#arma3_scenario

1 messages ยท Page 1 of 1 (latest)

topaz talon
#

If someone familiar with Hebontes map

#

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

sterile bane
#

Has anyone seen a script or system to lock certain slots based on player count?

slim arrow
#

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.

mellow pilot
#

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!

astral bloom
#

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

mellow pilot
#

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?

astral bloom
#

No, setObjectTexture can recognize both mission folder and pbo

mellow pilot
#

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

astral bloom
#

"\texture\skin.paa" is enough. If it doesn't work, getMissionPath "\texture\skin.paa"

mellow pilot
#

Thanks! I will try that

unreal rapids
#

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'.

unreal rapids
#

@cinder holly thank you!

topaz talon
#

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?

cinder holly
#

no idea what this is.

topaz talon
#

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

cinder holly
#

yep
not a vanilla feature, so idk

topaz talon
#

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

cinder holly
#

I have no idea what it is

thorny plaza
# topaz talon I have this lobby timer that won't let me join the mission and it moves me back ...

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

topaz talon
#

I am new at this stuff

thorny plaza
agile kayak
#

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?

onyx mirage
#

I'm putting a fire module on the ground, but when i start the mission, there is no fire.

#

๐Ÿ”ฅ

#

I need to turn it on?

cinder holly
#

what's a fire module?

cinder holly
#

oh, ModuleEffectsFire_F @onyx mirage? I see it

onyx mirage
#

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

cinder holly
#

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?

onyx mirage
#

Yes, CUP mods

#

Cigars mod

#

May be Cigars broke it

cinder holly
#

mayhaps

onyx mirage
#

Testing...

hollow tree
#

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?

shell fox
# hollow tree Hey guys I am currently working on a multiplayer mission for my friends, just st...

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๏ธโƒฃ 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๏ธโƒฃ 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๏ธโƒฃ and 2๏ธโƒฃ.

hollow tree
hollow tree
# shell fox You most likely have enabled respawn on start. The respawn system respawns units...

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

https://youtu.be/uyeVj6c2Ex0

exotic wadi
#

see if the "save loadout" option is ticked under multiplayer editor attributes

sudden osprey
#

how can i make the ai pilot fly really low

#

like atm it is hovering way to high for a safe rappel height

exotic wadi
#

this flyInHeight height
this flyInHeightASL [standard, combat, stealth]

#

you could on the waypoint you want to rappel at set the height in OnActivation

shell fox
hollow tree
# shell fox 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"); }]; }; };

shell fox
#

Weird, initPlayerLocal.sqf with ...

