this a bit when order and amount of waypoints is changing
unsure
me too
You just need to loop through the waypoints you wanna show
Trying to figure out a problem I'm having with the laptop textures. I've created textures as .paa and .jpg and applied them to laptop screens, but no matter what I do, they always come out on their side. Doesn't matter what image orientation I use
I've tried different aspect ratio's, I've tried different orientations. For whatever reason, it keeps looking at the image and deciding arbitrarily that it wants to display it as though it's rotated on it's side
... It's an image caching issue.
its currently linked via the support request modules - so it gets called ingame with "Support"
Odd question, but I'm trying to find a good sound effect for something turning on, anyone have any suggestions?
More specifically, it's for StarSim, so it's a big ship (Imperial Star Destroyer) turning on
Hi folks, iโm currently fixing the last aspects of a mission i made in the editor and it seems iโm in a nutshell: i was wondering why the ai is so dumb. Why two british scorpion LT behind their trenches easily destroy 2 pt 76 and 3 bmds which seems unable to see and fire to them most of the time?
This sound, along with a rising tone, perhaps: https://www.soundsnap.com/jet_engine_servo_layer_v5_startup_wav
Audacity can help
Not quite what I was looking for, but I'll take a look if there's anything else on that site, I hadn't heard of it
Found this with keywords "Starship engine": https://www.soundsnap.com/sound_design_engine_revving_up_and_down_5_low_pitch_long
Yeah I saw that one too, I'll look at some sounds another time, probably once I'm bit a closer to having the actual "meat" of the mission done
I don't recognize British Scorpion tanks as regular DLC. My first thought is that these (modded) tanks are not game balanced with the others. Same issue with RHS vs CUP vs 'Vanilla' vehicles. But could also be placement: AI does not detect units that don't move, so whoever spots first gets first shot. OR could be limits of vehicle AI: Arma is not good at vehicle pathfinding (see convoy scripts) or group tactics (see GM channel&Discord for complaints about useless tank teammates). Point is that you can mitigate most problems with mission design prep, but may take trial and error.
Thanks ๐๐ป Yes, actually it has involved cup vs rhs vehicles and the Scorpions are not moving. In the end it seems i find the way around that problem of mine! ๐๐ป
are there any tricks to make your mission file load faster for example is it possible to put ur mission file in a mod so everyone joining already has it loaded
depends
you can change downloading time this way, but not the loading time itself
Is there a script that allows me to teleport players when they interact with a door which then teleports them to another area?
you want to teleport twice?
I have a part in my mission where an AI group is sitting on a hold waypoint fighting off some enemies, and midfight they are supposed to get in a helicopter. What would be the best way to make them prioritize boarding the vehicle over killing every last enemy? Things I struggle with for now:
- they do not stay anywhere near that waypoint in combat, start aggresively pushing towards enemy position instead but I think I could fix that with
doStop - when getIn waypoint is "issued", they still try to clear the area
careless behaviour makes them walk instead of run so I can't really use it, they also still fight with hold fire behaviour. I thought about making the enemies captives so only player is bargained with fighting them off but it can be very difficult depending on how many people AI can kill before that happens
I also raised all their skills as I thought that the "general", "commanding" or "courage" has some impact on that but no, not during a firefight
You can use this to have them move to whatever position you want:
_0 = [] spawn {
while { true } do {
groupName doMove (getPos positionName);
sleep 1;
};
};
this will ensure them they do nothing else, like pursuing enemies or continuing combat.
groupName apply {_x allowFleeing 0}; //Keeps them from being a coward, haha
groupName = [soldier1, soldier2, soldier3];
groupName apply {_x setSkill ["courage", 1]}; //Gives them balls of steel
groupName = [soldier1, soldier2, soldier3];
groupName apply {_x disableAI "AUTOCOMBAT","TARGET","AUTOTARGET","SUPPRESSION","COVER"}; //This is what gets them to charge and not do anything else
unfortunately none of these worked, I also tried disabling FSMs but then they didn't even want to move at all except changing stances. I had to put enemies in captive mode and make friendly AI forget their targets
how can I change music played during the closing shot? some time ago I was told I just have to define my custom ending and playMusic before calling the function but it didn't work
do I have to copypaste whole endMission function and change the _musicList part?
how would I got about doing this?
no clue
Guessing you have textures (custom signs, screens etc) in your mission file?
Move them to a mod, and then reference the mod location. Will save on loading them via mission file.
Did this and cut my mission by upto 12mb in some places, ofc. this means players were loading 1-5mb instead of 10mb+
did you pass false to playMusic? (when calling the function)
playMusic: Boolean - (Optional, default true) False to disable automatic music during closing shot
passfalse, and play your own, tried that?
Is there a performance hit to using attachTo on AI?
I was trying to set up an interior environment, and I decided to get cheeky with AI placement. I essentially duct taped the AI to the floor of the Liberty by using attachTo, so that they couldn't move or phase through walls at will.
For whatever reason, the mission ran really slowly, and I noticed they only displayed maybe every 10th frame of animation. The turrets on the ship snapped back and forth rapidly at various directions.
if you attach objA (AI) to objB (ship), objA takes the simulation rate of objB
this is why one doesn't do that ๐ you might have had 60FPS, but they would have been updated twice per second max
attach them all to one Logic eventually, if you don't want them to move at all
Oh, haha
How can I make a unit/uav move back to it's original position on the deactivation of a trigger if that's even possible?
Also is there a way to adjust the height of the vehicles spawned by the Virtual Garage I'm trying to spawn them on the USS freedom
@worldly sonnetNo crosspost, thanks
My bad
- Move back to its original position as in what? Teleport or it would move back into the position?
- How do you set up the Virtual Garage?