player setVariable ["loadout", getUnitLoadout player];
player addEventHandler ["Respawn", { 
  player setUnitLoadout (player getVariable "loadout"); 
}];
```... should work ![krtecek](https://cdn.discordapp.com/emojis/705444289315864617.webp?size=128 "krtecek")
cinder holly
#

disableAI = 1;?

modern mountain
#

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";
cinder holly
unreal cradle
#

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

noble pagoda
#

Heyhey, After making a lot of missions for my team (pretty basic ones) I wanna improve my next campaign missions a lot.
So Iโ€™ve 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 Iโ€™m too inexperienced to really understand those)

Thanks in advance
P.s. my DMs are open aswell

signal coral
#

cutText can do the text on screen there is also BIS_fnc_dynamicText

#

and BIS_fnc_dynamicText2

noble pagoda
#

Thanks will try that

eager geode
#

If I wanna minimum the AI lag on a mission, what can I do besides disabling the models and simulation of the unused AI?

noble pagoda
#

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)

cinder holly
noble pagoda
grave lion
#

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?

cinder holly
#

yes

grave lion
#

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?

cinder holly
#

See ACE documentation

grave lion
#

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?

cyan bane
#

Does anyone know if the cooldowns set in the Support modules are global or on a per-player basis?

grave lion
cinder holly
grave lion
#

I have, but I dont see those in the actual syntax of the script

cinder holly
#

Syntax
[_lines,_posX,_posY,_rootFormat] call vn_ms_fnc_sfx_typeText;

grave lion
#

well like in the example they give at the bottom, where is that?

cinder holly
#

it's an optional parameter

grave lion
#

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.

cinder holly
#
// 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;
grave lion
#

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.

obsidian spoke
#

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

tawny nacelle
#

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?

cinder holly
#

is the trigger server-only?

tawny nacelle
#

I believe so, going to double check

cinder holly
#

that's why ๐Ÿ™‚
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
tawny nacelle
#

that's amazing, thank you

#

it doesn't let me save it as a condition

cinder holly
#

woops, it's the other way around

#
crew heli1 findIf { isPlayer _x } > -1
tawny nacelle
#

haha, thanks. you're the best\

cinder holly
#

don't code when exhausted โ€” Lou Montana\ยฉ

tawny nacelle
#

go to bed!

grave lion
#

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

grave lion
#

Yeah thats what I was looking at, but Ill read more into it.

cinder holly
#

it seems to "only" be a "more X than Y forces" trigger.

signal coral
#

Do you guys know any ambient scream sounds pack? Or some pashto ambient talks? I want to make some of my civilians more alive

scenic glade
#

why was my question removed?

sinful rampart
cinder holly
#

it does ๐Ÿ˜„ delete from there

noble pagoda
cinder holly
#

yeah you can be no problem, at least you asked ๐Ÿ˜„

noble pagoda
cinder holly
#

ye, I can get that ^^

crystal gust
#

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.

noble pagoda
noble pagoda
#

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

#

(i am very sorry for the criminally bad framerate as it seems i did something wrong with the program)

coarse flume
#

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

cinder holly
#

@crystal gust ^ ๐Ÿ˜

shut harness
#

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?

noble pagoda
cinder holly
shut harness
shut harness
crystal gust
noble pagoda
#

i guess you really have to connect that with the teleportation

tawny nacelle
#

is there a way of hiding units without them being activated by players?

cinder holly
tawny nacelle
cinder holly
#

you need to disable them too then

#

if you want to hide/show them, better go scripting and use hideObjectGlobal/enableSimulationGlobal

tawny nacelle
#

okay, thank you

tawny nacelle
cinder holly
tawny nacelle
#

S1 hideObjectGlobal true; S1 enableSimulationGlobal false;

#

they're hidden, but they're still active

cinder holly
#

the code is good. where do you run that?

tawny nacelle
#

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

cinder holly
#

are you away from the S1 object or anything?
because if you have dynamic simulation, this may interfer

tawny nacelle
#

they're dynamically simulated, yes...

#

that's the issue then, isn't it?

cinder holly
#

it might, because the system re-enables them when you get close
iirc you can exclude them in Eden properties

tawny nacelle
#

yup, dynamic simulation was the problem. it's fixed. Thanks!

hot warren
#

Using the respawn module, Can I make the vehicle respawn with set pylons?

crisp jackal
#

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

cinder holly
hot warren
rotund dust
#

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.

stark jay
#

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'."

hot warren
stiff lantern
#

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?

opal nest
#

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?

cinder holly
tawny nacelle
#

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?

molten zinc
#

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?

hot warren
noble pagoda
#

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.

crisp jackal
#

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

molten zinc
crisp jackal
#

@molten zinc able to dm me a link?

molten zinc
#

Yeah I got you

noble pagoda
grave lion
#

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.

cinder holly
glad barn
#

Do not extract me

cinder holly
#

kicks @glad barn

grave lion
#

solid ideas.

coarse flume
#

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

noble pagoda
#

stealth missions are kinda hard to make in arma imo cuz of the ais eagle eyes

uneven wasp
#

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.

glad barn
shell fox
glad barn
#

Seems ansin11 understand yours question, which i didn't ๐Ÿ˜

cinder holly
uneven wasp
#

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

cinder holly
#

what image in description.ext?

uneven wasp
#

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

cinder holly
#

@uneven wasp do you know you can set the control's image by script? ๐Ÿ™‚

uneven wasp
#

I did not, no.

#

ctrlSetText?

cinder holly
#

yes sir!

uneven wasp
#

Excellent, thank you, Lou!

tawny nacelle
#

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...

humble lichen
#

I guess what you want to do is basically, when trigger is activated and when the heli is touching ground, smoke comes out right?

tawny nacelle
#

correct

humble lichen
tawny nacelle
#

that makes sense, thank you!

median wigeon
#

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?

long elm
cinder holly
crystal nymph
#

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.

crystal nymph
#

Thanks though

cinder holly
crystal nymph
#

Ok, gotcha ๐Ÿค™๐Ÿผ

tawny nacelle
#

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?

cinder holly
#

the rooftop is your enemy
make it turn its engine on but disable the AI until the players are loaded

tawny nacelle
#

that's a great idea, thanks Lou!

tawny nacelle
#

back again with another trigger problem:

this && triggerActivated trg1 && isTouchingGround V1;

trigger won't activate when all conditions are met

tawny nacelle
#

instead of firing too early, it doesn't fire at all

cinder holly
#

maybe V1 is not touching ground ๐Ÿ™ƒ

tawny nacelle
#

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 ๐Ÿคท

#

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

cinder holly
tawny nacelle
cinder holly
#

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

tawny nacelle
#

yeah, still doesn't work tho...

cinder holly
#

check your conditions' values somewhere else

tawny nacelle
#

I did a work around, just attached smoke using a different trigger

#

looks even better this way tbh

median wigeon
#

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;

brittle prism
#

you can also just check for it, if !(player in [ply1, ply2]) exitWith {}

median wigeon
#

ohh okay, you can just right click sync. Did not know

#

tyty

icy comet
#

Ulta Wide Extended Debug Console With Extra Save Buttons.
Already tried to google it but with no results.

cinder holly
median wigeon
#

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.

tepid quarry
#

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;};};

cinder holly
cinder holly
stiff lantern
#

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?

kindred relic
median wigeon
#

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?

lost hearth
#

Does anyone know if it would be possible to reconfigure OPEX to use the CDLC factions (and ideally maps), and if youโ€™d need the creatorโ€™s permission to do so? Iirc he retired from the arma community.

wheat ferry
#

is there any concrete decals i can put over grass in eden

random arch
#

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

grave lion
#

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?

barren solstice
#

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)?

cinder holly
#

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

wind cape
#

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?

sinful rampart
cinder holly
cinder holly
wind cape
cinder holly
#

try without Contact
if you don't see the assets in the editor, it meansโ€ฆ well, you get it

wind cape
#

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

trim flicker
tawny nacelle
#

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?

astral bloom
#

Radius is not optional

tawny nacelle
#

that'd be it then, thanks!

#

radius is in meters, correct?

astral bloom
#

Yes

tawny nacelle
#

thank you

tawny nacelle
#

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

trim flicker
#

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

woeful magnet
#

So I'm wanting to make a Desert Storm-era fun-op. Does anybody know of a good mod that includes the Kiowa?

trim flicker
# trim flicker Is it possible to add images to the map? Basically I want to make some graphic ...

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];
}];
woeful magnet
#

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.

median wigeon
#

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.

brittle prism
median wigeon
brittle prism
#

i suppose the outter quotes aren't actually there?

grave lion
#

I just used another tool that worked - thank you though

grave lion
#

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

grave lion
#

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.

brittle prism
grave lion
#

Still didnt work ๐Ÿ˜ฆ

brittle prism
#

either the classname is wrong, or whatever tool you're using to create holdactions passes parameters differently blobdoggoshruggoogly

grave lion
#

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

brittle prism
#

is it an assigned item?

#

i don't know what it is so, you might need to use a different command

grave lion
#

Okay, I got it figured out I think

brittle prism
#

try running _caller unassignItem "vn_b_item_wiretap"; before calling removeItem

grave lion
#

So how would I get the conditionshow working? it says _target (action-attached object), _this (caller/executing unit)

brittle prism
#

did what i send work?

#

is it an assigned item, like a radio or mine detector?

grave lion
#

I got the removeitem to work

#

I missed a "

#

as I have a two part string

brittle prism
grave lion
#

my first stab - probably totally wrong "vn_b_item_wiretap" in _itemsplayer;

#

Like i said, no idea what Im doing with scripting haha

brittle prism
#

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

grave lion
#

nice! That worked perfectly.

#

Thanks for all your help

shrewd geyser
#

Hmm how would one make the start of a mission without any sounds??

glad barn
#

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

shrewd geyser
#

cheers

earnest cove
#

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

astral bloom
#

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
cinder holly
#

I wish one could do it in Description.ext :(

earnest cove
#

yeah. in config is annoying

shrewd geyser
#

how does one add nice pics to the loading screen into a mission?

cinder holly
#

no can do (but the little pic you mean?)

shrewd geyser
#

yea

shrewd geyser
#

yea thats too hard

#

is there a code that enables the player to skip a dynamic text screen that is fired threw a trigger?

cinder holly
#

through*

prime dome
#

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

cinder holly
prime dome
#

ooooo thanks!

#

I shall try that

runic zealot
#

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

open remnantBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```
โ†“

// your code here
hint "good!";
runic zealot
cinder holly
#

coolio! proper indenting may help in these cases ๐Ÿ˜‰

#

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,
"",
""
];

cinder holly
prime dome
pliant tinsel
#

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.

astral bloom
#

You're lucky. setObjectTextureGlobal in version 2.10 allows it

pliant tinsel
fossil pike
#

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.

shell fox
#

You can use one of the selectRandom* commands to randomly select one of several options (pikachusurprised). 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.

fossil pike
#

Thanks! Would the "Objective 1" be the name of the trigger that activates?

shell fox
#

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.

fossil pike
#

๐Ÿ‘ Thanks!

cloud chasm
#

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

magic rover
#

What does ACE support consists in for a mission ?

cyan bane
#

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.

cinder holly
#

and don't crosspost - pick a channel, they will redirect you where needed

tardy sandal
#

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

cinder holly
#

no ๐Ÿ˜„

#

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

tardy sandal
mellow field
#

Oh thanks

#

So I wanna make a server a map

#

Basically a Modern Warfare Map and I wanna input an oil rig

hot warren
#

Use a composition of an oil rig?

#

Arma 3 Discover the best community content Get the most out of Arma 3 with Steam Workshop. Find and install player-created scenarios and mods, or create your own and upload it directly to Steam. Learn More

runic zealot
#

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?

tawny nacelle
#

is there a way to prevent UAV's from showing up on the terminal list?

cinder holly
#

destroy the UAV
make it a simple object
spawn it empty

tawny nacelle
#

said UAVs are ship turrets, I can't spawn them empty

cinder holly
#

disable for only one unit?

tawny nacelle
#

nor make them simple objects

#

well, there are two I need to disable

cinder holly
#

I mean, for a player or for all players?

tawny nacelle
#

for all players

tawny nacelle
cinder holly
#

and what have you tried?

tawny nacelle
#

if !(isServer) exitWith {};

_uav = objNull;

_uav = _this select 0;

{_x disableUAVConnectability [_uav,true];} forEach playableUnits;```
cinder holly
#

!code

open remnantBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```
โ†“

// your code here
hint "good!";
cinder holly
#
_uav = objNull; // useless
_uav = _this select 0;
#

you need to run the command on the clients, not on the server

#

(you may use remoteExec)

tawny nacelle
#

[this, "disableUAV.sqf"] remoteExec ["execVM"] ??

#

I've never used remoteExec before lol

cinder holly
#

argh

tawny nacelle
#

[this, "true"] remoteExec ["disableUAVConnectability"]; ??

cinder holly
#

in unit's init field?

tawny nacelle
#

that's what I'm thinking

cinder holly
#

(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

tawny nacelle
cinder holly
#

of course, it's wrong

tawny nacelle
#

I based it off of those examples ๐Ÿ˜“

cinder holly
#

โ€ฆhow did you get to that?

tawny nacelle
#

I looked at this one unit1 setFace "Miller"; // becomes [unit1, "Miller"] remoteExec ["setFace"];

cinder holly
#

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
cinder holly
#

init field

tawny nacelle
#

okay, thank you!

cinder holly
#

wait to check if it works

tawny nacelle
#

error message

cinder holly
#

see?

#

which one, because there are many

tawny nacelle
#

error type any, expected object

cinder holly
#

well yeahโ€ฆ you have to name your uavs

#

theUav1 is an example

tawny nacelle
#

yup, I blame the lack of sleep

#

thanks

earnest cove
#

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

edgy coral
#

Are there any ViV capable planes for Redfor in RHS ?

cinder holly
#

Check?

fallen moat
#

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 blobdoggoshruggoogly

placid vessel
#

Hello, can anyone recommend the best way to disable grass for all players in a multiplayer mission? Preferably without mods....setTerrainGrid 50;?

placid vessel
#

ty Polpox, and I put that into init.sqf?

astral bloom
#

Wherever you want

placid vessel
#

well, wherever I put: setTerrainGrid 50; nothing happens. I never messed around with these things...

#

so I'm missing some basic knowledge

astral bloom
#

Probably you need to do it shortly after the mission starts? I rarely mess around with that

placid vessel
#

yeah, at the beginning...

cinder holly
placid vessel
#

oh, I see...will give it a go

#
(sleep 0.5;) setTerrainGrid 50;```
cinder holly
#
// init.sqf
sleep 0.01;
setTerrainGrid 50; // no grass
```should suffice ^^
placid vessel
#