Can anyone tell me why i can see the USS Freedom's Preatorian's in the Role Selection screen?
I've gone over settings and scripts, but cant figure out why they're showing up.
mods? empty "UAV" filled with normal units?
try vanilla with just one filled-placed Praetorian - if it happens again, it's vanilla behaviour.
Hi folks, can someone help me to find a solution? Whenever i load a mission i made for a final test, arma 3 crash! Some hours ago it was totally fine, but after creating a init.sqf file for some black faded intro and loading an overview image through a description.ext file, the issue came up! I tried different possible solutions without success: deleting the init.sqf and the description.ext files, and removng the overviem image.. And this is not the first time something like this happens to me
seems sus
Hello, is there any line or script to make a building undestructible but that the glass can be damage so you can shot thru it?
Thanks
1: Yeah I'd like it to teleport to it's original position it had at the start of the mission on the deactivation of the trigger. 2: I just have a line of code in an object or unit that opens it up I can get the exact one when I get home sorry for the late response
define original position
position when the object activated the trigger?
or position when it was first created?
try HandleDamage event handler
Where the vehicle was placed in the editor and first was at the start of the mission
Could I just have it moved to a marker maybe
On the deactivation of a trigger
you can get the objects in the trigger with thisList simply loop over it and set their position
though i'm not sure about locality, you probably want it server only
or loop on each machine, and only teleport the local objects
Huh I'm unfamiliar with that and it's for a single player mission as well. I appreciate the help but how exactly would it look. Just put thisList in the trigger? It'd have to be something more I'm sure right
https://community.bistudio.com/wiki/forEach to loop over
Oh ok thanks I'll check it out
then for setting the position it's up to you, if you want to set it at some marker's position, https://community.bistudio.com/wiki/getMarkerPos
something like _obj setPosASL AGLToASL getMarkerPos ["myMarker", true];
Would the obj be the variable name?
yes
Ah I see I'll try it out thank you so much
I think I'm still going to have another issue lol even if I can get it back to it's original position it has already used it's move waypoints damn this is complicated
I guess I just need a full reset of the unit like if I restarted the mission idk if that's possible but I appreciate the help thus far
save waypoint data in the beginning
something like this setVariable ["tag_groupData", waypoints this apply { waypointPosition _x } ]; in group's init field
Ah I didn't even know that was possible thank you so this will go in the uav's init and the other code will go in the trigger? And where does the for each come into play
you can do it in uavs init yeah
foreach to loop over the objects,
{
// code to run on objects in trigger
} forEach thisList;
So where does that go in the unit or trigger sorry for all the questions
Oh ok I see so it should look something like this right.
Trigger: _obj setPosASL AGLToASL getMarkerPos ["myMarker", true]; foreach to loop over the objects,
{
// code to run on objects in trigger
} forEach thisList;
Unit: this setVariable ["tag_groupData", waypoints this apply { waypointPosition _x } ];
well
_obj setPosASL AGLToASL getMarkerPos ["myMarker", true];
this won't do anything
private _posASL = AGLToASL getMarkerPos ["myMarker", true];
{
_x setPosASL _posASL;
} forEach thisList;
Yeah this might be above my capabilities wow
Would you mind if I DM you so I can better explain the situation it's cool if you don't want to
So setting up a mission - would anybody have any documentation showing the TOE of a Marine infantry platoon in the 70s and 80s? I've got references for some Army assets but can't find any for the Marines, and that was both before my time and a different branch.
Have you looked on here? https://www.battleorder.org/military-organization
Yeah that was the first place I looked @hot warren
They cover the modern reorganized Marine Corps and WWII.
But there's a gulf where I need.
Hello, is there anyway to make a player respawn with his starting loadout? Not with the loadout that he had before he die.
Save loudout from mission settings
Restore Loadout on Respawn
In order to let players respawn with the gear they started the mission with, create the following two files in your mission folder and add the code:
initPlayerLocal.sqf
player setVariable ["TAG_LoadoutStart", getUnitLoadout player];
player addEventHandler ["Respawn", { player setUnitLoadout (player getVariable ["TAG_LoadoutStart", []
I'm sure I'm doing something wrong but I was unable to get the unit to teleport to the marker. I used _uav setPosASL AGLToASL getMarkerPos ["marker_11", true]; I'm sure I messed something up.
and I put it in the deactivation of my trigger
Also is there a way to adjust the height that the vehicles spawn in at using this code? this addaction ["Open Virtual Garage", {["Open",true] call BIS_fnc_garage;}]; I want it to spawn on the deck of the carrier but it keeps spawning in the water. And is there a way for it to only spawn certain types of vehicles like only fixed wing?
check the example 3 in this page: https://community.bistudio.com/wiki/BIS_fnc_garage that should allow setting the z via center
thank you I'll take a look
hmm I only see create a position 30 meters in front of the player but I need it up I guess
or am I supposed to put the z somewhere
check the code below that... it shows how to create Land_HelipadEmpty_F for the garage center
would I use a marker?
you can
sorry I appreciate the help I'm not super knowledgeable about this do I add the to together something like this? this addaction ["Open Virtual Garage", {["Open",true] call BIS_fnc_garage;}]; _vehicle = createVehicle [ "Land_HelipadEmpty_F", _pos, [], 0, "CAN_COLLIDE"]; sorry Idk lol
try this, put a arrow shaped object in the editor to the deck of the carrier. Then name it something like TakeOff for example. then have this code in the addaction: ```sqf
["Open", [true, TakeOff]] call BIS_fnc_garage;
the garage centre as vehicle; will be deleted on opening
then it would only work once.. =/
Ah ok I see I'll give it a shot thank you I really appreciate it