still no effect...could something be overwriting it? like ACE or

cinder holly
#

no idea if it would work due to terrain quality set by server, don't know if you can override this per-mission ๐Ÿ˜ฌ

placid vessel
#

ok, I understand, thank you once again

grave lion
#

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

long elm
#

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 ๐Ÿ˜„

grave lion
#

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

hollow stirrup
#

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

past sparrow
#

on the map

hollow stirrup
#

under where? prefabs?

past sparrow
#

then edit its properties

#

i get the feeling this is for reforge?

hollow stirrup
#

yes

past sparrow
#

then wrong channel, this is arma 3 ๐Ÿ™‚

hollow stirrup
#

ohh im sorry mate, didnt saw

past sparrow
#

np

hollow stirrup
#

so just put characters right?

past sparrow
#

better ask in reforge channel...

hollow stirrup
#

ok tnx anyways

past sparrow
#

I dont know anything about reforge ๐Ÿ˜„

cinder holly
#

+r :p

stable aspen
#

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?

cinder holly
stable aspen
#

Yep, modt of the stuff ive found online is for dedicated servers

#

Just hosting it off a local machine

median wigeon
#

Anyone know why a chopper would phase through a dedicated server on Fallujah for example? But when testing on eden singleplayer it doesnt?

cinder holly
#

"phasing through"?

gritty sparrow
#

mission wont load on dedicated gets stuck on
class 'bin\config.bin/CfgVehicles/SoldierWB/HitPoints/HitFace/'

gritty sparrow
#

okay cheers

split sedge
#

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?

spare mauve
#

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

cinder holly
#

mods? (-:

spare mauve
#

But I put dependencies before mods

spare mauve
#

Fixed it.

#

appears I just needed some well earned sleep

placid vessel
#

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.

cinder holly
#

also the function name might be mentioned in the error message? (or not)

placid vessel
#

unortunatly not

#

maybe it's ace related, i'll try to revert the last changes I made

placid vessel
#

Yep, it was earplugs

#

fixed

#

thank you

split sedge
#

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?

still walrus
#

Anyone know how to set a cargo crate to be able to press space bar once and grab a whole loadout?

edgy lodge
grave lion
#

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

coarse flume
#

that needs a lot of consideration

#

like, can they just spam boxes

#

and if the player disconnects what happens to it, etc

signal coral
#

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?

cinder holly
#

teleporting doesn't kill
what is happening here?

past sparrow
#

when you release extension with your mod does it have to be reported somehow (other than reporting it to battleye) ?

silk axle
#

why do you ask here? thonk

#

anyway I don't know what you mean by "reported"

past sparrow
#

no need for "This mod uses DLL" message ๐Ÿ˜„

silk axle
past sparrow
#

oh interesting

silk axle
past sparrow
#

cool

late breach
#

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 ๐Ÿ˜‰

past sparrow
#

yea also thought of that

#

guess they have to play BE disabled until that

past sparrow
#

thx for the link

placid vessel
#

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?

coarse flume
#

use this in your server.cfg

#
{
    LogObjectNotFound = false;
};```
wispy linden
#

Hey Guys, how do I go about creating basic but functional Logistic missions?

coarse flume
#

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

gaunt helm
#

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

open remnantBOT
#

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 routerโ€™s status page in the settings to confirm. (If in doubt, ask your ISP, Websites like โ€œwhatismyip.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 routerโ€™s manual on how to do that, or ask google: โ€œ<your router model> + port forwardingโ€

steady basin
#

Is there someone around here that is experienced with the "Antistasi Plus" missions ? I have a question regardin the vehicle and weapon trader

median wigeon
#

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.

cinder holly
remote heron
#

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?

brave lagoon
#

Is there a way to make AI walk around on the USS Freedom for some ambiance? Normal waypoints don't do the trick

shell fox
#

doMove should work.

odd belfry
#

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?

median wigeon
tall snow
#

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

unborn wadi
tall snow
#

were using firewills ammo handler

hot warren
shadow egret
#

anyone knows how can I do the starting countdown, like Endgame mode has?

shadow egret
#

and anyone knows make a respawn loadout, like APEX has?
I somehow managed to make NATO side, but I failed at AAF side :/

brittle prism
shadow egret
#

thx for your answer

lapis mortar
#

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)

hot warren
#

got a description.ext?

lapis mortar
#

yeah

tepid quarry
#

Is there a guide anywhere on how the Race modules work? Can't find much info from Google.

shadow egret
#

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?

astral bloom
#

In what sense?

shadow egret
#

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"

late breach
shadow egret
#

tbh I need whole list of icons. I know how to set it as of now
just can't find the list

late breach
#

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
shadow egret
late breach
#

Searching the source of the PBO's (which I have unpacked for modding reasons)

cinder holly
#

burgerpan

shadow egret
#

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 = "์†Œ์ด์ˆ˜";
        icon = "a3\weapons_f\data\ui\icon_regular_ca.paa";    // Icon displayed next to the name
        role = "์†Œ์ด์ˆ˜";                                        // 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 ;-;)

late breach
#
// 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
};
shadow egret
#

so I had to add those on cfgroles...

#
{
    class Rifle // Class name used in CfgRespawnInventory
    {
        displayName = "์†Œ์ด์ˆ˜"; // 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
    };```
late breach
#

This will allow you to have different loadouts for a single role (or just a single loadout)

shadow egret
#

mine is like this

#

can I separate the roles?

#

I just want many roles, and put only 1 loadout for each roles

late breach
#

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

shadow egret
#

teach me, sir...

#

I finally see the light :D

#

mind if I sent you DM, to sent whole description.ext?

late breach
#

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

shadow egret
#

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?

late breach
#

yes, and make sure you have unique classnames as well.

shadow egret
#

how unique we're talking about?

late breach
#

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)

shadow egret
#

on here?

class CfgRoles {
    class TAG_Rifleman {
        displayName = "Rifleman";
        icon = "\a3\weapons_f\data\ui\icon_regular_ca.paa";```
late breach
#

on all custom classes

shadow egret
#

oh, I mean Cfgroles, or CfgRespawnInventory

late breach
#

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)

shadow egret
#

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

shadow egret
#

somehow I managed to fix it...!

west elbow
#

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.

shell fox
#

@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๏ธโƒฃ 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๏ธโƒฃ 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๏ธโƒฃ and 2๏ธโƒฃ.

naive zinc
#

Guys I have a problem, Iโ€™m 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 itโ€™s still spawning blufor units.

tepid quarry
#

Is there an easy way to reapply a unit init after respawn?

tame sage
shadow egret
#

anyone knows how can I disable(remove) stamina in map file?

#

I saw scripts, but don't know where to put it now.

astral bloom
#

map file?

#

If you simply mean a scenario, just put this line:

this enableStamina false;```in Init line of an unit
shadow egret
#

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!

astral bloom
#

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

shadow egret
#

thank you sir, I'll test it out! ' ')7

#

for some reason didn't worked out

#
isGameStarted = false;
startTimeout = 30; // ๊ฒŒ์ž„ ์‹œ์ž‘ ๋Œ€๊ธฐ ์‹œ๊ฐ„ (์ดˆ)

// ๊ฒŒ์ž„ ์‹œ์ž‘ ์นด์šดํŠธ๋‹ค์šด (์„œ๋ฒ„๋งŒ ์‹คํ–‰ ๊ฐ€๋Šฅ)
if (isServer) then {
    timer = startTimeout; 
    [] spawn {
        while { timer > 0 } do {
            [format ["์‹œ์ž‘๊นŒ์ง€ ๋‚จ์€ ์‹œ๊ฐ„ : %1 ์ดˆ", timer]] remoteExec ["hintSilent"];
            sleep 1;
            timer = timer - 1;
        };
        missionNamespace setVariable ["isGameStarted", true, true];
        ["๊ฒŒ์ž„ ์‹œ์ž‘!"] remoteExec ["hintSilent"];
    };
};

// ์ค‘๋„ ์ฐธ์—ฌ์ž์šฉ ๋ณ€์ˆ˜ ๋™๊ธฐํ™”
if (didJIP) then {
    [clientOwner, "isGameStarted"] remoteExec["publicVariableClient", 2];
};```
#

this is my init.sqf now

#

should I change it to player enableStamina = false;

astral bloom
#

No

shadow egret
#

๐Ÿค”

#

then how can I make things work?

astral bloom
#

P...robably execute enableStamina after a bit after the game starts

shadow egret
#

after the countdown... I'll try!

shadow egret
#

and failed

brittle prism
shadow egret
#

yes, starting on respawn menu

brittle prism
#

then, disable stamina on respawn

shadow egret
#

on a script, right?

shadow egret
#

should I put that on onPlayerRespawn.sqf

brittle prism
#

either in that file, or use an event handler (the one i sent)

acoustic stone
#

Anyone know of a backpack mod that adds some sort of machinegunner backpacks? Like you can either see the boxes or the belts, idk

peak needle
#

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

shell fox
shrewd geyser
#

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???

cinder holly
shrewd geyser
#

told me?

cinder holly
#

told you, the say3D thing?

shrewd geyser
#

oh my, i didnt even notice that. sorry

cinder holly
#

np ^^ hehehe

shrewd geyser
#

erm.. how would one use that in a code?

cinder holly
#

what plays the sound btw, any specific object?

shrewd geyser
#

its a officer speaking.

cinder holly
#
theOfficer say3D ["theSound", 100, 1, 2];
#

the 2 is "no sound effect"

shrewd geyser
#

whats the 100?

cinder holly
#

max distance

shrewd geyser
#

i cant read ๐Ÿ˜ฆ

cinder holly
#

you smell of elderberries
see? you're upset, so you can read!

shrewd geyser
#

wiki banned me for saying Iron mans suit was made out of tin foil

shrewd geyser
cinder holly
#

fly free, little bird! and create the best mission ever โค๏ธ

shrewd geyser
#

after 600 tests even i dont like playing em, and neither does anyone else notlikemeowcry

#

but thank you very kindly sir

#

works like a dream โค๏ธ

analog narwhal
#

Is there a way to change the temperature of a map?

cinder holly
iron geode
#

Anyone know how if its possible to ahve markers that only zeus can see?

astral bloom
#

A marker can be local, so yes

iron geode
#

Nice, How would i do that in eden?

astral bloom
#

A script can

cinder holly
shrewd geyser
#

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 nootlikethis

#

Why does things just randomly stop working

median wigeon
#

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.

glad barn
west elbow
#

How do you unban someone?

And also how do I ad admin commands, im new to mission making

soft rover
#

Quick question

#

Any reason why a gate that I've disabled simulation on, would still have simulation?

#

Gate in question Land_BarbGate

cinder holly
#

a mistake or a mod

soft rover
#

I just noticed that it's actually affecting any gate or door

cinder holly
#

try without mods

soft rover
#

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.

sick lake
thorny plaza
cinder holly
#

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

red oxide
whole socket
#

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.

soft rover
#

All have correct parent IDs

#

And all be in the correct tab.

heavy bane
#

Anyone know the alive mission modules im just getting errors about the placement objectives

smoky urchin
#

making halo mission where you spawn inside the static ship but they spawn with a parachute below it

#

bit stuck

thorny plaza
#

have you tried having people spawned on ground and then teleported onto the ship?

open oar
#

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

open oar
#

ok i use markers with variable name respawn_west, not the modules, it works fine

primal rock
#

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

late breach
#

sounds like a problem with the mission, has nothing to do with Zeus

primal rock
#

i need some help fixing it ive been trying to for the last day

thorny plaza
#

check your server RPT files for any errors and start debugging from there

#

either a broken script in your mission or a faulty mod

primal rock
#

?

#

im new to this could you explain to me in simpler terms

thorny plaza
#

!rpt

open remnantBOT
#
Arma 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.

thorny plaza
#

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

signal coral
#

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.

thorny plaza
#

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
shell fox
#

Have you tried explicitly running BIS_fnc_taskSetAlwaysVisible afterwards?

jagged python
#

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?

thorny plaza
maiden vortex
#

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.

thorny plaza
#

Just dont make them playable?

thorny plaza
shell fox
#

What about using 3D visibility false in the BIS_fnc_taskCreate expression and then enabling it with BIS_fnc_taskSetAlwaysVisible?

thorny plaza
#
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

shell fox
thorny plaza
limpid terrace
#

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/

maiden vortex
# thorny plaza Just dont make them playable?

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.

deep dune
#

Does this work or is there a better way?
Its a trigger condition

{ alive _x && side _x == west } count thislist > 1;```
shell fox
deep dune
deep dune
#

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

cinder holly
shell fox
hearty matrix
#

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.

tame sage
carmine bear
#

for some reason the ZEUs modules are not showing some things after messing with 3den enhanced

#

its shopws all inculding unoffical

#

everything but drones

carmine bear
#

even on new missions, it was workiung fine before i fucked with 3den

median wigeon
brittle prism
median wigeon
#

Yep, found that it got combined with ACE discord, my bad

crystal gust
#

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
runic zealot
#

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?

cinder holly
#

scripts ๐Ÿ˜›

thorny plaza
#

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 &quot; 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)
cinder holly
thorny plaza
#

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

west silo
#

Just use Excel and write your own vba export import to xmp

west silo
#

I also had tons of issues with the 3rd party apps and most of them are not in dev. anymore

cinder holly
#

use Reforger's String Editor + a .st โ†’ .xml converter perhaps :p

#

actually it wouldn't take long to develop that

west silo
#

Doesn't make sense though

#

Not all A3 players have Reforger

#

Many of them had it perhaps (if you get what I mean ๐Ÿ˜‰ )

cinder holly
#

had
yes

west silo
#

Nothing. Use Vs Code ๐Ÿ˜„

brittle prism
crystal gust
#

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.

trim seal
#

Are you using FTP to move it to the server?

limpid terrace
#

@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!!

cinder holly
limpid terrace
#

@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!!!

cinder holly
#

see the wiki for BIS_fnc_endMission or BIS_fnc_endMissionServer, they have examples for that ๐Ÿ™‚

limpid terrace
#

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 ๐Ÿ™‚

cinder holly
#

dedi doesn't make a difference, the code is valid for all servers!

limpid terrace
#

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?

cinder holly
#

remoteExec, or use the endMissionServer from the server

limpid terrace
#

@cinder holly Thank you and I appreciate the help !

vital trout
#

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?

vital trout
#

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 thonk

cinder holly
vital trout
vital trout
#

wait, isn't it like 2am for you? ๐Ÿ˜‚

cinder holly
#

02:08

vital trout
#

how are you conscious to even consider arma right now

cinder holly
#

I remain a helpful guy nonetheless :p

vital trout
#

I should also probably mention that it's in its own category in CfgMissions >> Challenges but i imagine they load from the same regardless

vital trout
#

Nope, doesn't work for scenarios either thonk

#

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

vital trout
#

Still not working for scenarios defined in CfgMissions, still getting the static preview screen

vital trout
#

Weirdly it also doesn't work for the old man scenario preview? No mod I have touches that thonk

#

Yeah, also doesn't work with no mods loaded for old man ๐Ÿ’€

#

Either way, anyone got any tips to fix for my case?

red oxide
#

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

red oxide
#

any documentation about that? sorry i am not to familiar with scripting

soft rover
#

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.

thorny plaza
#

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

soft rover
#

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?

delicate hinge
#

modules are just wrappers for functions

#

Doing it via SQF is a lot more reliable in my experience.

soft rover
#

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.

thorny plaza
# soft rover I kinda know what you mean, but what did you mean by "in the same time"

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

soft rover
#

I thought that was the case. Thanks pal.

deep osprey
#

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?

summer warren
#

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 wonโ€™t let me publish my mission to steam workshop. Any tips?

astral bloom
#

No โ€œsomething like thatโ€ but write full error

river arrow
#

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?

thorny plaza
#

OR gate?

cinder holly
#

as in "logical OR"
one OR the other trigger, one preventing the other

thorny plaza
#

oh

#

well, I'd just delete the other trigger if the task creation is not some chaotic module grid

river arrow
#

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.

sinful rampart
rotund raptor
#

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?

summer warren
deep osprey
#

No spaces, no utf8 characters

#

mpmissions\Eurasia\TACGLiberation.Malden.pbo
mpmissions\Cryptid\spooky_ops_two.fapovo.pbo
mpmissions\ColdWar\RoscheSandbox.WL_Rosche.pbo

sinful rampart
#

Mh that should be working tho :sad:

deep osprey
#

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?

deep osprey
#

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. ๐Ÿคทโ€โ™€๏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

deep osprey
#

No obvious error messages anywhere. Can't find any reference to the folders either.

severe field
#

Is it possible to add flag markers for the map inside a mission rather then downloading another mod?

cinder holly
severe field
river arrow
#

For a "Seized by" trigger, do I sync that to the sector's area logic or the sector module?

red oxide
#

Would anyone happen to know how to play a sound when i call in support (mortar) ?

the init field gets triggered immidiently ๐Ÿ˜ฆ

thorny plaza
#

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 meowsweats

delicate hinge
#

No

cinder holly
thorny plaza
#

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

cinder holly
#

you might be able to select multiple waypoints and edit them all at once?

thorny plaza
#

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

cinder holly
#

unsure

thorny plaza
#

me too

west silo
trail cargo
#

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

trail cargo
#

... It's an image caching issue.

red oxide
merry grotto
#

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

spare hare
#

Hi folks, iโ€™m currently fixing the last aspects of a mission i made in the editor and it seems iโ€™m 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?

merry grotto
#

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

merry grotto
#

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

tame sage
# spare hare Hi folks, iโ€™m currently fixing the last aspects of a mission i made in the edito...

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.

spare hare
whole sandal
#

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

cinder holly
#

depends
you can change downloading time this way, but not the loading time itself

static sail
#

Is there a script that allows me to teleport players when they interact with a door which then teleports them to another area?

cinder holly
#

you want to teleport twice?

thorny plaza
#

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

tulip surge
tulip surge
# thorny plaza I have a part in my mission where an AI group is sitting on a hold waypoint figh...

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

thorny plaza
#

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?

whole sandal
cinder holly
#

no clue

hot warren
brittle prism
#

playMusic: Boolean - (Optional, default true) False to disable automatic music during closing shot
pass false, and play your own, tried that?

trail cargo
#

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.

cinder holly
#

attach them all to one Logic eventually, if you don't want them to move at all

trail cargo
#

Oh, haha

worldly sonnet
#

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

astral bloom
#

@worldly sonnetNo crosspost, thanks

worldly sonnet
#

My bad

astral bloom
#
  1. Move back to its original position as in what? Teleport or it would move back into the position?
  2. How do you set up the Virtual Garage?
deep dune
#

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.

cinder holly
spare hare
#

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

cinder holly
#

seems sus

errant path
#

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

worldly sonnet
brittle prism
#

position when the object activated the trigger?

#

or position when it was first created?

brittle prism
worldly sonnet
#

Could I just have it moved to a marker maybe

#

On the deactivation of a trigger

brittle prism
#

though i'm not sure about locality, you probably want it server only

#

or loop on each machine, and only teleport the local objects

worldly sonnet
worldly sonnet
#

Oh ok thanks I'll check it out

brittle prism
#

something like _obj setPosASL AGLToASL getMarkerPos ["myMarker", true];

worldly sonnet
#

Would the obj be the variable name?

brittle prism
#

yes

worldly sonnet
#

Ah I see I'll try it out thank you so much

worldly sonnet
#

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

brittle prism
#

something like this setVariable ["tag_groupData", waypoints this apply { waypointPosition _x } ]; in group's init field

worldly sonnet
#

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

brittle prism
#

you can do it in uavs init yeah

#

foreach to loop over the objects,

{
  // code to run on objects in trigger
} forEach thisList;
worldly sonnet
#

So where does that go in the unit or trigger sorry for all the questions

brittle prism
#

deactivation field

#

like you wanted?

worldly sonnet
#

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 } ];

brittle prism
#

well

#

_obj setPosASL AGLToASL getMarkerPos ["myMarker", true];
this won't do anything

#
private _posASL = AGLToASL getMarkerPos ["myMarker", true];
{
  _x setPosASL _posASL;
} forEach thisList;
worldly sonnet
#

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

woeful magnet
#

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.

hot warren
woeful magnet
#

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.

errant path
#

Hello, is there anyway to make a player respawn with his starting loadout? Not with the loadout that he had before he die.

glad barn
#

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", []
worldly sonnet
#

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?

past sparrow
worldly sonnet
#

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

past sparrow
worldly sonnet
#

would I use a marker?

past sparrow
worldly sonnet
#

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

past sparrow
trim seal
#

the garage centre as vehicle; will be deleted on opening

past sparrow
worldly sonnet
#

Ah ok I see I'll give it a shot thank you I really appreciate it